[Role Playing Game] SylvORPG: The World Asunder

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WHAT'S THE LORE BEHIND SYLVETICA?
Sylvetica is a diverse and developed world that has been shattered by an unknown, primal force. Far-flung lands are closer together than ever, and heroes from alternate or ruinous timelines are joined to do battle alongside one another. Save and load your character to travel between the broken Shards of the once-great world, where you can earn powerful items, fight incredible bosses, and forge an increasingly strong Hero.

Or, you might discover Sylvetica's fate...

WHAT IS IT?
Highly inspired by BOESERTEDDY's (now old-and-busted) RAGOS ORPG, SylvORPG is a traditional-RPG style map that allows players to save and load their Hero across a number of additional maps to earn more powerful loot and fight incredible bosses.

Though the max Hero level is only 10 (which can be reached on the base map in relatively short order), a great deal of progression can be made through increasing item level. The game, then, is not balanced around grinding, but around a Hero's abilities; each Hero class can pursue a number of different skill paths and is able to retrain quite frequently, but with only ten points to allocate, trade-offs must be made. Likewise, each Hero's abilities have scaling, becoming more powerful with increased stats.

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Aneos

This yields a number of ways to play each class with a number of potential item and skill builds to pursue; intuitive hotkeys allow any combination of abilities to be harnessed in a useful manner. Stats might be relatively simple; however, success is predicated on teamplay and a combination of classes and skill builds that generate a balanced and successful playstyle, rather than simply stacking a Hero's primary attribute and playing independently.

OH, THE PLACES YOU'LL GO
Your adventure begins on the base map, where there's a couple of dungeons and boss encounters to start your journey, as well as a dueling arena (and a secret, if you load in a max level Hero!).

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However, the main attraction of SylvORPG is its expansions. A sense of adventure, diverse terrain, and file size limitations are all benefits of having a number of additional, small maps. Set up like dungeons or quests and with plenty of boss encounters, both optional and required, SylvORPG's expansions are divided into tiers. The draw, the source of loot, and the hardest battles you'll face come from the bosses; they aren't easy, and they only get more difficult as you advance.

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It goes without saying that you won't beat them by hitting them until someone dies. You'll have to play actively, avoid powerful attacks, and discover optimal strategies. Spell channeling text will alert you to abilities that can be interrupted by stuns or silences (which not all bosses are susceptible to); in other cases, you might need to try a different skill build to be successful in a particular encounter.

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And in other cases still, well... look out.

In maps other than the base map, an aggro system is implemented that allows bosses to change their logic based on which Heroes are inflicting the most damage and performing the most healing. However, some abilities can generate more aggro than others (taunts included), allowing tanking roles to actually control the enemy's behavior rather than just absorbing damage.

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More info, as well as beta releases of the base map and four additional dungeons coming real soon (namely, after some balance changes and bug fixes). Credit to tons of people here at the Hive, with individual resource credits dispensed on a map-by-map basis.
 
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