- May 31, 2005
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Hey guys.
It's been a while since my last post, but I've had another idea that I thought worthy of posting. Although it's probably either been done or it's impossible. Still -- worth a shot.
WarZones
This idea is not newbie friendly. It involves a REAL combatitive environment and puts each and every player right into the middle of a war.
This doesn't just mean 'we've got mobs', but this means a real war, between two sides, which dominates the game.
The war isn't on mobs. It's between two player factions; the Ashnar and the Darshan.
Territories
The Ashnar occupy border village (obviously giving them easier access to PI etc), while the Darshan control Serpant Valley and Tao Village.
Bichon wall is a totally neutral town, where you can't even fight. Mud wall is neutral, containing an embassy for each faction, but fighting is allowed outside the big safe zones.
Sabuk is obviously tied to a guild, and therefore is kind-of in the hands of a faction. *More on that below*.
Choose A Side
It's not quite as simple as just choose a side and that's it. The factions are made up of lots of guilds, and every guild is automatically tied to a side (and involved in the war).
There is no such thing as a neutral guild that can evade the massive war -- from the very start all guilds are involved, actually forming in one of the faction's territories.
Arm Yourself for War
A lot of equipment from level 20+ (when you become a real part of the big war) is faction specific.
All robes, belts, stones and shoes are specific to one side or the other. Armour is different coloured for each side.
You take a normal item, eg. magicarmour, to an NPC in your faction's homeland and you upgrade it. This costs EXPERIENCE. The amount depends on the level of the item. Eg. minus 20,000 exp for a magicarmor but minus 200,000 for a steelarmour.
The un upgraded items drop and are sold as usual, but have either no stats or vastly reduced stats. You need to have faction specific armour and stones etc to compete.
This is where the war comes in. If you collect any of the enemy faction's items, you can hand them in to receive the exp cost of that item. So you could take an Ashnar MagicRobe (A.MagicRobe) and turn it in at the Dashnar town to get 30,000 exp. This is the 20,000 exp it originally cost to upgrade with an extra bonus, so people level by hunting each other overall (+ you get the original robe back).
You also get awarded with a kill point.
So basically -- you get/lose exp for hunting your enemies. And the exp amounts are a lot higher for higher level people.
To stop an obvious exploit, there is a limit to the number of items you can upgrade inside a set time-frame.
It's been a while since my last post, but I've had another idea that I thought worthy of posting. Although it's probably either been done or it's impossible. Still -- worth a shot.
Game Design
The rest of this post is just about the design bits, not about how to actually make it happen.
The rest of this post is just about the design bits, not about how to actually make it happen.
WarZones
This idea is not newbie friendly. It involves a REAL combatitive environment and puts each and every player right into the middle of a war.
This doesn't just mean 'we've got mobs', but this means a real war, between two sides, which dominates the game.
The war isn't on mobs. It's between two player factions; the Ashnar and the Darshan.
Territories
The Ashnar occupy border village (obviously giving them easier access to PI etc), while the Darshan control Serpant Valley and Tao Village.
Bichon wall is a totally neutral town, where you can't even fight. Mud wall is neutral, containing an embassy for each faction, but fighting is allowed outside the big safe zones.
Sabuk is obviously tied to a guild, and therefore is kind-of in the hands of a faction. *More on that below*.
Choose A Side
It's not quite as simple as just choose a side and that's it. The factions are made up of lots of guilds, and every guild is automatically tied to a side (and involved in the war).
There is no such thing as a neutral guild that can evade the massive war -- from the very start all guilds are involved, actually forming in one of the faction's territories.
Arm Yourself for War
A lot of equipment from level 20+ (when you become a real part of the big war) is faction specific.
All robes, belts, stones and shoes are specific to one side or the other. Armour is different coloured for each side.
You take a normal item, eg. magicarmour, to an NPC in your faction's homeland and you upgrade it. This costs EXPERIENCE. The amount depends on the level of the item. Eg. minus 20,000 exp for a magicarmor but minus 200,000 for a steelarmour.
The un upgraded items drop and are sold as usual, but have either no stats or vastly reduced stats. You need to have faction specific armour and stones etc to compete.
This is where the war comes in. If you collect any of the enemy faction's items, you can hand them in to receive the exp cost of that item. So you could take an Ashnar MagicRobe (A.MagicRobe) and turn it in at the Dashnar town to get 30,000 exp. This is the 20,000 exp it originally cost to upgrade with an extra bonus, so people level by hunting each other overall (+ you get the original robe back).
You also get awarded with a kill point.
So basically -- you get/lose exp for hunting your enemies. And the exp amounts are a lot higher for higher level people.
To stop an obvious exploit, there is a limit to the number of items you can upgrade inside a set time-frame.