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xscooby
04-02-2008, 05:35 AM
Since its obvious the development team used the modern MMORPG's as inspiration, I'm here to state of few ideas that may of been, or have not been suggested.
I hope you guys throughly read each one, as of I'm a supah fly dood!

I've played EQoA, EQ1, and currently playing EQ2.
(I've lost some time to EQ2 since of CoP >.>)

The Suggestions
----------------

-For the mana color Green, give a spell like SoW (Spirit of the Wolf)
it's a spell in EQ that boosts the speed of the caster by 40%, making those long trips seem so short!

-Auction/Broker, this is a MUST have!

-Dressing Room, a helpful window that shows what a item would look like if it were on you and equipped, most MMORPG's have this, its fun to play with.

-Raids, the guilds can host raids against big bosses, and raid through dungeons and such, basically its a supergroup for guilds, over 10 players.

-Mounts, not much to say, just give us horses or something.

-Faction, a nice faction system would be helpful, as in WoW, you can fight against the opposite alignment, if they are attacking your city. This doesn't have to be that complex.

-Group PvP, not neccessary, but would be neat.

-Gambling, like Outwar!

-Bounty Monsters, like Outwar once again!

-Housing, unlikely but cool.

-Guild Halls, unlikely but also cool.

-Classes, it interferes with the current layout, maybe optional path quests to help determine what you want to be, maybe Green can have optional path quests, for instance, Naturewalker, Hunter, Shapeshifter. You get the idea?

-Dance Floor, FOR ALL YOUR RICK ROLL NEEDS!

That's all I can think of now, if I can remember, I will come back to post further thoughten ideas!

Renegad3r
04-02-2008, 07:53 AM
there is already going to be a guild hall, they just havnt given it to us yet, and i would like to take this time to say that guild taxing, like outwar's crew tax, would be a pretty neat idea. =)

Ferocity
04-02-2008, 08:50 AM
Green get's SoW at a higher level. The other things like auction houses etc we are definately putting all those in. We have a fraction of the staff of other companies but we're going to be adding in all of those systems and a few others that you don't see in the mainstream games. We're pretty confident our gameplay will be better than most. We recently just hired another programmer to speed things up a bit! =)

xscooby
04-02-2008, 10:18 PM
Your thinking like me ferocity, I tell ya :P. Aswell, did you think about my Rick Roll suggestion :D.
Thanks for considering each, glad to here you were already planning to do most of them.

papercut36
04-03-2008, 03:32 AM
I noticed theres no real Melee or weapon based skills.. its all magic whats up with that.

btw I really hate all spell caster types.

J4n1
04-03-2008, 06:08 AM
I noticed theres no real Melee or weapon based skills.. its all magic whats up with that.

btw I really hate all spell caster types.

I think Rampid plans to add meelee skills. In earlier beta before the new skill system they had some meelee skills.

Ferocity
04-03-2008, 03:48 PM
We're going to add a melee class into the game but we wanna brainstorm more on how we want to go about doing it within our current system. We don't wanna follow some cookie cutter class based limiting system. Melee classes really aren't much different than spell casters though IMO, they all click buttons that do damage, theres touch spells you have to be in melee range to use and mana really isn't an issue.

xscooby
04-03-2008, 05:08 PM
You could always go with my idea :P
Where the player is faced with a decision of whether he wants to do a epic quest to improve his strength, or go with a epic quest to improve his Wisdom/Mysticism.
I guess thats not really a good idea, but something to think about is to redo the stats, so after a level you put a amount of points into one of the categorys, like you do when creating a character, this will help out the player decide what he would like to do with his character.
And I don't think it should be that hard to do with the coding, but I'm not sure about that.

Elnof
04-03-2008, 05:36 PM
What about a system where you gain "experiance" by using the skills of that "class". After so much experiance, then you get one more point added to that class. It would be more realistic than many leveling/class systems out there. You get better at things by doing them, not by doing other things. I've played games where you can use all the magic you want then upgrade your melee, not what would happen in real life.

If it's not to late, and xscooby doesn't mind, here's my idea for a "non-cookie-cutter" system:

In the game, each weapon/spell has a class (sword, axe, staff, damaging fire spells, etc) and the more you use it, the more "talent" you have with that class. Talent would be divided into two catagories: Attack (gained by attacking enemies) and skill (could be gain just by swinging the weapon, but givin more if used to attack), and you would need to max out both to level up your talent. Now, the only way to see what your talent is, is to go to a trainer and have them test you, and they would tell you stuff like "That was the best swordsmanship I've ever seen!" or "You're getting there, but you need more practice." The more talent you have, the more damage you'll do with that type of weapon/spell.

The next type of levels would be Aptitude, and it is for a specific weapon. Almost the same as talent, but aptitude determines how much the talent affects your weapon. For example, at level 0 in aptitude, you would get 0% of the talent boost, at level 1 you would get 10%, and at level 2 you would get 20%. There would be a set amount acheavable levels in Aptitude, and no way to find out what yours is.

The final type of leveling is actually a stat, while defence and attack would be determined by your armour and weapons, each equipable item has elemental resistances and weaknesses. Once again, no way to see that, but it would effect damage.

Now for the shops. When you go to a shop, the owner will ask to look at the scorecard the last person who tested you gave you, and when you want to buy an item, if you aren't talented enough, they will warn you that you won't be able to use it properly. If you still buy it, then your attacks will be slower, not do nearly as much damage, and spells have a great chance of fizzing out. That way, the weapon you started out with and have been using for a long time would be more powerful than the weapon you just bought, because you have used it more. Each time you go to a trainer, they will give you a new scorecard, and if you drop it, you have to go back to a trainer to get another one before the shop keeper will let you buy their stuff.

Ghoti
04-03-2008, 08:29 PM
i agree with this type of leveling system in theory; it can be really hard to implement, though.

for an example, play final fantasy 2.

Elnof
04-03-2008, 08:45 PM
Depends on how indepth you want the leveling system to be. At the very least, it could take just a few minutes, though it wouldn't be very good. But if you want something profesional, then yea, that could take a while.

monaro
07-13-2009, 01:14 PM
We're going to add a melee class into the game but we wanna brainstorm more on how we want to go about doing it within our current system. We don't wanna follow some cookie cutter class based limiting system. Melee classes really aren't much different than spell casters though IMO, they all click buttons that do damage, theres touch spells you have to be in melee range to use and mana really isn't an issue.

cmon then chop chop, year and a half later we still waitin xD