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I'll start with the obvious disclaimers. This is going to be long, it cannot be helped as I'll have to describe not just the idea but also its design impacts on many systems. Second this is completely a WiP with many details unresolved. Finally, this won't be for everyone or work for every world- I've made my peace with that. ⇔ I start with an almost unholy simplicity at the core of this idea, every positive is balanced by a negative. Easy enough to say, but the application I intend is pretty deep. Let's start with attributes, every player has a fixed pool. Currently I envision 6 attributes: strength, stamina, agility, intellect, will power, and recovery, with a fixed pool of 200. These would all be assigned automatically with 10 assigned to each attribute except recovery which would contain the 150 points remaining when you start. Honestly, that sucks as a setup but the high recovery allow you some protection (you almost have to be one shot to die) and the ability to use abilities constantly (although the small pools will severly limit your options). Maybe I should've started at creation, but now feels like a better time. At creation you'd have your standard race selection (as applicable), a host of appearance options and finally a base element. Personally, I'm not a fan of predetermined classes or the traditional trinity (More on this later). I bring this up now, because your introduction into playing the game is tied to your element. The very first "quest" is to raise the cap on 1 of the 5 attributes that started at 10 and I'm thinking I might tie that to the player's base element. The second part would to re-assign points to that attribute, unlocking a skill fragment (I'll get to this next). After this little tutorial you no longer are forced to assign points up to your cap. ⇔ Abilities I extend that core philosophy to abilities, and one-up most systems by allowing nearly total player control. This is where skill fragments come in, each is a part used to build abilities. There are many sources and fairly few restrictions for their combinations (mostly prereqs). The interface for assembling and tuning the parts would allow for tuning them (with a balance feature). So, if you were to take a fireball (just an example) and add a DoT feature it's duration would impact the base cost, cast time or strength of effect. BTW all skills require an element, even physical skills require an elemental force to initiate. Elements The working count is 6 elements, of which I intend to allow players access to use 3 in their builds. I'm using Earth, Wind, water, fire, light and dark. These will all exist in some portion as a local resource (BTW no area is entirely devoid of any of them). They serve as an ability modifier for abilities. The abilities have 3 modes I couldn't really cover before introducing this part, they can create, be neutral to or use up the local elemental force. This is essentially an advanced version of the field effect from Chrono Cross, and it would impact near by players and mobs alike. Create and use element would be options to add to abilities and generally impact cast time or costs. ⇔ Weapons and armor As always these are all about the give and take. Every weapon will have a primary damage mode and likely a secondary mode out of 3 options. Physical attacks will have 3 modes, slash, pierce and bash. Armor will offer defense for each of the 9 possible damage types individually. Of course defense against one type comes at the expense of others, full immunity to one type of damage will leave you very vulnerable to any other type. Trinkets and consumables In this world most trinkets would have a small personal impact on the field effect, although some could impact social standing (I picture rep being very localized not a global thing). Consumables would have a larger effect on the field along with replenishing HP, energy and tweeking focus (the 3 player pools). ⇔ Bored yet? Combat Solo combat is pretty familiar, the only wrinkle being the field effect. Most creatures use a single element, which you could use up and limit their abilities. More difficult creatures might generate more of an element (much like you can), however they do face similar limitations as the players (as they are built very similarly). The group side is far more interesting. I mentioned my dislike of the traditional trinity, so now I'll offer the alternative. Every player has a base element (just to remind you of that point), it rears it's head here. That base element is also something you are nearly immune to. This makes any player, depending on the encounter a prime tanking candidate. Status effects (which boss mobs will dole out plenty) can only be healed by a counter element leading to healing being more by committee. Likewise with DPS. Essentially, the trinity exists within the encounter (although flexibly as some bosses would feature phase changes where their element switches) but party roles aren't fixed (at least not in an optimal sense). ⇔ Progression Most of the progression is horizontal, at least from a combat perspective. Any power growth is specific and causes a deficiency somewhere else. Horizontally, you might be able to shift crazy amounts of attribute points around and build abilities from dozens of skill fragments but, you are stuck with what you brought to the fight. Something I hadn't mentioned until now is that those fragments can come from many places: the temples dedicated to an element, weapon trainers/experts, crafting, or various other organizations. Vertical progression, is focused on social/economic matters. Whether it is membership in some order/society or a title of nobility, these would matter. I'm big on evolving worlds politically or otherwise. Maybe a rank member of the Order of Empirical Merchants can manipulate the comodity market, or a General can push invasion plans. I want those options and more to be availible to those that pursue them. I know this is crazy long, and maybe just plain crazy, I'll leave that to you. Although if you'll allow the further imposition, any thoughts? |
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12/05/10 12:05:23 PM#2
Alright, so you removed the trinity of tank, healer, dps and now have elements and counter elements. What type of characters will players play though? Everone is a wizzard or battlemage? Are you going to keep element's abilites more or less the same or are some elements like earth going to have more defensive abilities? Just something to think about. I was thinking it may be even better to invent your own elements so there aren't already limitations, assuming fire its primarily for burning(damage) and light is for holy acts(healing). If you made your own you may be able to break free from this but on the other hand they won't be easily recognizable. Also, the elements wouldn't have to have clear polar opposites would they? The could have opposites and be super effective on them but also be partially effective on one or two others. |
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Players would have the ability to build many familiar classes with the tools. A warrior will likely focus attribute points on strength, stamina and agility gearing themselves for close combat (heavier focus on physical damage mitigation), sacrificing intelligence and will power (which is mostly a casting attribute). Depending on their play style (smaller skills often or bigger skills less often), they would then build/tune abilities to match. It's probably best to think of this more as a classless skill based game (even though I don't rule out classes as a possible option for achievement). Elements are a challange (and the names are sort of arbitrary, I just used familiar termonology), as they are different and sort of the same. They'd all have similar uses, but the application/effect would be different. I'll use a fortify shield ability- that is it imbues the shield with an elemental property for a given time. Earth would increase resistance against slashing and blunt damage w/ a smaller bonus against all elements except wind. Water would increase resistance against slashing and piercing damage w/ a smaller against all elements except fire. Fire and wind function differently, they would offer larger elemental protection (excluding their opposite) and rebound a % of physical damage. Light and dark only offer a small tweeks to the hit% (dropping your enemies and increasing yours). This part is sort of design on the fly, but IMO it walks the "same but different" conceptualization I had for the elements. Healing is a bit simplier, they all have a healing property. Debuffs cannot be cleansed, but they do provide an opportunity. A bleed effect (DoT) is also a modifier that increases the effect of fire based healing on the affected target. It's likely that these debuffs won't be entirely evenly distributed making an element or 2 a bit better for healing (more opportunities for enhanced healing), but it would remain situational. On the damage side, polar opposites are always the best as they are your enemies natural weakness. However, the remaining 4 elements would all remain effective. |
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12/06/10 2:21:56 PM#4
Originally posted by ghstwolf Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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To answer some of those concerns: Character creation The stat-element link would only exist as a one time tutorial. It would move a single stat's allotment cap from 10 to 15. I was thinking about tying the tutorial's stat to the given element's start area but that would be as far as it went. Earth for example, which would typically either be tied to strength or stamina would offer missions to raise the cap for all stats that started at 10. That is those options would be there after the tutorial questline (it takes you step by step through the whole process of raising a stat's cap and allotting the points, which is why I'm taking this little shortcut). Swapping the points around is pretty much on demand, the one limitation would be where you could do it. I'd limit those swaps to specific areas (inns/taverns or similar), otherwise the idea loses a lot of what I'm going for. Abilities I don't really object to the extreme all-or-nothing skills. I'm going for a very dangerous world where there are no guaranteed wins. Maybe such a skill assures a win, but it leaves you so weak afterward that anything/anyone will kill you easily. I have a few thoughs on how to do this, but nothing complete enough to even try to explain. Combat I don't tend to follow convention, a volcano area would have the fire beasties but also considerable amounts of Earth creatures and maybe a few dark creatues too (in the caves). Even without that though, fire element players (primary element because they'd have access to up to 3 elements) have a very good natural immunity to fire based attacks. Fire might not be all that effective against the enemies, but using it could be a good way to sap those enemies (attacking them through the field effect system by using up their prefered resource). Progression While there are great arguments for big power curves, but IMO their are equally strong arguments against them too. The big power curves are great for telling a story, but IMO bad for really driving the story (sort of an actor vs writer situation). Especially early on my vision of progression is about gaining greater control of your character (the stat cap raising quests and obtaining various parts to make abilities) and while that never entirely goes away (as you seek rare and hard to get skill parts) you will always have the ability to tweek and experiment with that character in an attempt to find "perfection". On the reputation side, for some reason I've always pictured a ladder ranking system as part of influencing the server's direction. I'll have to untangle that idea from it's original world (my take on Mechwarrior) and translate it to a fantasy setting. But yes it always seems to lead to much harder content.
To what I skipped: The vast majority of weapons offer 2 dmg modes, especially melee. Swords can slash and thrust (piercing), mace and hammers are bash weapons but offer piercing (at the same time). To fully protect against one melee, the other 2 would be wide open and elemental defenses would suffer greatly too. The element thing, as fantasy inspired as it is I'm pretty sure I could translate it into any world I desire. I could for example talk about nano-assemblers that draw material from the ground the mech is standing on. There's a certain familiarity in describing it how I did though, which allows me to skim over certain bits. |
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12/12/10 11:28:17 PM#6
I think the whole stat business is too confusing. I mean stats are automatically distributed, one is higher than the others then you do some stuff, raise the cap on one then redistribute the stats. That is just too roundabout. At the beginging just give players a boost to health and mana regen, forget about the recovery to 150 thing for the moment. If recovery cannot be changed or affected at this time, then don't mention it, it is just extra information the player does not need to know. Rather, start the game, all stats are at 10, do a quest pick which one you want to increase, done.
Abilities Be careful, these types of systems are hard to balance. Also think about a way to let other players know what a character can do, so they know if they want to team with them. Elements You know I never liked light and dark as elements, because they really are not about light and darkness, which would be the same element, rather they are holy and unholy, good and evil. Anywho, it seems like certain elements could have a clear adantage in certain areas. Earth is everywhere, as is air. Water guys would be boned in the desert. Light is good during the daytime? Darkness at night? Weapons and Armor Again, be careful with this concept, people don't want to be put in a situation where they feel they can't win due to not having the right element or damage type.
I think these systems tend to walk a fine line, and could be unbalanced very easily, so you have to be extra vigilant if you want to use them. Combat It sounds like grouping is really the only way to go. If you were by yourself, you could run into a monster that uses the exact element that you suck against. Having a group of 6, one for each element, seems like the safest way to fight. SO I take it this is really group heavy? All men think they're fascinating. In my case, it's justified |
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Originally posted by Cactus-Man
It might not sound it, but it is fairly solo friendly. Some monsters will be much harder and would have you at a disadvantage, it would probably be best to seek out others in such cases. |
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12/21/10 11:17:06 AM#8
Originally posted by ghstwolf Top MMOs: Asheron's Call, Shadowbane, EVE Online, Planetside |
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Originally posted by jasimon I'm not entirely against having roles inside an engagement, it's the way things tend to breakdown (military stragegy is full of examples). Mixing it up does 2 things though, first it limits how effectively a player can specialize (as they need to be ready to do anything) and second, it sort of eliminates the all too common shortages of healers and tanks. Personally. I always enjoyed having dual roles in fights, it just creates memorable moments by giving people a chance to do something exceptional. |
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