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[.Hesperus.]

PostPosted: Tue Jan 13, 2009 3:24 pm


Basically, what we need is a Coherent, ordered post, to put how stuffs gonna be laid out, imma post a series of questions, and when i get the responses i will add everything in razz



Races
- What races
- What is the back history?
- Are their different factions?
- How do these races, and the seperate factions they are divided to interact?
- Is their a racial system, by which i mean do certain races have certain traits that have a game inpact?

Classes
- What classes?
- Are classes bound by race?
- Is their a job system, in that you start with a generic base and specialise as you advance in level?
- What are the different character archtypes we hope to have, and how do they interact with eachother?
- Are the classes primarily pure? or a hybrid? or a mixture of both?

Social Aspect
- How can the Players interact?
- How can players group?
- What makes the interactions unique?
- How easy is it to make a guild?
- What benefits does being in a guild give to the player?
- Is there a PvE element to the game, by which i mean are there dungeons, which require concerted effort to clear, but which offer better equipment as a reward? how many people are required to clear one, what restrictions are there on them?

RPG Game Mechanics
- How does leveling work?
- Is there a quest system? if so how will the rewards work?
- How is quest difficulty scaled with level, what happens when a a high level person completes a low level quest?
- How is equipment managed?
- How are skills assigned, is their a 'talent' system?
- How much freedom is given in terms of character customisation, not just from a gameplay perspective but from a aesthetic perspective also, players will always want to stand out, how can they achieve that?

MMO Mechanics
- What drives a player to level?
- What rewards are their for rigorous dedication to the game, I.E completeing all quests in the entire game? do we want that to be possible?
- Is there a trade system? how will craftables factor into equipment from a balance perspective?
- How will the classes be balanced?
- Is There a pvp system? if so, how will this be implemented, what drives a character to pvp?
- Is PvP possible outside the alloted 'pvp time' how does this factor into the overall gameplay experiance

Travel, Environment
- How are the environments special?
- How easy is it to differentiate between the seperate areas?
- How will the player travel between areas?
- How much will travel involve the areas?
- How best can we create a sense of scale for the player, as they travel between planets
- How can we keep travel from being a trivial matter, while also avoiding penalising people for repeated travel?

Combat Mechanics
- How is combat managed?
- How is Damage Mitigation managed?
- How does Spell Damage scale with Melee/Ranged damage?
- Do items require repair after significant use?
- If there is a pet combat aspect to the game? if so how are they controllable?

Lore, Player Interaction
- In what way is the player able to learn about the backhistory of his race, class, Faction ETC?
- Quests aside, what aspects of the game actively engage the players with the lore of the universe?

Aesthetics
- How does Equipment change the characters look?
- How can a character be customized?
- Can spell effects be customized?
- Whats the overall artistic direction?
- How does the art complement the gameplay?
PostPosted: Tue Jan 13, 2009 3:50 pm


Races
- What races
- What is the back history?
- Are their different factions?
- How do these races, and the seperate factions they are divided to interact?
- Is their a racial system, by which i mean do certain races have certain traits that have a game inpact?

Current list of races so far:
- Rasseno [descendants of humans] { base race, not too good at anything in particular
- Calines [bestial beings characteristically after cats/dogs/otters] { light and agile skills pref
- Teh'tasoras [reptilian, lookalikes to draconians] { heavy hitters, not too smart
- Lith'ellen [L elven/alien race] { smart, strong, but not aggressive
- Dun'kirk [orc/minotaur race] { Mele! but not too thick headed
- Dru'elleid {D elven/alien race] { smart, but likes to stand at a distance from the bloody messes.

Back History, it is currently lacking, but will be fleshed out for the game "The Eighth age of BLOOD" But the basics are,
An MMORPG [massive multi player online role playing game] that is set in a time where all the current worldly powers succumb to greed and self interest. As a century of war comes to a grinding halt just because no one wants to fight for their governments any more! As these deserters try and come home, they must re-establish their lives and rebuild the scarred lands they had left so many years ago.

there are about two to three factions that will be dealt with,
- the 'good' (Rasseno, Calines, Lith'ellen)
- the 'bad' (Dun'kirk, Teh'tasoras, Dru'elleid )
- and remnants of the government

these factions are not dead fast, all have their inner bickering and outward rage either as an attempt to gain more power or some other means of control.

Traits, yes, each race gains specific atributes
Rasseno, even stats
Calines, ++ agi +dex -str -vit
Lith'ellen, +++int +dex -str --luk
Dun'kirk, ++str +vit -dex -int
Teh'tasoras, +++str +vit -luk --int
Dru'elleid, +int +dex +agi +str -luk --vit

aside from this, I have not given them different start locations as of yet and they all start off at the bottom with the same gear.

Redforest
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[.Hesperus.]

PostPosted: Tue Jan 13, 2009 3:53 pm


ok, that helps fill out some information, a few tips, the names of the races definately need to change, big time, races need easily abreviated, simplistic names, you seem to lean towards heavily apostrophed names, in a kind of attempt to emulate high fiction, and really doesnt lend itself well. its also best to keep the factions balanced, whereas they race distribution currently isnt at its best so far you have a faction with

-base race, not too good at anything in particular
- fast race, light and agile skills pref
- melee race, smart, strong, but not aggressive

for one faction

and

heavy hitters, not too smart
Melee, but not too thick headed
smart, but likes to stand at a distance from the bloody messes.

for the other, straight off it seems that one faction lacks any magic specialisation, and has 2 races that are looking to be quite squishy, while you have another which has 2 races which will have high amounts of damage mitigation, compared to other races, as well as a ranged/magic specific class, and the most alarming point so far really is

'and remnants of the government' thats shocking, and would perhaps be best left as an npc faction, a peace keeping faction perhaps? equivalent to guards, as well as providing basic trade and black market facilities? perhaps the odd quest hub or capital city esque system?

you have mentioned stats, but how do those stats mathematically compare to ingame systems? i.e i assume luk would equate to hit chance and crit chance, as you seem to mirror RO's stats in that respect
and remnants of the government


Redforest response
you assumed correctly that remnants of the gov't are to act as the town guards and some of the other npcs.

as for the classes, I know they are unbalanced, Help?
I was going to have the humans listed as true neutrals.

so we need each to have:

1 melee
1 magician
1 assassin
or better, with slight variance.
PostPosted: Tue Jan 13, 2009 3:59 pm


Classes
- What classes?
- Are classes bound by race?
- Is their a job system, in that you start with a generic base and specialise as you advance in level?
- What are the different character archtypes we hope to have, and how do they interact with eachother?
- Are the classes primarily pure? or a hybrid? or a mixture of both?

Classes are the jobs that are available to all units
there is no bound class but suggested classes are provided above others that do not complement the growth styles of the race

all are to start out at a generic base but quickly specialize towards one class and work towards further specialization or improvement with additional branches as one levels.

every class I hope to have one that leans towards an honest profession and another that leans towards a darker shade, i may include a middle road but at a later time.

groups of classes tend to work the best with either slight diversification or set groupings but tend to always work best when each person can choose a particular task within a group.

Classes will start out pure, but after advancing into the third teer of your job, I was thinking of enabling a minor profession, skills being a little less effective but still operable, possibly enabling a mage to heal himself or a warrior to vend his own loot, and they don't exactly have to be compatible.

Redforest
Captain

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[.Hesperus.]

PostPosted: Tue Jan 13, 2009 4:07 pm


ok, what are the classes and how do they branch out, how do these classes stand unique not only from their same level counterparts, but their previous increments?

you might want to think about basic character progression on a archtypal scale, rather than a moral scale

is it possible to change 'job' choice? minor profession sounds good, but be warned that people will min-max these, so perhaps more cosmetic changes might be better?

-redforest's response:
all start out as citizens, and gain a profession at or near the end of the training scenario-

_Noble-
/Male/ {- Barron -[ Lord /Female/ {- Baroness -[ Lady
{{Aka super novice class}}

_Acolyte -
{- Priest -[ High Priest
{- Cleric -[ Demigog

_Page-
{- Swordsman -[ Knight
{- Crusader -[ Paladin

_Infantry-
{- Marksman -[ Ranger
{- Soldier -[ Berserker

_Tinkerer-
{- Mechanic -[ Engineer
{- Alchemist -[ Creator

_Thief-
{- Assassin -[ Assailant
{- Swindler -[ Merchant

_Rogue-
{- Mercenary -[ Assassin
{- Wanderer -[ Stalker

_Scholar-
{- Magician -[ High Magician
{- Summoner -[ Necromancer

-------------------------------------------
?(for fun classes)?
_Showman-
{- Juggler -[ Jester
{- Gambler -[ Ring Master
-------------------------------------------
?_Barbarian-
{- Tamer -[ Beast Master
{- Woodsman -[
-------------------------------------------
?_Musician-
{- Bard / Gypsy -[ Conductor
{- -[ Piper
-------------------------------------------
PostPosted: Tue Jan 13, 2009 4:24 pm


Social Aspect
- How can the Players interact?
- How can players group?
- What makes the interactions unique?
- How easy is it to make a guild?
- What benefits does being in a guild give to the player?
- Is there a PvE element to the game, by which i mean are there dungeons, which require concerted effort to clear, but which offer better equipment as a reward? how many people are required to clear one, what restrictions are there on them?

Interaction between players will be on open channel chat for main purposes, but other options are available; Private chat between a small group in a select channel for people gathered around in an area, pm system conversation between two people, guild chat, link chat and family chat.

Links will be how people group together randomly in temporal bands.
the person inviting will be the leader, everyone invited will take up a sequential location along the chain, if the leader leaves, the 2nd link will take command till there is one left, and then it is left to the last person to either disband or invite others to join.

it is unique in the regards that members in a link can take on additional abilities. In the case of the demigog, additional players means more power for him, players can gain from other's abilities, using their vision to pick out distant targets and use some moves in group effects such as a courageous yell would boost one's own attack, it would also boost your near by comrades!

aside from this, players can target anything wild, but kill stealing is out of the question, first hit gets it, but those in a link also gain credit if near by.

Guild creation is difficult, as it needs to be! it takes about 5-10 people at a decent level, 20-30 and they must take on a series of challenges, ranging from fighting off legions of monsters to collecting enough items of particular assortment and having enough kale to purchase a flag ship and a guild home base. Only cretin planets will have the ability to form a guild, but if you meet all the requirements the rewards are worth it.
[note: kale is the game's currency]

Guild members gain additional storage and access to a guild's weapons vault [weapons taken from the vault are tracked and can be recalled after the person has left the guild], If the guild has managed to take a space platform, then they earn kale from the local shops and gain access to more weapons and armors and vehicles.

ALSO! each guild is able to develop their own custom color scheme that can be used to color their vehicles and gives the players capes to be worn during platform battles or otherwise, and optional to be worn.
Guild emblems are made off cite and fit the size of a small banner, they are plastered over ship hulls and used in determining the guild's custom paint job.

there will be regular turf where monsters would roam, dungeon turf where higher spawn rates and harder monsters would exist and town areas where no monsters but on special occasions would spawn.

For Dungeons, I was planning on having them open to all players for the most part, with may haps tunnels at the end being for guild or links only
they would range in difficulty from the necessity of having 3 people to a full 20 man squad, rewards would be uncommon drops from boss monsters or to be traded for by collecting a quantity of items or talking with someone trapped in the back.

Redforest
Captain

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[.Hesperus.]

PostPosted: Tue Jan 13, 2009 4:35 pm


what stops someone from hitting a massively high level monster for his level, to gain kill credit, then letting 5-10 people who arent linked with him then kill it? in relation to level required to gain a guild, whats the level cap? will 20-30 be a compartively 'low' level? if kale is the currency, how does that scale with level? how much can a level capped player expect to be earning per mob kill?

cretin planets?

if dungeons are open but contain harder monsters, the method i mention above will get farmed pretty hard, how will you prevent this?

as far as dying goes, how is that punishable? will punishment for dying be universal or change depending on circumstance?


Redforest's response
credit for killing a monster will only work if a player continues to attack the monster, despite others in the area attacking it, the player that lands the most damage gains the most possible exp, personal difficulty will then be taken into account to determine the actual experience gained. Items will only be dropped from monster kills, those that attacked with he most damage get first pickings, then anyone else in the room may pick it up before the items revert to nothing

i am not sure what a player might earn for a mob kill, it is up to someone with a mind for numbers, but i'd say not more than 5% of his next level if he or she is a decent level to begin with.

death is punishable by loss of experience, 10% of total gained between deaths but unable to knock you back a level. death also causes you to loose anything above 50% of your carrying capacity, but nothing equipped.

i think i missed some things...
PostPosted: Tue Jan 13, 2009 4:39 pm


RPG Game Mechanics
- How does leveling work?
- Is there a quest system? if so how will the rewards work?
- How is quest difficulty scaled with level, what happens when a a high level person completes a low level quest?
- How is equipment managed?
- How are skills assigned, is their a 'talent' system?
- How much freedom is given in terms of character customisation, not just from a gameplay perspective but from a aesthetic perspective also, players will always want to stand out, how can they achieve that?


You level by killing stuff. simple as that.
There is a quest system, but it is not only optional to a large degree, it is also fluid and flows with the player's tendencies either towards war, profit or piece. Rewards are given incrementally as quest items or kale rewards or gaining a new skill or pet.

A quest can only be done once, and they can only be done once you hit a minimum level, not to penalize a person for training too much rewards are scaled by difficulty, so it would be a waist for a high level to do a low level quest when better options are available.

skills are gained by placing skill points towards them, you gain these as you level, 3 skill points per level or so, with better skills costing more skill points.

players can alter their characters personal stat growth by 50%, as the other points are determined by their race and by their current job.
Jobs provide a base look to a player, giving the style of clothes but the color can be altered by the player by dying their clothes, and aside from the basic styling of their clothes, accessories such as Hats and other such flamboyant things aid towards customization along with the ability to choose your own style of hair and it's color. Possibly as classes further, more styles of dress can be found at different planets, such as a desert planet would have more Arabian styled clothes and cities more urban styles, so you might also be able to get up to date with a more fashionable look.

Redforest
Captain

7,700 Points
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Redforest
Captain

7,700 Points
  • Money Never Sleeps 200
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  • Wall Street 200
PostPosted: Tue Jan 13, 2009 5:17 pm


MMO Mechanics
- What drives a player to level?
- What rewards are their for rigorous dedication to the game, I.E completeing all quests in the entire game? do we want that to be possible?
- Is there a trade system? how will craftables factor into equipment from a balance perspective?
- How will the classes be balanced?
- Is There a pvp system? if so, how will this be implemented, what drives a character to pvp?
- Is PvP possible outside the alloted 'pvp time' how does this factor into the overall gameplay experiance

A player levels to gain more skills, more power, the ability to travel farther, for greater recognition, for better weapons...

A player can never complete all the quests possible, because we will keep adding more, as they go along with the quest, they will learn about the story line, and begin to understand some life lessons that I will be integrating into the game, such as, Its who you know, not what.

Trade will be established from npc shops, merchant classes and voluntary mutual player to player trades.

Sadly the trade flow will be unbalanced, merchants will always be selling more than buying but a few classes will focus on creation of such commodities, Tinkerers, and those near that class will be responsible for making the better weapons and robotics of the game, Hunters will corner the market on pets and mages will own enchanted objects with swordsmen and others always on the drive to land materials and wealth to barter for their goods.

PVP, it will take place in arenas, also in agreed upon street fights, and during space platform raids. PVP is sole purposed for self recognition and in some cases over a bet or for profit.

there are no open dead man's lands, just to avoid a person from being hit from an area attack on accident, all fights are agreed upon or in set stadiums.
PostPosted: Tue Jan 13, 2009 5:19 pm


Quote:
[b]Redforest's response[/b]

credit for killing a monster will only work if a player continues to attack the monster, despite others in the area attacking it, the player that lands the most damage gains the most possible exp, personal difficulty will then be taken into account to determine the actual experience gained. Items will only be dropped from monster kills, those that attacked with he most damage get first pickings, then anyone else in the room may pick it up before the items revert to nothing

i am not sure what a player might earn for a mob kill, it is up to someone with a mind for numbers, but i'd say not more than 5% of his next level if he or she is a decent level to begin with.

death is punishable by loss of experience, 10% of total gained between deaths but unable to knock you back a level. death also causes you to loose anything above 50% of your carrying capacity, but nothing equipped.

i think i missed some things...


the 10% thing will be way to harsh, at least that is if it takes a reasonable time to level, also what you say about XP gains seems to contradict what you have already said, gonna n** to bed now, should be on in 48-ish hours, got a nasty data networks and the web assignment i need to finish, cya later

I was gonna say 1% but that seemed a bit weak... and as for exp gained, i have no mind as to what you are saying a mob is, i think 4-6 monsters is about a mob, a kill might provide on its own about 0.5-1.0 percent each, so about 5% sounded good.

[.Hesperus.]


Redforest
Captain

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PostPosted: Tue Jan 13, 2009 5:31 pm


Travel, Environment
- How are the environments special?
- How easy is it to differentiate between the seperate areas?
- How will the player travel between areas?
- How much will travel involve the areas?
- How best can we create a sense of scale for the player, as they travel between planets
- How can we keep travel from being a trivial matter, while also avoiding penalising people for repeated travel?


Environments are supposed to be purposeful, lush planets will have interesting flora, decrepit planets will have some irregular structures or anomalies, not the most important thing, but nice enough and not too repetitive in tiling.

movement, it depends on your wealth and class, Knights and a few others have the option of riding hover bikes for swifter motion, others can ride on pack mules or other animals, and a few others have to suffer from the ability to instantly teleport them self and a few others to a memorized location near a set landmark. public transport is also available, but only from city to set hubs, fees apply, but it is some times worth it, though you can't bring everything with you in a tram. this is used for place to place within a planet, venturing from a planet to another requires a ticket or guild transport, when using a ticket, you purchase a said ticket, go over to a loading bay, have 50% or less max weight capacity and endure a brief cut scene.

Scail of the planets may be determined by a default zoom along with a few color layers, say if it is a small planet, we might have things a bit brighter, and be a tad zoomed in to make yourself look a bit bigger, where as a large planet might have a few atmosphere layers in front of your vision and zoom out a few percents, this might affect what planets sertin players like to visit and create a few different moods to be amplified by music.

with some great back ground music and interesting scenery and relatively short travel time, having no location take much longer than an hours travel on foot, travel won't seem too bad.
PostPosted: Tue Jan 13, 2009 5:44 pm


Combat Mechanics
- How is combat managed?
- How is Damage Mitigation managed?
- How does Spell Damage scale with Melee/Ranged damage?
- Do items require repair after significant use?
- If there is a pet combat aspect to the game? if so how are they controllable?

combat is kept in the main scene where anyone might join in or just look on.

Damage Mitigation?

spells cost mana, the more damage dealt within a shorter period of time, the more mana needed, spells are slightly weaker than physical strikes given that they are a ranged attack or spread out over an area, if a melee strike would do 100, a magic strike would do around 66-85, remaining decent, but not over powered.

items can be broken, but they tend to retain integrity unless specifically targeted, other items such as grenades or bullets will deplete, other items might get used up in an action such as food or an ingredient to a spell.

pet combat would be basic, they attack either something lower leveled than them or attack what you are attacking, as long as it is within range, directions can be given using the right click, while the main character is controlled with the left, chat commands are also possible, using a slash or other note to direct conversation to the pet. some skills can also be directed from the user, others can be auto cast by the pet such as stun or a magical assault.

Redforest
Captain

7,700 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Wall Street 200

Redforest
Captain

7,700 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Wall Street 200
PostPosted: Tue Jan 13, 2009 5:46 pm


Lore, Player Interaction
- In what way is the player able to learn about the backhistory of his race, class, Faction ETC?
- Quests aside, what aspects of the game actively engage the players with the lore of the universe?


back history is learned from books laying about, talking to npc elders, doing quests and the like.

the universe lor is not developed enough to draw anyone in yet, it is something i need to work on.
PostPosted: Tue Jan 13, 2009 5:51 pm


Aesthetics
- How does Equipment change the characters look?
- How can a character be customized?
- Can spell effects be customized?
- Whats the overall artistic direction?
- How does the art complement the gameplay?

some equipment changes the character's looks, such as accessories and weapons and shields, but armor goes under the cloth, so it is unseen.

the character's cloth can be custom colored at specialized shops for a price and a few specific ingredients, also in some cases, the items you use in your job quest will edit you'r players looks;
ex: quest says gather 20x hides, no color specified, if you gather mostly black, you get black clothes, ect.

spell effect can either be on or off, not much more other than a mystic wave of an arm and pretty lights are going to be done with spells.

artistic direction is to be some setting of a receding age, bits of rust here and there with some signs of new growth scattered about,

the art is to complement to time period, and in some cases, the quest that is to be done in the location.

Redforest
Captain

7,700 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Wall Street 200

[.Hesperus.]

PostPosted: Wed Jan 14, 2009 2:00 am


[.Hesperus.]
Quote:
[b]Redforest's response[/b]

credit for killing a monster will only work if a player continues to attack the monster, despite others in the area attacking it, the player that lands the most damage gains the most possible exp, personal difficulty will then be taken into account to determine the actual experience gained. Items will only be dropped from monster kills, those that attacked with he most damage get first pickings, then anyone else in the room may pick it up before the items revert to nothing

i am not sure what a player might earn for a mob kill, it is up to someone with a mind for numbers, but i'd say not more than 5% of his next level if he or she is a decent level to begin with.

death is punishable by loss of experience, 10% of total gained between deaths but unable to knock you back a level. death also causes you to loose anything above 50% of your carrying capacity, but nothing equipped.

i think i missed some things...


the 10% thing will be way to harsh, at least that is if it takes a reasonable time to level, also what you say about XP gains seems to contradict what you have already said, gonna n** to bed now, should be on in 48-ish hours, got a nasty data networks and the web assignment i need to finish, cya later

I was gonna say 1% but that seemed a bit weak... and as for exp gained, i have no mind as to what you are saying a mob is, i think 4-6 monsters is about a mob, a kill might provide on its own about 0.5-1.0 percent each, so about 5% sounded good.


traditionally, a 'mob' is a single monster
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