Post by ghostfyre on Nov 9, 2008 0:18:51 GMT -5
Recently I've been trying out other orpgs & came across some great ideas implemented in them, as well as digging out those from other games.
They're based on my experience of 1.33 & using it as an example. Not intended for 2.0 as it's already in testing, but just as suggestions for future versions.
Of course, these are simply ideas, which could be built upon, modified and suited to TBR.
Disclaimer: I have no idea how TBR 2.0 is going to be like, so if it doesn't flow with what you know of 2.0 and you're intending to flame, take an aspirin to the head, applied with a gun. Save the world some oxygen, go Green. ;D
Sorry it's really long, i my defense, it's not just one suggestion
PS: Happy Belated Birthday to the TBR
Sorry Av3n & the other coders if these ever get implemented!
~~~~~
Note: Lines coloured in Lime Green are highlighting the main point of each respective topic.
~~~~~
Armor Type restriction
-Heavy, Medium, Light types for specific classes, with bonuses for each type
eg.
Heavy gives 10 Armor & 8 Str
Medium gives 7 Armor & 6 Agi
Light gives 4 Armor & 6 Int
TBR: Egypt
Wemic Warrior can use Heavy & Medium armors.
A Str-focused one, tanky type, would use H armor while an Agi-focused one would use M armor for the agi.
I believe, this defines each character more specifically to its task, eg. tank/dps/mage, for more of a team-based game where one cannot solo everything as easily, which I think is what the dev team strives for, in 2.0 at least.
~~~~~
Common, Uncommon, Rare, Legendary, Epic, Sets, blablablah
I'm sure at least Some of you played other rpgs like Diablo ;D which have these types of drops from mobs.
TBR 1.33's drops mostly come from bosses, mini-bosses & crafting.
Possibly, add in 'Uncommon' or 'Rare' drops from mobs?
Yes, Olympian/Regalia are the sets & there's colour coding for the others, but i feel it'll add to the satisfaction when one sees the wordings, especially to new players who don't browse the forum.
~~~~~
Visible Equipment
I tried Dark Linage ORPG earlier. It's really free-form gameplay, but the main factor that interested me was the equipped items showing up on your character.
Meaning if you equipped a XYZ Spear, your character would hold the XYZ Spear model, likewise with a ABC Spear, you'd see ABC Spear design. As with all other weapons, and even armor
(yep it'd be crazy on coding, but maybe just a little variety? like spears have a single model, heavy armor 1 type, medium has another, etc.)
~~~~~
Final Fantasy - Materia
I'll assume everyone knows about Materia in the FF series.
Just as Materia grows with the user, why not have certain equipment do that too?
Items tend to give a fixed bonus, and that bonus'll never ever change. But what IF, say, your class Regalia (2.0 removes Oly Regalia, but it can be applied to other items) improved with your character?
Since the Class Regalia is something characters will hardly part with, it would be nice to have it 'grow' alongside the character. (Even though some get it late, eg. a certain assasin who got his at 200)
Base the bonus on the character level to keep it fair.
Give a low bonus at the start, which improves every 10-20 levels?
Players would feel more motivated to play on as it would be a form of a reward.
~~~~~
Hellgate: London - Achievements
Yeah, the game was the most epic failure in history, but certain aspects were really good.
Achievements was a way to keep me going even after i hit Lv50 (cap) with my best preferred equipments and completing the storyline for god knows how many times.
hellgate.wikia.com/wiki/Achievements
eg.
Beast Menace Kill 3,000 Beasts 20 AP
I'll Be Up In A Minute Reach level 10 in 4 hours 100 AP
I Hate Crates Destroy 1,000 breakables 20 AP
Instead of AP, there could be benefits, +100 dmg to Beasts? +30 movespeed?
Level timers would be silly here, and crates..unless the coders don't mind more work counting broken barrels
King of the Hill Kill Sydonai 100 times 500 AP
Sydonai was the final boss, 1.33's Hyperion.
Sachin Swinget Kill Sydonai w/ a cricket bat 100 AP
Batman Kill 1,000 enemies w/ a cricket bat ?? AP
My personal favourites, it never got old even after getting the achievement.
(Maybe not as practical here, but my point is that these added fun, satisfaction & replayability)
PS: AP = Achievement Points, so alternatively there could be rewards to exchange with AP?
~~~~~
Specialization
Have optional 'buffs' for each character, which in turn sacrifice something.
eg.
Crusader: +5Hp Regen, +10% Dmg, -25% Movespeed
Scout: +20% Attackspeed, +20% Movespeed, -35 Armor
(Credit to Forlorn ORPG)
Of course each character could only use one specialization at a time.
Whether to make it permanent, chosen at character creation (Morrowind's Birth Sign), or one that is purchased & can be removed to get another (Forlorn ORPG), or even one chosen at the beginning of each game, is up to the devs.
Or hey, keeping with the god-related theme, call it a Mark of XYZ God, just purely a buff maybe? [TG]
~~~~~
~~~~~~~~~~
10 Nov Edit: Cancelled colour-coding. Minor edits- Materia, Armor Type, Specialization. Add- Code, Mode
~~~~~~~~~~
Save/Load MP =//= SP code
Render codes in Singleplayer unable to load in Multiplayer, & perhaps, vice versa.
Should make it a little harder for hackers to break through, IF and ONLY IF the devs intend to.
~~~~~
D2 - Game Modes
Difficulty selection at start of the game by host, or vote.
Normal
Exp: 100%
Gold: 100%
Item Drop Rate: Normal
Mobs: 100% Hp
Bosses drop 1 set item
Veteran
Exp: 110%
Gold: 100%
Item Drop Rate: +5%
Mobs: 120% Hp, +10% Attack & Attackspeed
Bosses drop 1 set item, + 20% chance for 2nd set item, +30% chance to drop 1 Relic
Elite
Exp: 120%
Gold: 110%
Item Drop Rate: +10%
Mobs: 150% Hp, +20% Attack & Attackspeed
Bosses drop 1 set item, + 40% chance for 2nd set item, +80% chance to drop 1 Relic, 20% chance for 2nd Relic
Hardcore
Exp: 125%
Gold: 115%
Item Drop Rate: +15%
Mobs: 150% Hp, +20% Attack & Attackspeed
Bosses drop 1 set item,+80% chance for 2nd set item, +100% chance to drop 1 Relic & Legendary item, +60% chance for 2nd Legendary item
You die, game over, no revive.
Hardcore is just about boss loots, but you can't revive when your hero has fallen. Only Hardcore has Legendary items.
Since characters are stored client-side, people can RM & load their previous code.
It will be something for teams that played the game for some time & you shouldn't be in Hardcore mode for leveling anyway, its only slightly better than the exp in Legendary.
It can & has been done, apparently, The Kingdom of Kaliron(TKoK) has a similar system. Although I have yet to find & join a game on BNet after downloading it yesterday.
PS: Relics & Legendary items are simply referring to whatever the devs have in store as rare boss-dropped items. Whether these will exist is a different matter.
~~~~~
Oh yeah, should they be split into different threads? Else I'd just keep adding on in here.
great, my 3rd night in a row sleeping at 4am..bleah.
They're based on my experience of 1.33 & using it as an example. Not intended for 2.0 as it's already in testing, but just as suggestions for future versions.
Of course, these are simply ideas, which could be built upon, modified and suited to TBR.
Disclaimer: I have no idea how TBR 2.0 is going to be like, so if it doesn't flow with what you know of 2.0 and you're intending to flame, take an aspirin to the head, applied with a gun. Save the world some oxygen, go Green. ;D
Sorry it's really long, i my defense, it's not just one suggestion
PS: Happy Belated Birthday to the TBR
Sorry Av3n & the other coders if these ever get implemented!
~~~~~
Note: Lines coloured in Lime Green are highlighting the main point of each respective topic.
~~~~~
Armor Type restriction
-Heavy, Medium, Light types for specific classes, with bonuses for each type
eg.
Heavy gives 10 Armor & 8 Str
Medium gives 7 Armor & 6 Agi
Light gives 4 Armor & 6 Int
TBR: Egypt
Wemic Warrior can use Heavy & Medium armors.
A Str-focused one, tanky type, would use H armor while an Agi-focused one would use M armor for the agi.
I believe, this defines each character more specifically to its task, eg. tank/dps/mage, for more of a team-based game where one cannot solo everything as easily, which I think is what the dev team strives for, in 2.0 at least.
~~~~~
I'm sure at least Some of you played other rpgs like Diablo ;D which have these types of drops from mobs.
TBR 1.33's drops mostly come from bosses, mini-bosses & crafting.
Possibly, add in 'Uncommon' or 'Rare' drops from mobs?
~~~~~
Visible Equipment
I tried Dark Linage ORPG earlier. It's really free-form gameplay, but the main factor that interested me was the equipped items showing up on your character.
Meaning if you equipped a XYZ Spear, your character would hold the XYZ Spear model, likewise with a ABC Spear, you'd see ABC Spear design. As with all other weapons, and even armor
(yep it'd be crazy on coding, but maybe just a little variety? like spears have a single model, heavy armor 1 type, medium has another, etc.)
~~~~~
Final Fantasy - Materia
I'll assume everyone knows about Materia in the FF series.
Just as Materia grows with the user, why not have certain equipment do that too?
Items tend to give a fixed bonus, and that bonus'll never ever change. But what IF, say, your class Regalia (2.0 removes Oly Regalia, but it can be applied to other items) improved with your character?
Since the Class Regalia is something characters will hardly part with, it would be nice to have it 'grow' alongside the character. (Even though some get it late, eg. a certain assasin who got his at 200)
Base the bonus on the character level to keep it fair.
Give a low bonus at the start, which improves every 10-20 levels?
Players would feel more motivated to play on as it would be a form of a reward.
~~~~~
Hellgate: London - Achievements
Yeah, the game was the most epic failure in history, but certain aspects were really good.
Achievements was a way to keep me going even after i hit Lv50 (cap) with my best preferred equipments and completing the storyline for god knows how many times.
hellgate.wikia.com/wiki/Achievements
eg.
Beast Menace Kill 3,000 Beasts 20 AP
I'll Be Up In A Minute Reach level 10 in 4 hours 100 AP
I Hate Crates Destroy 1,000 breakables 20 AP
Instead of AP, there could be benefits, +100 dmg to Beasts? +30 movespeed?
Level timers would be silly here, and crates..unless the coders don't mind more work counting broken barrels
King of the Hill Kill Sydonai 100 times 500 AP
Sydonai was the final boss, 1.33's Hyperion.
Sachin Swinget Kill Sydonai w/ a cricket bat 100 AP
Batman Kill 1,000 enemies w/ a cricket bat ?? AP
My personal favourites, it never got old even after getting the achievement.
(Maybe not as practical here, but my point is that these added fun, satisfaction & replayability)
PS: AP = Achievement Points, so alternatively there could be rewards to exchange with AP?
~~~~~
Specialization
Have optional 'buffs' for each character, which in turn sacrifice something.
eg.
Crusader: +5Hp Regen, +10% Dmg, -25% Movespeed
Scout: +20% Attackspeed, +20% Movespeed, -35 Armor
(Credit to Forlorn ORPG)
Of course each character could only use one specialization at a time.
Whether to make it permanent, chosen at character creation (Morrowind's Birth Sign), or one that is purchased & can be removed to get another (Forlorn ORPG), or even one chosen at the beginning of each game, is up to the devs.
Or hey, keeping with the god-related theme, call it a Mark of XYZ God, just purely a buff maybe? [TG]
~~~~~
~~~~~~~~~~
10 Nov Edit: Cancelled colour-coding. Minor edits- Materia, Armor Type, Specialization. Add- Code, Mode
~~~~~~~~~~
Save/Load MP =//= SP code
Render codes in Singleplayer unable to load in Multiplayer, & perhaps, vice versa.
Should make it a little harder for hackers to break through, IF and ONLY IF the devs intend to.
~~~~~
D2 - Game Modes
Difficulty selection at start of the game by host, or vote.
Normal
Exp: 100%
Gold: 100%
Item Drop Rate: Normal
Mobs: 100% Hp
Bosses drop 1 set item
Veteran
Exp: 110%
Gold: 100%
Item Drop Rate: +5%
Mobs: 120% Hp, +10% Attack & Attackspeed
Bosses drop 1 set item, + 20% chance for 2nd set item, +30% chance to drop 1 Relic
Elite
Exp: 120%
Gold: 110%
Item Drop Rate: +10%
Mobs: 150% Hp, +20% Attack & Attackspeed
Bosses drop 1 set item, + 40% chance for 2nd set item, +80% chance to drop 1 Relic, 20% chance for 2nd Relic
Hardcore
Exp: 125%
Gold: 115%
Item Drop Rate: +15%
Mobs: 150% Hp, +20% Attack & Attackspeed
Bosses drop 1 set item,+80% chance for 2nd set item, +100% chance to drop 1 Relic & Legendary item, +60% chance for 2nd Legendary item
You die, game over, no revive.
Hardcore is just about boss loots, but you can't revive when your hero has fallen. Only Hardcore has Legendary items.
Since characters are stored client-side, people can RM & load their previous code.
It will be something for teams that played the game for some time & you shouldn't be in Hardcore mode for leveling anyway, its only slightly better than the exp in Legendary.
It can & has been done, apparently, The Kingdom of Kaliron(TKoK) has a similar system. Although I have yet to find & join a game on BNet after downloading it yesterday.
PS: Relics & Legendary items are simply referring to whatever the devs have in store as rare boss-dropped items. Whether these will exist is a different matter.
~~~~~
Oh yeah, should they be split into different threads? Else I'd just keep adding on in here.
great, my 3rd night in a row sleeping at 4am..bleah.