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As I am new to the site would like to start by saying that there are some great ideas floating around in the forums and a great community to go with it. I have lingered as an unregistered member for about a year and decided to finally become a part of it all.
Hold on tight as this is gona be a long post of one of the games im developing and would like some feedback on what you all the community would change and why or if you would add anything.
Genre: Scifi / Fantasy
Niche: Craft based Endgame
Combat system: Action based targetting
Perspective: 3rd Person
Progression structure: Level based
Difficulty: Average (End game content will have option to clear in a harder difficulty)
Game Concept: PC MMORPG based on Crafting and End-game group content. Players will be introduced into a universe that is based on magical technologies that is in danger of eradication from invading forces. The player will have the option of focusing on different progression paths such as Crafting, Combat , or Governing systems.
World Setting: Great devestation has fallen upon the worlds of each race. They say it was the gods that chose to eliminate them, some say it was an alien race. One thing is for certain, their is no turning back to the nightmares of the past. After being mysteriously transported to a city by the vortex that was summoned as death inched closer, the players see themselves in a magnificent ancient city crowded by all forms of races. (Short battle that let player learn how to use combat system)
Players are guided through the city and its territorries (Tutorial of the games features and the only city in the game).
Objective- Join the front forces to defeat the enemies that have been crossing into the realm by means of the same vortex system that saved you from the grips of death. As the enemy (NPC's) are defeated (dynamic events) other content will be unlocked (Zone phasing).
Leveling- Every level gained in experience points will grant the player skill points that can be added to a specific base stat. The player will have a limited amount of points to use.
Weapons- All weapons will be equipable by every class and based on a leveling system. As the player levels their weapon skill they unlock abilities and combo attacks.
Armor- Not specific to a class, all classes can wear all types of armor as the only thing it increases is the base stats.
Targeting- Will be based on a targeting system but integrated with action based combat. This will allow a player to target an opponent and have an area of movement that will allow the player to hit its target but if they move outside the targetting parameters the player will miss the hits.
Dodging- All players will have the ability to dodge attacks by using up agility bars. The amount of ability bars and its regeneration are based on the leveling skill points and armor type.
Crafting- Randomized node spawns and NPC's will be the main ways to get materials for crafting skills. Instead of having level based system all materials,weapons,armor, and other usable items will be based on a grade system. Common and Uncommon grade equipables will drop off mobs that can actually hold them in some way (no great swords or pants out of wolves). The grades are the following: Scrap, Common, Uncommon, Rare, Epic, Legendary, goddess (Gear and weapons are also based off of the same grade system). So two players can be farmin a node but one of the players has low mining skills so they receive a common grade gold ore and the other player that has high mining skills will receive a epic grade gold ore. No materials will go to waste, if a player has 10 common grade gold ores they can create an uncommon grade gold ore as long as they are high enough in skill for smelting.
Crafting classes- Weaponsmith, Armorsmith, Leatherworking, Tailoring, Alchemist, Herbalist, Scholar, Cooking, Jeweler, Masonry, Mining, Smelting, Carpentry, Fishing, Scavenging, Taming, Transmorgrification.
Player Housing- Lots will be available in the main city that are divided into three types: Housing, Guild , Trading. All available to be purchased by players.
Towns- Towns are zoned section in different regions that can be purchased to create a town from scratch after meeting the requirements. Towns can only be purchased if the player is a lead member or the leader of a guild with the population and activity needed to meet requirements. Towns are built, maintained, and ran by the guild.
Trinity system- Tank, Dps, and Healer.
Respeccing- Any player can respecc into a different weapon of choice out of combat. Switching roles will require a respeccing scroll or going to an NPC and paying for it. A player can adquire more tabs to save more speccs to maximize efficiency.
Trading market- towns will only have trading markets that are town based which means players can only buy from shops that are located in the town with taxes from the town. Main city will have its own base tax on trading shops owned by players and NPC's. The Global Market House will be available in the main city or in towns that pay for the service and only big quantities can be sold.
GvG- Guilds can opt to join GvG qeueu or specificaly declare enemy status with another guild. once war has been declared from both guild their towns become a capture the flag type of siege. If a guild captures the others flag or kills their leader(s) they will gain a experience boost along with other items and points.
Arena- instanced area that is dedicated to a competitive battle against two established teams or randomly selected players that wer ein qeueu based off of a ladder ranking system.
Bounty Hunting- Players add themselves as members of the Bounty Games and will be given 1 target to kill (doesnt matter were they are located). Once flagged for bounty hunting you can be killed by anyone that is a bounty hunter. If a player attacks a target they are locked in a deathduel against eachother and cannot be interrupted from ganks or PK's from other players. Only way a player can be killed while deathdueling from another player is by entering a guilds town that you are enemies with.
Raids- instanced zones. Raids will be progression based so depending on how the boss is defeated or if nightmare mode is activated while fighting or before fighting is what type of loot the group gets and if the following content is unlocked.
Dungeons- Open world areas that are based on dynamic events and phasing dungeons open up raids and other content in the world such as rare spawns and materials for crafting and trophies.
Achievments- Basic achievment system. Some achievments will unlock trophies and other items that show up in the players house or in guild halls.
Equipment slots: Helms, gloves, Chestpiece, Pants, Shoes.
Secondary equipment slots: Necklace, bracers, rings (2), cape, shoulders.
Weapon slots: mainhand and offhand.
Artifact (2): auroras, special ability trinkets etc.
Total slots will be 15.
All equipable gear will have base stats. Insignia Slot, Enchantment slot, Gem slot, or one of the following runes, spikes, armoring. Gear can also be imbued with alchemic potions.
Mounts- Different type of mounts will require different skill level in Beastmastery or purchasing a mount skill book from a Scholar. Mounts will be based off of level, they will start off as unmountable companions and transform into mounts as they increase in level. The player can sell pets and mounts to other players. If a player buys a companion or mount they can train it from the level it was sold as. If a player buys a mount it can use the mount as long as they have the required Beastmastery skill. Flying type mounts will only have the ability to float (indicated as a buff on the player) they will be able to avoid aggro from normal NPC's. Movement speed of mount will be based on the Beastmastery level or mounting speed that the player has.
Different character stats:
Endurance (Increases Health Pool)
Agility (Increases Agility Pool)
Power (Increases Ability Power controls the amount of healing and damage done)
Wisdom (Ability regeneration speed)
Intellect (Increases Ability Pool)
Stamina (Increases Health regeneration)
Crit (increases chance of critical hits)
Focus (Accuracy increase)
Haste (Attack speed increase)
Defense (Physical attack reduction)
Resist (Spell attack reduction)
*****Updated Novemeber 14 12:00pm*****
*****Updated Novemeber 15 12:00pm*****
Please specify what you would add or change and why thank you
If you wish to participate in development please contact me through a PM