Well , just my though , need some fix , so share . It may not original idea , just i think it pretty good one .
The system is similar to weight management mechanic
*player start with 3000 equipment limit point , each level up add more equipment limit point. max may be 9000
*When player equip piece of item , it reduce equipment limit point . For example equip a 1000 gear point item will reduce equipment limit point to 2000 , and you can't equip item that have more than 2000 gear point .
*Player only allow to change gears in safe zone
*Player use in game gold instead of EXP to raise they level , all level require same among of gold .
The gear parts are:
*Helmet stats
-Radar- (unit in meter )Allow player to see more stuff on map (show they location on map )
-Hit rate-
-Critical rate-
-Add range- Add range for range P-ATK and range M-ATK
*Armor stats
-HP-
-MP-
-Def- physical , magic
-block rate-
-reduce Global cooldown- (smallest is 0.5s)
*Hand stats
-Reduce ATK speed-
-Reduce Casting speed-
-Reduce Cooldown-
*Leg stats
-run speed-
-Evasion rate-
-Stealth-
-run mode MP consume rate-
*Weapon stats
-Damage- physical , magic , range , heal
-ATK speed-
-Casting speed-
-Cooldown-
-Critical damage-
-Global cooldown-
Mechanic
*player [hit rate] - target [evasion rate] = hit rate (smallest = 0)
*player [Critical rate] - target [Block rate] = critical rate (smallest =0)
*Weapon [ATK speed] + hand [reduce ATK speed] = player ATK speed . smallest ATK speed > 0.5s
(for example weapon are 5s ATK speed , hands reduce 6s ATK speed = player ATK speed = 0.5s)
*(Skill base [casting speed] + weapon [casting speed]) - Hands [reduce casting speed] = skill casting speed (smallest = instant cast spell)
For example a fire ball casting speed are 1s + weapon casting speed 2s = 3s casting . If equip Hands with 5s reduce casting speed then it will become instance casting spell .
*cooldown is same mechanic with casting spell
*walk speed base is 4m/s , run speed = walk speed+ leg run speed . Run consume MP rate base on leg stats
*Radar vs stealth . Radar help to show objects and players on map , the base radar is 30m . If objects or players who have Stealth stats higher than you then they are not show up on your map . Player can target mobs or player who show up on the map .
*-add range- Skill range = base range + add range stats . For example base range of fire ball = 20m , add ranger = 10m then total range = 30m .
Player can even shoot target that outside of they view with radar target support .
*Critical damage , pointless if target block rate are higher than your critical rate (no critical hit )
*Global cooldown , recoil create after use skill , cause it impossible to continuous spam skill , higher armor can reduce the recoil (reduce global cooldown)
death penaltyWhen players dead , they equipment limit point get reduce by 1 level (smallest is 3000) . Player who being over equipment limit can't do anything but walk until they remove equipped items that cause over limit .
Since level up 1 level is pretty easy , it's worth a try to dead while playing .
Comments
If the hit rate is very low the effective result that you have no chance remains same, but it feels a lot less stupid to the player.
Also you should consider having a system where a hit rate of over 100% translates into getting critical hits.
That would be overpowered ATK speed scaling for small weapons. It would be better to make the ATK speed reduction a % value so that it gives equal dps increase to both small and large weapons. That sounds too harsh.
Also it would create situations where after death and rez you could continue, expect that you can't do anything but walk until you reach a safe zone. Unless you're planning a system where dead players must invariably respawn at safe zone to continue.
You'd need to add players a way to get 1 equipment point at a time because that's the amount of equipment points they lose on death. Otherwise it would feel stupid.
Also isn't losing 0.011% of your equipment point limit a bit stupid death penalty, at max equipment points it would be that small loss.
If player were to get 3 second decrease to attack time, that 3000 GS sword would do 200 ATK every 2 seconds, equals to 100 ATK per second. 6000 GS sword would only do 57 ATK per second. The effect of ATK time decrease on your damage would vary so wildly that the game would be insanely hard to balance.
Whereas if you'd make the ATK speed reduction a % value, you'd be in a situation where reducing 50% from 5 second attack time would give you 2,5 second attack time and 80 ATK per second. Whereas the 6000 GS sword would attack every 5 second and also do 80 ATK per second. The game is much easier to balance if the relative power of weapons stays the same.
Actually an even better formula would be to have players have 100% attack speed by default. For example that weapon with 5s attack time would take 5s / 100% = 5 seconds to attack. But with attack speed increase of 50% (player attack speed would be 150%) it would change into 5s / 150% = 3,33 seconds.
While this formula is harder to calculate, it would give you a system where every % of attack speed increase would be worth the same:
a) player with 100% attack speed would attack every 5s/100% = 5 seconds and do 40 ATK per second
b) player with 120% attack speed would attack every 5s / 120% = 4,17 seconds and do 48 ATK per second, a 8 ATK per second increase for 20%
c) player with 140% attack speed would attack every 5s / 140% = 3,57 seconds and do 56 ATK per second, again same 8 ATK increase per second for getting another 20%
Will you have the rest of the group waiting once he walks back from where-ever nearest resurrect point is?
If you think it's too hard to detect whether player is in combat or not, you could do something like place him out of combat once at least 60 second have passed without him using any attacks or being hit by any attacks. Bugged mobs and such sometimes cause problems if combat detection is based on them trying to attack you, but you should be able to reliably detect player's own actions and incoming damage.