@Eurav said in Bought the Governor pack:
A town being a guild town does not mean that only people from the guild can live there.
That's cool; we can have embassies, maybe.
@Eurav said in Bought the Governor pack:
A town being a guild town does not mean that only people from the guild can live there.
That's cool; we can have embassies, maybe.
Tech tree and ability leveling.
@esher said in Ruined mines:
@jairone They was really corrupted angels ? I've read the Silmarillon, but I don't remember their origins
That surprised me too, but according to Wikipedia it is so (thus it must be true! ) :
"According to The Silmarillion, the evil Vala Melkor corrupted lesser Maiar (angelic beings) to his service in the days of his splendor before the making of Arda.[3][4] These became known as "Demons of Might": Valaraukar in Quenya, and Belryg[citation needed] in Sindarin; Balrogs is an Anglicised plural of singular Balrog."
@dragomok said in What sets Fractired apart from other MMORPGβs?:
@pedrobillymattos said in What sets Fractired apart from other MMORPGβs?:
The focus on long and risky expeditions to accuire resources without fast travel also sets it appart for me.
Oh, yes, having to go on journeys adds a lot to the experience (provided that they are actual journeys, and not just walking for for way too many minutes without anything happening like in sooome games).
Yes, I'm hoping for more than the false hugeness of infinite uniformity.
I don't know about incentives, but if you want to stay being governor, this is the most ironclad route I know of:
At that point, I think the only ways you can lose the town are idleness and lack of citizens (I believe that will degrade the town over time to a ruin that can be claimed).
Farm knowledge, pick up anything that drops, post it for sale. You'll figure out what sells pretty quick, and you can post 20 (non-VIP) or 40 (VIP) stacks of items per city.
Farming knowledge is basically finding mobs you can kill, getting abilities, and with the new abilities, finding new builds allowing you to kill new mobs.
As a cryo mage, I suspect you could kill most bandits (including the pyromancer, but watch out for the cyromancer). They drop a good amount of gold plus other useful things (including divine rewards). You can find them in the yellow combat areas.
Anything you get from divine rewards will either be gold, or something you can try to sell.
Note that as a mage, you don't need a house or anything beyond primitive gear to farm knowledge solo. I'm not sure how far you can go without gear, but I'm rank 30+ and naked. (I consider finding ways to win without gear an interesting challenge.)
The skeletons I'm familiar with* tend to be vulnerable to blunt damage.
*In video games.
I suspect new land would be an entire continent bordered by water.
Wurm Online uses a system like that, tied to item QL. So at low QL, you can see maybe a few characters of the creator's signature, like so:
At high QL, though, you can see all of it:
It works nicely.
Yes, I'd like to see it continued in some form or other as well.
OK, those are cute! But they need a backstory. Possibilities:
If it were my game, I'd consider the following:
In short, it should not be easy to destroy or conquer bases; that's an effective way to lose population. (Also, there's a reason sieges were so popular in RL; it's hard and costly to assault a fortified city.)
@NiketNaidu said in Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one):
Combat system
- Another MMO problem is that we are progressing towards hack and slash.
- A combat system that requires skill to execute would be ideal rather than just smashing your combos or powers
- Both Mages and Melee could have keyboard combinations or any other mechanic that is easy to pick up but hard to master. (Similar to Kingdom Deliverance or Sekiro)
I prefer thought-based skill to twitch-based skill. "Slay the Spire" is a recent game I've played with good thought-based combat (deck-building, but hey!).
Death
- Failing higher ranked missions would cause crippling of user stats
- Death would result in a loss of XP
- Death inside a dungeon would have a lesser XP loss
This is something I -don't- want to see. Punish people for playing, and you'll have fewer people playing.
Generally, I find that loss of gear and map position is punishment enough.
PLAYER BASED TOWNS
- Player established towns would have various benefits as well as responsibilities
- Hiring NPC guards, Seige weapons installation and fortification against PVP or PVE
- Player Auction houses and stores would sell player based items (Competitive Sandbox Economics)
- Player bought houses would offer benefits when sleeping (20-30 percent extra XP gain when well rested)
NPC BASED TOWNS
- Depending on Player population can be upgraded when money spent goes above a threshold. This would make a town more prosperous upgrading it from town to city to empire
- NPC Based Towns can be raided by Players and captured.
I'd rather NPCs were part of player towns, and actually a part of what players build in their own towns. This could give player towns a distinct flavor even when players aren't logged in.
For instance, I'd love to be able to craft dialogue and responses into NPCs I've hired in my town, such that players visiting my town get a unique experience, even if I'm not playing at the moment to greet them.
I'd also want to be able to craft defenses that would be always online, even if I'm not. I don't like offline-raiding; it pushes people away, and is also immersion breaking.
In short, I really don't like player towns/villages being largely empty because people can't be online all the time. Player-crafted NPCs could help.
I like having someplace off-world I can store progression and not have it decay: a bank, a personal island, a magical plane, a pocket universe, something.
I think perhaps what I like most about Albion is that while PvP is everywhere, PvPers can't get at my personal island or banks, and my core items and progression will never decay. (This seems to be balanced by PvP being nearly everywhere else, and trashing items on death.)
Atlas, on the other hand, was exactly the opposite, and finding everything gone after logging back in just wasn't fun. I can't be online all the time, and the "your toon and gear is always in the world" mechanic just seemed impractical.
I liked Baldur's Gate too, but more because of the creepy, dark, magical atmosphere. Beholders, elder orbs, dragons, dark elves, illithids, traps, spellcaster death duels: so much sheer immersive terror....
If nothing else, I hope Fractured monsters and lairs inherit some of that creepiness!
Steampunk lends itself to modular design, which would be awesome. I'd love to research and design in-game technology, see how well it worked, and keep the best stuff secret as long as possible....
(And of course, steampunk just looks cool. )
Shoulda known steampunk liches would already be a thing!
Wurm Online has that, and I hate it. The crafting "skill" is just click noise plus painful RNG. I much prefer the abstracted, streamlined Albion Online crafting.
As to undercutting, that's only an issue with too much supply. I've noticed in Albion that if I pay attention to market throughput, I don't have to worry about others undercutting me: in a high-demand spike, my stuff will sell anyhow.