| Username | Jixx |
| Real Name | |
| Rank | Advanced Member |
| Joined | September 21, 2004 |
| Gender | Male |
| Age | 31 |
| Location | Las Vegas, NV, United States |
| Last Visit | September 5, 2008 |
| Post Count | 82 |
| Biography | |
| Quote |
Originally posted by Zeldagirl20
Wow Vampire ideas are coming out of the woodworks.. Looks like i signed up at the right time.
Wouldn't say they are coming out of the woodworks considering the last post before yours was in 2004.
Reminds me a lot of UOs interface.
Its really about one group of people getting another group of people to conform to the first groups set of standards. Maybe it doesn't really matter if somebody uses correct grammer. Maybe I'm not intellegent enough to know correct grammer but you should be intellegent enough to figure it out. Everybody is not
perfect. Expecting people to know the entire set of grammatical rules is like expecting somebody to know
everything there is to know about physics, chemistry, and assembly language.
I'm currently working on a small scale MMO design. I'm looking at 500 to 1000 people per server.
The low 'level' play areas will be instanced and specifically designed to teach new players how to
play the game. This will be a very short one time tutorial. Specifically focused on how to play the
game and specifically to teach players they are playing a Role Playing Game.
Players will be limited to one character than can learn every ability in the game. However, they
cannot use every ability. Each character has 12 utility points. Each ability has a utility score.
The player 'equips' abilities until they have used all of thier utility points. Each player is givin a
weekly ability respec. So they can change thier ability load out once every 7 days.
Each player starts with a basic weapon that increases in ability is it is used and how it is used.
The weapon itself can be manifested in a variety of ways. As a pet, weapon, or armor. The weapons
abilities change depending on what type of monster you are fighting.
Attack/defense abilities are elemental based. Players will only be able to two elemental attack types
and one elemental defense type at one time. No one elemental will do more damage or defend against more damage than another. This is to keep players from being totally immune to all damage types and to keep players from being ability to do all damage types.
The world is heavly zoned. Each zone has 1 to many gates to other zones. This is done for many
reasons. Each zone has its own rules. Hardware requirements are lower. Its easier to add and
remove content. The zones however can be on par with the size of a type area in most common
MMOs.
Some abilities are learned from NPC trainers. If a zone is destroyed the NPC that trains that ability
is lost forever. The types of abilties are 0 to 1 utility point abiltiies. The primary purpose of these
abilties is to provide minor assistance to the players but to have little affect on a 1 vs 1 fight. It also
awards players for playing the game.
Some zones will be territorial PvP zones. Some of these zones will give bonuses to the owning faction.
bonuses included shortcuts to other parts of the game or exclusive access to a particular zone.
There are two main factions. White and Black. Each of the main factions are broken in to several smaller factions. The exclusive zones mentioned above will have entrances for both a white and dark faction.
Factions are based on idealogies. Meaning even two white factions may end up fighting each other.
The rules are based on the PvP zone however. There is one main Black vs White PvP zone however under these rules factions that typically might fight each other on the White/Black side will not be allowed to fight in this zone.
Utilities and the documention for a functional pipeline will be made available so that players can create thier own zones for possible inclusion in to the game.
Armor in the game will only improve physical damage resistance. There will be no items that augments abilities or stats. There will be armor sets in the game with differant styles but they are only to show what the player has achieved in PvE or PvP.
This is the basic idea behind my MMO. Some of the ideas may seem silly but the basic idea behind the game is RolePlaying first, Socializing, and controlled conflict.
My games storyline even describes why my game world works the way it does. Although I'm keeping that entire story secret as part of the main line of the game is to find out the history of why the world is zoned and not a sphere any longer.
Well,
This really is a design flaw common to most mmos. Check out Mabinogi. They have a pretty interesting system that influances veteran players to revisit 'lowbie' areas.
Would you rather see a game release pushed back a year or have the game release witha few bugs that will be fixed?