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[Day night change](day-night-cycle)
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[Day night change](day-night-cycle)
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## Controls
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- point&click to move
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- wasd & arrows for movement
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- jump
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## Map movement
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- Walking to destination
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- teleportation to locations/waypoints from "gatekeepers"
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- ? Player needs to discover the location before he can teleport there
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- ? small outpost at each teleport location that keeps the teleport spots safe (Or make them somehow naturaly safe . up on a cliff or such)
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- teleportation to other towns using gatekeepers
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## Player interaction
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Players can point&click select targets of all categories, this gives them visibility about the target status(player, friendly, mob).
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Other option is to use "Next target" which should select the next available target in range
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### With players
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- Double click on a target sets up follow of the target
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- Single click on close enough target brings up actions menu(Trade, invite, fight) else moves closer to the target
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- Attack on players is possible using \[FORCE\]+click or \[FORCE\]+Skill icon
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- When defending against attack \[FORCE\] is no longer needed
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### With friendly NPC
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- Single click on the target brings up the actions menu/initial dialogue window
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- Unless explicitely specified players cannot cast spells or use abilities on the friendly NPCs(Use training dummies for that)
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### With enemy NPC
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- Single click starts attacking the target
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- Using hotbar player can use spells on the target
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## Player death
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###Penalty
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When player dies he loses given ammount of experience, this ammount should be proportional to the current level of the player
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The lost XP is:
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- given to the player who scored the kill if it is a legitimate PvP(both sides participated), if this is a PK no XP gain
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- added to the pool of experience given by the mob after its successful kill, this should also make the mob stronger as it offers bigger reward for killing and might be already weakened by the previous fight
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Player does not lose items or item durability on death. If Durability is implemented the damage would be already applied during the fight
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### Revival
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Player can revive the following ways:
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- Travel to the nearest town
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- Be ressurected by an item used by another player
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- Be ressurected by a buff or his own skill
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- Be ressurected by other players skill
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- Travel to clan owned sanctuary
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Using skills or special sanctuaries can recover portion of the lost XP, also an option to use special items gained by participating in particular events
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## Player cooperation
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### Player groups
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Players might form groups for mutual gain and game progression
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#### Party
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Short term group of players who share the experience, drops when in the radius from the kill/pickup
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- Limited ammount of members
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- Experience bonus for players that fight with a party
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- Party leader can set up loot disribution
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- can be se up before the party creation and is visible on the invitation
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- can be changed on existing party if all party members agree to the chnage(until they do the old distribution is still active)
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- ? Party leader has the ability to spawn party chest for storing and distribution of loot(instead of dropping it on the ground and risking somebody else picking it up)
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- party chat is available upon party creation
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#### Party groups
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Multiple parties put together for bigger bosses, events
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- Experience percentage shared with other groups
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#### Clan
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Long term player group used for communication and cooperation on long term game goals(region control, crafting of bigger items, boss kills)
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- percentage of gained XP by killing mobs experience is given to close by clan members
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- clan warehouse is available to all clan members based on their permissions
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- clan chat is available to clan members based on their permissions
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- ? clan voice chat
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#### Alliance
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Long term group of clans, used to communicate and coordinate the end game goals(politics, region control, world bosses)
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### Communication
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- Chat groups available to all above groups
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- local chat in certain area around player
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- shout in larger area around player
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- private messages using private chat windows
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- ability to invite anybody to the party by clicking his name in the chat(brings up action menu)
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- voice chat - quick select with what group you want to communicate(local, party, clan)
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## Economy
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### Currency
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- Gold
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- ? subdivide into silver, bronze - does it complicate things too much?
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### Taxes
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- Taxes are deduced from every trade based on where the trade is completed
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- The only exception is dirrect player trade
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- Portion of this tax goes to the "server" to get money from the circulation
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- The rest goes to the region owner for region upgrades and management.
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### Trading
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- Dirrect trading between the players
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- Auction house for longer term sales
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- Set sale of item, items get placed into the auction house, money from sale is delivered to players private warehouse, possibility for partial sale
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- Buy items from other players
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- Set sale of an item as an auction, with a starting price, where players can bid for the item and the highest bid wins the sale
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- Set request for an item at a price, if an item appears on a market by some other players sale that is at or under the requested price, the item is automaticaly bought
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- Sale to NPC stores
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- the prices should reflect those in the auction house while being lower to motivate player trading
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