... | ... | @@ -15,14 +15,17 @@ |
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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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... | ... | @@ -34,6 +37,7 @@ 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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... | ... | @@ -46,6 +50,7 @@ Using skills or special sanctuaries can recover portion of the lost XP, also an |
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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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... | ... | @@ -82,11 +87,13 @@ Long term group of clans, used to communicate and coordinate the end game goals( |
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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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... | ... | @@ -108,27 +115,33 @@ Different tiers of consumable items to accomodate for player level and growing n |
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- Teleport scroll(or should this be a skill available to everyone from start?)d
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- Ressurection scroll
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- ? Spell scrolls so everybody can use/learn spells from it
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### Weapons & Armor & Jewelery
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Tiered based system based on a player level, higher tier items cannot be worn at all.
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Items should have random attributes added to them(weapon damage assigned in a certain range, some special abilities or set bonuses also available in a range of values)
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### Decoration
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Decorative items quite possibly sold for real money?
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##Crafting
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Crafting is a skill learnable by anyone, certain traits(or races) can provide bonuses while crafting (chance to craft better item or multiple items in case of materials
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### ???Public crafting
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The player should be able to provide his crafting abilities to other people.
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- by setting down a crafting shop somewhere in the town
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- Using the auction house(only when the player goes offline in the city limits)
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If the player is offline this should provide a limited ammount of experience
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### Learning items
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Items crafting can be learned by
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1. Finding a recipe
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2. Getting a recipe from a quest
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3. Disassembling items(gain the recipe to the crafting book and part of the items back)
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You can only learn and craft items of your level and lower, player is not able to craft the top tier items from the start
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### Leveling up
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Each item in the crafting book carries over the number of times that item was crafted by the player, this in turn affects the ability to get a better version of the item(or multiple in case of material)
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This number can also be affected by disassembling more items of the type(basicaly relearning the item from already crafted one.
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### Experience
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Each crafting should allow the player who provides the crafting service to gain some experience for the craft, this way a player can level up only by crafting items for him/clan/public. |
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\ No newline at end of file |