... | @@ -90,6 +90,41 @@ Long term group of clans, used to communicate and coordinate the end game goals( |
... | @@ -90,6 +90,41 @@ Long term group of clans, used to communicate and coordinate the end game goals( |
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- Buy items from other players
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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 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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- 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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- ? Should this be regional instead of global to limit one person taking over the entire trade system?
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- Sale to NPC stores
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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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- the prices should reflect those in the auction house while being lower to motivate player trading
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##Items
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### Consumables
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One time use items that provide temporary effect
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Different tiers of consumable items to accomodate for player level and growing needs
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- Healing potions
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- ? Mana potions
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- Something like a bottle in Dota2, a reusable container for couple charges that can be refilled repeatadly,when comming to town(At a cost?), upgradable to provide more charges or additional power.
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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 |