Post by Jeremy on Jul 27, 2012 20:27:02 GMT -5
It occurred to me that I never really spoke about system, story or anything related to plans for this MUD.
First off, I am waiting a bit, to see if this turns into more of a collaborations that simply "my vision".
I do have ideas. I'll be upfront with this: After playing Achaea, it's going to be very hard to not want to make a copy of it.
Achaea might not be perfect, but it's so close to what I love about RPGs and multiplayer games.
But I do have some initial ideas I'd like to share. This is not nearly all of them, but just a taste of what I hope to have in the MUD.
Feel free to share your opinions and suggestions in the suggestions thread.
Combat:
I'm thinking of keeping combat fairly standard. You attack then an automated fight commences while rolling invisible dice allowing you to cast skills and spells inbetween attacks.
I am toying with adding another layer, by creating a gauge that I mentioned on G+.
At character creation, everyone gets to choose between -10 and 10 to determine modifiers for either PvP or PvE. I'm interested in getting this to work and testing it out.
Economy
I'm all for a robust economy, but I'm also for maintaining a cohesive world in a text-only interface. So, most likely you'll have to locate and be in a mail-room or auction-house and I'm also thinking of limiting what you can get and where you get it.
With a mix of PvP, many areas of varying degrees of difficulty to get to and through, and distance, I may try to mimic and EVE-like economy.
Crafting
Those who know me have probably heard me shout(a few dozen times) about how I think the two most important things for any MMO is crafting and an auction house(economy). Everything else comes 2nd to those. I believe, implemented correctly that PvP and any and all forms of combat will be more fun as a result.
Many might think it's totally unrelated, but I think the majority of MMOs all have it wrong in this area. Upping crafting, making it the most important aspect should amplify, intensify and improve all combat oriented gameplay.
Crafting will permeate through just about everything. There will be some WoW-like resource gathering. There will be some Vanguard-like assembling with secondary materials: minerals, cleaners, solvents, dusts, etc.... And there will be a hefty dose of Fallen Earth-esque gathering and crafting. There will be many, many items to gather from mobs, plants, lose rock, etc... and a lot of time-based assembly of parts that further need assemble.
There will also be multiple professions, each with varying level-progression.
Politics:
I like the idea of politics, but I have very little fleshed-out about this aspect. I do want a hierarchy of positions, but I'd like it to be more like Diplomacy in Vanguard than, say, ruling in TERA.
Housing:
There will be housing. Probably near unlimited. I want to give more room for players to describe their buildings as well as the rooms and the furniture they put in each room. I also would like to figure out a way to have housing more closely in-line with being in the real world, and not separated.
Hopefully that gives you a bit of an idea about this game. It's heavy on RP, with enforced RP, but will have a small amount of OOC, so it's not as hardcore-RP as some other MUDs.
This is just a start.
First off, I am waiting a bit, to see if this turns into more of a collaborations that simply "my vision".
I do have ideas. I'll be upfront with this: After playing Achaea, it's going to be very hard to not want to make a copy of it.
Achaea might not be perfect, but it's so close to what I love about RPGs and multiplayer games.
But I do have some initial ideas I'd like to share. This is not nearly all of them, but just a taste of what I hope to have in the MUD.
Feel free to share your opinions and suggestions in the suggestions thread.
Combat:
I'm thinking of keeping combat fairly standard. You attack then an automated fight commences while rolling invisible dice allowing you to cast skills and spells inbetween attacks.
I am toying with adding another layer, by creating a gauge that I mentioned on G+.
At character creation, everyone gets to choose between -10 and 10 to determine modifiers for either PvP or PvE. I'm interested in getting this to work and testing it out.
Economy
I'm all for a robust economy, but I'm also for maintaining a cohesive world in a text-only interface. So, most likely you'll have to locate and be in a mail-room or auction-house and I'm also thinking of limiting what you can get and where you get it.
With a mix of PvP, many areas of varying degrees of difficulty to get to and through, and distance, I may try to mimic and EVE-like economy.
Crafting
Those who know me have probably heard me shout(a few dozen times) about how I think the two most important things for any MMO is crafting and an auction house(economy). Everything else comes 2nd to those. I believe, implemented correctly that PvP and any and all forms of combat will be more fun as a result.
Many might think it's totally unrelated, but I think the majority of MMOs all have it wrong in this area. Upping crafting, making it the most important aspect should amplify, intensify and improve all combat oriented gameplay.
Crafting will permeate through just about everything. There will be some WoW-like resource gathering. There will be some Vanguard-like assembling with secondary materials: minerals, cleaners, solvents, dusts, etc.... And there will be a hefty dose of Fallen Earth-esque gathering and crafting. There will be many, many items to gather from mobs, plants, lose rock, etc... and a lot of time-based assembly of parts that further need assemble.
There will also be multiple professions, each with varying level-progression.
Politics:
I like the idea of politics, but I have very little fleshed-out about this aspect. I do want a hierarchy of positions, but I'd like it to be more like Diplomacy in Vanguard than, say, ruling in TERA.
Housing:
There will be housing. Probably near unlimited. I want to give more room for players to describe their buildings as well as the rooms and the furniture they put in each room. I also would like to figure out a way to have housing more closely in-line with being in the real world, and not separated.
Hopefully that gives you a bit of an idea about this game. It's heavy on RP, with enforced RP, but will have a small amount of OOC, so it's not as hardcore-RP as some other MUDs.
This is just a start.