Planned features

View previous topic View next topic Go down

Planned features

Post by Kart on Wed Jul 20, 2016 9:36 am

Every time i think of something good on a whim or while fantisizing, I write it down so i don't forget it.
I have a txt file of features that are likely to be put in once the source is released for intersect.
Posting them here. Updating as frequently as possible.

Planned stuff:
*Hunger/Thirst/Energy system that drains from 100 to 0 percent over 10 hours.
When maxing out your statuses, get up to 150% experience.
When your statuses are 0%, only get 50% and start getting hurt.
0% sleep will knock you unconscious for 1 minute at a time, getting you back to 1% sleep
giving you time to make it back towards the nearest town.

*Each player gains a spell at level 30 called "Alter Ego".
Allows you to transform into your alter ego for a minute.
Each player is given a randomly generated looking alter ego, using the paperdoll slots.
Ability gain is dependant on your stat build.

*At level 50(max), each player is given a spell called "Last Words". A hardcoded spell that
does different things depending on stat build, but always has a crippling effect on your
character once finished casting, good way to end a fight if you're confident it will kill
your target.

*Adding rain to the engine. Rain can occur randomly but not more than once per two hours
and not longer than 10 minutes at a time. Rain gives you a WET debuff, draining your
status bars faster. Can be avoided by wearing an umbrella or raincoat or activating the
mana shield spell.

*The further you stray from safe areas like towns, the higher danger levels become.
Each danger level number adds a number to the range of players you can attack
works like the wilderness, but in a rectangle around safe zones. Add an integer to map data
and map editor, so i can set danger level for each map.

*Day/Night cycle. Nights are shorter than days since most aspects of it are negative.
Some monsters spawn during the night that dont spawn during the day.
NPC houses can be robbed during the night.
PVP danger levels are doubled during the night from a maximum of 10 to 20.

*Add a spell that has different effects depending on nighttime/daytime.

*Add bombs that can break cracked walls, like Zelda.

*Personality traits that get uncovered more and more as you level up. Each player will gain a personality trait every 10 levels, up to 5 maximum at level 50. These don't affect important parts of gameplay, but rather, give you different dialogue with some NPCs and allow your character to give off different remarks etc depending on combination of personality traits.
Traits could be: "Easygoing, Timid, Smart, Friendly, Shy" for example.



Please provide criticism and feedback on what you think if you have any complaint or other criticism.
avatar
Kart
Admin

Posts : 93
Join date : 2015-05-03
Age : 21
Location : Meme Paradise

View user profile http://oldworld.fullboards.com

Back to top Go down

Re: Planned features

Post by Fyrember on Thu Jul 21, 2016 8:19 am

Alright, ill go in order:

Hunger/Thirst/Energy system: Generally feels fine but the 1 minute unconciousness feels kinda annoying, and where would you sleep for real, in a bed in your house?

"Alter Ego" : That one sounds cool, maybe the ability to switch between different ones depending on the situation?

"Last Words": The benefit/drawback system is always a good one to play with, as it gives the game some high risk/ high reward ways of playing that are always the ones that set the skill cap higher.

Rain: Maybe you could add some classes that have even more issues with rain like some kind of fire elementals (that are boosted by sun instead) and others that get their stats boosted like some kind of water elemental?

Wildy: The wilderness system of runescape was cool, I remember feeling really excited every time I was there, in inmediate danger and in the middle of a warzone, however at least in the F2P zone there wasnt really anything interesting that would inspire you to go deeper, other than demons and stuff, I think thats pretty important for the gameplay

Day/Night cycle: I think that anything that adds to the complexity of the game in favour of the gameplay is a good idea, same opinion on the spells and maybe equipment that is stronger during the night.

Bombs: Im not sure about this one, I mean, youd always have to go around unexplored zones with bombs on you, ocupying one slot maybe for no reason, it depends.

Personality traits: Maybe make it easier to steal from NPCs if youre charming, or if you get attacked some NPCs will come to your aid and help you



Fyrember

Posts : 12
Join date : 2015-05-25

View user profile

Back to top Go down

Re: Planned features

Post by Kart on Fri Jul 22, 2016 3:45 pm

Fyrember wrote:Alright, ill go in order:

Hunger/Thirst/Energy system: Generally feels fine but the 1 minute unconciousness feels kinda annoying, and where would you sleep for real, in a bed in your house?

"Alter Ego" : That one sounds cool, maybe the ability to switch between different ones depending on the situation?

"Last Words": The benefit/drawback system is always a good one to play with, as it gives the game some high risk/ high reward ways of playing that are always the ones that set the skill cap higher.

Rain: Maybe you could add some classes that have even more issues with rain like some kind of fire elementals (that are boosted by sun instead) and others that get their stats boosted like some kind of water elemental?

Wildy: The wilderness system of runescape was cool, I remember feeling really excited every time I was there, in inmediate danger and in the middle of a warzone, however at least in the F2P zone there wasnt really anything interesting that would inspire you to go deeper, other than demons and stuff, I think thats pretty important for the gameplay

Day/Night cycle: I think that anything that adds to the complexity of the game in favour of the gameplay is a good idea, same opinion on the spells and maybe equipment that is stronger during the night.

Bombs: Im not sure about this one, I mean, youd always have to go around unexplored zones with bombs on you, ocupying one slot maybe for no reason, it depends.

Personality traits: Maybe make it easier to steal from NPCs if youre charming, or if you get attacked some NPCs will come to your aid and help you



Considering the fact that draining your hunger/sleep/thirst meters will take about 10 hours from 100%, getting knocked unconscious in my opinion wouldn't be that big of a deal in most cases, unless you've been ignoring your meters hardcore which is nearly impossible since you'll get warnings when you're low. You would sleep in a tavern for a cheap price or your own house. Thanks for your criticism though and i'd like to hear more about what you think of the hunger/sleep/thirst system if you have any ideas.

As for the rain thing, classes won't exist in the game, just like in the old version of Old World, but i could make it so things like fire spells would get weaker.

Bombs could be solved by simply adding it so they don't take up your inventory.

As for your critique on personality traits, I don't want to add something that benefits you too much since it's random. If it were to benefit you in certain ways, i'd give the player some freedom of choice on what traits to have, which i'll probably end up doing anyways.

As for Alter Ego, I wasn't planning on letting you switch into different forms, as your alter ego will only be one form. I mean, it's called "Alter Ego", not "Multiple personality disorder".
You can change your alter egos effects, but not looks by rerolling into a different stat build.
avatar
Kart
Admin

Posts : 93
Join date : 2015-05-03
Age : 21
Location : Meme Paradise

View user profile http://oldworld.fullboards.com

Back to top Go down

Re: Planned features

Post by Fyrember on Sun Jul 24, 2016 12:02 am

Kart wrote:
Fyrember wrote:Alright, ill go in order:

Hunger/Thirst/Energy system: Generally feels fine but the 1 minute unconciousness feels kinda annoying, and where would you sleep for real, in a bed in your house?

"Alter Ego" : That one sounds cool, maybe the ability to switch between different ones depending on the situation?

"Last Words": The benefit/drawback system is always a good one to play with, as it gives the game some high risk/ high reward ways of playing that are always the ones that set the skill cap higher.

Rain: Maybe you could add some classes that have even more issues with rain like some kind of fire elementals (that are boosted by sun instead) and others that get their stats boosted like some kind of water elemental?

Wildy: The wilderness system of runescape was cool, I remember feeling really excited every time I was there, in inmediate danger and in the middle of a warzone, however at least in the F2P zone there wasnt really anything interesting that would inspire you to go deeper, other than demons and stuff, I think thats pretty important for the gameplay

Day/Night cycle: I think that anything that adds to the complexity of the game in favour of the gameplay is a good idea, same opinion on the spells and maybe equipment that is stronger during the night.

Bombs: Im not sure about this one, I mean, youd always have to go around unexplored zones with bombs on you, ocupying one slot maybe for no reason, it depends.

Personality traits: Maybe make it easier to steal from NPCs if youre charming, or if you get attacked some NPCs will come to your aid and help you



Considering the fact that draining your hunger/sleep/thirst meters will take about 10 hours from 100%, getting knocked unconscious in my opinion wouldn't be that big of a deal in most cases, unless you've been ignoring your meters hardcore which is nearly impossible since you'll get warnings when you're low. You would sleep in a tavern for a cheap price or your own house. Thanks for your criticism though and i'd like to hear more about what you think of the hunger/sleep/thirst system if you have any ideas.

As for the rain thing, classes won't exist in the game, just like in the old version of Old World, but i could make it so things like fire spells would get weaker.

Bombs could be solved by simply adding it so they don't take up your inventory.

As for your critique on personality traits, I don't want to add something that benefits you too much since it's random. If it were to benefit you in certain ways, i'd give the player some freedom of choice on what traits to have, which i'll probably end up doing anyways.

As for Alter Ego, I wasn't planning on letting you switch into different forms, as your alter ego will only be one form. I mean, it's called "Alter Ego", not "Multiple personality disorder".
You can change your alter egos effects, but not looks by rerolling into a different stat build.

Yeah, thats true I guess, unless youre botting you wouldnt be playing 10 hours straight so I guess its fine.

Classes would be fun, but its your game in the end, its fine if you dont want to add them, fire spells getting weaker and water spells getting stronger would be a nice feature.

Youre right, randomness isnt generally something you want to apply, however I meant it so if you have to start a quest with an NPC that only responds correctly to X personality, you could have someone else start your quest for you or something? Im kinda rambling at this point tho.

I mean, maybe in the Alter ego make it so you can choose 3 of them and can only switch when out of combat so you cant have different ones in the same raid/fight, but can still have some kind of variance in choosing which one is better for each scenario?

Fyrember

Posts : 12
Join date : 2015-05-25

View user profile

Back to top Go down

Re: Planned features

Post by Solaire on Wed Jul 27, 2016 7:45 pm

This is probably a very stupid question, so sorry in advance, but will we be keeping our old levels or will we all have to start over from scratch?
avatar
Solaire

Posts : 11
Join date : 2015-05-18
Age : 23
Location : Altar of Sunlight

View user profile

Back to top Go down

Re: Planned features

Post by Kart on Fri Jul 29, 2016 11:22 pm

Solaire wrote:This is probably a very stupid question, so sorry in advance, but will we be keeping our old levels or will we all have to start over from scratch?

It's a new engine altogether and server, so you'll have to start over from scratch. I'm sorry.
The game will be big improvement from the last version though in terms of both stability, combat, music, features and graphics.
avatar
Kart
Admin

Posts : 93
Join date : 2015-05-03
Age : 21
Location : Meme Paradise

View user profile http://oldworld.fullboards.com

Back to top Go down

Re: Planned features

Post by Femenazi on Sat Jul 30, 2016 6:32 am

Kart wrote:
It's a new engine altogether and server, so you'll have to start over from scratch. I'm sorry.
The game will be big improvement from the last version though in terms of both stability, combat, music, features and graphics.

What kind of time estimate would you put on a beta release?

Femenazi

Posts : 12
Join date : 2015-05-26

View user profile

Back to top Go down

Re: Planned features

Post by Kart on Sat Jul 30, 2016 9:55 pm

"Beta" maybe in september ish or a bit earlier than that.
Test builds will be released to stream viewers once in a while to test out new features and areas.
avatar
Kart
Admin

Posts : 93
Join date : 2015-05-03
Age : 21
Location : Meme Paradise

View user profile http://oldworld.fullboards.com

Back to top Go down

Re: Planned features

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum