Mithrildor
I Haz Custom Title
Kagato said:Mithrildor said:1. No skills that are always needed to succes
2. Make the cities multilevels high and make districts (like in GW , when te max of people is in a city and someelse wants to be in the city to , a new district is opened (sort of server).
3. Give people a way to "tune" their weapons
4. Missions, those guildwars missions were great fun and the boss battles were the best!
5. Guilds and guildbattles (no need to explain i think)
6. Area's which NEED co-op to be completed.
1. Yeah, there should always be more than one way to do things.
eg. A section might be too high to normally jump to; you could reach it via a flight spell or jump ability, or "double-jump boots", or player cooperation ("throw me up there, will you?").
2. Multilevel, absolutely. Most areas will be, just so you can better see all the characters involved. Districts/instances/shards, I'd rather not unless absolutely necessary. I don't like fragmenting the community like that unless it's deliberate on the players' part (like with arenas).
3. Crafting will be a major component, although I haven't come up with any real details yet.
4. There will definitely be missions, though that comes down to plot & storyline, which will only come late in development. Support for missions will need to be there though.
5. Rather than races or big guilds, I'm currently leaning more toward smaller player parties, about 8 players each or so. In Night it's all PvE, so affiliation isn't so important, and in Day it's pretty much a free-for-all. You wouldn't really want a situation like 50 guys invulnerable to each other's attacks ganging up on a couple of opponents. Small parties could form who are safe from each other (say, with a small portable version of Night's Protection spell), and work together while battling other groups.
There could still be informal allegiances (indeed, you couldn't stop it), but I doubt a hard division like Horde vs Alliance would work so well in this setting.
6. Co-op will be encouraged in some areas, but it will never be mandatory (see point 1). There should always be some potential path for a player, even if he is working alone, though he might have a much harder time of it.
1. I mean like skills every warrior need to have , it is so good and there are no alternatives, I don't want scuch things. I want people to have options wich skills they take into the day or the night.
6. Maybe Light vs Dark. There should be some special zone which can be conquered. When light conquers one of those special zones, it will be day till it is conquered by dark and guards will spawn protecting the place from dark a bit. Dark can choose to raid it and it will be night when they conquered it , their gaurds will spawn and light can choose to conquer it again. The location should be like this:
CODE
Trading route = T , Conquerable zone = C , alternative road = A , twilight towns = L
------------------------------------------------------
LTTTTTTTTTTTTTTTTTCCCLCCCTTTTTTTTTTTL
-----------------A--------A---------------
-----------------A--------A---------------
-----------------A--------A---------------
-----------------A--------A---------------
-----------------AAAAAAAAAA---------------
In this way conquering locations give bonusses but won't make it impossible for the other afflication to get from L to L (twilight town to Twilight town.).
But still there is an twilight town which is in the conquered zone with soem bonusses (cheaper traders etc.).
I think this will be great and fun , but that's my opinion.
I think this is the best way to manage this
Last edited by a moderator: