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A realistic after-Warcraft III server
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Martinus:
I greet you again,
as I have informed you previously, I now present to you a summary of a main changes and ideas concepted for implementation into the game (the following list might not be complete) for your kind opinions and evaluations:
1) A character of the World • The World will be changed in its appearance in order to more correspond with the reality of the previous Warcraft installments (Warcraft III, Warcraft Adventures, Warcraft II and Warcraft I) as well as to provide a more realistic setting. • For this cause locations, objects, entities, relations and other aspects of the World will be modified to idealistically fit with the aforementioned series as well as with the realistic expectations.
2) Instanced areas • Only extensive (on continental [Eastern Kingdoms, Kalimdor, Northrend, Pandaria] or archipelagic [The Great Sea] level) or exclusive regions (other realms of existence) will be instanced in order to provide a more consistent environment.
3) Flight-path transport system • The system of flight paths will be removed in order to reduce the intensity and ease of transportation. • This will be done in order to emphasize a rarity and exceptionality of a flying transportation.
4) Class system and character specialization • Players will not be able to choose their class during a character creation process. • Players will create their characters as a generic ones and without any specialization. These characters will differ from each other only according to their racial and gender traits. • The purpose of this change is to give the players more choices how to build their character and form their role in the World from the universal foundations. This will be represented by (and should secure) a continuous and diverse options and actions during the course of players’ whole game.
5) Power resource and health • Each character (and possibly entity) will have energy serving as its power resource, which will work in similar manner as the current system of mana. • Health will be regenerated automatically from energy. Characters will be constantly (under normal conditions) under the effect of Hunger and Thirst (for further information see point number 9). • This means to create a universal conditions (in dimension of power resource-interaction) between the players and entities in general.
6) Power system • System of levels will be removed (or at least their display to players and therefore might implicitly continue to serve for NPC interaction [as a criterion for NPCs to determine the character’s power status]). • Strength of each entity (both players and non-playable characters alike) should be determined by its physical and mystical dispositions (ogres will be relatively of a same strength regardless of the location they appear in [Loch Modan or Blackrock Mountain] while a murloc appearing anywhere in the World should not be stronger [under normal conditions] than an ogre in an area originally labelled and constructed as a lower level zone). • The intention is to remove an abstract and un-realistic indicator of power between players. The indicators should be (as in reality) appearance, behavior, actions or other concrete proves of characters. • Players will focus upon training of individual attributes (strength, agility, intellect…).
7) Ability management • Characters will start with the set of generic abilities according to their race (in some instances even according to the gender). • Some of these abilities, which will probably be universal among the races, include: Strike as a single strike (most accurate and damaging), Swing as a cleaving strike (strike performed in an arc), Swirl ("whirlwind”), Kick, Evade, Block, Parry. Players should also have at their disposal abilities which do not need learning for their performance, such as herb gathering. • This new system means to create a basic and starting point-conditions for the natural interaction with the World and further character improvement.
8) Looting system • Each entity, object and location will provide a loot according to the dispositions of its provider.
9) Hunger, thirst and other physical effects • Each character will be affected by thirst and hunger. These two effects will slowly drain the character’s energy. Eating and drinking will ensure energy regeneration and surpass the negative effect of hunger and thirst respectively. • Damage from falling will be increased. • Characters will be slowed down by the weight of their armor and other equipment.
10) Item (weapon) properties, utilization and limitations • Weapon damage will derive from virtual physical properties of a particular weapon (size, weight, shape) and its magical potency (enchantment or magic material potent to shatter an opponent’s weapon upon collision). The same applies for armor and clothing – physical and magical properties determine the quality and effectives of the respective armor or any other item in general. • A role of and emphasis on weapon training (some weapons [bows, for example] will require a more demanding training for proper use) and utilization will be improved and increased. • If there will be any item within the World, which exists only in a certain quantity, it can be acquired only in that respective number.
11) Item management • A more complex items should be decomposable – a pig should be (if character is having a proper equipment or ability) decomposable unto lesser parts (head [ears, eyes, tongue, tusks, skull...], torso [skin, mane, tail, spine...], legs [hooves, skin, bones...]), so should be also a sword (melted down to regain a metallic resource or have precious decorative or magical gems extracted from it).
12) User interface • Removed options: Achievements, Dungeon Journal, Calendar, Guild Finder, Group Finder, Map, Reputation (Character info tab), Titles (Character info tab), Quest Log. • Exceptionally available options: Mini-map. • Planned reconceptualization: Chat (Socials), Raid (Socials), Who (Socials), Specialization & Talents. • These changes intend to create a more realistic and challenging gameplay. • These changes will also affect such features as display of names of locations, objects, entities and possibly even characters – everything will be identified according to its dispositions and not labels.
13) Command and Control system • Players will be able to initialize an in-game activity or construction and management of certain establishments. Examples: Smiths will be able to manage their own blacksmiths, commanders their outposts or those characters living outside of civilization will be able to establish their own lodging. • This system will most probably be managed by server authorities (administrators [game masters], who will be present in the World as a persons responsible for the respective operations [an orc responsible for the operations in northern Barrens, a human responsible for the reconstruction of Grand Hamlet, a Blood elf responsible for a particular attack, defense or other kind of activity in Quel’Thalas, or even being in a place of King Varian Wrynn, Warchief Thrall, Tyrande Whisperwind and others, even antagonist characters). These authorities can be petitioned by players to initiate a respective proceeding leading to certain activity or to construction or operation of establishment.
--------------------------------- Updates to this post
10:47, 20. november 2015 Added attachment "Kalimdor and Lordaeron (grid-map)"
08:43, 22. november 2015 Added attachments "Lordaeron (points of interest)" and "Lordaeron (political map)".
kreha1:
Hello Martinus,
I've been reading your ideas and I decided I should share with my thoughts on gameplay systems. I am aware that your goal is to make it as realistic as it can be, so here I go. One thing to have in mind - when we observe humans as a species (irl ofc), we aren't the strongest beings on the planet, but we adapt. And that I think should be a theme of empowering your character - adapting it to fight with a certain type of enemies.
Armor and clothing - Any kind of gear should only be crafted by a player crafters (no mob drops). Crafted gear would be without any stats other than armor and durability. The more armor you have, the heavier should it be, limiting your movement and attack speed. Losing durability of armor should result in increasing damage taken. That armor would need to be then enchanted.
Enchantments - There would be few types of enchants. For now let's limit to two types and call them general and situational ones. General enchants would have no limit of application - the more you have the better, however weakening the material, situational ones would override themselves - you apply them only . General enchants would be basically what gear in WoW is (primary stat), situational would work in similar manner flasks work, except there's no time limit (e.g. reducing damage taken by one type of physical damage).
Combat - Casters and rangers should be able to attack during movement, but there has to be a penalty. Something like decreasing accuracy, increasing casting time or energy needed for the spell/ability. Mobs should always physaclly attack the nearest target - no taunting, no going to the caster because of aggro. DPS should stay behind target, to avoid taking damage. [f you plan on creating boss encounters]
Non-combat activities on a hostile ground - There should be a map, you could look at it in the city or buy it from an NPC. Every race should have different map (mostly name differences). Reading it, as well as eating or drinking should make player take more damage - less awareness makes it harder to take action.
Travelling - Mounts. Let's say you want a horse... You could rent it, but man, should it cost much. And it wouldn't always be a good idea - sometimes limiting your movement, endangering you. Zeppelins. There shouldn't be routes as they exists nowadays. But we know from WC3 there were many Goblin outposts (gameplay reasons back then, but hey :D).
A note: RPGs always tried to mimic rules of this world. Back when people could only use dice and paper, the system would have to be easy (calculation issues, resources). There's nothing wrong with simplicity, hell, the simpler the better. People like to feel stronger, better, more experienced and ultimately win. This is nothing worth achieving in the age of internet, since we have all the time in the world (physical games were really time consuming). Where levels fall into the category of failed systems IMO, skills do not. Skills in WoW were really clanky since all it varied was I guess miss chance. I think it should influence damage done, damage taken etc.
I propose creating a model which mimics not only physical world, but mental and spiritual. Since every fantasy takes inspiration from philosophy and spirituality, there are no exceptions, I think it's for the best to use some of the formulas you can find in there ;).
Cheers mate. Also, if I can help in any way, let me know.
PS: Why stick with WoW engine? Isn't there any open-source multiplayer platform to use?
spik96:
I'm afraid even all the Blizzard guys with their 30 years experience and unlimited money could not make this project in less than 10 years. And I'm optimistic.
I think I get the two things that you dream of : - Survival, not level based and not class based gameplay. - Classic Warcraft lore setting.
But these two things are both unrelated and hard (I think I can say impossible for some points) to implement in the game. You chose WoW for the Warcraft setting and for existing assets, it makes sense, but the gameplay you want is too different from the engine one and would require a complete different design from scratch to be efficient. About the world, I believe the World Building capacity is not enough advanced to do things like moving a zone around a continent.
Martinus:
--- Quote from: "kreha1" ---Hello Martinus... --- End quote ---
Greetings, Kreha1, and welcome!
If I understand your initial general conception correctly, then I identify with your approach.
Concerning the "Armor and clothing": (1.) For now, I imagine the possibily to drop a gear by creature to reflect the realistic situation of that moment - creatures will drop only the items it eventually possess. There should be, however, certain limitations for utilization of such an equipment, for, in an example, if an armored ogre drops an armor, it will most probably not fit a gnome's or any other of the playable race's dispositions. It should be, however, be usable in different ways, for example: it might not be possible to take the whole armor, but it could possibly be decomposed (in the same way as concepted in previous instances) and sold to players who focus on blacksmithing, who can, in turn, melt it and have an another resource for their profession. (2.) I identify with your conception of weight potency.
Concerning the "Enchantments": Possibly yes. The role of enchantments is still under conception and I need more situational references in order to concept them well or at least imagine their workings. But we, in our developement team, did not have an opportunity to discuss the role and workings of enchantments yet.
Concerning the "Combat": (1) I indeed wish to incorporate the potency to cast spells and shoot during movement. The penalty might also be in place, but generally, in case of spells, I would like to incorporate a new system of spell-casting, which will enable the players to use spells while moving only if they already have advanced in utilization of the given spell. For example: a spell-caster will be able to lear a fireball. As players will continue to train that specific fire spell, the casting time, damage, area of effect, damage over time and other possible atributes of that particular spell will increase. Even the possibility to cast that spell while moving will be given. (2) I am still considering the role of taunting and aggravation. From my current perspective, an ability to taunt should be incorporated and even accessible from the beginig of the gameplay as a generic ability. The reason for my decision is that, even in the real world, there is a chance to attract the attention of a target bytaunting while it is attacking the other one. (3) Even casters might become a target due to increased level of aggro - but it might be less probable in our case to evoke such an aggravation. (4) Yes, we are planning special encounters, but they might differ from the current ones due to the new Power system and Ability management.
Concerning the "Non-combat activities on a hostile ground": (1) If there will be maps, I believe, and especially in case of Kalimdor, that they will most probably (from humans of Theramore perspective) roughly document their past and actual positions in Central and Northern Kalimdor. Southern Kalimdor has not yet been explored. This logic is one of the reasons why I would like to not incorporate maps - because cartography is not probably so precise and complete at that time. (2)The other reason is the real availability and disposal of maps - I believe that maps were in possesion exclusively for strategic purposes of leaders and not available for any wandering adventurer, moreover if that creature is from a culture which have limited material and spiritual resources for cartographic endeavors (Tauren, Trolls, Orcs). (3) In this abovementioned sense I would like to make maps a rare and inaccurate (differing from the culture) dispositions of characters with exclusive strategic ranking.
Concerning the "Traveling": I identify with your notions and plan to reflect it in game.
Concerning the "A note": I am not certain if I understand the point of your notion here.
I am familiar only with the World of Warcraft and therefore it was a very simple decision of mine that I will operate with the World of Warcraft.
I thank you for your comprehensive opinion and especially for your offer.
--- Quote from: "spik96" ---I'm afraid even all the Blizzard guys... --- End quote ---
Greetings again, Spik96!
I am aware that some of the propositions might exceed the possibility of their inclusion. But, as you have correctly stated, there are some of them which I believe are usable or at least I would like to feature in some form.
Concerning the moving of zones: We have created a new Kalimdor and now are working on Eastern Kingdoms and Northrend. In these regards, we are creating zones anew and ignoring the original zone setting (zoning). Please, see an enclosed picture for reference.
------------------------ Updates to this post
11:42, 03. december 2015 - Added attachment "Kalimdor - zones".
08:43, 04. december 2015 - Replaced attachment "Kalimdor - zones" by "Kalimdor - zones (2)".
kreha1:
Why did you put Feralas over there? What is your source? I agree on putting Moonglade somewhere over there. I've done a quick map with zone borders (Feralas is where it is now though). Consider that Feralas, Stranglethorn Vale and Un'Goro Crater are supposed to be somewhere near the equator. So in my version, the placing makes it more realistic I guess. Same goes with desert-type zones like Tanaris, Silthus or Uldum.
Moonglade should be a really small zone since it's only a glade, also there's nothing much going one there since always.
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