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Featured => old Stuff => Maruum => Builder Team => Topic started by: deep6ixed on May 23, 2013, 09:57:30 pm

Title: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on May 23, 2013, 09:57:30 pm
Okay guys and gals, here are my game play ideas, feel free to comment at any of them, just keep it nice please.

Leveling and Stat Gains
Leveling will be a slow gradual climb with experience coming mostly from questing and little from kills. Max level will be around 20 or so.  There will be minimal stats gain per level, no more than +1 or +2 to the primary stats.  

Talents
Talents will be gained one point per level, starting at level 1.  Talents will replace the stat gains per level.  You talents will be flat bonuses to stats or unlock new armor / weapon proficiencies.  "Domains" will be smaller, replacing the massive 41 point trees.  Each class will have 3 domains that will be the three main roles for each class.  Not sure if there will be multiple ranks of a talent or not.

Stats / Gearing
Speaking of stats, we should use as few as possible.  Having to possess a PhD degree to figure out which stats goes with each class and role makes no sense.  Most of the stats overlap and should be reduced to the basics. Gear would then be simpler.  Gear stats would be defined by type.  Cloth would focus on caster, leather on dps, and scale / plate on tanking.  It would help to balance out classes, if we have a class like my cleric idea that could tank or heal would depend more on the gear.  A healing cleric would have weak heals unless he wore cloth like a priest.  A scale wearing cleric would have better armor with no +heal stats.

Spells
Spells will be single ranks, with 'ranks' now being handled by +stats on gear or talents.  No more 15+ ranks of each spell.  Spells would be learned by books, not from trainers.

Abilities
My idea was to change glyphs to abilities: you have Active and Passive.  Passive abilities would be used as conditional requirements for quests or loot or other things.  Like a passive ability called Bluff would allow extra quest or dialogue options. Active abilities actually change how your character plays.  Such as Diplomacy would give you bonus rep gain.  Abilities Scrolls would be earned via questing.  But the glyph system would limit you to three of each.  Preventing someone from power leveling to get them all. There would be very few limited by class

Professions
Professions would be handled by skill books similar to spells but basic crafting recipes would be 'discovered' similar to alchemy, with the advanced recipes being purchased, earned or found.  You would start with one or two basic recipes and the more you use them, the more likely you would be to discover the next recipe in the chain.

Instances
I suggest we go from the 5 and 10/25 man model to a 3/5man and a 5/10 man model.  5 man instances would now take 3 people on normal, 5 on Heroic and the raids working in a 5/10 men system.  This would smaller more dynamic groups.  Instances would focus less on just killing everything and more on a plot line with multiple ways to complete it.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: Jøk3r on May 23, 2013, 10:05:29 pm
A litte post about the leveling.
Some time ago i was on a private rp server on wich you leveld through rp. That means for every chatmessage you gained some xp.
As Maruum will be a RP server, wouldn't something like that be nice for leveling?
Title: Re: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on May 23, 2013, 10:16:40 pm
Yeah but that would be wide open to hacking...
Title: Re: [IDEAS] My Gameplay Ideas
Post by: Sina on May 24, 2013, 12:53:50 am
Quote from: "Jøk3r"
A litte post about the leveling.
Some time ago i was on a private rp server on wich you leveld through rp. That means for every chatmessage you gained some xp.
As Maruum will be a RP server, wouldn't something like that be nice for leveling?

No.

Okay, that sounded maybe a bit like Schlumpf. :3
There were a lot discussions about that and... in the end there is no reference between level and the amout of chatmessages. There is no use to link those two things.
Sounds very cool in the first place, like "crispbread in a toaster" the Gamestar once said. You just realize that it's a stupid idea, as your kitchen is burning.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: axel0099 on May 24, 2013, 11:36:24 am
I like most of the idea's as i talked about it with you before.
Hope to hear more soon :D
Title: Re: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on May 24, 2013, 12:08:55 pm
About leveling:

I've had feed back the Maruum is going to be a level less, or super low level system.  I understand the intent and here is my honest opinion about it.  I don't think it will work as planned.


That all being said, I don't think we should hand over levels either.  They should be earned, where a level gain actually means something.  The first 2-3 levels can be easy to get, but after that they take more and more to earn, where you get the same feeling at 20 as you used to get at making 60 in vanilla wow.


Quote from: "Jøk3r"
A litte post about the leveling.
Some time ago i was on a private rp server on wich you leveld through rp. That means for every chatmessage you gained some xp.
As Maruum will be a RP server, wouldn't something like that be nice for leveling?

Actually the abilities that I had discussed would be a part of the role playing.  At level 20 you would have 3 passive skills, in fact let me just make up three on the spot and show how they would tie into RP and then into leveling:

Bluff: Gain the ability to bluff your way past unsuspecting characters and NPC's
Intimidate Gain the ability to coerce others into doing your will.
Perception Gain the ability to see things that other might miss.

Say your on a quest chain that takes you into an instance and you need to get past a locked door.  A Rogue character could pick the lock, or anyone else could just find the guard and kill him for the key...  A player with the Perception ability would be able to see a button next to the door that would unlock it.  And by doing that would get bonus XP for using a skill.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: axel0099 on May 24, 2013, 12:12:55 pm
yes pvp is my biggest concern as im kinda pvp god i always do it. it's my favourite thing.
lvl's is something Essential in an mmorpg.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: Steff on May 24, 2013, 12:17:52 pm
Players should be able to show what they are. Abour revards.
Height sutff should only be produced by professions and will get binded on creation.

2 Things could act against this
I see what your points are for levels. The big problem with it is that you loos reagions if your level is over the reagion level? Also you can drive the following up by questlines. Again this is nothing burned into stone. We will discuss all of this gefore we start the maion game. ;)
Title: Re: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on May 24, 2013, 12:25:09 pm
Quote from: "Steff"
Players should be able to show what they are. Abour revards.
Height sutff should only be produced by professions and will get binded on creation.

2 Things could act against this
I see what your points are for levels. The big problem with it is that you loos reagions if your level is over the reagion level? Also you can drive the following up by questlines. Again this is nothing burned into stone. We will discuss all of this gefore we start the maion game. ;)

I made this post to get ideas flowing, there are no right or wrong ideas, and every idea that I've heard has merit.  I'm using this to jump start the thinking.

As for gear only by professions, I'm on the fence about that.  I agree that consumable items and mid level gear should be profession based, but why not have good gear drop from instances?
Title: Re: [IDEAS] My Gameplay Ideas
Post by: Shruik on May 24, 2013, 03:03:48 pm
@Stats. How about such a thing: http://www.servimg.com/image_preview.ph ... u=11238463 (http://www.servimg.com/image_preview.php?i=149&u=11238463" onclick="window.open(this.href);return false;) ?
Title: Re: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on May 24, 2013, 04:21:23 pm
Quote from: "Shruik"
@Stats. How about such a thing: http://www.servimg.com/image_preview.ph ... u=11238463 (http://www.servimg.com/image_preview.php?i=149&u=11238463" onclick="window.open(this.href);return false;) ?

That would be awesome, that being said, its more than possible, I just have no clue how to do it.  That is beyond my set of skills.  Now, if the one who designed that would release a guide on how to do it or even the source files, i would gladly attempt it.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: axel0099 on May 24, 2013, 06:35:58 pm
what if you do it like maces skill etc is done?
Title: Re: [IDEAS] My Gameplay Ideas
Post by: Shruik on May 24, 2013, 08:34:09 pm
Quote from: "deep6ixed"
Quote from: "Shruik"
@Stats. How about such a thing: http://www.servimg.com/image_preview.ph ... u=11238463 (http://www.servimg.com/image_preview.php?i=149&u=11238463" onclick="window.open(this.href);return false;) ?

That would be awesome, that being said, its more than possible, I just have no clue how to do it.  That is beyond my set of skills.  Now, if the one who designed that would release a guide on how to do it or even the source files, i would gladly attempt it.

Maybe we could simply ask the guy who made it if he would share his know-how with us. The pic is from some project shown in the forums here.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: axel0099 on May 25, 2013, 06:38:10 pm
maybe.. but i don't realy like it :P i'd like it more if skills get better when you use them.
This reminds me of other mmorpg's which i didn't like.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on May 29, 2013, 10:15:23 am
I tend to like the idea the alchemy uses: Discovery, maybe instead of more ranks of a skill that you just trained, why not have a small random chance that after you use it that the next better skill could be learned.,

Now the downside to that is, if the chance is low enough then odds are it could never actually happen, and we would need some weighted chance system that the more you use it, the more likely it would be learned.

For Spells I would venture to say that a 1-2% chance would be a good start and for professions a 20% chance is a good start.  For skills you wont be using up reagents, so a higher discovery rate is fine.  I mean for most professions the correct recipe would yield a skill point increase every time.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: Steff on May 29, 2013, 12:19:48 pm
I think that the using it is netter.  As younsaud,  the result is not realy good to calculate.
Ifnwe dont show how. Far the learning points are,  its the. Same effect as if its random.
Title: Re: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on May 29, 2013, 02:39:02 pm
Steff, as good as my German to translated English ability is, I couldn't make out what you were trying to say...
Title: Re: [IDEAS] My Gameplay Ideas
Post by: Jiushi on July 25, 2013, 12:17:41 am
Leveling and Stat Gains
Yeah as discussed i think we should try a system without lvling or with both with lvls and inrease by using

Talents
I think we shouldnt make the talent trees smaller i think we should make big talent trees so we have a bigger diversity. BUT i think we should make them flatter and wider so that the talents dont depend so much on each other

Stats / Gearing
I think gear should only have a minor role for stats. Only the rare stuff should be enchanted and increase and such stuff should be rly rare so to big major part should just be gear like we have in reallife and also i think there should be hardly any soulbound gear.

Spells
yeah spells with ranks like wow but that you learn them with books or quests and you ned some skills (because we dont have lvls)

Abilities
I think its a good idea but i think i would make more than 3.

Professions
I think we should here add the possibility that you can learn things by a chance of some % by finding some items (if you have the profession you need) so if you find enough gear xyz you learn to do this gear by a chance of 10% everytime you loot get this gear

Instances
I think we should make all range possible ( i rly liked the 40ppl instances) and i have some other ideas.
1. why dont we just dont define a min or max for instances if possible they have by themself to look how much ppl they need and if they want its possible to do every instance with 100 ppl?
2. why dont make (if we have sometimes lot of players) some rly difficult and big instances for about 100ppl or so
Title: Re: [IDEAS] My Gameplay Ideas
Post by: deep6ixed on July 25, 2013, 02:45:19 pm
Quote from: "Jiushi"
Leveling and Stat Gains
Yeah as discussed i think we should try a system without lvling or with both with lvls and inrease by using

Talents
I think we shouldnt make the talent trees smaller i think we should make big talent trees so we have a bigger diversity. BUT i think we should make them flatter and wider so that the talents dont depend so much on each other

Stats / Gearing
I think gear should only have a minor role for stats. Only the rare stuff should be enchanted and increase and such stuff should be rly rare so to big major part should just be gear like we have in reallife and also i think there should be hardly any soulbound gear.

Spells
yeah spells with ranks like wow but that you learn them with books or quests and you ned some skills (because we dont have lvls)

Abilities
I think its a good idea but i think i would make more than 3.

Professions
I think we should here add the possibility that you can learn things by a chance of some % by finding some items (if you have the profession you need) so if you find enough gear xyz you learn to do this gear by a chance of 10% everytime you loot get this gear

Instances
I think we should make all range possible ( i rly liked the 40ppl instances) and i have some other ideas.
1. why dont we just dont define a min or max for instances if possible they have by themself to look how much ppl they need and if they want its possible to do every instance with 100 ppl?
2. why dont make (if we have sometimes lot of players) some rly difficult and big instances for about 100ppl or so

Talents: 1 point per level starting at level 1

Levels: Working level cap of 20 for now, also XP will be from Quests only in the alpha.  

Proffessions:  Discovery, like in alchemy is going to be a big part of leveling a profession

Instances.:  Getting 100 people online at the same time to do the same thing is tough.  My thoughts on instances are to make them smaller, taking 3 people, and not forcing them to be done a specific way.  Allowing for more PUG's and using Alternate methods to complete.  Not all instances need to be Kill everything and get out...