Nestharus
o-o
- Reaction score
- 84
Now we all knkow about all the different types of maps right?
Footmen Wars
DotA
Wintermaul Wars
RPGs
ORPGs
Hero Arenas
Ladder
Blah blah blah
More blah blah blah
Now, let's look at an RPG
What does a good RPG have? Well, most RPGs are just, kill, kill, kill, level up, kill, get gear, kill, bleh, i rock, bleh bleh bleh, after a few hours you're like more bleh..
Let's look at past RPGs such as FF7
FF7 included things almost like ladder where you fight off an army from Shinra
It included mini-games
Now, let's look at more recent RPGs like Oblivion
Oblivion had small mazing elements in it such as traps
However, it held little strategy save for building your character
Let's look at maybe things like Spellforce, a merge between Ladder type games and RPG type games. It ended up sucking, heh.
Now, what might we do to sort of bring this all together in an ultimate game?
Well, I have finally figured it out. Games are extremely limited. What can you do in mazes? It has a limit. What can you do in DotA? That has a limit. Footmen Wars? Ladder? They all have limits in strategy, gameplay, and so forth.
As many of you know, I've started projects aplenty. First I was going into a major wintermaul wars map with 4 different difficulties (race based), 5 tiers of shrines, lumber auto-exchange, and so forth. I was somewhat of a beginner map maker at this time, but bleh, I found out how many limits something like this really had..
So, then I went into mazes.
After awhile, I finally designed a beautiful high quality but small maze. After thinking of designing other mazes, I decided that mazes were extremely limited.
I went on to AoS type games with Final Dominion. I designed a new melee combat system. I designed a new spawning systems, fortresses, the works.
I found out how many limits that had so I tried putting an RPG with it, bad idea. I stopped that project.
I went on to footmen wars for the heck of it. Began working on 4 different areans all of different difficult, the final having fortresses, morale, and so forth. I designed a new hero growth system after looking into Oblivion a bit (I upgraded Oblivion majorly). This hero growth system included 9 stats and many many many different skills, and once again, it was limited.
So finally, I looked into an old maze map I had been designing. It had a full story and everything. I had been wanting to make a Maze RPG, but maybe that wasn't what I wanted
No, I wanted to use that new combat system
I wanted to use mazing (interactive dungeons and forests and so forth)
I wanted to use my hero growth system
I wanted to use my new inventory system
I wanted to use my spawning system (wars, becoming a general with ranks and so forth if you go into that)
I wanted to use all 11 stats, not just 9, including all the skills that go along with them (lots of stuff including full Merchant and Artisan Classes)
In-Game guilds, the works
And so, I decided to create that RPG I've wanted to create so terribely.
Well, ORPG really, but a main storyline of events and so forth, working around it and everything..
Now, in wc3, this is still very limited... so, it'd have to be split up into multiple maps of course.. ><
Think about other RPGs/ORPGs
Trading?
This will have trading. I have figured out an anti-dup system for trading
Merchanting?
You will be able to open shops
Creating ships?
Sure
Dungeons?
Aplenty
Upgradeable Gear?
Yup
New Combat Sytem?
You can count on it
Acts?
Of course. You don't have to follow the main storyline to get from act to act though. However, I am thinking of making this really an RPG as I have a very good storyline.
So, this will actually be an RPG, but not to worry...
How it works out:
First, you choose your race, then you decide what order of importance your stats will be in from 1 to 11 (major stat, second major, and so on)
They will recieve bonuses accordingly
Based on the stats you chose, you may be innately familiar with certain skills. However, you will never be asked to choose a class. The class will slowly mold to you. This doesn't mean you can master every single skill in the game. You have a potential for skills based on your race, the stats, and the skills you end up using. If you tried to be an Ogre Mage, I doubt you'd be able to master any skill. That'd be pretty interesting tho ;p
Building things won't be so easy either, you will need skills for them, and these will be like any other skill, meaning you won't be able to master them unless you really want an artisan type character.
This map will also have unlockable races I think based on the act you've gotten to.
Epic Weapons
Fully Triggered Abilities
You won't just have 3-4 skills, it'll use spell books, and yes, you will be able to level these skills.. = P
Now another issue I will be addressing. Do you know how on RPGs on Wc3, when you die, you respawn in town.
Well, that will change.
In this, you will have a certain amount of lives. Once they are all gone, game over, you lose.
You will only get 3 lives, so use them very wisely. However, to save lives, you may have someone revive you.
There will be multiple types of levels. Master levels (a real level), and inside levels. As you gain master levels, more real levels will be required to get up there.
Lets' say there's exp (the purple on your leveling bar)
Then there are small levels (the level appearing on your hero)
Then there are master levels, which are your regular levels, and will appear as food.
Then, there are ranks, like class-ups
So, when you fill up the purple bar, you get a level
When you get 10 levels for level 0 master level (this number will increase), you go up to level 1 master level
When you get 4 Master levels (this number will increase), you rank up, meaning your model slightly changes and your class is more defined
How many rank ups are there?
So far I am thinking 10-12
Interesting? Very
The exp req'd will go up as you level
The % of exp you gain from a kill will go down as you level
The req'd levels to get a master level will go up as you level (for example, if you are rank 2 and trying to get to Master Level 1, it might take 60 levels instead of 10)
Now, you can still get stronger. Leveling isn't all there is
First:
Only mastering a skill will be based on your final class..
So your skill potentials will be quite high
Let's say the base strength for an ogre is 350 and the base strength for an elf is 35. That's pretty realistic isn't it?
Now, when you choose your # major attribute, you get a 50% bonus to it. Elves top attribute obviously isn't strength, so if you wanted to be an axe-wielding elf, that'd be a little weird as axes are largely based on strength, heh.
You'd get the 50% increase, but you'd pretty much ruin your character.
So, let's say you go for the 50% increase as an ogre.
350 * 1.5 = 525 strength
That's a lot
Now, you get a damage increase for strength based weapons. The highest damage increases are for 1-hand blunt, 2-hand blunt, 1-hand axe, and 2-hand axe. Other things recieve damage increases as well, such as blades, but they are not as significant. Blades are more largely based on Dexterity.
Now, a skill might have a possible 1000 skills points. When you hit 500, you attack with 100% of the weapons damage. When you hit 1000, you attack with 200%. Also, as you level up these skills, you get new abilities. They must be learned though.
Now, remember what I said about potential? Based on the defining stats, your potential for a skill will be limited. For example, with 525 strength alone, you will only be able to go up to a skill level of 525, 1 for each strength. The rest is based on a small amount of stat increases (very very very few in the RPG, maybe 50 points worth), and your defining class. If you don't end up defining as a warrior type character, you'll never max out. There are maybe 30 different skills in the game, and at most, you might be able to master 8 of them, meaning you might go strongly into combat and you might pick up an artisan skill if you want. Some might get to 800, some might get to 400, and some might only get to let's say 15
An Ogre is very stupid, so if you tried to raise their Wisdom or Intelligence, it might go up to 25 or so...
There are going to be maybe 20 different races all with different strengths and weaknesses. You can also successfully make hybrids if you are good enough, but as a beginner, it is highly suggested to stick with single type guys. Hybrids would be more powerful than their single type guys, but they would be a lot harder to define, meaning a lot harder to master as many skills as you want unless you really know what you are doing.
I hope you like these ideas. I am probably going to change the skill mastery around a bit, but yes, it will be quite limited to what you can fully master.
Also, going out of town might not be very safe
Without a weapon, you are prone to doing very very very little damage. 2,250 damage really isn't all that much considering how the combat system will work.
Sorcerers = Sorcerers will have spells that get exponentially powerful, meaning they suck at first. These spells will also take vast amounts of mana and be prone to interruptions, but let's say if a class 3 Sorcerer goes against any other type of class, the sorcerer will probably kill it in 1 hit with a spell. This being said, be sure to know that spells are going to be very very powerful, but 1-2 of your strongest spells might fully deplete your energy source, meaning you will end up running slow and you will probably die in 1 hit. Sorcerers will probably be able to take mass amount of damage for the first hit, meaning even able to tank the strongest boss in the entire game for 1 hit due to the complexity of the combat system, but after that one hit, the sorcerer is dead, as their mana will be fully depleted.
Tell me of your ideas
I think I found a terrainer
Hopefully this project will go through as it has limitless capabilities compared to all of the other projects
Many of these systems are already developed
The save/load code isn't really developed, but new security features to make it impossible to crack are developed
The storyline is developed
Footmen Wars
DotA
Wintermaul Wars
RPGs
ORPGs
Hero Arenas
Ladder
Blah blah blah
More blah blah blah
Now, let's look at an RPG
What does a good RPG have? Well, most RPGs are just, kill, kill, kill, level up, kill, get gear, kill, bleh, i rock, bleh bleh bleh, after a few hours you're like more bleh..
Let's look at past RPGs such as FF7
FF7 included things almost like ladder where you fight off an army from Shinra
It included mini-games
Now, let's look at more recent RPGs like Oblivion
Oblivion had small mazing elements in it such as traps
However, it held little strategy save for building your character
Let's look at maybe things like Spellforce, a merge between Ladder type games and RPG type games. It ended up sucking, heh.
Now, what might we do to sort of bring this all together in an ultimate game?
Well, I have finally figured it out. Games are extremely limited. What can you do in mazes? It has a limit. What can you do in DotA? That has a limit. Footmen Wars? Ladder? They all have limits in strategy, gameplay, and so forth.
As many of you know, I've started projects aplenty. First I was going into a major wintermaul wars map with 4 different difficulties (race based), 5 tiers of shrines, lumber auto-exchange, and so forth. I was somewhat of a beginner map maker at this time, but bleh, I found out how many limits something like this really had..
So, then I went into mazes.
After awhile, I finally designed a beautiful high quality but small maze. After thinking of designing other mazes, I decided that mazes were extremely limited.
I went on to AoS type games with Final Dominion. I designed a new melee combat system. I designed a new spawning systems, fortresses, the works.
I found out how many limits that had so I tried putting an RPG with it, bad idea. I stopped that project.
I went on to footmen wars for the heck of it. Began working on 4 different areans all of different difficult, the final having fortresses, morale, and so forth. I designed a new hero growth system after looking into Oblivion a bit (I upgraded Oblivion majorly). This hero growth system included 9 stats and many many many different skills, and once again, it was limited.
So finally, I looked into an old maze map I had been designing. It had a full story and everything. I had been wanting to make a Maze RPG, but maybe that wasn't what I wanted
No, I wanted to use that new combat system
I wanted to use mazing (interactive dungeons and forests and so forth)
I wanted to use my hero growth system
I wanted to use my new inventory system
I wanted to use my spawning system (wars, becoming a general with ranks and so forth if you go into that)
I wanted to use all 11 stats, not just 9, including all the skills that go along with them (lots of stuff including full Merchant and Artisan Classes)
In-Game guilds, the works
And so, I decided to create that RPG I've wanted to create so terribely.
Well, ORPG really, but a main storyline of events and so forth, working around it and everything..
Now, in wc3, this is still very limited... so, it'd have to be split up into multiple maps of course.. ><
Think about other RPGs/ORPGs
Trading?
This will have trading. I have figured out an anti-dup system for trading
Merchanting?
You will be able to open shops
Creating ships?
Sure
Dungeons?
Aplenty
Upgradeable Gear?
Yup
New Combat Sytem?
You can count on it
Acts?
Of course. You don't have to follow the main storyline to get from act to act though. However, I am thinking of making this really an RPG as I have a very good storyline.
So, this will actually be an RPG, but not to worry...
How it works out:
First, you choose your race, then you decide what order of importance your stats will be in from 1 to 11 (major stat, second major, and so on)
They will recieve bonuses accordingly
Based on the stats you chose, you may be innately familiar with certain skills. However, you will never be asked to choose a class. The class will slowly mold to you. This doesn't mean you can master every single skill in the game. You have a potential for skills based on your race, the stats, and the skills you end up using. If you tried to be an Ogre Mage, I doubt you'd be able to master any skill. That'd be pretty interesting tho ;p
Building things won't be so easy either, you will need skills for them, and these will be like any other skill, meaning you won't be able to master them unless you really want an artisan type character.
This map will also have unlockable races I think based on the act you've gotten to.
Epic Weapons
Fully Triggered Abilities
You won't just have 3-4 skills, it'll use spell books, and yes, you will be able to level these skills.. = P
Now another issue I will be addressing. Do you know how on RPGs on Wc3, when you die, you respawn in town.
Well, that will change.
In this, you will have a certain amount of lives. Once they are all gone, game over, you lose.
You will only get 3 lives, so use them very wisely. However, to save lives, you may have someone revive you.
There will be multiple types of levels. Master levels (a real level), and inside levels. As you gain master levels, more real levels will be required to get up there.
Lets' say there's exp (the purple on your leveling bar)
Then there are small levels (the level appearing on your hero)
Then there are master levels, which are your regular levels, and will appear as food.
Then, there are ranks, like class-ups
So, when you fill up the purple bar, you get a level
When you get 10 levels for level 0 master level (this number will increase), you go up to level 1 master level
When you get 4 Master levels (this number will increase), you rank up, meaning your model slightly changes and your class is more defined
How many rank ups are there?
So far I am thinking 10-12
Interesting? Very
The exp req'd will go up as you level
The % of exp you gain from a kill will go down as you level
The req'd levels to get a master level will go up as you level (for example, if you are rank 2 and trying to get to Master Level 1, it might take 60 levels instead of 10)
Now, you can still get stronger. Leveling isn't all there is
First:
Only mastering a skill will be based on your final class..
So your skill potentials will be quite high
Let's say the base strength for an ogre is 350 and the base strength for an elf is 35. That's pretty realistic isn't it?
Now, when you choose your # major attribute, you get a 50% bonus to it. Elves top attribute obviously isn't strength, so if you wanted to be an axe-wielding elf, that'd be a little weird as axes are largely based on strength, heh.
You'd get the 50% increase, but you'd pretty much ruin your character.
So, let's say you go for the 50% increase as an ogre.
350 * 1.5 = 525 strength
That's a lot
Now, you get a damage increase for strength based weapons. The highest damage increases are for 1-hand blunt, 2-hand blunt, 1-hand axe, and 2-hand axe. Other things recieve damage increases as well, such as blades, but they are not as significant. Blades are more largely based on Dexterity.
Now, a skill might have a possible 1000 skills points. When you hit 500, you attack with 100% of the weapons damage. When you hit 1000, you attack with 200%. Also, as you level up these skills, you get new abilities. They must be learned though.
Now, remember what I said about potential? Based on the defining stats, your potential for a skill will be limited. For example, with 525 strength alone, you will only be able to go up to a skill level of 525, 1 for each strength. The rest is based on a small amount of stat increases (very very very few in the RPG, maybe 50 points worth), and your defining class. If you don't end up defining as a warrior type character, you'll never max out. There are maybe 30 different skills in the game, and at most, you might be able to master 8 of them, meaning you might go strongly into combat and you might pick up an artisan skill if you want. Some might get to 800, some might get to 400, and some might only get to let's say 15
An Ogre is very stupid, so if you tried to raise their Wisdom or Intelligence, it might go up to 25 or so...
There are going to be maybe 20 different races all with different strengths and weaknesses. You can also successfully make hybrids if you are good enough, but as a beginner, it is highly suggested to stick with single type guys. Hybrids would be more powerful than their single type guys, but they would be a lot harder to define, meaning a lot harder to master as many skills as you want unless you really know what you are doing.
I hope you like these ideas. I am probably going to change the skill mastery around a bit, but yes, it will be quite limited to what you can fully master.
Also, going out of town might not be very safe
Without a weapon, you are prone to doing very very very little damage. 2,250 damage really isn't all that much considering how the combat system will work.
Sorcerers = Sorcerers will have spells that get exponentially powerful, meaning they suck at first. These spells will also take vast amounts of mana and be prone to interruptions, but let's say if a class 3 Sorcerer goes against any other type of class, the sorcerer will probably kill it in 1 hit with a spell. This being said, be sure to know that spells are going to be very very powerful, but 1-2 of your strongest spells might fully deplete your energy source, meaning you will end up running slow and you will probably die in 1 hit. Sorcerers will probably be able to take mass amount of damage for the first hit, meaning even able to tank the strongest boss in the entire game for 1 hit due to the complexity of the combat system, but after that one hit, the sorcerer is dead, as their mana will be fully depleted.
Tell me of your ideas
I think I found a terrainer
Hopefully this project will go through as it has limitless capabilities compared to all of the other projects
Many of these systems are already developed
The save/load code isn't really developed, but new security features to make it impossible to crack are developed
The storyline is developed