After playing several ORPGs on Battle.net over the years, I decided to create one of my own. To challenge myself, and those I work with, I decided to create mine with an MMO format, which is what I believe makes my ORPG unique.
Unique Features:
-Lottery Boss Spawns
Explanation: Most ORPGs on Battle.net have set boss locations where they can always be found at all times. Mine takes a different approach. "World Bosses" have a small chance to spawn after a certain amount of time/kills within a Region. At which time, all players are notified with a warning. These bosses are -extremely- rare and -extremely- difficult, but if you manage to slay one of these legendary beasts, the rewards will be worthwhile! Are these bosses stationary? Of course not! They follow a patrol path covering the entire region they spawn in which is randomized each spawn.
Two of these bosses have been implemented.
-Instances
Currently, there is one instance implemented into Besieged, the Quicksand Caves. All instances will require teamwork and strategy. Each instance will have fully functioning patrols and a condition-based respawn system. Unlike other ORPG instances that just throw monsters at you with lots of HP, Besieged will throw many obstacles your way before you can defeat the final boss. (For example, in the Quicksand Caves, Quicksand traps to take you to the beginning or even, in most cases, out of the instance entirely if you chose the incorrect path.)
-Strategic Bosses
Tired of slapping a boss with a ton of HP/Armor to receive rewards? This type of boss encounter is completely nonexistent in Besieged. Each and every boss implemented into the game will require strategy and use of the area he/she is put in. For example: The Scarab Lord will spawn a swarm of Beetles every 20% of his Health that will have to be controlled by your tank, AOE'd down, and below 30% HP he enrages making him hit harder and faster. The enrage ability has a 30 second cooldown and must be dispelled by a Black Mage or Ranger.
(Currently four bosses have been implemented.)
-Classes
Currently Implemented:
Paladin, Bard, White Mage, Warrior, Black Mage(v0.10), and Dragoon.
Not Yet Implemented:
Ranger, Samurai, Red Mage, Monk, Dark Knight, and Ninja.
Possible Classes in Future Updates:
Blue Mage, Corsair (Will be fun to make!), Beast Master, and Thief.
The classes that are currently/not yet Implemented are -ALL- under development and will be making an appearance in future versions of Besieged. (Currently on version 0.06)
All classes ARE inspired from the lore of Final Fantasy, that is the purpose of my game, and will all have spell mechanics to match this fact.
Examples:
White Mage:
Cure I, Dia, Protectra/Shellra.
Warrior:
Provoke, Iron Tempest, Berserk, and Armor Break.
Paladin:
Provoke, Defender, Seraph Blade.
Dragoon: (My favorite will indeed include the following)
Jump, Summon Wyvern (Scales EACH level 1-75), Aimed Strikes.
All classes receive new spells at levels:
2,5,10,20,32,40,50,65,70,75
-Level cap of 75!
-Unique damage system!
Depending on what kind of a Weapon you use, your damage will vary.
One handed classes hit much faster, but with a much smaller damage range, while
Two handed classes hit much slower, but hit much harder with a much higher top-end.
One-handed classes skill damage is based on a factor of their attack power, while two-handed classes skill damage is based on the damage range of their weapon.
Some Two-Handed weapon skills hit multiple times to balance out the speed difference.
-Contested Towns!
In a typical ORPG, all towns are safe-havens for all players to rest in. In Besieged, however, this is not the case, with the exception of the starting town. All towns are besieged by the various beastmen races of Mystrai at varying time intervals. These onslaughts will not stop until one of two events has occurred. The first being the players of the game slay the Captain of the beastmen forces, removing their ability to call in reinforcements and therefore eliminating the siege, or the Keep of the town being assaulted is destroyed. In the case of the latter happening, the town will fall under beastmen control and will have to be retaken by Players.
This feature has been implemented for one of three major cities within Besieged.
-Each class -will- have a quest chain to obtain six pieces of their artifact armor at levels 54-60.
-All classes have custom skins made by my wife, Lyssa. Bridge Model and Dragoon from Thehiveworkshop.
-All Spells are Custom made through GUI and Jass, most of them are based off of attributes so they will scale throughout the entire game.
Other Generic Systems Currently Implemented:
-Item drops/Despawn (35(Up from 24!) Items Currently Added, Levels 1-30(Up from 21!), done.)
-Monster Spawn/Respawn (For Areas 1-30(Up from 20!), done.)
-Hero Selection/Respawn (Completely finished.)
-All items have class and level requirements, sorry Mr. White Mage, no Great Axe or Bow for you! =(
-Save/Load System
-Arena
Not Yet Implemented:
-Additional instances (Two(v0.10) completed, more needed for higher levels, mostly "End-Game.")
-Content for levels 30(Up from 21!)-75.
-Quest System (Beginnings of this have been added, but I haven't gone in and added a "plot" to them, yet.)
-No, I do not plan to implement systems such as the "virtual inventory" for more than 6 items to be used. Nor will I implement an item "attachment" feature. Both of these are unnecessary and generally make maps overly bulky.
-Besieged is intended for GROUP play.
It is possible to solo, but you will level at a much slower pace than if you were to team up with one or two friends. Some high-end bosses will require at least 5 people. (Depending on gear.)
Pictures:
Starting Area
Quicksand Caves (Instance)
Current Skins Implemented
Aztempi Desert
Drautfaise Meadows
Katsanth Jungle
Drautfaise Meadows 2
Currently looking for additional people who are skilled at triggering and don't mind assisting when asked.
Current Members of the Project:
Director/Terrainer: Dynamis
Co-Director/Graphic Artist: Lyssa
Triggering Assistant: TheTempest
My goal with this project is to give players an in-depth MMORPG experience through Warcraft 3. It is based off of Final Fantasy XI, with influences from other MMORPGs as well.
Please feel free to reply here with any comments or PM me if you are interested in assisting with this project.
Edited:
Reallocation of what has been implemented from the N.Y.I. section. Updated what is currently included.
Unique Features:
-Lottery Boss Spawns
Explanation: Most ORPGs on Battle.net have set boss locations where they can always be found at all times. Mine takes a different approach. "World Bosses" have a small chance to spawn after a certain amount of time/kills within a Region. At which time, all players are notified with a warning. These bosses are -extremely- rare and -extremely- difficult, but if you manage to slay one of these legendary beasts, the rewards will be worthwhile! Are these bosses stationary? Of course not! They follow a patrol path covering the entire region they spawn in which is randomized each spawn.
Two of these bosses have been implemented.
-Instances
Currently, there is one instance implemented into Besieged, the Quicksand Caves. All instances will require teamwork and strategy. Each instance will have fully functioning patrols and a condition-based respawn system. Unlike other ORPG instances that just throw monsters at you with lots of HP, Besieged will throw many obstacles your way before you can defeat the final boss. (For example, in the Quicksand Caves, Quicksand traps to take you to the beginning or even, in most cases, out of the instance entirely if you chose the incorrect path.)
-Strategic Bosses
Tired of slapping a boss with a ton of HP/Armor to receive rewards? This type of boss encounter is completely nonexistent in Besieged. Each and every boss implemented into the game will require strategy and use of the area he/she is put in. For example: The Scarab Lord will spawn a swarm of Beetles every 20% of his Health that will have to be controlled by your tank, AOE'd down, and below 30% HP he enrages making him hit harder and faster. The enrage ability has a 30 second cooldown and must be dispelled by a Black Mage or Ranger.
(Currently four bosses have been implemented.)
-Classes
Currently Implemented:
Paladin, Bard, White Mage, Warrior, Black Mage(v0.10), and Dragoon.
Not Yet Implemented:
Ranger, Samurai, Red Mage, Monk, Dark Knight, and Ninja.
Possible Classes in Future Updates:
Blue Mage, Corsair (Will be fun to make!), Beast Master, and Thief.
The classes that are currently/not yet Implemented are -ALL- under development and will be making an appearance in future versions of Besieged. (Currently on version 0.06)
All classes ARE inspired from the lore of Final Fantasy, that is the purpose of my game, and will all have spell mechanics to match this fact.
Examples:
White Mage:
Cure I, Dia, Protectra/Shellra.
Warrior:
Provoke, Iron Tempest, Berserk, and Armor Break.
Paladin:
Provoke, Defender, Seraph Blade.
Dragoon: (My favorite will indeed include the following)
Jump, Summon Wyvern (Scales EACH level 1-75), Aimed Strikes.
All classes receive new spells at levels:
2,5,10,20,32,40,50,65,70,75
-Level cap of 75!
-Unique damage system!
Depending on what kind of a Weapon you use, your damage will vary.
One handed classes hit much faster, but with a much smaller damage range, while
Two handed classes hit much slower, but hit much harder with a much higher top-end.
One-handed classes skill damage is based on a factor of their attack power, while two-handed classes skill damage is based on the damage range of their weapon.
Some Two-Handed weapon skills hit multiple times to balance out the speed difference.
-Contested Towns!
In a typical ORPG, all towns are safe-havens for all players to rest in. In Besieged, however, this is not the case, with the exception of the starting town. All towns are besieged by the various beastmen races of Mystrai at varying time intervals. These onslaughts will not stop until one of two events has occurred. The first being the players of the game slay the Captain of the beastmen forces, removing their ability to call in reinforcements and therefore eliminating the siege, or the Keep of the town being assaulted is destroyed. In the case of the latter happening, the town will fall under beastmen control and will have to be retaken by Players.
This feature has been implemented for one of three major cities within Besieged.
-Each class -will- have a quest chain to obtain six pieces of their artifact armor at levels 54-60.
-All classes have custom skins made by my wife, Lyssa. Bridge Model and Dragoon from Thehiveworkshop.
-All Spells are Custom made through GUI and Jass, most of them are based off of attributes so they will scale throughout the entire game.
Other Generic Systems Currently Implemented:
-Item drops/Despawn (35(Up from 24!) Items Currently Added, Levels 1-30(Up from 21!), done.)
-Monster Spawn/Respawn (For Areas 1-30(Up from 20!), done.)
-Hero Selection/Respawn (Completely finished.)
-All items have class and level requirements, sorry Mr. White Mage, no Great Axe or Bow for you! =(
-Save/Load System
-Arena
Not Yet Implemented:
-Additional instances (Two(v0.10) completed, more needed for higher levels, mostly "End-Game.")
-Content for levels 30(Up from 21!)-75.
-Quest System (Beginnings of this have been added, but I haven't gone in and added a "plot" to them, yet.)
-No, I do not plan to implement systems such as the "virtual inventory" for more than 6 items to be used. Nor will I implement an item "attachment" feature. Both of these are unnecessary and generally make maps overly bulky.
-Besieged is intended for GROUP play.
It is possible to solo, but you will level at a much slower pace than if you were to team up with one or two friends. Some high-end bosses will require at least 5 people. (Depending on gear.)
Pictures:
Starting Area
Quicksand Caves (Instance)
Current Skins Implemented
Aztempi Desert
Drautfaise Meadows
Katsanth Jungle
Drautfaise Meadows 2
Currently looking for additional people who are skilled at triggering and don't mind assisting when asked.
Current Members of the Project:
Director/Terrainer: Dynamis
Co-Director/Graphic Artist: Lyssa
Triggering Assistant: TheTempest
My goal with this project is to give players an in-depth MMORPG experience through Warcraft 3. It is based off of Final Fantasy XI, with influences from other MMORPGs as well.
Please feel free to reply here with any comments or PM me if you are interested in assisting with this project.
Edited:
Reallocation of what has been implemented from the N.Y.I. section. Updated what is currently included.