i want to see one without levels and see how it goes. more focused on just exploring and interacting with other players. have like, good ores be rare spawns and have rare fish sometimes appear.
same idea
make exploration a key figure to succeeding, as well as ways to overcome grinding by making mining, lumberjacking, and fishing into minigames + impact the world (clear cutted forests, loss in fish population)
include perma death (lose all items + spawn a grave + 5 minute respawn) when you die; rotmg style
the ability to place bricks should have a sort of currency (drpg handled this with "
plastic" which was what everything was converted into)
a massive map that changes depending on seasons, weather, and events (meteor showers, earth quakes, tornadoes)
hidden secrecies! (underground network or dungeons of any kind, buried treasure chests, sunken vessels)
for combat :
damage would be based on a limb system
weapons would be classified by how they damage other players (crushing, cleaving, and piercing)
and cause the player to react differently when damaged
simply left clicking would result in a light combo attack
holding and releasing the left button would result in a single heavy attack
right clicking once will cause the player to parry (if timed right, the player will only receive 10% damage)
may need a cooldownholding right clicking would cause the player to block (25-75% damage reduction depending on the blow + weapon)
on to limb damage and how weapons affect it generally and specifically
limbs all play a roll in combat (mainly the legs + arms combo)
legs and feet for moving around swiftly
arms and hands for delivering the blow
the pants and chest for a sturdy defense
and the head for directing it all
an example involving damage to the hand :
if a player takes damage to his unguarded hand, there a chances it can become disabled (if he has a weapon in it, he may be disarmed) crushing weapons could break his or her hand, cleaving could cut it clean off, and piercing could cause increased bleeding damage
and then theres armor...
armor would reduce damage to a measly 5% and display a recognizable DONNNG when hit, its much better to wear for engaging in combat, but reduces the players speed by how much he has on (7 limbs x 5% decrease per piece = 35% overall) the only really bad thing about armor, besides the movement speed is that it would have to be replaced, YEAH THATS RIGHT it BREAKS!!!1 crushing is the best at breaking armor, hands down, but cleaving and piercing can hit inbetween the padding, causing a full 100% of the damage to hit through (but its really hard to pull off), after soaking up enough damage, the armor piece will break off, and the player will be more open to an attack
also if a player hits another player over the head with a crushing weapon (while he is wearing a helmet + visor), that player will receive a loud thwak and be dazed / stunned for 1-3 seconds at the very least
(an idea) may need to be nerfed lol
back on to weapons!
if you ever were to play borderlands you would know of how weapons were randomly generated by the millions, each different from the rest
thats something i would like to see in game, other than from spade's tombland
procedural generation would work like this > determine if the weapon is unique > choose a weapon type (crushing, cleaving, or piercing) > choose the corresponding weapon model > make adjustments to either (make the weapon lighter, heavier, longer, shorter, pointy, or dull, along with many other properties) > if weapon is not unique > GENERATE (player can obtain this from treasure hunting, crafting, and yeah you get the picture)
>if the weapon is unique > apply random enchantment (regenerative powers, soul-bound , other worldly, blah blah blah) > GENERATE (can be found from treasure hunting, dungeon l00ting, or random events [is at the center of a meteor shower])
properties could affect the server, blah blah blah : fire could burn down forests + charr the land, and so on, and so on...
and theres much much more content ide like to add-on, but thad b going 2 in-depth lol