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Повідомити про проблему з перекладом
For me, equipements should be made like this:
For weapons:
Skin: X
Type of attack: contact/short range/longue range.
+X HP
+X Mana
+X Rage
Give access to skill X
Price: X
For armors:
Skin: X
+X HP
+X Mana
+X Rage
Give access to skill X
Price: X
After that, we just need to be allowed to give the items as result of fights/quest or to allow them to be sold. Crafting would be a good thing, but it isn't necessary for me.
What would be REALLY nice is for players to actively search specific items (because they are the best, the community favorite, or anything), like in a real MMO.
The AI would need to know how the items are obtainable, and go for it (example: going to fight this type of monster without a quest because it can drop the item, going to this NPC because it has a quest allowing to guet it...)
Like that, you could have player movement to new territory like in a real MMO, with player rushing to new places to get the new best items for example, or you could give some life back in some old places by adding a new type of monsters dropping a good weapon for the zone level.
The must of the must would be to have prices evolving with how many players have an item, and this price could influence how many players seek the item (with players selling equipement to get new ones, you would have some stability after some time, but you could have mad rush to certain part of the map because of that, like in reality)
Although this is more in-depth, I think it should not be so hard.
Each item would need to be assigned to a class.
The game would calculate a power rating for the item, based upon the various bonuses.
Each character would then seek out an item with a higher power rating than they currently have.
Solo players would look for quests in their level zones.
A party of adventurers would also look at dungeons and zones +1 level higher.
Issue:
The game has no idea what Classes you are going to make. An example of this is, in my game I have a Dire Wolf class, so that the Stark family can go adventuring - lol.
Solution:
There are 4 types of weapons. Melee, Ranged, Magic and Custom. Custom allows you to select a drop down of class. (A flag to display or not display weapons on each class would solve any non-humanoids)
The Dev's just need to make a few template default weapons for Melee, Ranged and Magic and then each class is allocated to one of these 3 by default.
This way, players who do not want to micro-manage can just play default classes in their game and weapons will populate levels 1-20.
For those of us who want to get in deeper, we can make new weapon templates and select custom to assign them to classes.
Feature or Game mode: Faction Wars
Each Class is assigned to a Faction. You can then set up multiple start points - one for each faction HQ. Each land zone is assigned to a faction when you create it.
The level of the zone NPCs are = 21 - zone level.
This would make each Faction HQ a level 20 zone to all other factions.
You could then place NPC of opposite factions in each zone with quests to kill key NPCs. This would be great fun to watch as each faction goes to war against the others.
It would be interesting to see how class balance and numbers of players takes a role in that simulation world.
The game designer in me would love to try and balance the more complex aspects of that world. Things like re-spawn point locations and terrain balance would be a worthy of a game designers degree assignment.