Post by Admin on Jul 26, 2014 20:40:21 GMT
We're still very early in the process and one of the things that I want to start making ground on is itemization. Not only is it a way to advance your character and show off a bit icly, it can lend to player satisfaction in developing their character, reaching personal goals for that character and be a great boon to the player economy! This is a far reaching plan of how I'd like to see items brought in and used to help develop play and add to the experience of the game.
Physical skills will revolve around weapon class. That is to say there will be swordsmen, axe men, people that specialize with maces ect. Each weapon type will gain set bonuses on what additional effects can be done with a swing. However until the bot is integrated with a databse it will be too much of a burden on players to try and dice out all of those stat check, so for now, I thinking of doing a +1 to attack rolls for every 3 points in an applicable weapon skill and +1 to defensive rolls for every 3 ability points in an applicable worn armor.
Weapons:
Other then starting tier weapons, weapons will have a prerequisite needed in that weapon skill in order to be used. This will stop the 'twinking' of players later on when itemization is more flushed out so a lvl 1 won't get made, get handed dragon armor of leetness and then be able to go pwn some nubs. Not that I think that the community now has anyone, but part of how I see my job in guiding development in this is to make sure that some precautions are put in place against pitfals that do happen elsewhere.
Weapons will each have an attack rating that will be added to that characters attack rolls. Weapons can naturally buff physical attack, agility, magical attack and willpower. Rule of thumb is the higher the point value of what's being put into the item, the higher the prerequisite skill will be to use that item.
Armor
Like weapons, there will be prerequisites on wearing more then starting armor. Armor types will have a different balance of stats, cloth having weak physical defensive stats, but strong magical, leather and chain having about an even split, and plate having strong physical defense stats but weak magical ones. Until a bot database and code is brought in to allow for more bells and whistles, every 3 points in an armor skill will allow another 1 to the defensive roll towards Magical defense AND physical defensive rolls only. It will not give that defensive boost to willpower or agi rolls.
An equipment shop will need to be put into play once we have more items written up to sell in it. Long term goal is to get the bot to run a system that would allow player crafting. Player crafting would allow for the most powerful in game items to be the work of trade guilds that are made by players and run by players. Even level 1 characters would be able to gather resources for them, and help build items in a tiered system of crafting. Item crafting, and the gathering of resources would have a day or more timer in rl to show a time effort being put into it as well as possible logs. Again, this will be part of bot functionality as I use it as a project to help expand my knowledge of programming. Keep in mind that this game is a long term hobby of mine, and that this level of functionality is a ways off, but i'm more then happy to get whatever help I can get in having it implemented!
If you have any questions, feel free to ask myself, velvet or Fel.
Physical skills will revolve around weapon class. That is to say there will be swordsmen, axe men, people that specialize with maces ect. Each weapon type will gain set bonuses on what additional effects can be done with a swing. However until the bot is integrated with a databse it will be too much of a burden on players to try and dice out all of those stat check, so for now, I thinking of doing a +1 to attack rolls for every 3 points in an applicable weapon skill and +1 to defensive rolls for every 3 ability points in an applicable worn armor.
Weapons:
Other then starting tier weapons, weapons will have a prerequisite needed in that weapon skill in order to be used. This will stop the 'twinking' of players later on when itemization is more flushed out so a lvl 1 won't get made, get handed dragon armor of leetness and then be able to go pwn some nubs. Not that I think that the community now has anyone, but part of how I see my job in guiding development in this is to make sure that some precautions are put in place against pitfals that do happen elsewhere.
Weapons will each have an attack rating that will be added to that characters attack rolls. Weapons can naturally buff physical attack, agility, magical attack and willpower. Rule of thumb is the higher the point value of what's being put into the item, the higher the prerequisite skill will be to use that item.
Armor
Like weapons, there will be prerequisites on wearing more then starting armor. Armor types will have a different balance of stats, cloth having weak physical defensive stats, but strong magical, leather and chain having about an even split, and plate having strong physical defense stats but weak magical ones. Until a bot database and code is brought in to allow for more bells and whistles, every 3 points in an armor skill will allow another 1 to the defensive roll towards Magical defense AND physical defensive rolls only. It will not give that defensive boost to willpower or agi rolls.
An equipment shop will need to be put into play once we have more items written up to sell in it. Long term goal is to get the bot to run a system that would allow player crafting. Player crafting would allow for the most powerful in game items to be the work of trade guilds that are made by players and run by players. Even level 1 characters would be able to gather resources for them, and help build items in a tiered system of crafting. Item crafting, and the gathering of resources would have a day or more timer in rl to show a time effort being put into it as well as possible logs. Again, this will be part of bot functionality as I use it as a project to help expand my knowledge of programming. Keep in mind that this game is a long term hobby of mine, and that this level of functionality is a ways off, but i'm more then happy to get whatever help I can get in having it implemented!
If you have any questions, feel free to ask myself, velvet or Fel.