Dristin Roadmap
Posted: Jan 18, 2008 1:39 am
In this thread, I will explain our plans for the game. Where we will start, and what we hope to bring with updates and future plans.
As it stands, when we first put the game online, there wont be alot of 'features'. You will be able to walk around and chat and for the most part this will be what you can do for the first little bit. During this time the focus will be to work out connection bugs and account creation bugs.
Soon after we will begin adding the more common things such as monsters, pvp, using/picking up objects, etc.
What will the game turn into? The focus is an event/quest oriented game, instead of a pure 'leveling' oriented game. There will be no cap's on skills or leveling, but we hope to have much more activity that will keep you from doing nothing but leveling. Below I will talk about our plans for certain aspects of the game, and what you should expect eventually. These are listed in no particular order.
Classes
There will be 6 classes to choose from. All will be designed to work well solo or as a team. For high end bosses or quests teamwork may be a requirement for success.
Knight: The knight will be a general warrior type. He will have high melee damage, high defence, low magic ability and weak healing ability. Also able to activly gain and hold 'aggro' from enemies.
Ranger: A ranged fighter who uses traps, light melee (daggers, fist weapons, etc), and all types of ranged weapons. They will have medium healing ability, and low/medium nature magic ability, and are skilled in stealth attacks.
Druid: The druid will rely on pets to help fight and defend. They will have low melee, medium defence, and high magic damage over time.
Priest: A healing class with low melee, low defence, high magic healing, and medium/low holy damage.
Warlock: Offensive magical class with low melee, low defence, very high magic damage, and low to medium self healing ability.
Paladin: The paladin will be a magic using warrior with medium melee, holy damage, medium healing ability, high defence, and no active 'aggro' gaining abilities.
Aggro System
Combat will use an 'aggro' system which is similar to 'World of Warcraft'. All agresive enemies will attack the first player it 'see's. However the aggro system will cause the enemy to change targets to player creating the highest threat towards it. Enemies will also change targets at random.
There will be 2 classes that can hold aggro. The Paladin and the Knight. The Paladin will have no active aggro gaining ability, which means that while a paladin can block and keep the monsters attention, any attacker will draw the attention of the monster. The longer the paladin blocks, the less likley an attacker is to draw aggro. The knight on the other hand, will have active aggro gaining ability. While the knight is activly gaining aggro, there is nothing that will draw the monsters attention away. Tactics to fight bosses and high end monsters will use the features of the aggro system the most.
Pet system
The druids will use a pet system. The pet system can be thought of a being able to summon monsters, however you will be able to give your summoned creature commands such as block, attack, defend, stay, etc. The stronger the druid, the better the pets he can command.
Magic
We will have 5 magic types. They are Fire, Ice, Holy, Nature, and Black (yes we had this system designed well before tibias update ). Most combat will be done using instant spells relying on mana rather than runes, however there will also be runes available. While we have some items which have resistances to certain magic types, there wont be any weaknesses against magic types. For example, a fire sword would not do more damage against a ice amor, than a fire armor. However the fire armor would resist fire damage where the ice armor would not.
Runes will be a concentrated version of an instant spell. For instance, if you have a fire spell, you can concentrate that spell into a rune. The rune will be more powerful than the instant spell, however will not count towards magic skill, it will cost more mana than the instant spell to create, and it will take up space/capacity. The main purpose of runes will be for bosses/high monsters, or wars/pvp. They will be inefficient enough to discourage hunting normally using them.
Skill system
We will have something of a tiered skill system. There will be a main skill and sub skills.
Example:
Magic
subskills:
fire
ice
holy
nature
Black
Melee
subskills:
Sword
Axe
blunt
Dagger
Two handed
Ranged
subskills:
Bow
Crossbow
Spear
Thrown
Traps
The main skill will increase by gaining levels, promotions, and some other means. The subskills will advance by using an item in that category. The main skill affects all subskills, and subskills futher affect the specific skill.
For example two players:
Player 1
melee skill - 30
sword - 40
axe - 10
Player 2
melee skill - 70
sword - 40
axe - 10
Player 1 would do more damage using sword than axe, while player 2 would do more damage with both his sword and axe than player 1.
The system is designed so a low level can still use any weapon (with training), however a higher level with the same subskill will still do more damage using the same weapon. The same idea is applied to magic
Death
We feel death should hurt to a degree. You shouldnt be able to die without consiquences. Our death penalty will be tuned so that while dieing still hurts, it wont be so bad that your afraid to explore and try new things.
What will you loose when you die in our game? If you die, you will loose a % of the experience needed for your previous level.
Example:
you are level 51, it took 1,000,000 experience points to go from 49-50. You would loose 100,000 experience points when you die. The same system will apply to skills. 10% is just a figure we are using as an example. The final system will be determined after testing.
Item durability
In order to maintain a steady economy in an online world, you need a way for items to leave the game. One system we will eventually put in place to help with this, is a durability system.
On items which are affected by the durability system, there will be 3 levels.
Disposable - once it breaks, it cannot be repaired
semi-repairable - once it breaks, it may be repaired a limited ammount of times
repairable - may allways be repaired
A broken item may require material to repair. For instance, if you have a broken longsword, a blacksmith npc may require 3 broken shortswords or 1 unbroken shorsword to repair it.
The system will allow broken items to still serve a purpose, while removing them from the server.
PVP
We feel pvp combat is a needed aspect of this style of game. There will be no bannable offences when it comes to pvp. We feel the community can and will take care of itself in regards to 'mass pkers'. That being said, a player who kills too many people may find that npcs in towns are too scared of them to do business with them. Or that the town guards are looking for them.
Cheaters
Not really part of the roadmap, but this is a good place to mention it. Cheating will be very harshly punished in our game. For most offences, cheating will result in deletion. We feel cheaters disrupt the balance of a game, and ruin the fun for others and it will not be tolerated.
That is a taste of what the future of the game will look like. Things may change, however this gives you an idea on what to expect the future to be. We hope to be able to do some testing soon, and look forrward to seeing you all there!
As it stands, when we first put the game online, there wont be alot of 'features'. You will be able to walk around and chat and for the most part this will be what you can do for the first little bit. During this time the focus will be to work out connection bugs and account creation bugs.
Soon after we will begin adding the more common things such as monsters, pvp, using/picking up objects, etc.
What will the game turn into? The focus is an event/quest oriented game, instead of a pure 'leveling' oriented game. There will be no cap's on skills or leveling, but we hope to have much more activity that will keep you from doing nothing but leveling. Below I will talk about our plans for certain aspects of the game, and what you should expect eventually. These are listed in no particular order.
Classes
There will be 6 classes to choose from. All will be designed to work well solo or as a team. For high end bosses or quests teamwork may be a requirement for success.
Knight: The knight will be a general warrior type. He will have high melee damage, high defence, low magic ability and weak healing ability. Also able to activly gain and hold 'aggro' from enemies.
Ranger: A ranged fighter who uses traps, light melee (daggers, fist weapons, etc), and all types of ranged weapons. They will have medium healing ability, and low/medium nature magic ability, and are skilled in stealth attacks.
Druid: The druid will rely on pets to help fight and defend. They will have low melee, medium defence, and high magic damage over time.
Priest: A healing class with low melee, low defence, high magic healing, and medium/low holy damage.
Warlock: Offensive magical class with low melee, low defence, very high magic damage, and low to medium self healing ability.
Paladin: The paladin will be a magic using warrior with medium melee, holy damage, medium healing ability, high defence, and no active 'aggro' gaining abilities.
Aggro System
Combat will use an 'aggro' system which is similar to 'World of Warcraft'. All agresive enemies will attack the first player it 'see's. However the aggro system will cause the enemy to change targets to player creating the highest threat towards it. Enemies will also change targets at random.
There will be 2 classes that can hold aggro. The Paladin and the Knight. The Paladin will have no active aggro gaining ability, which means that while a paladin can block and keep the monsters attention, any attacker will draw the attention of the monster. The longer the paladin blocks, the less likley an attacker is to draw aggro. The knight on the other hand, will have active aggro gaining ability. While the knight is activly gaining aggro, there is nothing that will draw the monsters attention away. Tactics to fight bosses and high end monsters will use the features of the aggro system the most.
Pet system
The druids will use a pet system. The pet system can be thought of a being able to summon monsters, however you will be able to give your summoned creature commands such as block, attack, defend, stay, etc. The stronger the druid, the better the pets he can command.
Magic
We will have 5 magic types. They are Fire, Ice, Holy, Nature, and Black (yes we had this system designed well before tibias update ). Most combat will be done using instant spells relying on mana rather than runes, however there will also be runes available. While we have some items which have resistances to certain magic types, there wont be any weaknesses against magic types. For example, a fire sword would not do more damage against a ice amor, than a fire armor. However the fire armor would resist fire damage where the ice armor would not.
Runes will be a concentrated version of an instant spell. For instance, if you have a fire spell, you can concentrate that spell into a rune. The rune will be more powerful than the instant spell, however will not count towards magic skill, it will cost more mana than the instant spell to create, and it will take up space/capacity. The main purpose of runes will be for bosses/high monsters, or wars/pvp. They will be inefficient enough to discourage hunting normally using them.
Skill system
We will have something of a tiered skill system. There will be a main skill and sub skills.
Example:
Magic
subskills:
fire
ice
holy
nature
Black
Melee
subskills:
Sword
Axe
blunt
Dagger
Two handed
Ranged
subskills:
Bow
Crossbow
Spear
Thrown
Traps
The main skill will increase by gaining levels, promotions, and some other means. The subskills will advance by using an item in that category. The main skill affects all subskills, and subskills futher affect the specific skill.
For example two players:
Player 1
melee skill - 30
sword - 40
axe - 10
Player 2
melee skill - 70
sword - 40
axe - 10
Player 1 would do more damage using sword than axe, while player 2 would do more damage with both his sword and axe than player 1.
The system is designed so a low level can still use any weapon (with training), however a higher level with the same subskill will still do more damage using the same weapon. The same idea is applied to magic
Death
We feel death should hurt to a degree. You shouldnt be able to die without consiquences. Our death penalty will be tuned so that while dieing still hurts, it wont be so bad that your afraid to explore and try new things.
What will you loose when you die in our game? If you die, you will loose a % of the experience needed for your previous level.
Example:
you are level 51, it took 1,000,000 experience points to go from 49-50. You would loose 100,000 experience points when you die. The same system will apply to skills. 10% is just a figure we are using as an example. The final system will be determined after testing.
Item durability
In order to maintain a steady economy in an online world, you need a way for items to leave the game. One system we will eventually put in place to help with this, is a durability system.
On items which are affected by the durability system, there will be 3 levels.
Disposable - once it breaks, it cannot be repaired
semi-repairable - once it breaks, it may be repaired a limited ammount of times
repairable - may allways be repaired
A broken item may require material to repair. For instance, if you have a broken longsword, a blacksmith npc may require 3 broken shortswords or 1 unbroken shorsword to repair it.
The system will allow broken items to still serve a purpose, while removing them from the server.
PVP
We feel pvp combat is a needed aspect of this style of game. There will be no bannable offences when it comes to pvp. We feel the community can and will take care of itself in regards to 'mass pkers'. That being said, a player who kills too many people may find that npcs in towns are too scared of them to do business with them. Or that the town guards are looking for them.
Cheaters
Not really part of the roadmap, but this is a good place to mention it. Cheating will be very harshly punished in our game. For most offences, cheating will result in deletion. We feel cheaters disrupt the balance of a game, and ruin the fun for others and it will not be tolerated.
That is a taste of what the future of the game will look like. Things may change, however this gives you an idea on what to expect the future to be. We hope to be able to do some testing soon, and look forrward to seeing you all there!