the best i can think of right now is to have a built in wiki in the game (something like that)
example 1: weapons
the weapon base damage will be displayed, along with the real damage from weapons attribute (if there is something like that)
the best i can think of right now is to have a built in wiki in the game (something like that)
example 1: weapons
the weapon base damage will be displayed, along with the real damage from weapons attribute (if there is something like that)
How do groups work exactly? just wondering.
sounds cool
possibly like WoM/AO Guilds/Clans
Annnd into the trash it goes
While personally I don’t mind permadeath, there definately better ways of handling death. For one consider tone and difficulty, while this is a sandbox game, is it supposed to be a grim world, or a mystical fantasy land of funni bird people? Also, think of other methods of simulating death, this is mostly going to be PvP.
Also another thing to consider: Progression: If permadeath is a thing, consider the difficulty to progress. Early game will become a slog if you add permadeath arbitrary. And consider the emotional attachment you have for a character. As RB1 once said, you have to revolve a game around permadeath if you add it.
Actually, I would like to purpose an idea for a soft/semi permadeath idea that would allow for the emotional attachment of a character without the annoyance or toxicity. This isn’t taking account lore though.
Basically some risk-reward system where you toggle a thing for some afterlife point system. In the risk reward thing, you toggle the amount of points you get, with steeper consequences, and then ultimately perma-death. There would be an afterlife where you invest these points into stuff, and you can use these for life stuff IDK.
Another idea is for something similar, but instead of completely vanishing in the afterlife your character in death can choose to be “erased”, basically perma-death either for points or to pass stuff over to a successor.
Does this mean that you can toggle permadeath or something to gain extra rewards? And when can those rewards be redeemed or used?
Kind of? It’s hard to explain.
I genuinely wonder your thoughts on this, besides the permadeath.
On a similar note of 2b2t, permadeath, and player based narratives, I feel as if there need a way for players to leave a lasting impact in some shape or form. For example, 2b2t is basically built upon this, with ruins everywhere and absolutely bonker events happening. Deepwoken is a similar example, with players leaving stories before dying forever.
I’m mainly trying to have player based narratives. I don’t have much idea on what the narratives could be yet. My only idea was a “first to X” story or something. If I were to do something like 2b2t 1 server, this would be extremely hard due to server cost and shit like that.
A second way to get player based narratives would involve glitches or “players who X before DATE would Y”. This commonly happens with glitched items.
0 voters
building leveling birdpeople, woohoo
sounds fun ngl
0 voters
(take note weapons can be repaired)
0 voters
(you can only have a limited number of enchantments on a weapon, this assumes durability enchant takes 1 slot)
Each item has 6 enchantment slots. To apply an enchantment, you need something called an “Enchantment Stone”. These stones can be obtained maybe by mob drops. Enchantments are split into 2 categories: Effect enchantments and Stat enchantments.
Effect enchantments add a special effect to an item and take up 2 enchantment slots. Stat enchants increase an item’s stat or the wearer’s stat. You can stack enchantments.
Damage
Speed
Defense
Magic Damage
Energy (Magic Energy + Stamina increase)
Magic Size
Projectile Speed
Agility
Lifesteal (Heal for 20% of damage)
Reactive (Every hit, the weapon does a magic explosion based off the weapon’s element)
Charge (Every 5 hits, the weapon becomes supercharged which does 3x increased elemental damage and effect duration) [ONLY WORKS ON ELEMENTAL WEAPONS, NOT COMPATIBLE WITH TERRA]
This text will be hidden
Elemental weapons are created by mixing elemental shards found in places with metal to create elemental alloy.
Water: slow the opponent (Ice)
Terra: stat boost (damage increase + block damage increase)
Fire: burn the opponent
Air: push/pull (toggleable)
Lightning: stun opponent (electrify)
Shadow-Light: magic explosion
Flora: poison
Fauna: lifesteal (10%)
yes this means with a fauna magic weapon you can have 70% lifesteal
do they automatically repair themself when their durability go down the maxium ? or do they only do that when broken ?
if 1, probably not much
if 2, probably, depends if there are like high tier weapons in your game or not, if not then same as 1, some people would probably still use it for emotional value or smt
Update 1.1 Released:
theres currently a bug where the rig moves like it’s on ice or slippery