Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Titan Concept - Monster system expansion.
ArchivedUser
Guest
This got auto-deleted last time so....
Just a small concept for defining a method to counteract world progress.
While also introducing epic, meaningful, strategic battles into the game.
It just seems to me in the natural world, humanity have always employed powerful beasts to do the work for them.
Some in a cooperative sense, some in a dominant sense.
Powerful Titans should arise commensurate with the node level (Done).
Benevolent Titans should roam and be a natural thing with their own lives, although neutral toward players in the main.
Competing Titans may or may not be natural enemies although seeking/enlisting natural enemies should be quest driven.
PvP skill vs PvE skill Boundaries are deliberately blurred to become,
NPC + Titan + Player vs NPC + Titan + Player
All Titans should be susceptible to the effects of targetted and unique talismans,
in both a strengthening and weakening sense (Behaviour Modifiers).
Public World Ending Titans.. Level Rating Limiters.
Parallel Target Limit
Range Multiplier Limit
Damage Multiplier Limit (sum of power and speed)
Power Multiplier Limit
Speed Multiplier Limit
Titan Power Rating Limit
Targets Limit x Range Multiplier Limit x (Power Multiplier Limit + Speed Multiplier Limit) = Titan Power Rating
Level 1 Titan.. 1-4 target AoE cap @ x1 range cap @ 1x Damage ~ 1 target AoE cap @ x1 range @ 1-4x Damage = 1-4 Rating
Level 2 Titan.. 5-8 target AoE cap @ x2 range cap @ 1x Damage ~ 1 target AoE cap @ x2 range @ 5-8x Damage = 5-16 Rating
Level 3 Titan.. 9-16 target AoE cap @ x3 range @ 1x Damage ~ 1 target AoE cap @ x3 range @ 9-16x Damage = 17-48 Rating
Level 4 Titan.. 17-32 target AoE cap @ x4 range cap @ 1x Damage ~ 1 target AoE cap @ x4 range @ 17-32x Damage = 49-128 Rating
Level 5 Titan.. 33-64 target AoE cap @ x5 range cap @ 1x Damage ~ 1 target AoE cap @ x5 range @ 33-64x Damage = 129-320 Rating
Level 6 Titan.. 65-128 target AoE cap @ x6 range cap @ 1x Damage ~ 1 target AoE cap @ x6 range @ 65-128x Damage = 321-768 Rating
[NB damage is defined as peak DPS here and should be seperated into speed and power components.
The high damage should one shot many players, but also allow titan v titan sustained combat as a player decoy.
The Titan Rating ranges allow target/range/power/speed to be variable.
The talisman system should directly impact aspects of the Titan limiters.]
<strong>Scope </strong>- Friend and Foe versions (Corrupted).
<strong>Allegiances </strong>- as a Foe Titan slave (anti-player for treasure/plunder) or as a Friend Titan peer (pro-player for preservation)
<strong>Methods</strong>
1. Friend Titan(s) vs Foe Titan(s)
2. Player Group(s) vs Foe Titan(s).
3. Talisman(s) vs Foe Titan(s)
4. Combination of Friend/Group/Talisman vs Foe Titan(s)
Just a small concept for defining a method to counteract world progress.
While also introducing epic, meaningful, strategic battles into the game.
It just seems to me in the natural world, humanity have always employed powerful beasts to do the work for them.
Some in a cooperative sense, some in a dominant sense.
Powerful Titans should arise commensurate with the node level (Done).
Benevolent Titans should roam and be a natural thing with their own lives, although neutral toward players in the main.
Competing Titans may or may not be natural enemies although seeking/enlisting natural enemies should be quest driven.
PvP skill vs PvE skill Boundaries are deliberately blurred to become,
NPC + Titan + Player vs NPC + Titan + Player
All Titans should be susceptible to the effects of targetted and unique talismans,
in both a strengthening and weakening sense (Behaviour Modifiers).
Public World Ending Titans.. Level Rating Limiters.
Parallel Target Limit
Range Multiplier Limit
Damage Multiplier Limit (sum of power and speed)
Power Multiplier Limit
Speed Multiplier Limit
Titan Power Rating Limit
Targets Limit x Range Multiplier Limit x (Power Multiplier Limit + Speed Multiplier Limit) = Titan Power Rating
Level 1 Titan.. 1-4 target AoE cap @ x1 range cap @ 1x Damage ~ 1 target AoE cap @ x1 range @ 1-4x Damage = 1-4 Rating
Level 2 Titan.. 5-8 target AoE cap @ x2 range cap @ 1x Damage ~ 1 target AoE cap @ x2 range @ 5-8x Damage = 5-16 Rating
Level 3 Titan.. 9-16 target AoE cap @ x3 range @ 1x Damage ~ 1 target AoE cap @ x3 range @ 9-16x Damage = 17-48 Rating
Level 4 Titan.. 17-32 target AoE cap @ x4 range cap @ 1x Damage ~ 1 target AoE cap @ x4 range @ 17-32x Damage = 49-128 Rating
Level 5 Titan.. 33-64 target AoE cap @ x5 range cap @ 1x Damage ~ 1 target AoE cap @ x5 range @ 33-64x Damage = 129-320 Rating
Level 6 Titan.. 65-128 target AoE cap @ x6 range cap @ 1x Damage ~ 1 target AoE cap @ x6 range @ 65-128x Damage = 321-768 Rating
[NB damage is defined as peak DPS here and should be seperated into speed and power components.
The high damage should one shot many players, but also allow titan v titan sustained combat as a player decoy.
The Titan Rating ranges allow target/range/power/speed to be variable.
The talisman system should directly impact aspects of the Titan limiters.]
<strong>Scope </strong>- Friend and Foe versions (Corrupted).
<strong>Allegiances </strong>- as a Foe Titan slave (anti-player for treasure/plunder) or as a Friend Titan peer (pro-player for preservation)
<strong>Methods</strong>
1. Friend Titan(s) vs Foe Titan(s)
2. Player Group(s) vs Foe Titan(s).
3. Talisman(s) vs Foe Titan(s)
4. Combination of Friend/Group/Talisman vs Foe Titan(s)
0
Comments
[/quote]
To fight 'against'.
Not to fight 'alongside'.
Plus the titans appear to occur only at node development events.....not as everyday entities.
Plus their has been no speak of the relationship to or even if talismans exist and will impact such titans
Plus their has been no speak of an economic relationship that could drive corrupted players to work against the player base.
ie That enables rogues to fight against civilisation and be remunerated through plunder at the cost of corruption and exile.
This system enables players to side against their own kind as the enemy, if they so choose.
Anyway, it was just as much about how I envision balancing the titans as an extensions to it.
as for AoC, not sure they want to implement something that makes players the "support" and not the center of attention
That willy swing!
For me half the problem with MMOs is that everyone still expects to be a god.
Thats fine in a single player game. Hey..get your rocks off. I love it too.
But that is the very source of the problem.
In reality that simple doesnt work in an MMO.
It just causes endless issues with power creep and impossible balance.
IMHO. You need endless unlimted preogressive variety in an MMO...but not escalating power.
Otherwise all content becomes redundant, the pace of new content is never fast enough, the power gap between new and old players ensures they can never ever play together.
Which kind of defeats the whole point of a fully inclusive community based game.
So how can players kill godlike beings if they arent and can never be gods ?
1. Coordinated Numbers (is that not the point and goal).
2. Godlike Allies (to assist and not to replace).
3. Banes against godlike creatures.
I want a titan that is like a monster that requires sacrifices or else it will destroy your node. If you don't give this titan enough resources to appease it, there will be some consequences like it destroys your house or changes the landscape or takes control of the monsters surrounding your node and forms and army to take over your node if you don't give it tributes.
I like the idea of different nodes being able to summon massive demons or angels if they gather the right resources and they must have a lot of people to summon it with the required levels, something like 50 people with high level in dark magic and summoning or something like that. And when the demon is summoned you can convince it to help you in war with enemy nodes.
And if we are given the ability to control titans in battle, then they should let us control less powerful npcs too, like recruiting a band of mercenaries to help us in combat and let us control them like in strategy games.
The titans should take giant shits too, and when they take a shit a mountain will form from it, and when they fart a tornado will appear, and when they pee there will form a river with fish. If they are powerful, they should have the ability to change the landscape.