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Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Innovative idea for AOC spells/fighting system.
I am here because i love to play MMO games. I am also excited for AOC. Because of that i want to suggest something that i think would be innovative.
Before commenting something read to the end please.
So idea is to make unique spells for players but since it is impossible to make a tons of different spells lets just say you make 10 different spells which could be easy expandable in future.
For further explanation i will say that average earn for player per day is 100g and average dps is about 50.
I will divide spells into 2 groups:
1. group - Spells that are hard to obtain
2. group - Limited edition spells
Common for these spells is that they can be traded BEFORE LEARNED.
Unique spells can be unlearned but with HUGE FEE (maybe 100k gold (~2.73 years of earning))
So for the first group - that spells would be obtained by killing some 'extra strong raid boss' - So let's say you make 5 bosses that are harder to kill then normal bosses, put 5 different spells in their drop and there you put 1% chance of obtaining that spell but if it drops it drops 3 spells for 3 random players in that raid. So there is unlimited number of that spell but chances are really low to drop. Also to enter dungeon you need to pay some high fee and can have as many members as you want.
For the second group you make some special events that would be held once in a time (3 months). Of course you think now that only the strongest one would get some that spells but we can easily eliminate that by rules so for example i will make one event so you get idea:
Event name - One For All
Enter fee - 10.000 gold per player
Participants: 128
Main prize - *5x Unique spell for 1st place, *4x Unique spell for 2nd place, *3x Unique spell for 3rd place and 1x Unique spell for 4th, 5th. (*Only 1 spell could be traded but others are only for gifts).
Rules:
In the first part there are 16 rounds with 8 players each chosen by random selection. In each round point is to be the last two standing. So you will need to eliminate other 6 players. Before start of the round, you get 5 minutes to come up with the plan for this round. After 6 players are eliminated match is stopped and remaining two goes to the second part.
In the second part there are 32 participants and point is to deal the most damage to the boss (Boss has a lot of defensive stats but low offensive stats - let's say boss has 1.000.000 HP) - FRIENDLY FIRE IS ON. Each HP is worth 1 point.
If you kill a player you lose 5000 points, but if you get killed you get respawned after some delay (1 min).
Winner is player who dealt most damage to the boss.
Now to mention some stuffs - i do not know if it acceptable for you to make such an events but just to know for this event it took me about 10 min to come up with but for coding i do not know how much it will get for you but since this event would not be held every day (i told up there 3 month or maybe more or less) i think it is doable.
So now to discuss about this system. First we will talk about 1st group of spells:
First obstacle for players to obtain these spells is fee they need to play. So lets say fee is 50.000 - that means for one player to enter raid by himself he needs about 1.37 years of every day digging. So to solve this he will need to invite some players to raid with him. Since fee doesn't raise if you have more players in raid it will be much faster to earn gold if there are more of you (Let's say there are 10 players, that mean they will need about 50 days of each of them digging every day which is acceptable) but then there is problem for the player - if there is more of them, there will be lower chances for each of them of getting dropped spell. So solution is to play with loyal guild members and agree among yourself who will get which spell from which raid so everyone is happy or go with total strangers and pray to god you will get the drop.
With system like this you will force players to play in guilds/groups and be loyal to each others and play like a team. Since spells could be traded - players could put them on the market and trade them for money so they can double-triple-10x money they invested since not will all players just invest 50 days worth gold into 1% chance of drop, they would rather trade, dig and unite their gold with other guild members and then buy from someone that got lucky.
For the second system i will use word 'scenario' for precisely this event i created.
For the second system logic is this - a lot of participants but 100% drop if you are among the top ones. In this scenario there is 128 places and first 5 gets drops (14 spells). Fee here is again high and event is held once in a time so a lot of players will aim to participate and will save their gold for it. Risk here is that even if you get up with the plan to join together with your 2 friends, there is chance you will not get onto same team in the first round so you will not have chance to help each others. 5 minutes before first round is used so each participant can come up with the plan for beating other 7. So maybe they team up with one guy or bribe them. In the second round this rule about friendly fire is the main thing. If someone has teammates, they can get up with plan that one will kill the boss and 2 others will kill other participants so they deal no damage. Then when the guy who was killing the boss win, he gift others to the spells and hold one for himself. Or everyone will try to deal most damage. Beauty is that there is 32 players in second part and you never know who is with who and who will do something reckless. So point of event like these is that even if strongest one and skilled one enter it, that doesn't mean he will win.
Now you will say that these events are hard to come up with. Specifically for this event, it took me 10 min to come up with and i know it is not finished since i do not want to cover all the parts and possibilities that could be unfair, but what i want to say again is that these events would be held once in 3 months or something like that. You have time to come up with them! Just now in my head there are about 4-5 events that i would come up with which are not using brute strength of player for winning but tactic and luck.
Now here is the main part why i wrote at the start to read to the end before commenting.
Why would anyone give a huge amount of gold or get that much risk for some spell?
First they will have something unique that only few out of a thousands have!
Second these spells would have huge advantage. But also it is not easy just to give some spell overpowered stats or effect and leave it like that so if player have it he is unbeatable - no. As i sad it would have huge advantage (let's say it deal 50% more dmg than strongest spell) but disadvantage would be that it has no effect on any mage. Or it instantly drops tank hp to 1, but disadvantage is that tank becomes inviolable for 15 seconds. You get the point? Get overpowered spell for huge risk which can be decidable in some fight but only when used at the right time and of course there are countermeasures for each of them. A lot of you will say "No it is too much for someone to have spell like that" but no, you are not right. Only few out of thousand players will have these spells, that is why chances for drop are so low and why it is hard and rare to obtain them, so if 1 player have it, it would maybe give advantage for 1v1 fight, but if there are team fights - it could be easily countered if spell holder do not know how to use it or enemy comes up with good strategy. Also since spell can not be unlearned (can but with huge fee), players who posses them will be known and teams will make countermeasures versus them before fight start.
I wanted to write more but it is too long so if you are interested i could continue
Before commenting something read to the end please.
So idea is to make unique spells for players but since it is impossible to make a tons of different spells lets just say you make 10 different spells which could be easy expandable in future.
For further explanation i will say that average earn for player per day is 100g and average dps is about 50.
I will divide spells into 2 groups:
1. group - Spells that are hard to obtain
2. group - Limited edition spells
Common for these spells is that they can be traded BEFORE LEARNED.
Unique spells can be unlearned but with HUGE FEE (maybe 100k gold (~2.73 years of earning))
So for the first group - that spells would be obtained by killing some 'extra strong raid boss' - So let's say you make 5 bosses that are harder to kill then normal bosses, put 5 different spells in their drop and there you put 1% chance of obtaining that spell but if it drops it drops 3 spells for 3 random players in that raid. So there is unlimited number of that spell but chances are really low to drop. Also to enter dungeon you need to pay some high fee and can have as many members as you want.
For the second group you make some special events that would be held once in a time (3 months). Of course you think now that only the strongest one would get some that spells but we can easily eliminate that by rules so for example i will make one event so you get idea:
Event name - One For All
Enter fee - 10.000 gold per player
Participants: 128
Main prize - *5x Unique spell for 1st place, *4x Unique spell for 2nd place, *3x Unique spell for 3rd place and 1x Unique spell for 4th, 5th. (*Only 1 spell could be traded but others are only for gifts).
Rules:
In the first part there are 16 rounds with 8 players each chosen by random selection. In each round point is to be the last two standing. So you will need to eliminate other 6 players. Before start of the round, you get 5 minutes to come up with the plan for this round. After 6 players are eliminated match is stopped and remaining two goes to the second part.
In the second part there are 32 participants and point is to deal the most damage to the boss (Boss has a lot of defensive stats but low offensive stats - let's say boss has 1.000.000 HP) - FRIENDLY FIRE IS ON. Each HP is worth 1 point.
If you kill a player you lose 5000 points, but if you get killed you get respawned after some delay (1 min).
Winner is player who dealt most damage to the boss.
Now to mention some stuffs - i do not know if it acceptable for you to make such an events but just to know for this event it took me about 10 min to come up with but for coding i do not know how much it will get for you but since this event would not be held every day (i told up there 3 month or maybe more or less) i think it is doable.
So now to discuss about this system. First we will talk about 1st group of spells:
First obstacle for players to obtain these spells is fee they need to play. So lets say fee is 50.000 - that means for one player to enter raid by himself he needs about 1.37 years of every day digging. So to solve this he will need to invite some players to raid with him. Since fee doesn't raise if you have more players in raid it will be much faster to earn gold if there are more of you (Let's say there are 10 players, that mean they will need about 50 days of each of them digging every day which is acceptable) but then there is problem for the player - if there is more of them, there will be lower chances for each of them of getting dropped spell. So solution is to play with loyal guild members and agree among yourself who will get which spell from which raid so everyone is happy or go with total strangers and pray to god you will get the drop.
With system like this you will force players to play in guilds/groups and be loyal to each others and play like a team. Since spells could be traded - players could put them on the market and trade them for money so they can double-triple-10x money they invested since not will all players just invest 50 days worth gold into 1% chance of drop, they would rather trade, dig and unite their gold with other guild members and then buy from someone that got lucky.
For the second system i will use word 'scenario' for precisely this event i created.
For the second system logic is this - a lot of participants but 100% drop if you are among the top ones. In this scenario there is 128 places and first 5 gets drops (14 spells). Fee here is again high and event is held once in a time so a lot of players will aim to participate and will save their gold for it. Risk here is that even if you get up with the plan to join together with your 2 friends, there is chance you will not get onto same team in the first round so you will not have chance to help each others. 5 minutes before first round is used so each participant can come up with the plan for beating other 7. So maybe they team up with one guy or bribe them. In the second round this rule about friendly fire is the main thing. If someone has teammates, they can get up with plan that one will kill the boss and 2 others will kill other participants so they deal no damage. Then when the guy who was killing the boss win, he gift others to the spells and hold one for himself. Or everyone will try to deal most damage. Beauty is that there is 32 players in second part and you never know who is with who and who will do something reckless. So point of event like these is that even if strongest one and skilled one enter it, that doesn't mean he will win.
Now you will say that these events are hard to come up with. Specifically for this event, it took me 10 min to come up with and i know it is not finished since i do not want to cover all the parts and possibilities that could be unfair, but what i want to say again is that these events would be held once in 3 months or something like that. You have time to come up with them! Just now in my head there are about 4-5 events that i would come up with which are not using brute strength of player for winning but tactic and luck.
Now here is the main part why i wrote at the start to read to the end before commenting.
Why would anyone give a huge amount of gold or get that much risk for some spell?
First they will have something unique that only few out of a thousands have!
Second these spells would have huge advantage. But also it is not easy just to give some spell overpowered stats or effect and leave it like that so if player have it he is unbeatable - no. As i sad it would have huge advantage (let's say it deal 50% more dmg than strongest spell) but disadvantage would be that it has no effect on any mage. Or it instantly drops tank hp to 1, but disadvantage is that tank becomes inviolable for 15 seconds. You get the point? Get overpowered spell for huge risk which can be decidable in some fight but only when used at the right time and of course there are countermeasures for each of them. A lot of you will say "No it is too much for someone to have spell like that" but no, you are not right. Only few out of thousand players will have these spells, that is why chances for drop are so low and why it is hard and rare to obtain them, so if 1 player have it, it would maybe give advantage for 1v1 fight, but if there are team fights - it could be easily countered if spell holder do not know how to use it or enemy comes up with good strategy. Also since spell can not be unlearned (can but with huge fee), players who posses them will be known and teams will make countermeasures versus them before fight start.
I wanted to write more but it is too long so if you are interested i could continue
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