DoMdesigndoc
From Multiverse
Contents
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General Game Features
- Dark Fantasy setting
- Base game will be implemented and built upon over time
- Awards and Trophies for game play achievements
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Characters
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Races
- 1 playable race to start (Humans)
- Add other Bipeds later. Elves, Dwarves, Brutus.
- Take control of and play as monsters
- Which type of monster controlled will be determined by player level
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Classes
- Skill based system, classify characters general archetype
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Attributes
- Strength
- Used in max Carry calculations
- Reduces negative effects of heavy armor
- Increases damage with most melee weapons
- Increases damage with some ranged weapons
- Dexterity
- Used in max movement speed calculations
- Increases damage with most ranged weapons
- Increases damage with some melee weapons
- Fortitude
- Used in health and stamina calculations
- Increases stamina regen
- Intelligence
- Used in mana calculations
- Increases mana regen
- Increases effects of most spells
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Attribute Pools
- Health
- Does not regenerate, must be healed with first aid or magic
- Most damage does not directly affect Health without the character first being out of Energy
- Stealth attacks, Critical Hits, and some Special attacks/magic affect Health directly.
- Energy
- regenerates at a slow pace in combat, faster while out of combat, and very quickly while resting
- Energy is used to perform skills, attacks, and evade incoming skills/attacks/magic
- regenerates at a slow pace in combat, faster while out of combat, and very quickly while resting
- Mana
- regenerates at a slow pace in combat, faster while out of combat, and very quickly while resting
- Mana is used to cast spells or in conjunction with certian skills, also is depleted when maintaing spells
- regenerates at a slow pace in combat, faster while out of combat, and very quickly while resting
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Level System
- No hard level cap
- Dynamic levels while grouped
- While grouped the lower level players abilities will be scaled to be comparable to the higher level players.
- PvP combat will be dynamically adjusted for level difference between opponents
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Skill System
- Tree based with specialization platforms
- Melee Tree
- Ranged Tree
- Magic Tree
- Stealth Tree
- Utility Tree
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PVP System
- Free for all PvP
- Private Party Dueling: Non-Factional PvP combat to allow for ante and limit outside interference. Includes system for ladder tournaments, and team based combat.
- Dynamic PvP Combat: PvP combat adjusted based on the level difference between opponents
- Dynamic Faction System: Heroes/Demons
- PvP Ranking System and Bonuses
- Loot will include token item with player level/rank comparisons (i.e. dog-tag collection)
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Combat System
- Melee Combat
- Ranged Combat
- Magic Combat
- Combat participation level
- How will Avoidance be handled?
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Magic System
- Offensive Spells
- Direct Damage Spells
- Buffs that improve combat abilities
- Defensive Spells
- Stamina fortifying spells
- De-buffs to reduce combat abilities
- Utility Spells
- Travel Spells
- Buffs to increase crafting abilities
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Crafting System
- Weapon/Armor Decay and Repair
- Consumable Items
- Ingame Decoration
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Travel System
- Teleportation/Fast Travel
- Self
- Mounts
- Ground
- Flying
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Loot System
- How to avoid monty Haul issues?
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Weapons
- Weapon balance between size, speed, damage type, and targets armor
- Weapons are not level dependent, if the player has a favorite weapon model/texture they can use it throughout the life of the character
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Armor
- Any armor able to be equipped by any character
- Armors are not level dependent, if the player has a favorite armor model/texture they can use it throughout the life of the character.
- Different armor types will cause varying degrees of penalties
- Heavier armor reduces combat speed, magic regen, and certain skill checks.
- Armor type and composition has effect on damage pass through
- Metal armors weaker to electrical
- Plate armor more resistant to blunt damage than mail or leather
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NPC System
- AI
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Quest System
- Dynamic Quest Initiative: Facilitate quest accessibility by players of all levels
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Shop/Auction System
- Unattended Auction
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Guild System
- What benefits do we provide to guild members?
- Tools/commands for guild management?
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Group System
- Max group size limit 8 players
- Dynamic Group Level: Incorporate players of varying levels into the same group
- Group XP Distribution: XP is assigned for each monster killed based on the players Combat participation level
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User Interface
- Chat
- Hot Keys
- Inventory
- Status Bar
- Player, Group, Target
