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Game play: The game play will provide various applicants in the game that helps the player pass through the game. It explains the game techniques, as well as the effects of such. The game play is oriented towards a system that would promote interplay between players, as well as promote and facilitate the new players’ arrival into the world. Various game play techniques will be used to improve or enhance game play, while others will be there for role-playing, or putting realistic substances into play.
Dynamic Social Structure
The world will be based on a fluctuating power in which the players can possess. As they start the game, they start at the bottom of the stairs. They are peasants who are very busy managing for themselves. As they continue on growing, they can establish houses, kingdoms, or even religions to seek power over the people.
Visual Attraction
The game play for the players will be easily driven through a General User Interface (GUI) which will provide the player of an easy access to a large variety of play. Thus being everything listed upon in this category.
Dual Hybrid String-Based Item System
The world will be based on so that items are that of easily added into the system and carry the ability to be change according to the player base. The item system will be based on two levels, the root item, as well as the dynamic item. The root item will be that that every item of the sort (take a short-sword) will have a base statistic that doesn’t change, it will also allow it so that items themselves have a chaotic nature of difference. Thereby, two swords that are exactly the same will have minor differences that will cause a lot more variety in the actual item world.
Skill-based Leveling System
The characters will have a skill-based leveling system in which the longer you level up according to how much work you do on the marketplace. The harder work you do, the more experience you will earn. The skills will be able to be distributed accordingly to how you deem appropriate. The more ranks you have in a skill, the easier it is for you to do harder tasks, as well as opening new tasks which you may do. The higher the rank in an appropriate skill, the better you succeed at doing the given task – Take the short-sword for example… The better you are at making swords, the longer the sword will last, as well as the sharper it may be (thus causing more damage). Therefore, not only does a higher leveled smith (in this case) have a lot more choice of weapons to make, but the lower weapons that he could make prior are that superior then those he did prior to leveling up.
Item System (Shops and Markets)
The item system will allow such that a player can put his items in a shop on the player themselves, allowing other players to either look at the items he has in his shop, or buy the items off the player without any notice from the seller – Thus wise, this would improve the facilitation of vending items that you created without having to constantly advertise the item off to the market. This would also all the player to display items to other players without them having the capacity of stealing the item (such items with no price will be incapable of buying, however it would show in the trading screen).
Player Characters
The player characters will be able to be logged in from any account as for this is saved into a much larger database, taking note of all the characters made up to date. This will allow players with one account to be able to role-play different characters in the world without having any link (or a far-related link) within each character. This will increase the separation of different characters.
Player Characters will be able to procreate (have children) with other player characters of the opposite gender. The infant will have the average score of both parents, more or less (The child will have a random chaos of +2/-2 on each ability. This allowed evolution to improve the children throughout time). The infant will be accessible to the first parent that wants to possess the child; however, the child himself will be programmed to do basic tasks around the house. The parents are able to log into the infant. The first log in of the infant causes the infant to become totally independent from the server, such as that of usual player characters. The infant will have the social status of that of his father/mother.
Player Death
The death of a player will be semi-final. The player itself will have a week of time where it is impossible for that character to kill another character, or be killed by another character himself (unless he wishes otherwise). He can, however, attack creatures, and creatures can attack him.
When the player dies, he will be given the chance to wait until another player comes along and resurrects the player (for 5 minutes). The player will be still alive between the healths of -10 to 0, however will be unconscious, and will only be able to use items. Once the player passes the threshold of -10 (that is, every couple seconds he loses a health if he’s not reestablished), he will fall into death. Only rare resurrection items will be able to bring him back to life, however, this is limited to how much time the player himself decides to wait before being able to be reanimated. When the player decides he’s dead for good, his corpse disappears, and he finishes from the façade of the world, incapable of being resurrected. |