- PVM/PVP mode switching
- All players will enter the world in PVM mode by default. They have "The blessing of peace"
- A player can visit the Chaos shrine to "Forgo the blessing of peace" and enable PVP comabat.
- A player can visit any other shrine to "Seek the blessing of peace" and return to PVM mode, no PVP is allowed to them or upon them.
- A player can only change this once every five real-world days.
- PVM players will receive 1/2 as many resources when harvesting
- Treasure chests opened by PVM players will give 1 tier lower level loot. (A level 5 chest will give level 4 loot)
- PVM players will receive 1/2 drop gold and -1 drop item from creatures.
- PVP players will receive 1 bonus drop item from creatures.
- Instanced Thievery System is limited to creatures 7500 fame and lower for PVM players.
- Metallurgy system proposal
- Playing Dead
- A small chance that a dead mob isn't really dead, but playing dead.
- All would go as normal until someone lifted an item from the corpse. At this point the corpse gump would close, the mob come back to life with 5% of their HP and resume attack. A small chance of this happening to keep it a surprise, 1% or even 0.5%. Only applicable to mobs intelligent enough to have items in their corpse - no animals. Possibly use Forensic Evaluation to tell beforehand whether the mob is really dead.
- Extinguishing
- A bottle of water. Provides a targeting cursor when double clicked.
- When targeting a campfire, it will extinguish the campfire and prevent the person attempting to secure a camp from doing so.
- When targeting a fire field, it will extinguish that tile of the field.
- Could have fire fields blocking off areas of dungeons, requiring extinguishing to pass.
- Camping skill
- Camping skill will increase carry weight similar to Outlands
- Could also have a hiking system similar to Outlands so harvesters have a built-in fast travel system
- Outlands Camping
- Tracking skill
- A hunting mode will benefit harvesters as an early warning that hostiles are in the area.
- Outlands appears to do this by simply calling the skill every 5 seconds when hunting mode is activated.
- Outlands Tracking
- Skinning additions
- on Skinning, later on we can add some additional features / bonuses to having the skill. We'll need time to figure out what the needs are, systems that may require a resource that we could have obtained through skinning... anyway it will fall into place when the time comes.
- Some of these are bonuses I think should kick in at 110, 115 or 120 (like rare ingredients, deco)
- - Improved Cooking Ingredients?
- - Chance for decorative trophies, heads or pelts?
- - Chance to obtain rare animal parts that can be used as an ingredient in a potion?
- - Bonus to Tailoring?
- - Unlocks ability to craft other decorative items (rugs / tapestries) which would also require ingredients from the corpses.
- Power Scrolls
- All power scrolls will add their value over 100 to skill level IF skill level below 100.0
- Scrolls will show their value, but not what skill they apply to until identified with Item ID skill.
- All harvesting and crafting scrolls would be through the job points.
- Maybe a low base chance and every job you complete that week increases the chance.
- We could do something like 15 jobs per week. You may wanna pour all of then into one template or split then up across 3 characters.
- NPC only offer 4 jobs per week. You take the easy jobs for less points or go for the hard ones worth more points and take more time..
- 105 (Decayed Boss), Dungeon Tchest
- 110 (Mini Boss)
- 115 (Dungeon Boss)
- 120 (World Boss)
- World Boss
- 120 scroll = 2 drop
- 115 scroll = 3 drops
- 110 scroll = 5 drops
- 16 stat scrolls
- Dungeon Boss
- 115 scroll = 2 drops
- 110 scroll = 3 drops
- 105 scroll = 5 drops
- Mini Boss
- 110 scroll = 2 drop
- 105 scroll = 3 drops
- Decayed Boss
- Update Razor to include all Outlands script commands: