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**All power scrolls will add their value over 100 to skill level IF skill level below 100.0 | **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. | **Scrolls will show their value, but not what skill they apply to until identified with Item ID skill. | ||
105 (Decayed Boss) | |||
110 (Mini Boss) | |||
115 (Dungeon Boss) | |||
120 (World Boss) | |||
I'm thinking drop be something like.. | |||
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 | |||
105 scroll = 5 drops | |||
[3:11 AM] | |||
And yeah 105s on chest too. | |||
All harvesting and crafting scrolls would be through the job points. | |||
[3:16 AM] | |||
No one is gonna buy a 105 crafting so those could be for rewards that they give you. | |||
Maybe a low base chance and every job you complete that week increases the chance. | |||
Outlands did like 9 jobs per week I think and you had to decide how you wanted to split that up amongst your characters. | |||
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. | |||
Tecmo — Today at 3:21 AM | |||
Since there'd only be 1 vendor for each job style... like 1 tailor npc that gives Tailoring jobs. | |||
Maybe he can 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.. | |||
Revision as of 08:23, 24 September 2024
- 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.
105 (Decayed Boss) 110 (Mini Boss) 115 (Dungeon Boss) 120 (World Boss)
I'm thinking drop be something like..
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 105 scroll = 5 drops [3:11 AM] And yeah 105s on chest too.
All harvesting and crafting scrolls would be through the job points. [3:16 AM] No one is gonna buy a 105 crafting so those could be for rewards that they give you.
Maybe a low base chance and every job you complete that week increases the chance.
Outlands did like 9 jobs per week I think and you had to decide how you wanted to split that up amongst your characters.
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.
Tecmo — Today at 3:21 AM Since there'd only be 1 vendor for each job style... like 1 tailor npc that gives Tailoring jobs.
Maybe he can 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..