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***PVM players will receive 1/2 drop gold and -1 drop item from creatures. | ***PVM players will receive 1/2 drop gold and -1 drop item from creatures. | ||
***PVP players will receive 1 bonus drop item from creatures. | ***PVP players will receive 1 bonus drop item from creatures. | ||
***Instanced Thievery System is only usable by PVP players. | |||
*Metallurgy system proposal | *Metallurgy system proposal | ||
Revision as of 07:35, 19 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 only usable by PVP 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