I've have a bunch of different ideas. In general I think name generators is a great idea to use extensively for NPC names and corresponding item names a lot could be based around randomized NPC names and corresponding loot they drop, but a bunch could likewise completely be randomized themselves and item stats could in part be randomized to some extent which there is a tool for that available.
For content I'd like to congest and compact things, but would like to use portions of Classic, Kunark, Velious, and Planes of Power. Though I don't particularly want to use all of those zones because it's a lot of zones to use. In some cases it might be best to reconfigure a zone to work as town for a race rather than use the native town they had on live like Vah Shir's starter town I'd probably redo another zone to use in place of it. Another possibility is to reduce factions into 3 to 5 base towns and not have the individual racial towns which might be best and free up some of those town zones to be reused in different types of ways.
The MOBA inhibitor, Nexus, Tower concept could actually be a purely PVE fight encounter, but players serve as aids to help the NPC's. If they were winning the battle the PVE struggle would be harder for the opposing side. It would be less complex, but it would be more interesting to be able to kill the oppose factions without a doubt just bringing it up as a option though.
I really want to do some stuff with no rent to make it more prevalent and widely used within the game one idea I had was to tie it to crafting and or questing. Another was to use it as a stepping stone toward permanent items and as general prerequisites for breaking into new zones more easily. The last idea I had was to use it exclusively for charm slot items and have various types of no drop charm items throughout the game world which seems like a novel idea to me. Fact is it could be used for all 3 things simultaneously in reality. A lot can be done with it that's for certain.
Raid content I think would be great to hinge around 2 full groups of 6 for 12 players in total generally. I think it could also be the case that you have a few instances of faction wide raiding that hinges more around 3 or 4 groups worth of players in total. The reason for 12 player raids is simply to reduce a lot of he political overhead of raiding to make it more easily accessible to everyone rather then a few elite super groups exclusively trying to run monopolize and dictate a server that often feels like it ends up being the case.
I want people to be able to progress without feeling like they are being held on the end of someone's leash. Additionally I don't want players to feel as if they need to be tied to a guild permanently by any means for fear that if they leave it's really going to restrict and hamper who they can group with in the future in a very negative light as a result.
Name randomization for NPCs and Items
Item stat randomization
Spawn time randomization
Spawn type randomization
Teleport randomization
As far as spawns I'd like to do some cool stuff like killing spawn X spawns Y in zone Z. Another thing is I'd like to do a lot of time of day spawn/despawn stuff like in the way kithicor works, but more wide spread and prevalent. You could probably intertwine both spawn patterns as well for a lot of bizarre randomization within the world. Some of what you do by killing and triggering a spawn in another zone might help or hinder players in said zone.
It would add dynamics to the world itself that in turn would make it more life like and less rigid and predictable. Also it would help to encourage exploring different areas of the world and for different lengths of time due to the variables of it. You might trigger a quest mob for someone in another zone that could be protected by them instead of dieing to NPC or you might trigger a enemy NPC spawn that someone comes along and kills for loot.
I think you could setup a zone I'll use Black Burrow as a example and make it so both zone lines spawn npc's that continually path and fight and clash with each other. Now each zone line would be controlled by a separate faction players could join and be a part of that fights opposing factions which players can help them in their conquest. Once the NPC's finally reach a NPC at the opposing zone line and kill it players gain access to the other zone line which if that zone line lead to a faction based city or dungeon you could raid it would be worth the incentive.
Additionally when a zone line was conquered and taken over it might relay that message in chat so players could come help reclaim it and boot port the players out of the neighboring or flag the zone and players of both factions for PVP to be cleared from it by the opposing faction.
Merchants will serve 3 functions. The first is a outlet to sell the things you acquire along the way which is self explanitory coin for loot. The second is a means to buy some of the stuff people have sold to the merchants such as spells which will be all world drops now so finding them from players or merchants players sold to or directly from monsters themselves will be your only route to aquire them. The third is to buy special items only found and sold by said merchant these items will be no drop and be for cost progressive upgrades.
Another thing for quests I'm thinking of having tiered collection task quests for each faction every 5 levels in each start faction locatoin that give some kind of xp and or loot reward maybe unlocks content, but more importantly triggers spawns else where within the world.
Now I'd like to make it so the player has some choice they can do something to one of the other factions to impede or deter on there personal progression in some form or another spawning annoying roamer mobs and such for example and or mobs blocking off dungeon access from lower level players for example. I'd also like to have quests in place to reward players or races as a whole from helping eliminate the threats to themselves.
I want some quests options to also help other races in like a gesture of good alliance type of thing so you could have both some acts of good and bad will depending on what the individual players decide upon. This is just to add more dynamics to the overall political and brute force power struggles in play going on within the world. If it could be done in a way that the faction who's struggling the most is automatically helped and the one struggling the least is automatically hindered that would be the nicest way of setting things up perhaps this way quests can constantly help to restore a sense of balance within the world, but is player driven.
The next idea of popped into my head inspired by Lecht's comments in a thread of NatedogEZ to do with augments. He basically said he'd been working on like a FF materia inspired system based around augments similar to NatedogEZ's augment system.
Basically I'd like to have spells setup a lot like a skill system in UO with different spell versions each new version requiring the previous version. The spells would be world drops just as they dropped all over in UO, but there were would be different version as well. Lower tier versions would drop in higher tier zones as well up to a point, but higher tier spells wouldn't drop in lower tier zones. I think perhaps using a sewing kit could also be used to sort of used like a Diablo 2 horadric cube to combine lower version into a higher version as well, but would require x10 multiples of previous versions to form the next higher version.
Each spell skill version would evolve the spell line in particular ways just as some base examples of what I mean which could be used and applied toward the idea.
Buff spell example
Stage 1) Reduce the buff's cannot cast this spell on a character this level requirements by X.
Stage 2) Reduce the buff's cast time by X.
Stage 3) Increase the buff's duration by X.
Heal spell example
Stage 1) Reduce mana cost by X.
Stage 2) Reduce cast time by X.
Stage 3) Reduce casting interruption chance by X.
Damage spell example
Stage 1) Reduce casting interruption chance by X.
Stage 2) Reduce by resistance chance by X.
Stage 3) Increase damage by X.
The combine horadric cube thing I feel could be used for a lot of different things both to upgrade items, but also to clean out a lot of excess items within the world itself. Creating a need to farm items continuously to a degree yet at the same time eliminating some of the excess and devaluation of items over time as well and also encouraging lots of player interaction and trading and working together.
I'd like to have a situation where players can somewhat create a bit more fine tuned paths in terms of character development. I think it's a little dumb that you often end up with 1 main tank 2 off tank and maybe a backup for each in a guild and then everyone else wanting to play that class is sort of left hung out to dry.
It would be really nice to maybe tie religion for each race or faction to bonus for a particular type of elemental spell type and bane damage bonus toward it or maybe two so your not completely tied to 1 elemental/bane dmg perk. If I recall aren't racial stats tied to 2 magic resists by default anyway? I'd like to extend it further to enhance it and also maybe apply a minor bane damage boost. Actually racial augments would be the perfect place to implement this idea which I hadn't really looked into or thought of a use for yet.
Anyway that's a wall of text, but a bunch of different ideas I've been thinking of over time of stuff that would be neat make use of. They'd need to be prioritized a bit and worked on in a case by case basis in implementing them.
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"We are all on the same team, and I think not enough people realize this."
- Leetsauce
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