I like the idea of limiting it to a specific amount of zones accessed through a teleporter Nerdgasm. We could use the "Stargate" inspired portal objects like the one in Feerrott for it perhaps. The plane zones might be nice to use for the actual pvp faction zones.
I think we could start with like 3 zones initially to test it out then expand it the amount of zones used as we figure out the sweet spot on how many overall zones feels appropriate. I'm thinking some where between 3 to 12 zones, but divided evenly with a 24 hour time schedule like 3, 4, 6, 8, or 12 zones. This way repop times for control could sync and divide evenly based around a 24 hour clock format nice and cleanly. The repop times themselves for the individual zones could vary some could be 1hr, 2hr, 3hr, 4hr, 6hr, 12hr, or 24hr respawn times.
On a different note I'd love to do something special with Arena and Frozen Tower where they battle in the Arena for access to it, but as they try to progress through it they can be wiped from behind by other factions with modestly reasonable ease. I think kills of spawns on certain floors could trigger automatic respawning on higher up floors and lower down floors to some extent at least for the more generic non-loot mobs.
I don't know how you'd like to approach loot I know you mentioned modeling items around League of Legends, but I don't know if you still think it being some what of a exact replica model of MOBA/DOTA is critically important or not, but rather just keeping it more traditional EQ instead.
In terms of loot personally I'm been thinking about taking the base UO's armor and weaponry stats which would remain the same though you could have the enhanced magic version of those same items like UO used as well such as vanquishing items. Now what I thought would be cool is taking those items and using them, but then adding in a Diablo stat randomization layer on top of them for additional stats that are varied. So you might have a 36/42 weapon, but it would have randomized resist stats on it and some base hp/mana or whatever in addition to it's original base item properties. The itemization would share stuff in common with both UO and Diablo basically is my thoughts.
I'm not sure if maybe ruin, might, force, power, and vanquishing could provide both the enhanced stat %'s, but in addition to that each tier could add a augment slot as well so vanquishing would have 5 augment slots. That would be cool though if there isn't a hard coded limit to the amount of augment slots a item can contain. I felt like UO provided pretty good variety and balance in terms of itemization and Diablo had a nice randomized dynamic twist to it and combining the two would be similar yet different and fuse together the best of both. I also think it would make it pretty straight forward and well structured on how to design the overall itemization to some extent as well so it could probably cut down on the development time of itemization overall by quite a lot. The naming of items could be a cross between EQ, Diablo and UO's item affix naming with a bit of randomized name generator element thrown in. So you could have something like a Noxsak's Feral Undead Bane Heavy Crossbow of Vanquishing. Silver weapons in UO were like undead bane damage from EQ which could be used in that case, but I'm not sure what I'd call the other EQ bane damages so would be easier to just label it by the Bane damage type itself to simplify it.
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