MMORPG ultime ?

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MMORPG ultime ?

Post  groscul on Tue 29 Mar - 12:19

Si je vous dis que dans mon mmorpg, vous aurez accés aux features suivantes :

Landscape :
Spoiler:
The starting world is a scaled version of the Lake Tahoe Basin which spans the California – Nevada border.

Terrain is based on US Geological Survey data.
Speed Tree 5.1
Speed Grass 4.
Reflective and refractive rivers, lakes and waterfalls.
Players can build roads, clear, level, raise and lower terrain.
120 sq km starting playing field, gradually expanding to a 1200 sq km area and beyond.

Resources :
Spoiler:
Players rely heavily on natural and found resources: lumber from trees, leather from animals, grass, scrap materials and rare objects of the lost modern civilization.
Constantly changing resources can be renewed or depleted.
Availability dependent on season and weather conditions.
Resources can be claimed by tribes.
A large variety of resources with individual properties. Different woods, cloths and metals have properties that affect crafted items.
Scavenged items such as books can introduce knowledge of new crafts and skills.

Environment :
Spoiler:
The realistic environment is not simply visual. It can affect resources, quests, objects, creature behavior and player actions.

Four seasons: Winter, Spring, Summer, Fall.
Realistic sun path and shadows.
Realistic moon cycle and moonlight.
Volumetric and dynamic layered cloud system.
Night sky with an accurate star map and constellations.
Accumulating snow.
Weather effects: Rain, Snow, Hail, Sleet.
Terrain surface affects movement.
Creatures react to adverse and favorable weather.
Weather conditions affect player actions and item durability.

Character :
Spoiler:
Character development is pivotal. Unlike many game worlds where a character develops from a weakling to a god, characters start off as heroes, above average in stats but inexperienced, unskilled and lacking knowledge.

Customizable body, face and hair system.
Characters visibly gain or lose weight and muscle.
Characters age visibly. Ageing affects character statistics.
Statistics increase or decrease based on actions, experience injuries and age.
Skill based system. Skills increase and decrease based on actions and experience.
Experience is gained for most player actions, not only combat, but crafting, questing, gathering and social activities.
Levels gained will give additional points for the character to boost skills and statistics. These are in addition to normal action based skill and statistic gains and reflect what a character would be doing when not actively being played.
Characters possess different gauges that affect the performance outcome of actions: Health, Faith, Energy, Hunger, Thirst and Encumbrance. Additional gauges including Comfort and Adrenaline boosts will be added as the game evolves.
Character actions are tracked for Good and Evil and hidden stats such as Luck.

Basic Actions :
Spoiler:
The character can perform many basic physical actions as well as gain specific skill based actions. Most actions are dependant on a combination of player statistics, skill and current status.

Basic movements include forward, backward, strafing.
Variable run and sprint speeds based on many factors.
Swimming ability and speed are based on skill, stats, type of armor and clothing worn and encumbrance.
Different swim strokes are available based on skill.
Basic actions include gathering, scavenging, digging, sneaking, hiding and chopping trees.
Movement is based on the character’s skill and statistics.
Movement is affected by terrain slope and surface.
Movement is affected by the character’s encumbrance and current state.
Weight and bulk limits make the player have to decide what to carry and what to leave behind.
Nearly 50 different emotes for the character to express himself.
Flexible camera system allows for players to view and record their actions from many different points of view.

Skills :
Spoiler:
Players start the game with a selected set of skills. They gain new skills by learning from other players or by uncovering knowledge in books from the past.

Skills increase with use.
Skills decrease over time if not used.
Skills can be maintained and increased by using experience points.
Skills are affected by many external factors.
Many actions are dependant on several skills.
Skill increase is dependant on the character’s current level of similar skills.
Over 50 skills in Combat, Physical Actions, Trade Skills, Crafts and Resource Gathering.

Crafts :
Spoiler:
Everything in the world can be crafted and destroyed. Craftsmen can find new patterns, recipes and blueprints, learn from other players or gain knowledge through inspiration.

Characters craft tools, weapons, armor and equipment.
Characters build buildings and clear roads.
Eight basic levels of craftsmanship, from Novice to Grand Master.
Inspiration allows characters to gain crafting patterns similar to those already known, without the needs to find these or learn them from other players.
Supreme Master level of craftsmanship for those characters whose achievements top their peers.
Characters achieving the Supreme Master level of craftsmanship work with the dev team to introduce a crafted item of their own design.
Patterns require a minimum skill level, but most are available to mid level craftsmen.
Craftsmen gain patterns as they advance.
Different craftsmen of the same skill level will typically have a different set of patterns in their arsenal.
Object quality and durability depends on materials used and the craftsman’s skill.
Craftsmen depend on tools and supplies from other craftsmen.
As they advance, craftsmen gain the abilities to repair, reinforce and improve objects.

Armor :
Spoiler:
Is not a gear based game. A wide range of armor parts are available and the player selects armor based on play style and appearance more than how stats are affected.

Part based armor system. All parts can be crafted and customized.
Layered armor system for many possible combinations.
Armor bulk and material affects player comfort, speed and actions.
Variable armor quality and durability for the same armor type.
Armor parts can be enhanced based on materials used.
Weapon types versus armor types.
Colored materials can be used to create thousands of different looks.

Objects :
Spoiler:
By scavenging the world, characters will discover over a thousand different types of objects. All objects serve some function, even if it’s not readily apparent.

Found objects can be sorted for material and color
Skilled scavengers have a greater chance of uncovering rare and useful items
Discarded objects build up to restock scrap piles.
Different areas yield different found objects
Objects degrade and decay with use and the ravages of weather and time

Creatures :
Spoiler:
Server is populated with player humans and non player undead, animals and mutants. Creatures can be hunted or become the hunter.
No set creature spawns or re-spawns. Animals multiply based on the current creature population. Undead never truly die, or do they?
Creatures gain experience and power, potentially evolving into legendary beings.
Creatures can overrun areas or be depleted.
Creatures gravitate towards different areas based on mood and weather.
Creatures driven to the outer reaches of the world mutate.
Creatures possess realistic loot. If you see armor or a weapon on a creature you can take it. Animals can be carved up for raw materials.
Creatures are a primary resource for crafters.

Communication :
Spoiler:
Communication between players is key to the world. Characters have many ways to interact and communicate at their disposal.

General chat based on hearing range.
Whisper directed to specific players within range.
Town and player group chat channels.
Help channel to contact in game Guides.
Town markets where players can place items for sale.

Combat :
Spoiler:
Combat combines manual targeting and clicking with the final blow success based on the many factors – statistics, skills, weapon type, defense skills, armor and the opponents stance.

Skill and statistic based combat.
Manual targeting, affected by abilities.
Manual defense tactics including dodging, parrying and blocking.
Body part targeting for critical attacks.
Weapon types versus armor types.
Combat permissions in tribe zones based on tribal settings.
Combat will be revised during the Prelude and improved to match combat oriented games.


Tribes :
Spoiler:
The most important aspect of the world is it’s tribal mechanics. Players rely on their home town or tribe for survival and success.

Players become registered members of a tribe. 10 players or more must come together to form a town.
As towns increase in membership, they can claim more land and gain town abilities.
Player owned protected housing.
Player owned protected storage.
Flexible part based construction system.
Custom rank system. Ranks consist of a power level and set of permissions and abilities.
Hierarchical political systems can be formed based on the rank system.
Bonuses to stats and skills when in native town.
Bonuses to stats and skills for town leaders.
Bonuses to players wearing tribal colors.
Towns serve as centers for quests, trade, crafting, storage and interaction.
Tribes can choose tribal colors and emblems to be displayed in tribal clothing, banners and flags.

Quests :
Spoiler:
Quests are assigned from one player to another using the quest system. Tribal chiefs and leaders will have the ability to assign specific quests.

Quests are posted at town totems so that players can obtain and complete quests without requiring the quest giver to be online. Types of quests include:
Delivery of goods.
Hunting.
Gathering resources.
Crafting.
Exploration.

Other tribal quests and contest types will be added during the Prelude.

Economy :
Spoiler:
The economy is entirely player run. It relies heavily on players to gather resources, craft necessary items and trade. Players can barter or buy and sell using local currency.
Tribes can set local currencies based on found currency items.
Town and individual bank accounts.
Towns can impose taxes.
Player run trade through town totems.
Resources can be controlled and destroyed to reduce supply.
Trade between individuals and towns.

Evolution :
Spoiler:
World is constantly evolving. During the Prelude, characters start off as simple hunters, gatherers and scavengers. As societies will advance new features will become available to the larger, more civilized tribes and towns. These features will include:
Animal taming and riding.
Player comfort levels that affect actions.
In game message boards and mail system.
Agriculture.
Cooking with player created created recipes.
Armor decoration and enhancement system which can indicate achievements and status.
New content including armor sets, weapons, buildings and creatures.
Religion.


The Unknown :
Spoiler:
The full features of the online game world will never be fully disclosed. Part of the fun in playing is discovering the unknown. New features, skills, objects and creatures will typically be discovered in game before they are officially announced. A few hints to spark the minds of new players:


When and where you craft might be just as important as what you craft.
Specialization leads to inspiration.
One man’s trash is another man’s treasure.
Two minds are better than one.
The world is changing, keep exploring.

Vous allez me répondre que quand même, je vous prends pour des billes là, si ça existait, vous serriez au courant.
Vous auriez tord, tout est vrai, le jeu n'est même plus en béta mais en version finale et fonctionelle.

Seulement quelques points noir :
C'est pas bien beau, voir bien laid.
Tout en anglais.
C'est pas du gratuit : 40$ à l'ouverture de compte + 15$ mensuel.

Y'as pas de lien ? Je sais, c'est fait exprés, mais ça n'est pas une blague pour autant, cherchez un peut.
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Re: MMORPG ultime ?

Post  Andr3aZ on Tue 29 Mar - 13:55

I want it now! Shocked

google translator fails at french translation but i think i got what you wanted to say.
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Re: MMORPG ultime ?

Post  Kinkin on Tue 29 Mar - 14:09

C'est vrai que c'est pas très beau...Mais bon c'est pas les graphismes qui nous attirent :p


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Re: MMORPG ultime ?

Post  groscul on Tue 29 Mar - 14:19

Andr3aZ wrote:I want it now! Shocked ...

You can.





Extrait du FAQ :

Spoiler:
...

4.) Is it free to play?

No. There will be an initial fee of $40 and a subscription fee of $15 after the first month.


5.) Is there a beta?

No. There is only an early access for those who have pre-ordered.


6.) What is Prelude?

Prelude is the first chapter. It is a time of discovery, building, and exploration and will continue through summer as the game evolves to include more content and features.

...

10.) What type of combat system does have?

Combat is twitch based with manual defense with left and right attacks and defense moves (dodging and parrying / blocking). Attack is both targeted and area based to specifically attack the highlighted target and part but also hit any secondary targets within weapon range.

11.) Will there be PvP?

Yes, the game is open PVP with consequences and a sparring / training combat mode. In the early Prelude towns will be safe zones.


12.) Will there be taming/pets?

Yes, you can tame wild animals. There will not be a limit to how many animals you can tame or have as pets.


13.) Will there be mounts and mounted combat?
Yes.


14.) Will pets have another role other than for combat

Some pets can be mounted. Other than attacking and following you, pets currently do not provide special skills.


15.) What languages will the client support?

English.


16.) Can I build anywhere or are is it restricted to certain locations?

You can build anywhere, but only tribal areas are currently safe zones.


17.) How do quests work?

Players can create quests for other players to collect resources or hunt creatures for them. There will also be delivery quests and more social quests added as the game evolves.


18.) What is the totem?

Each town has several totems where players can obtain quests, check mail, trade and check on other tribal activities. The totem serves as a focal point for players to check what is going on.

...

21.) Will I be required to grind my crafting skills before I am able to build anything useful?

No. You can craft decent items from the start. Quality and durability of crafted items increase with your crafting skill and you can add more items to your arsenal.


22.) What items will I be able to craft?

Armor, weapons, components, tools and buildings.


23.) Will there be a skill cap?

There is a soft skill cap based on your overall skills and grouped skills such as actions, combat and crafting.


24.) How will resource gathering work?

There are several types of gathering from cutting down trees to scavenging the land and sorting found junk.


25.) Will there be instances?

No.


26.) Will I be able to loot?

Yes. There are loot restrictions based on your combat mode and a loot timer in place. Carrying capacity is also limited.


27.) What is the world size and location?

It is a scaled down version of the Lake Tahoe Basin on the California / Nevada border. The starting zone is the basin and surrounding mountains.


28.) Can we have more than 1 quartermaster?

Currently no, but we are reworking the tribe mechanics.


29.) Will the tribe system require an official tribe leader?

This is being reworked to allow for different forms of government that can have tribes with shared leadership.


30.) Will their be a hard coded system for voting on matters within a tribe?

This is planned for the near future, yes.


31.) What are the limitations on terraforming?

Players can't terraform hard rock surfaces or near existing trees. Players will be limited to changing terrain within tribal zones in order to not mess up the entire world.


32.) Are player levels visible to other players?

No.


33.) How many skills are there?

Currently 50 total. New skills will be added over time.


34.) Will there be NPC vendors or quest givers?

No. There are currently no NPC characters. The world is entirely player driven.
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Re: MMORPG ultime ?

Post  JosephPorta on Tue 29 Mar - 15:52

http://www.xsyon.com/features


( oui je sais je suis salaud j'ai donner le nom du jeu Laughing )

Je dis, pourquoi pas, m'enfin c'est vrai que graphiquement, ça à l'air louche, chez pas, ca me donne pas l'impression d'un monde diapocalipsyque :-/, vous savez, des cratères de bombes énormes, des cendres, des immeubles effondrés, etc...

Same lines in English=>

( Yeah I know, I give the name of the game Laughing )

I say, I don't Know, graphicly, It's strange, when I look at the screenshot, It's doesn't seem to be an apocalyptic world, You know, big hole results by nukes, cenders, crash buildings, etc...
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Re: MMORPG ultime ?

Post  groscul on Tue 29 Mar - 16:18

Bordel Joseph, à quoi ça sert que je tease à mort. Tu comprends vraiement rien au marketing.

Quand au côté artistique (je te parle pas de la réalisation totalement ridicule), je ne suis pas d'accord. Le lendemain de l'apocalypse ne se jourra pas dans les ruines des villes tout simplement parsequ'il n'y aura rien à y manger une fois les 3 magasins du coin pillés.
Y'auras pas le choix, faudra retourner aux champs pour détérer quelques patates et chasser les lapins restants.
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Re: MMORPG ultime ?

Post  JosephPorta on Tue 29 Mar - 16:33

Question de coups et de douleurs comme dis ^^
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Re: MMORPG ultime ?

Post  Cryofluid on Wed 30 Mar - 8:22

Effectivement, ça fait plaisir de voir enfin une équipe qui a compris ce qu'il fallait faire en mmo!

Mais les graphismes, aïe, je vais avoir du mal affraid
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Re: MMORPG ultime ?

Post  Andr3aZ on Wed 30 Mar - 8:24

The FPS are horrible on my mashine at some game locations, but they said there'll be a fix soon.
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Re: MMORPG ultime ?

Post  Cryofluid on Wed 30 Mar - 9:02

Andr3aZ wrote:The FPS are horrible on my mashine at some game locations, but they said there'll be a fix soon.

You mean you subscribed to the game already?
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Re: MMORPG ultime ?

Post  Andr3aZ on Thu 31 Mar - 10:47

Cryofluid wrote:
You mean you subscribed to the game already?

Yessir, i like sandbox games and wanted to try out. Moniez is no a issue at the moment because employer charged us bonuses (not a banker) Very Happy

If i dont like it i can still unsubscribe and try again after some updates. It like Mortal Online, where i subscribe for 1 month every 6 months to see whats new and what updated. Its also a question of support for indie developers and their good game ideas.
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Re: MMORPG ultime ?

Post  Cureton on Sun 3 Apr - 6:46

Vous comptez y jouer ou non ? Ça me plairait de faire un genre de tribu avec vous. Le principe du jeu a l'air prometteur en tout cas. Dommage que ça soit très laid. Enfin ça reste raisonnable même si c'est à la ramasse par rapport à son époque.
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Re: MMORPG ultime ?

Post  Jack_Fr on Thu 5 Apr - 18:58

Je traînais sur le forum WoW de GrosQ pour trouver l'inspiration, quand soudain ce thread est apparu. Et comme GrosQ nous demandait de deviner, voilà à quoi j'en pensé en lisant les 3 premiers spoiler.



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Re: MMORPG ultime ?

Post  Crazy on Thu 5 Apr - 23:59

J'ai maté quelques screens, ça a pas l'air si moche que ça. J'attends le feedback parce que, merde, c'est quand même PAYANT.

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