From The Mana World
(added in rough sketch of ideas) |
|||
Line 3: | Line 3: | ||
== Proposals == | == Proposals == | ||
[[/Combat_Skills|Combat Skills]] | [[/Combat_Skills|Combat Skills]] | ||
[[/Equip_Sets|Quick Equip Sets]] | |||
[[/Status_Effects|Status Effects System]] | |||
== Rough Ideas == | |||
* Unified HP for all interactions: Unified HP Theory (UHT). | |||
**Crafting is like defeating a monster: equip tool, damage material's 'challenge hp' with crafting specials. | |||
* Controller based focus | |||
* Healing xp fix : assign a 'healing difficulty' to player. As a monster damages, it adds a factor of its diff to this number. Calibrate for intensity of combat (avoid damage framing) | |||
* xp based on dmg, assigned per hit: integrates with UHT | |||
* ability points treated as skills (no need for levels anymore) | |||
* would be nice to add specials like the skills in Guild Wars | |||
* Skill specialisation, like in Ryzom | |||
* Quality % of items: effects item stats. Based on hp/max | |||
* Zoneless map |
Revision as of 09:32, 14 August 2010
Here is a listing of all my pages
Proposals
Rough Ideas
- Unified HP for all interactions: Unified HP Theory (UHT).
- Crafting is like defeating a monster: equip tool, damage material's 'challenge hp' with crafting specials.
- Controller based focus
- Healing xp fix : assign a 'healing difficulty' to player. As a monster damages, it adds a factor of its diff to this number. Calibrate for intensity of combat (avoid damage framing)
- xp based on dmg, assigned per hit: integrates with UHT
- ability points treated as skills (no need for levels anymore)
- would be nice to add specials like the skills in Guild Wars
- Skill specialisation, like in Ryzom
- Quality % of items: effects item stats. Based on hp/max
- Zoneless map