I'd like to note that the current list of possible rules is more or less a list of (somewhat processed) thoughts I've had. Not all may be implemented to begin with and some may be dropped or significantly altered during testing. It's still more like a notepad than the beginning of an actual rulebook.
Kryigerof wrote:Here are a few comments on your rules:
tdb wrote:No numeric values visible for players, unless they can be measured in-game
(1 kg chunk of metal etc).
Would you be using adjectives instead or completely hiding the numerical mechanics from the players, letting them estimate their skills based on their prior performance? The latter might actually be interesting and even bring some sort of realism.
I've been thinking of adjectives so far. I might go for not showing any indication of skill at all. Time will tell.
Kryigerof wrote:tdb wrote:Weather that actually affects the game mechanics.
This would be relevant if the game is focused on, say, farming, very tactical combat or... maybe sailing. If it's there only to add a -1 to the arrow rolls in the regular D&D style combat, then it's not worth implementing IMO.
It would also be relevant to metallic armor and weapons rusting in rain if not cared for properly. Also getting frostbite / sunburn if not dressed properly. (Finally an RPG where you can't go around all year in your chainmail bikini!) Naturally there will be combat effects as well, from various kinds of weather.
Kryigerof wrote:tdb wrote:Cycle of day and night, compressed to 2 hours.
Pretty standard, I suppose, though as far as I know people (even roleplayers) hardly ever care about the time of day when they decide what they do. It also results in conversations lasting for several days in a row.
In most games the cycle is purely visual. I intend to have it affect your ability to see and the activity of animals and NPCs.
Kryigerof wrote:tdb wrote:Sense of distance, no instant traveling between remote cities via conventional
means.
I'd like this. Though there should be some ways to make travelling interesting so people won't just log off (or multitask if that's not possible) while doing it. Maybe some random encounters (other than random attacking monsters) and definately the ability to talk with your group.
Talking with your group will definitely be possible. Meaningful random encounters will need some GM power to at least set them up, but they would be nice too.
Kryigerof wrote:tdb wrote:Possible to buy a private apartment or house. Others can't get in without
invitation.
Ruling out thievery? A good call if that's not the focus, since I understand thievery can cause a lot of OOC trouble.
Ruling out unnecessary frustration of players when a local thieves' guild decides to plunder everyones' prized possessions during night just for the fun of it. If I could control the type of players that get in the game, I'd leave PvP thievery an open option as well. But in an open-for-everyone MMORPG there just has to be some limitations on PvP actions.
I might add an option to make your apartment vulnerable if you're ready to deal with the consequences. Maybe roleplayer cities where this will be mandatory.
Kryigerof wrote:tdb wrote:Need to camp / get a room at an inn / go to your apartment to log out. Camp is possible to spot with high enough skill, but is untouchable.
Automatic camping on client disconnect? Are there uncampable places?
On link death there would be some rudimentary logic on what to do - if near enough to an apartment or a paid-for inn room, the character would automatically go there. If in the wilderness, he would camp. Uncampable places could exist if they logically fit there, haunted ruins or some such.
Kryigerof wrote:tdb wrote:Base physical abilities: strength, stamina, agility, dexterity
Base mental abilities: intelligence, memory, wisdom, perception
Vast amount of skills, grouped in a tree. Possible to get a quick glance at
a group of skills as whole, or a detailed view of the individual skills.
Skills benefit from each other.
Vast amount of skills suggest a vast amount of game-mechanics to make those skills useful. I'd rather have the exact amount of skills needed for the game mechanics in place. (And the exact amount of game mechanics to implement the core concept.)
It basically means that there's no need to try and force different actions under the same skill. Some skills are also quite closely related - for example, there would be separate skills for forging swords, hammers, axes and so on. Since they don't differ by much, they get significant bonuses for each other. If you know how to make a sword, there's a good chance you can make an axe too, even if you've never made an axe before (assuming you know what an axe is like). When a new skill is added to the "weaponsmithing" group, it would get an automatic base value according to the other skills in the same group.
Kryigerof wrote:tdb wrote:Improve skills by training. Possible to teach skills to others up to 80% of
own skill.
Would training be time-based (Seed/EVE) or would you have to stand around beating some dummy? The same about teaching: would you have to stand around doing some repeated teaching actions or would you just set some sort of a teacher/student relationship and have it take effect over time?
What would be the most efficient way to train skills? I hope it's not killing huge amounts of animals/bandits/monsters. Personally I like time-based systems, because they don't cause such huge caps between the skills of the more regular and less regular players.
Possibly both. Since this is not a sci-fi environment, it doesn't make sense to learn about building houses while you cook. So to learn from a master cook, you would need to stay in the same room as the master and observe and listen to him cooking. If both master and student(s) are players, they are free to talk and possibly do a limited number of other things (depending on skill being trained). Or log off and let the characters train for the day (in a safe place). The balance in training speed needs to be found through trial and error.
As for the most efficient way, this is a learn-by-doing system. I'll try to make sure you can't get to be a master cook by baking bread for three months - you'll have to make a wide variety of different recipes.
Kryigerof wrote:tdb wrote:Degradation when not used for a long time: down to 1/2 of highest value.
Relearn at triple speed.
Please use this only if skill training is also time-based. Grind-based skill learning combined to time-based skill degradation is like two punches in the face of the less regular player.
Degradation would be sufficiently slow that you would not notice it for the skills that you use at least semi-regularly. It's intended to encourage skill specialization and discourage every player trying to do everything by himself.
Kryigerof wrote:tdb wrote:Different types of magic: runic, spiritual, elemental
Here, I believe, you're designing the world from the wrong end again. First decide what the world is all about, and only then think about what magics (if any) fit in there.
That said, some sort of a ritualistic magic system might be great for RP...
See comment at top of this post.
Kryigerof wrote:tdb wrote:Unaware of surroundings while sleeping, but may wake up to noise.
And what would the player get to do while sleeping? Stare at the empty screen, in case of the random wolf attack?
What about letting people roleplay their going to sleep/waking up during this mandatory resting time, but skipping the actual sleeping part?
The amount of required sleep will be sufficiently small that it's bearable. Besides, it's healthy for the player to take a break too. There could be an audible alarm on a random attack (possibly a short while before it) so the player can go to read a book / surf the web and still get back to the game in time to react.
Skipping the actual sleeping would lead to major temporal inconsistencies in a MMO environment. To a bystander, it would still seem that the character went into his room weary and came back two minutes later well-rested.
Kryigerof wrote:tdb wrote:*** Death
Death is permanent by default, the dead character can't just resurrect himself.
Resurrection is possibly, but sufficiently rare that players need to think
thrice bfore doing anything foolhardy.
Reduction of physical abilities on resurrection, amount depends on time spent
dead.
Permadeath needs to be handled very carefully, due to the great possibility of frustration -> players quitting. Some possible ways to handle it:
a) The game/world is all about death, for example a realistic war story. The players will know this when they enter and thus accept death more readily (at least in my theory).
b) You can always avoid death 100%. Risking your life might get you greater rewards but is never required to get ahead in the game.
c) You can never die of lag/disconnect/bugs. This applies even when using a, b or both.
d) Let the player keep all/some of the advancement of the character, giving bonuses to the next character. The next character can be a heir or something but that's not necessary.
By saying "always avoid death 100%" I assume you mean the game (or rather GMs) should give give choices in the plot that allow players to choose an easier path, and not that players should always be able to get alive from every situation they got themselves into.
Getting forward in life means different risks for different people. I might have a one in ten thousand chance of getting into a car accident during my daily trip to work - a fireman might have a one in then chance of getting injured during a difficult rescue mission. In a "free" MMO world, what actually is getting forward? A mercenary's life has considerably more risks than a cook's.
I agree though, that too easy permadeath (or too easy death at all, for that matter) is going to cause frustration. Whatever I finally decide on this though, I want to discourage players from just trying things to see if they're too strong, or engaging some boss a dozen times until the dice finally roll in their favor.
Kryigerof wrote:tdb wrote:*** Communication
Only "vicinity" channel (including whisper and shout) available without spells.
Magically enhanced items allow communication over long distance.
I'd add an OOC channels (public and private) where people can arrange "chance" meeting and such. Otherwise people will just move such communications to IRC.
That has the problem of players using it for actual IC communication. Of course, so does IRC. This again is an issue of not being able to control the players' actions. I will think about whether or not to include an OOC channel.