1 Life and PVP? It is going to be hard sell for people to play. You're going to find a lot of frustration from players and turn a lot of people off just by the description. Yes, it is hardcore, but people want entertainment not work grinding to have it thrown away might want to rethink your concept. Maybe a classic 3 Lives old arcade type thing could work along those lines. The bloodline concept sounds interesting. But you will need to have an End Goal type of scheme to attract players.
I agree actually.
It's a lot to dedicate only to lose it all.
I really want the idea though:
A tyrannical king/queen is assassinated
A group is poisoned to death at meal time;
there's the concept of poison conditioning that helps you withstand the damaging effects of consumed poison.
there's the concept of skilling up taste identification so you can decipher the complex flavors (poisons) of food
there's the concept of using a proxy to consume some of the food and wait to see the effects on them
Er, a player is told is get lost from an area and refuses, an assassination contract is made against them at the bounty boards, another player finds it and fulfills it.
A murderous maniac is going around and mass-murdering everything, the city made on its treasury perhaps creates bounties for high-value targets that have commited crimes in city bounds.
The dynamics of PvP conflict might be differently handled than simply murdering the other player in 2 seconds, here with everybody having 1000 health the effort and time is significant, it's not just pre-cast flamestrike from two mages and double-flamestrike your dead. Three mages pre-cast explosion, wow magic reflect takes 1 explosion, the other 2 knock you to 30 life, then they whip ranged weapons wow its fun getting ganked. Here, 3 explosions might each hit for 70 that's 210 life 790 remaining your bandages heal for like 45 in 8 seconds, you're running all around using wrestling to interrupt their spell casts. Idk. You have a chance to survive against 3 others.
The dynamics of pvp need to be different. It should take a lot of time to defeat other players. Players should have a lot of chances to mitigate their chances of death.
It's not fun when you're already engaged fighting an NPC and at like 40% life, and some ganker shows up to finish you off. 40% life here is like 400 life, and that's a lot of damage to dish out in a few seconds you'd need like 5 people.
Implemented an item rarity system:
There's a color-coded hierarchy that when items are clicked shows its color-code.
The color codes are as follows:
Junk item =
dark grey
Broken item (durability at 0) =
dark grey
Common item =
Bone white
Uncommon item =
Green
Rare item =
Blue
Epic/Fabled item =
Purple
Legendary item =
Orange
Artifact item =
Red
Relic item =
Black
The way that this works is every item has basic generic properties set that baseline the effectiveness of the item
Any value over/under those baseline values dictate its color-coded hierarchy.
So for example a shield may have a baseline +20 bonus health, +3% defense chance increase
that's just a common item, bone-white color code.
When the shield has +22 bonus health, +3% defense chance increase, its color code becomes green/uncommon.
I think I'm going to have it where each property has a value, then based on its rarity and gameplay it has a scalar of its value. So for example, bonus str has a value of 1, whereas SpellChanneling has a value of 5.
Then, add up all the value-scalars and re-calculate its rarity value determining the color code.
Generally, legendary items and above have special effects.
Artifact items have huge effects.
Relics have, the ring of sauron, effects.
Example: Here we have,
Thunderfury, Blessed Blade of the Windseeker
It has a 75% chance of HitLightning, and a 10% chance to spawn player-owned air elementals
that on hit also spawn air elementals which then coalescence into each other causing chain lightning.
This creates a weird effect where air elementals rapidly spawn, striking targets, and coalescence into a single air elemental. And I wouldn't screw around with a player with this item, idk.
Example: Here we have the 8-piece
Bloodfang leather set.
Which has a 8/8 set bonus that on hit with a melee weapon has a 5% chance to inflicting X-X bleeding damage and heal the wearer for X-X over X seconds.
Fixed UltimaLive on both Server & Client so there's no stutter/flicker/rendering issues.
It's very buttery smooth now. Map edits are also pushed earlier for a wider swathe of players.
Improved some of the rendering logic so trees/foliage/statics don't 'pop' in and out of view,
the client side rendering distance has been increased so the objects are loaded before the client reaches them
making it very seamless, similarly the culling time has been increased so the objects remain in view and basically get culled when outside of view, making everything much more smooth.
Gutted 2000 classes/items from the project solution,
all of the artifacts, set items, and any descendant of the base classes,
so there's only the base items like BlackStaff. Project doesn't crash as much now.
Added a LosCheck to the Send.All() method that sends overhead names so now Mobiles
behind a wall or something no longer have their overhead name sent when coming into range.
What this does it makes so players inside of buildings for example won't be revealed as being there.
You won't even know a murderer is lurking in the building.
You won't even know that player that just showed up 'round your building is a blue-player.