Roadmap - Dunnin Combat Style Changes: 1) Magic schools overhaul: - 4 Groups of Schools of magic: a) Self healing/buffing - 1 school b) Support & Utility - 2 schools (Support (heal others, buff others, debuffs), Utility (Physics spells and blinds), can use them all but specialize - buff only 1. c) Damage - 7 schools (fire, water, air, earth, holy, unholy, witchcraft/bleeding), can use them all but specialize - buff only 1. d) Summoning Schools - 7 schools (fire, water, air, earth, holy, unholy, witchcraft/bleeding), can use them all but specialize - buff only 1. Crystal type items are consumed for each summoning depending on the school. - Self buffing spells have a small duration (~30 sec) - Buff others (support school) have even smaller duration (~10 sec) but are instant cast. - Bunnyhoping costs more hp and costs stamina as well. If you're out of health you lose more stamina and if you have none left, you die. - To acquire spells players must complete certain quests now (for example, kill a fire elemental to learn inferno, and so on) - The spells list now becomes the spell tree UI. - Spells only improve through meditation and use on mobs (with a daily cap limit), not on players or animals. Complete grind will be long. - Rays share a common cooldown which is now lower. - R50s share a common cooldown which is now lower. - Disabling bolt is introduced in Utility school. - Spells can be freely cast in water but with much reduced potency (?). - Specialization switching of a magic school costs 10% of progression. 2) Armor Overhaul: - Mastery Robes (Mage offensive - cast speed, mana regen, damage, normal knockback). Rare cloth drops from certain mobs. - Mastery Leather Armor (Physical offensive - bow/melee speed, stam regen, damage, less knockback) - fill missing armor slots - Rare leather drops from certain mobs. - Mastery Bone Armor (Mage defensive - more protection, a little cast speed, mana regen, damage, less knockback). Higher quality bone must be used (q2 for non mastery, q3 for mastery 1, q4 for mastery 50 and q5 for mastery 100. - Mastery Metal Armor (Physical defensive - more protection, hp regen, least knockback, large bow penalty, slow weapon speed, slight mobility cost (?) ) - fill missing armor slots. - Armor begins to gradually lose it's protection below 50% durability. Below 10% they're almost useless. 3) Weapons Overhaul: - Balance reach, speed, damage so that all weapons find their niche use - Add new weapon skills like: a) Heavy attack - Similar to power attack but instead of increased damage it makes the enemy flinch for 1 second (unable to hit, cast or parry). Costs more stamina. b) Shield Bash - Replace knockback - you shield up and sprint quickly for 1 second, knockbacking the enemy. Costs more stamina. c) Shield hit - Hit enemy with your shield interupts spells/bow action and does small damage. Costs stamina. d) Hamstring cut - Bleeding damage to HP and Stamina and Slow debuff. e) Crippling Smash - Prevents target from sprinting for 1-2 (?) seconds. f) Ground Break - Special ability for full heavy users - Small local earthquake to make it for neighbooring players harder to aim. - Like with magic schools, players can use all melee weapons but can specialize - buff only 1. - To acquire a certain skill a player must complete a certain quest (kill a mob that uses said skill). - The weapon skills tree UI is introduced. - Weapons begin to lose their damage below 50% durability. Below 10% they're almost useless. - Different weapons are better for certain melee skills. 4) Staves Overhaul: - Fill missing rank staves - Make certain staves better for certain specialization options - Rare woods must be used for mastery staves - Staves begin to lose their damage below 50% durability. Below 10% they're almost useless. Comment: The above changes create a lot of different but balanced playstyles for players to feel special about it. Broad mastery is long-term, functional specialization is early. Macro Systems Overhaul: 5) Marketplace: - Fees by range - Range limitation - Exist in racial cities (highest fees, lowest range), player cities & hamlets (with lower range/higher fees for hamlets) 6) Chaos racial hamlets (former chaos banks with addition of a few house type buildings) -They offer expensive services (usuful for sieges) to clans/alliances for payment: a) Dwarves: They can dig a tunnel for you and they charge by the distance covered and a minimum fee. b) Mirdain: Can offer scouting services with delay (example: 10 enemy players north 20 sec ago, or tunnel detected there, or enemy fortifications detected there), charging by range and time. c) Ork: Can offer temporary fortification buildings, charging by size. d) Mahirim: They offer marking of enemy clan movements by leaving visible traces for allies e) Alfars: They offer traps for the battlefield, charging by the area coverage and misinformartion for enemy racial services (false scouting) f) Humans: They offer Clan strongboxes (only way to get them now) and small anti infantry artillery - Can only employ maximum 2 at the same time. 7) Cities Overhaul - Cities now have 3 outposts nearby but outside of the walls. These provide revenue from people farming and scout for enemies nearby. To build them you need high quality stone. This can be mined in certain locations, drop from certain mobs or found in city resources in small amounts. - Cities require gold and building modules maintenance. - Cities can now build ditches and spikes for defence. Spikes hurt on touch and ditchs cancel the effect of stormblast and make the walls effectively higher. - City's resources are now larger in size and are just outside city walls between the city and an outpost. Each city can have a maximum of 3 resources. Each resources gives a large amount of common resources and a small amount of a certain rare resource per node per city (metal, wood, cotton, stone). The node has a bar, indicating how full it is (preferably a visual indication by actual visible stock items (cut wood trees, large pieces of stone, etc). - City animals now don't physically interact with players. - Cities receive revenue from conquered villages nearby. - Cities receive offer their clan members a loot buff for mobs in their range, in the outposts range or in the range of conquered villages nearby. - Tools to gather city resources can only be bought from city vendors and are different from normal gathering tools. The gold paid goes to CV. - The city nodes outside also have a store-building and an NPC that offers quests to clan players to gather related materials in certain places with higher rare drop rates. - There are no city buffs around the nodes/outposts. 8) Siege Mechanics Sieges now last for several hours - No more siegestones. - Attacking force sets up a camp (huge tent). Set up of the camp is announced. Defenders have 1 hour to find and destroy the camp. - Within 30 minutes of camp set up, City outposts are now vaulerable. Attackers have 1 hour to conquer at least 2 of the 3 outposts. Outposts are conquered by expulsing all defenders from it for at least 10 min straight and have at least 15 attackers stand in them for the same time frame. - The walls are now vaulnerable. Attackers have 2 hours to destroy a certain number of walls. - The clanstone is now vaulerable. Attackers have 1 hour to destroy it. 9) Danger Zones - Around Racial Cities is the Blue Zone (Loot and paperdoll are safe for blue players but - alignment loss for killing blues) - Islands, and Midmap is the Red Zone (Full loot for all - no alignment loss) - The rest is Yellow Zone by default (Lose loot - keep paperdoll - armor & holding weapon) but Holding owners can change their tile to red if they want to. - Dungeons are split in YZ dungeons and RZ dungeons depending on the chest quality (Leenspar chests and dual chests are Red) - Gank damage to armor is noticeable (more damage the safer the area). 10) Quests - Quests have now a quest tree related to the lore. Future quest icons can be seen. - Quests are categorized based on who gives them, Racial city npc, Chaos racial npc, city npc, chaos island/mid map npc. - Quest notifications pop up notifying the player of the context and significance of the quest. 11) Racial Wars - Every day random diplomatic events take place and when tentions rise enough, a racial war is declared. - These are diplomatic events that when they happen, YZ is turned into RZ and BZ is turned into YZ between these races only. - Clans receive penalties for not having homogenous racial profiles during these wars. - Racial cities have bounties for racial enemy players. The more kills a player has on your race, the higher the reward to kill him. To avoid a bot exploitation, only paid accounts can receive those quests, no common IP is allowed between those kills and any instances of further exploitation will result in a ban. - At the climax of the war there will be a racial siege, announced 24h in advance and will keep being announced every 30 min, where the attacking race will attempt to kill the councilor of the defending race. During that event guard towers are down, bells are ringing, citizens are yelling and the councilor is turned into a "mob" with high HP. He must be killed within 1 hour. The killer receives a hefty reward upon delivering the quest. 12) Conquest - Every city has villages nearby that are conquerable. - To conquer a nearby village the players must destroy it's stone and place it's seal on it. - The conquered village provide a small hourly income to the clan. - To conquer a village from a neighbooring clan you must make it vaulnerable by braking the enemy seal with battlespikes/hammer and waiting 23 hours. The attackers then will have 1 hour to destroy the stone. - The seal in now invaulnerable for 24 hours. 13) Clan Symbols & Identity - Clans should be able to carry banners and have clan dyes as a preset (some cost in materials can be added but should be easily manageable). Comment: The above changes create a Triad of general player styles: Chaos - Conquest - Racial Micro Systems Overhaul: 14) Gathering Overhaul - Gathering gives different quantity and quality of items based on the type of danger zone. - Blue zones don't drop rare items. - Each region drops a specific type of rare item. - Cheap fishing boats are introduced but they're slow, weak and don't have the fishing capacity of the more expensive boats. 15) Crafting Overhaul - Crafting grind is increased a lot - Each race is better (durability wise) at a certain craft: a) Humans - Robes & Bone armor b) Mirdains - Bows c) Orks - Weapons d) Dwarves - Heavy Armor e) Alfars - Staves f) Mahirims - Leather Armor - The crafting skills tree UI is introduced 16) Dynamic Mob Spawns - Randomize some of the mob spawn locations weekly (migration mobs). - Hide those spawns until players discover them (then the players can choose for them to become known to their clan/alliance). - Increase loot and increase rare item drop rates for these mobs. - This may turn the multitude of unfarmed mobs to something more interesting. 17) Dynamic Loot Tables - Weekly events affect loot tables (for example a drought on eastern Yssam is reducing either the no of mobs that spawn or their loot). 18) Mounts Overhaul - Mounts can be equiped with a craftable backback and can carry up to 300kg for racial mounts, 100kg for bluetails and 500kg for battlehorns. - Mounts can be equiped with pedals and gain a sprint ability. - Mounts have their own stamina which they lose when sprinting and they lose more, the more weight they carry. - When mounted, mounts can be ordered to attack where the player is aiming if within range instead of 1h use. Damage depends on the mount, Battlehorns > Racial > Bluetails. - Player can interact with items/players/banks while mounted. - Mounts can be equiped with craftable lashes that takes ~2 sec to bind them somewhere, but takes ~10 sec to unbind them and offer a sound effect - warning that they're being stolen. Comment: The above changes create a diversity of player focused activities: PVP, PVE, Crafting, Gathering, Politics, Exploration, Trading 19) CV Tiers & Banking - CV can now have multiple tiers. Clans by said tiers from city NPC for gold. - Each tier's permissions are bound to certain ranks. a) Crucial - SGs and Generals b) Vital - Colonels and Majors c) Essential - Captains and Lieutenants d) Basic - Seargeants and Privates 20) Bags and Sacks - Sacks remain the same - Bags now have specific pockets for specific types of items: a) Battle Consumables pocket (regs, arrows and crystals) b) healing consumables pocket (food and potions) c) weapons/bows/staves pocket d) armor pocket - Items dropped randomly in the bag go to the appropriate pocket automatically. - Opening the bag opens a window devided into more windows (the pockets). - Autoloot but slow loot button. - Add sort and stack buttons. 21) Environmental Gameplay - Volcanoes launching projectiles - Lava flows that force movement - Foggy graveyards with debuffs - Swamps that amplify fire damage - Aggressive plants / knockback mushrooms 22) UI overhaul - Journal needs to be replaced by something like the Tasks menu. - Enchanting UI: a) When you do a successful enchant once, then it should be added in a known enchants list and next time you can just choose it. b) You must be able to add multiple items to be enchanted with stacks of enchant mats and choose to do all of them insted of adding them all again 1 by 1). Comment: The above changes are focused on lessening player frustration and help with retention.