iWerking

Member
Hello. My first post. I am offering invitation to develop a hardcore roleplaying shard with a focus on mass-player-interaction and pvp.
I will provide all of the funding, and in the future there'll be paid positions. This will be an LLC company as well, and you'll be professionally included.
I'll upkeep a server that'll always be adequate for the player base.
You'll always have access to it as a Seer, and with trust a Game Master or Administrator.
I will give you subscriptions to many toolsets that will help you help me help us develop this into a beast of a server.
Your duties as an Administrator involve maintaining the discord, helping with the forums, assisting with the databases, and maintaining a Git copy of the project while also protecting it from outsiders to forward code snippets for implementation.

I will be there to provide answers via discord, forums, and via phone-text if you prefer.

So, I will just be writing about what I plan to include in the development. It is based on real life or realism heavily involved.
Terraforming; The central focus will be around Ultima Live, and giving that power to the players and by that a gameplay feature: terraforming; the map isn't static.

Custom simulated physics; snow falls its cold it also melts and makes people's clothes wet if they're wearing clothes,
wet and cold leads to hypothermia, so dressing appropriately for the storm is essential to survival; what does hypothermia do, causes the body to have to burn more calories to stay warm that enhances metabolism so requires more nutrients to maintain body temperature, this translates to slight requirement differences in food intake which translates to acquiring that food. This is the concept. This leads to begging, bartering, trade, and other gameplay. Players can pick up snow, harvest ice for refrigeration of food staving off spoilage that can lead to sickness.

Bloodlines; Players only get 1 life. Players (male) can bond with another player or npc to form a contract that either:
1) creates a deed that creates a character on their account factoring in like average attributes and frequency of skill use to provide bloodline debuffs/buffs, which modify the behavior of stat and skill gain.
2) creates an actual npc that players must train, feed, clothe, and protect, that can be assumed as a character on an account.
A) Either way, when players die there'll be a choice: restart at character customization, assume a bloodline character, or go through revival mechanics as a ghost involving your karma.

Raids; 100-person groups that uses the existing party gumps with pagination, going to try to include VitaNex's group loot feature, and roll out really challenging 100 person raid instances with lockouts.
 
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Implemented terraforming.
Shovel:
Players are able to 'dig' away land tiles degrading their Z and able to 'pile' the dirt that proceeds onto another tile and it smooths out over time.

Pickaxe:
Players are able to 'dig' away mountain tiles degrading their Z, revealing distributed granite that contains composite minerals and ore/colored ore and it regenerates.

Axe:
Players are able to 'chop' down hued trees into hued fallen logs that harvest into regular/colored logs and remove their stumps and they grow back.
Acquire seeds when the trees are felled, and grow those seeds back into the trees.

Hoe:
Players are able to 'dig' mushrooms, bushes, brush and rocks, and pick them up.
 
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.
 
1. Single life hardcore, you don't start with 100 HP. More like 1000.
1.1 Equipment gives bonus hits, so most people will be rocking 1.2k-1.5k hp
1.1.1 I'm removing robes as an item so people actually have to dress up,
and people can see each other wearing certain equipment to steer clear.
1.2 Equipment gives a lot of base variability, little bit here little bit there sort of deal with properties.
1.3 People will end up getting killed by getting ganked during PvE combat.
1.3.1 There'll be practice arenas wherein people can train to be competitive duelists
1.3.1.1 Gambling Arena, queue for 1vs1 whoever is forfeits first has all the betters for his/her winning/living lose their bets.
1.3.1.2 Dueling Arena, queue for 1vs1 whoever is forfeits first loses; there's restrictive settings here, ie; no bandages, etc.
1.3.1.3 Battlegrounds, queue for 5vs5 deathball, 10vs10 capture the flag, 10vs10 king of the hill, 15vs15 control points, 40vs40 flash points.
1.3.1.4 Then, in the actual world, there'll be cities and player-cities that can be taken over but it's subject to your single life.

2. This is apart of single-life bloodlines:
2.1 You have a choice of being either a regular character or a bloodline character with randomly generated genetics;
2.2 Each day the server takes a sample of all character's attributes, their str/dex/int, and makes an average of it based on its previous records.
2.3 Male characters can get female characters pregnant, with the time acceleration the female remains pregnant for 2 weeks before a single or multiple contracts are given to the female character, then used gives a new character on your account, lol, or queues it up as a record for when there's an available slot it'll be made as when the contract is consumed.
2.4 Based on the parents average attributes and skills, the new character/baby contract consumer/gets modified skill and stat gain, for better or for worse.
2.5 When bloodline characters gain 1.0 skill also 0.5 skill is banked on the account.
2.5.1 Any other bloodline character can consume the banked skill points to regain up to the maximum that's been learned,
so for example a player might have 100 skill points banked but among all their characters only learned up to 70,
so may only regain up to 70 (leaving 30 remaining).
2.5.1.1 I wonder if I should also add that all of your descendant characters also gain some bankable skill points anytime their ancestors gain skill points, if this would be server overload without a queue/throttle.

3. Players can train other players to boost their skill gain, which involves a master's watchful eye (within 18 tiles) as a pupil gains skill.
3.1 For every 30 seconds of the watchful gaze of the master's eye on the pupil's training, the pupil gains a skill acceleration that persists afterwards.
3.1.1 This involves anti-macro mechanics that require a player's attributes to change at least every 30 seconds or the pupil isn't really training, and the training gets canceled and there's a throttle/cooldown, so players cannot simply stand there doing nothing to get the skill acceleration bonus.If players have the same stamina from one tick to another the benefit doesn't occur.
3.1.2 Multiple masters may overlap their total skill on the pupil, so every tick provides increased bonus skill acceleration.

4. Characters choose their stats/attributes via vendors in a city in heaven, lol, before their selections result in ultimately starting out in the world in a random main city that's currently safe/low # of total combatants in the city region or whichever city has the lowest total # of combatants basically.
4.1 This also applies to newly created/birthed characters that haven't logged in yet, their first login results in starting out in heaven-city-place.
4.2 You can build a microbuild: any # of skills, 1 skill at 80, 1 at 50, 1 at 40, rest <= 30.
4.2.1 Microbuilds doesn't count toward bloodline skill banks
4.2.1.1 Bloodline characters start with a randomized skillset.
4.3 Bloodline characters cannot change their starting randomized skillsets, ie; if a bloodline character started with 43.8 alchemy,
than the character's alchemy cannot be exchanged for another skill whereas a regular character could do this.

5. Players can also purchase skill manuals that help to accelerate their skill gain, or directly provide skill points.
5.1 Players of higher skill can craft these, which creates a textbook with a randomized value that's the skill limit,
so for example a textbook with between 50-90 skill, that rolls 86.4, only players with less than 86.4 can learn from it.
5.2 The limit here is that it's ink uses a commodity and its an expensive product, and players either have to survive
a highly skilled character to write a f'kin textbook or resort to acquiring the costs to purchase them.
5.3 There's a throttle based on your intelligence, and players with higher intelligence can learn from more textbooks.

The amount of time needed to 'bounce back' to where you were following a death shouldn't be longer than it takes a ghost to resurrect, right?
 
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