Hm, wtrącę jeszcze swoje 3 grosze, bo przypomniało mi się, że 2 mmorpgi, z których jeden jest w open, a drugi closed .kr/.jp becie niosą trochę ciekawych pomysłów.
Grando Espanda - imo bardzo dobry podział na serwery dla różnych typów graczy:
Kaion napisał(a):
[Normal Server]
* Anybody can play. The "default rule set" server.
[Adult Server]
* Only those 19 and over can join.
* Blood will be shown.*2
* Gambling may be a possible option.
[Full Time Worker Server]
* Only those 25 and over can join.
* Other rulesets are same as Adult Server.
[Teen Server]
* Only those 19 and below can join.
* When the server time hits 12 AM, 'Go wash your hands, brush your teeth, then go to bed' server message will appear, then server will proceed to shut down. It re-opens at 12 PM next day.
* Playing on this server costs only half the price of normal monthly payment.
[Hardcore Server]
* If you die too much, your character will not be available for play forever.
* EXP given is high compared to others.
[Regional Server]
* Same as Normal Server ruleset, but has regional marks next to it. IE) Western, Central, Eastern...
[No-Trade Server]
* Item drop window is absent (this means only you will ever get items from mobs you kill), and cannot trade with other users.
* Eliminates need to trade real life money for in-game items.
[Real Name Server]
* The 'name' that appears for chatting will be same as your real-life name.
['Natural' Server]
* Only informal talks are tolerated.
* NPCs will have slightly different text.
[Anime-Mania Server]
* Server allows connection from Japanese IP.
* NPCs will have slightly different text.
* Japanese Friendly's Heaven - just kidding!.
* If the name of the speaker is male according to Korean Citizen Registration Number, it will add a '-kun', '-chan', etc.
[Well-Being Server]
* Fatigue System Active.
Note those rules can overlap each other too, so think about that when you give me your opinion, man.
The 'Fatigue' system had to be made so we can eventually put GE in China due to their new laws, but you know man, it seems like a waste if we just use that in China only.
RO 2 ot, chociażby system "specjalności":
Kaion napisał(a):
* Job System Details - Speciality System *
Speciality is a system in RO2 that allows characters to use skills from different classes without having to be that certain class. You gain "speciality" abilities by job leveling, allowing you to create unique class combinations.
Speciality is gained naturally as you progress in job levels with the class you are with.
For example, Swordsman at Job LV 20 gains "Bash Speciality". You can equip this speciality when you change into, say, Magician, which then allows you to use Bash ability without having to be a Swordsman.
Not only skills, you can inherit the ability to equip specific gears that are usually limited to that class.
For example, Swordsman also have a speciality called "Long Sword Speciality". If this is equipped on whatever your current class is, that class could equip Long Sword-type equipments, even on Magicians.
The skills and equipments acquired through Specialities do not have any specific limitations. However, the Speciality skills are not upgraded.
For example, if you have learned up to Bash LV 6 when you acquired Bash Speciality, then you changed into Magician class. Equipping Bash Speciality allows you to use up to Bash LV 6, but you cannot level that any further than LV 6. Only way to level it up again, is to switch back to the original job of where this Speciality originated - in this case, Swordsman.
Note Specialities can only be equipped and unequipped through specific NPCs in towns.
... We also are very aware that this system would cause completely imbalanced characters if they take enough time to learn maximum levels of all Specialities. Knowing that, we put in a restriction system so no single class can have all maximum Specialities at once.
One thing first, not all skills are available through Speciality system. There are two types of skills - Speciality skills that can be used by others, and "class-only skill" where only that specific class can use that skill. As such, this ensures each classes in the game have their specific value in groups while allowing versatility.
For example, Swordsman's skill, Bash, can be learned through Speciality. However, Gallant Rush, is a specific skill that lets Swordsman to taunt all nearby mobs to himself. This skill is one of the defining points of being a Swordsman, and as such, is not available as a Specialities skill.
There's also limitation to number of Specialities you can equip. There are 4x4 cell that represents number of "Specialities" you can equip. Depending on its power and ability, a Speciality can take up more than 1 block in that 4x4 cell. Also note, you cannot just horizontally stack all Specialities in a row. It must have straight line all to itself.
Specialities take up 1, 2 or up to 3 slots maximum. The slots are assigned in an order, as such, in a 4x4 cell, you can have one powerful Speciality that takes 3 slots, then you will only have 1 slot left over, which can ONLY be occupied by 1 slot Speciality. This is done to prevent stacking multiple powerful Specialities in a row.
In the end, there are maximum of 16 Specialities you can equip. However, you do not get all slots at once. Your character gradually gains additional slots which to put Specialities up to 4x4 cell block as you level. As such, getting everything does not make you powerful. Mix and match what will be the most beneficial to the situation you are about to encounter.
Dodam też, że imo pomysł zaprezentowany w RO, czyli wybór jednego skilla przy job level upie i brak możliwości posiadania wszystkich był bardzo dobry. Tak samo jak samodzielne przydzielanie statów przy zwykłym level upie - dzięki temu, mimo, że było kilka bardzo dobrych buildów dla każdej klasy, to gracz miał dużo większą swobodę niż w innych grach tego typu ;)