Community input needed: system design goals

Titans
These should be something planned for ahead of time, not stumbled upon and easily taken down.

Guilds
Guilds of all shapes and sizes should be able to progress. Larger guilds should not have a direct advantage over smaller ones.

Player Customization
Player customization should give enough options to allow the feeling of uniqueness.

2 Likes

Combat Systems - Combat should evolve as players and their weapons do, both rewarding and punishing ALL play-styles and not falling short of making use of the massive 3D field around the character and the real-time elements of combat. Teamwork and co-ordination should reward players with a higher chance of victory while skilled solo players should be rewarded with a higher victory payoff (loot, currency, experience, etc).

Crafting Systems - Weapons, tools and equipment should be fully customisable based off set type variations with materials of varying properties and tiers able to be applied to interchangeable crafting recipes. Basically allowing hundreds of thousands of possible unique weapons with the right materials.

Construction Systems Construction should be included in combat, perhaps providing strategies for facing titans.

Progression Systems - Player progressions should be a paced but open-ended system.

Player Customisation Systems - Characters should be as uniquely customisable as possible. Player appearance/Race should not make a difference in the game apart from visually. (No race exclusive abilities and such)

Titan Systems - Titans should have many variations each requiring different strategies to defeat. Titans should pose a challenge to even the most powerful of players. Defeating a Titan should reward players uniquely.

Beacon / Land Claiming Systems - Players should have only 1 beacon for each world with reasonable distance allowed between another players beacon.

Guild Systems Guilds beacons should only grow as large as the amount of players in it with only a reasonably large distance allowed between 2 different guild beacons. Guilds should be highly customisable (currency, ranks, logo, etc)

1 Like

Combat

  • Combat should be forcing the player to move and punish just standing still
  • Combat should allow for freedom in how you fight instead of forcing to fight a special way, meaning 5 people with swords are able to fight in widely different ways
  • Combat should be challenging, even for normal creatures

Crafting

  • Crafting should feel rewarding for those who use a lot of time on it
  • Crafting should be the main way to aquire things that are not found in the wild (armor, potions, etc)
  • Crafted items should be important for every playstyle
  • Knowing somebody who have spent alot of time on crafting should be necesary for players to get the most out of the game

Construction

  • the game should allow for freedom in builds, but should not lose its voxel feel
  • There should be a system to reward players building homes for others

Progression

  • The players should progress in things by doing them, eg. sword by fighting with sword
  • Through great dedication to a certain playstyle people should eventually be able to call themself a ‘‘master’’ of the playstyle
  • There should be a sort of progression both for fighting and crafting, everybody should be able to build without progressing.

Player customization

  • Every player should be able to look completely unique,

  • Players should be able to customize both how they themselves look, but should also be able to customize the armor they wear, to reflect who they want to be

  • When creating a character there should be a good balance between allowing the player to make a unique character and making sure they dont make something that looks completely out of place in the universe

  • Races should be static, no mixing and matching between races, and most races should allow creation of both genders, but it is also alright if some are genderless.

Titans

  • Titans should require a good group to kill, it should not be soloable
  • Titans should interact with the enviroment, such as leaving footprint holes in the ground.
  • Titans should be rewarding to kill and in one way or the other be the ‘‘ultimate’’ creature for the game

Beacon

  • Beacons should be dynamic and have several rules that allows the player to use beacons for multiple purposes, be it a home or an arena
  • If the player makes it a home beacon it should be totally safe both from players and creatures
  • Beacons should not have an upkeep cost, not everybody can play everyday, and they should also feel that getting a beacon is worth it
  • Beacons should be able to be connected, meaning guildmember can share beacons to create a guild city.

Guilds

  • Guilds should have a type of progression in it, meaning with great teamwork the guild can get certain bonuses
  • Guilds should be a major part of the game, while solo play should be possible, it should be greatly encouraged to be in a guild
  • There should be a reward for doing stuff together with your guildmates.
  • Guilds should be able to be unique and have their own banner.
3 Likes

I meant the second one.

It sould be important that you aim your shoots (e.g. aim for the head to do “critical damage”)

1 Like

head for crit, but eyes if your aim is good enough, for extra.

1 Like

We’re working on a weak spot system at the moment, actually. We can position additional hit boxes with different armour types to receive different damage. Should allow us to make some interesting behaviours and creatures (eg: creatures that can only be damaged on it’s back, etc)

11 Likes

Awesome! This will definitely make for the interesting fights we all are hoping for.

- Construction system goal: It would be nice to have prefabricated building templates. For example, if I want to building a big, arching doorway, I could place a wireframe version of the doorway where I want it positioned and then fill it in with whichever blocks I choose.

This is also a great way for community members to share their creative talents. Imagine all the custom templates on the Steam Workshop!

1 Like

- Player Customisation System: Lots of costumes and accessories. Nothing beats having a very uniquely-styled character. I would get so pumped every time I found a cool accessory. They could be looted, found, bought, or a reward for quests and events. I don’t mean costumes that cover your whole character, we should be able to mix and match lots of items!

2 Likes

although this will lead to people not being credited and it being misused, 13 yr old finds it dislikes it cuase its better than his, steals it builds it copys it and says its his

-Combat systems: the combat system should feel immersive and give me control over my actions, how i attack and when i attack

Crafting systems: the crafting system should feel logical and creative but it shouldn’t be to complex to craft specific items, while very valuable items are allowed to be a bit more complex

Construction systems it should be more for creative and dilligent players while not focused to hard and realistic physics

Progression systems people should get better and gain abilities in things they do mostly by just doing it but partly by finishing special tasks or gaining special gear in general

Player custimisation systems people should be able to look unique amongst others while this shouldn’t be to overloaded

Titan systems Titans should vary and not feel all the same, some you can fight alone others will aquire 20 people, the skills of the titans should vary as much as possible (as mach as you manage to do :wink: )

Beacon/land claiming systems the size of the area a beacon could claim should a first set to a starting value. You should be able to raise the size of a beacon over time with different ways (upgrading it with special items, or by adding more people as “owners” of the beacon") ,

Guild systems there should never be a limit of the size of a guild, working together in a guild should be somehow rewarding

1 Like

I want a :cookie:

THIS POST HAS BEEN RECREATED FOR DISCUSSION HERE

-Combat Systems:

THE PROBLEM
I know a lot of people have been commenting on how the combat system should make you feel in control of how you are fighting. In other words, we don’t want to select a target and have our characters start auto attacking while we wait on a bar full of cooldowns. There’s too much to keep track of in modern MMORPG combat systems and, usually, it all comes down to who spent the most time crunching the numbers and grinding the hours. In fact, this kind of combat system can drive away players who come to Oort to explore and build.

THE SOLUTION
The combat system should implement a simple and efficient control scheme that allows for dynamic combat maneuvers. A good combat system should also include quick engagement/disengagement of enemies. Here, in steps, I will describe such a system:

Targeting
*This would work just like the targeting system in The Ocarina of Time (and a few other Zelda games)

  1. Target your enemy by looking at them, waiting until a small red arrow appears above them, and then hold/toggle the Target Mode key. While targeted, an enemy stays centered on screen. (Camera locks on like in Zelda, remember?)
  2. While you are in target mode: Use the A and D keys to strafe clockwise and counterclockwise around the target. Use W and S to move closer or further from your target.

Attacking
Since the targeting system only requires one hand, the players mouse-pushing hand is free to do some damage!

  1. While in attack mode, hold the left/right/both mouse button to bring up the corresponding “Ability Wheel”. (Example: hold LMB to bring up attacks, RMB for dodges/blocks/reflects, and both mouse buttons for items) Each ability wheel has 4 slots: Top, Bottom, Left, and Right.
  2. Now that one (or two) of the mouse buttons are being held and the ability wheel is up, drag the mouse toward the slot with the ability you wish to use. The selected slot will be highlighted.
  3. Let go of the mouse button (or buttons) once the ability you wish to use has been highlighted. The ability will be used. If you are out of range of your target for a specific ability, the ability will be grayed out and wont cast.

EXAMPLE
So thats it… Now let me walk you guys through an example of how this system could come in handy while fighting something.

-Fighting a Titan: You’re a rogue-like class, quick and nimble. A giant, walking rock wants to smash you and his only weakness seems be his big soft eyes. You gotta stab them… But his head is too high up. Fortunately, as a rogue, you can use the right mouse button to bring up your evasive ability wheel to dive/roll in 4 different directions to avoid attacks while your camera stays focused on the Titan. Even more fortunately, you have a grappling hook assigned to your item wheel (both mouse buttons). You engage the titan by first looking at him. Looks like he has multiple target-indicators, aim for an eye. When you’re ready, grapple hook him in the face; your grapple hook has a +20 retraction rate so you should be close to his face almost instantaneously. Now use the LMB to bring up the attacks wheel and go nuts on his eyeballs when you are close enough (rogue attacks have short cooldowns). You can use the grapple hook again to disengage it, or use a backwards evasion ability to disengage the grappling hook and backflip off of his face at the same time.

TLDR; Target-lock system like Legend of Zelda, use mouse-button(s) to bring up ability selection wheel (think GTA weapon selection with only 4 slots.)

Note: It would probably be nifty to allow certain items and objects to be targeted as well. This opens up a lot of possibilities as far as dungeon design and game progression. Example: Your wooden newbie knife won’t cut through the thick patch of vines blocking you from the jungle dungeon.

Edit: Hopefully this mockup helps. The Charger can be targeted on the head or the rear. The ability wheels replace the toolbar in combat mode.

I think this was already suggested (only read the TLDR) or kind of similar to what you said.

https://forum.oortonline.com/t/combat-mechanics/1747/7

:scream: wut

Well it’s not exactly the same thing. But, wow, that is a very uncanny resemblance.

You should definitely read my whole post though because the details are pretty crucial to keeping the system dynamic and adaptable to classes while still feeling simple and quick.

Edit:
Also, a locking targeting system keeps you from having to aim while also using the mouse to select abilities.

First, classes in the traditional way (wow etc.) are a no-go fir most uf us. If you just meant a classification for someone who specialized in something, then I said nothing^^

The system in zelda never felt good for me. The fights were lame or unfair. That wasn’t only because of the locking system. So you could change it to the better. But would it fit into Oort?
Such a system does 2 things I dislike.

  1. It gives away possible weak points of enemies.
  2. It restricts the combat to attacks to certain points on the enemy.
    And I’d imagine, that it would need more time to implement such a target system then simple hitzones on the enemy body.

About the skillwheels: It’s not a bad idea but I think it would favor playing with a controller.
You’re right that you don’t need to look around so your mouse is free. But such a system makes it almost impossible to be used without targeting.
And to press two buttons at the same time, which are used for individual actions isn’t a good idea in dynamic combat.
At least I would always use the wrong things^^

1 Like

Combat systems

  1. All characters should be capable of all roles, with special racial abilities specific to race creating a sense of diversity and effectiveness.

  2. Combat effectiveness should be a sum total of -
    a. Player skill (hand/eye, understanding/mastery of game mechanics).
    b. Progression through skill advancement (character skills such as melee, ranged, magic, etc).
    c. Progression through weapon advancement (high level/rare items, whether crafted or dropped). i.e. peashooters should be ineffective against Titans, and a Mace of Ancient Doorknobs +5 should kill rats in one shot.

  3. Damage should take place within a range that includes random variability. ie. A wooden bow does 5-10 damage. A 10 is a critical hit and can be further augmented by a particular character skill (bows, critical hits, etc)

Crafting systems

  1. Tiered progression related to skills (skills such as Dirt, Wood, Stone, Bronze, Iron, Steel, etc)

  2. Some random variability where crafting Wooden Blocks might result in a Gnarled Wooden Block only 0.1% of the time, leading to rare components for rare items.

  3. Should the instrument or instruments used for crafting be mobile (character can craft deep in the field/backcountry) or should crafting require the presence of non-mobile devices (a kiln located in a character’s house or capital)? I’m still up in the air over this consideration.

  4. Consider offering a system that allows a skilled character to take a chance to ‘overcharge’ a crafted item for a very small chance of creating a very powerful item or enchantment. If failed the components would be lost and nothing would be created. This would offer several benefits - skilled characters capable of such feats will be sought after, the rare items would be very special and sought after as well, it will create a destructive process that allows components and/or currency to leave the game which helps maintain a balanced and healthy economy.

Construction systems

  1. Simple click to build, click to destroy for single blocks.

  2. The ability to use a tool like a highlighter to select and highlight blocks in order to create macros or copyable blueprints to create smooth mass production (if one builds a 3x3 cube they should be able to highlight it, copy it, and paste it in order to create mass production). This would allow for smooth teamwork and cooperative building on large projects.

  3. The blueprints mentioned above could be a saved macro with a maximum block size that could be saved in a designated guild blueprint storage chest offering only limited storage. This would allow members to save and share useful/common macros among members and friends.

Progression systems

  1. All skills, both combat and non-combat, should be progressive (eg. 1 - 100)

  2. Consider offering all characters one skill of their choosing that can be taken beyond the standard hardcap (eg. to 110), therefore allowing them access to the rarest of items and crafting options within a narrow field (Bows - 110 would allow a character to use a very rare crafted bow that can only be crafted using a component drop from a Titan that requires a crafting skill of Wood 110 to be made, but the same character cannot both make and use the bow). This would create some variety from character to character and incentivize cooperative planning among characters in guilds. Just an idea. It could draw from idea #4 above in crafting. Maybe only those skilled to 110 in a field are capable of special attacks or overcharging a crafted item as I mentioned above.

  3. Some degree of destructive processes that allow for money and items to permanently leave the game. I intend on creating a thread on this topic.

Player customisation systems

  1. Players should inherently look unique due to race and character creation choices, but further customization should be very in-depth, potentially offering rare drop costumes or items that can be placed in vanity slots that have no effect other than appearance.

  2. Instead of the above, limiting vanity options so that worn gear determines appearance, which allows a character’s role to be known and understood at a glance.

Titan systems

  1. Titans should require groups of no more than a dozen people or so, and no less than five or six.

  2. Killing a titan should require a reasonable commitment in time, no more than an hour. If a Titan takes longer to take down it will cause a massive change in the concentration of the server’s population, as people come from all over to try to get a share in the kill.

  3. Killing a Titan should require quite a bit of skill and a solid mastery of in-game mechanics and cooperation. That should be the main focus of the fight - skill and cooperation.

  4. There should be multiple types of Titans, each dropping different components.

  5. Titans should drop a variety of things - components for crafting, maybe a trophy or decoration for a character’s home, maybe a vanity item or costume, maybe every Titan kill leaves a single mote of light floating around one’s character… so that veteran Titan killers can be spotted immediately… or maybe a scar or a tattoo… similar to the Ta Moko of the Maori.

Beacon / land claiming systems

  1. There should be a LOT of real estate… so much so that spotting another character will be rare if one so chooses. Imagine walking for a long while to a remote area that is only accessible by walking/riding/flying and finding a small city that belongs to an individual or guild that has been choosing to remain hidden. Those moments are very special in gaming, and lend a genuine sense of exploration and adventure.

  2. No character or guild should be able to claim all the land in a world.

  3. Beacons should extend in a sphere in all directions above and below ground for a given distance.

  4. However, rare resources can be monopolized. Maybe the above guild has chosen to remain so secretive because their town resides on top of a rare vein of ore. They should be able to claim that vein within their guild beacon’s range, and should receive some defensive advantage in protecting it.

  5. Personal or guild beacons could provide a notification to a player, either through a live message and/or journal entry, that another character that is not on an ‘approved list’ is now within their beacon’s range. No specifics other than that should be offered.

  6. Beacons should prevent the building of most, if not all, structures by someone else within their range. If there is a structure that can be built within the range of someone else’s beacon, then that structure should quickly degrade over time. Maybe that particular building is required in order to attack someone else’s beacon, creating the need for teamwork (someone to repair, defend, and maintain the building while others go to attack the beacon).

  7. Single-player beacons should not require maintenance. Real life gets in the way. People take vacations, have hard times, can’t find time to make it in the game. Players with a life or event outside the game shouldn’t be saddled with heavy maintenance. Guild beacons should require maintenance.

  8. The broadcast distance of a guild beacon should relate directly to the individuals within the guild. For example, maybe the broadcast distance of a guild beacon is the simple mean average of each individual member’s beacon distance divided by the total number of members. Founders with a beacon bonus would therefore offer more to a guild by providing a better beacon broadcasting distance.

Guild systems

  1. There should be a hardcap on guild size, therefore preventing massive guilds that dominate servers.

  2. There should be guild bonuses that must be chosen and are mutually exclusive. Maybe ten options - 10% PVP damage, 10% PVE damage, 10% crafting yield, 10% mining yield, etc). Only one can be chosen at any given time. Maybe they can be changed periodically for a fee.

  3. There should be an economic cost for operating a guild to create another money/commodity sink within the game.

  4. Guilds should have tiered sizes dependent upon membership. In order to go up to the next tier a fee has to be paid, that would allow more members and new privileges (larger guild bank, storage, guild hall, etc).

My apologies for being wordy. More ideas to come.

4 Likes

i agree with almost everything here apart from the blueprint bit do you mean like it would set up a wireframe that you need to fill in, or would it be just copy and paste entire houses making things seem too easy

I should have elaborated upon that idea. I was thinking about blueprints that could be added to a guild bank of prints, for example. I’ll add it to my post now!

1 Like

building:
“Simple click to build, click to destroy for single blocks”
How do you think that’s possible? Do you go in a building mode?

Blueprints still seem like copy paste so it’s a no go.

I really want to get every level (if there will be something like that), so no “only one lvl 110 skill” for me.

titans:
Then again the question: How do you intend to force the players to make groups uf at least people to kill a titan?

On the same note, Titans should NOT drop anything like costumes or gold or weapons. That wouldn’t make sense at all.

beacon/land claiming:
There will be a looooot of land to discover. That’s a given by the devs.
However monopolizing ressources isn’t going to happen to such an extend, since the terrain will recover and the ressources will respawn at a random location.

The rest sounds not so bad to me^^ and sorry for the chaotic formatting, I’m on mobile right now