Sillyman wrote:
Somebody on these fine forums a while ago posted (jokingly) an image about DROD MMORPG... but I think that could actually work. Obviously, the overworld should not be turn based. Probably any safe area should let you take your turn whenever you want. As for areas with enemies: either everybody in the room has to move at once, or we handle it like DROD RPG and you just grab a monster.
Another idea is that there could be two sorts of dungeons: RPG dungeons and bonus puzzle dungeons. RPG dungeons are self-explanatory. Bonus puzzle dungeons hold a small number of people in an instance, all of whom must move at once.
I bumped this thread because not only do I want to share a TLDR (too long didn't read) post, I have multiple ideas to share!
...An idea relating to the DROD MMORPG of course.
Okay, so everywhere in the universe, the game is turned based. There is a turn counter in the upper-right hand side of the screen that tells what turn it is. That counter is always moving, say 2 turns per second. You are not allowed to move faster than two turns per second with just jogging (the amount of turns per second is a constant no matter where you're playing). If you do not make a move, it will be counted as a wait.
In the non-instance world areas, the same counter is in effect. People who do not move for some time will have blue text appear on the tile reading "
AFK"
with the actual character fazed out.
A player is allowed to challenge another player over money, keys, or even equipment. The person who reaches the specified amount of HP first will lose the duel. The duel starter will assign the losing amount of hit points, in which both players must agree to dueling each other, what the winner gets for succeeding, and the losing amount of hit points before 180 turns elapse or else the deal is off. During this time, no movement is allowed. When the two begin dueling, a red border shows where the duelers are not allowed to move past. Within the red border, the duelers are allowed to move freely, trying to dodge each others swords, and trying to get first hit on the other dueler. Once combat has ended, the winner gets the "
Phat Lewt"
and the loser leaves with nothing good.
Money is good in the game since it lets you buy potions, food, equipment, houses, skills, reputation, ATK, DEF, and other things in the game. Without money, you will inevitably fail in the game. Killing monsters gets you money, but the more powerful the monster, the more money you get. Jobs will earn you money, but only if you do them well. Jobs are classified as daily objectives that you must complete to get your money. Quests on the other hand are assignments that give you lots of money, but can't be completed over and over again. An example of a job is you must get roach meat from the storage chamber that appears there every 240 turns and take it to the grill along with the spices from the kitchen before the time runs out. It sounds a little repetitive, but hopefully the jobs are slightly more interesting than that. An example of a quest is where you have to clear out someone's dungeon that is full of spiders and antlions. Quests will usually get you more money than average jobs. Jobs that require a lot of thinking will usually earn you more money per day, but they often are longer.
A day might be 24000 turns long, and an hour based on that would be 1000 turns long. Lengthy? This is just an idea and if there will be an actual game, there's a good chance the number won't be like this. Days determine when towns are closed from the outside world, when people are sleeping (night is probably not the best time to ask someone to clear out their dungeon), and the overall brightness level of the overworld. Individual hours determine when people are going to be working in businesses, what people are going to be selling, and where the shadow is of various objects.
The overworld is also known as the Aboveground. The underworld is also known as the Beneath. Neither are considered dungeon areas. The Aboveground includes most the towns and cities (safe places) of the world, but have the lesser creatures of the world, meaning less bounty and treasure. The Beneath is more dangerous, but is has good loot. Also, the Beneath is not affected by shadows from the sun.
Dungeons are places with highly difficult enemies, but they have really good loot. People who are not in parties do not see each other in dungeons. Most of the time, a dungeon will go from up to down. There are some exceptions, like Claythro Tower that go from down to up, but most will go down. Some quests can be associated to clearing out dungeons.
I forgot what I was going to say next, so I'll just stop there.
Also, if this thread was just a big piece of sarcasm, I'm sorry for wasting anybody's time because they read all this and thought, "
It's a good idea, but why was it posted
here?"
____________________________
It was going well until it exploded.
~Scott Manley
Check out the DROD Wikia project
here!