SumBum wrote:I don't think I ever engaged in PVP within FTO but I do really like the way hunting is done. It's far more interactive than just whacking a wolf once a day. I think PVP is done similarly, though. The char being attacked fights back in the same way the animals do so there's a chance of defending yourself automatically. I also like the "furniture provides healing" aspect and that you have to manufacture all healing items.
I like that Cantr has random animal attacks even if you don't hunt.
I hate that FTO does not have the ability to drag chars (but I like that you can move furniture!). You never realize how much you use dragging in non-violent situations until you can't toss someone out of your house or toss someone inside so they don't die of cold.
That brings up another thing I like about FTO - weather affects your health.
A huge huge request from me would be regarding crafting. I think the best (only?) way to truly have "careers" and valuable skills is to require a certain skill level to be able to make things beyond basics. Cantr and FTO both fail in this. Interaction and cooperation would get a great boost if chars had to seek out someone who has invested time to become specialized at something. That specialized char then has a marketable ability.
Thanks, SumBum. I'm happy to see some suggestions mixing preferred elements of both games as that is sort of the goal here, in addition to new features or features done differently. I'm going to list things in bullet point since it'll just be easier to read, I hope you don't mind.
- I agree that the PVP in FTO is lacking, and I would like to do it differently in MarosiaI never really found the automatic fight scene enjoyable, as it felt very hands off and even though it added more detail to how a fight went it didn't allow you to RP during the fact. Only after. My thoughts on PVP for Marosia would be to have it be more like Cantr where you're allowed a hit every certain period of time, but likely more often, and there would be automatic counter attacks from the defender (making it way less crucial for the other player to be online during the time the fight takes place.) However, there still needs to be a discussion about dragging. While it's a realistic feature, and it has many uses outside of fighting, dragging is hotly debated here where it concerns violence. Since characters can group to hit a single other character more than once and drag them into a locked room, that is what makes the fighting in this game fast paced in what is otherwise a slow paced environment. I'd like to avoid doing the same. I don't want it to take several days to end a fight though either. So, there are some restrictions that could come into play that may help with this. Dragging is up for debate, but I could also limit an individual to being attacked by only one person for a period of time. For example. Person A hits Person C, but Person B can't hit Person C until after a certain period of time has elapsed either. This could work a number of ways. Obviously we want to keep the group element alive, without overpowering it to the point that fighting can happen in an instant where a character might not be awake for several days. Combat is something I want to be great, but I would love to hear more from this community on how to go about doing that, as it's one of the more complicated elements of gameplay.
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Hunting is something integral to the start of survival and is a possible cultural element to communities as well as an opportunity to RP with the environment.
So, the plan is of course to have animal attacks. But this is also debateable. Should there be other things animals do, or is that a waste, and would it be repetitive? Some MUDs have animal RP that generates automatically once in a while to give a clear picture of what the wildlife is doing. Is this something that would provide enriching RP opportunities, or is it something that will be enjoyed for the first few times it happens before it gets entirely ignored? It's something to consider. Hunting itself I expect to be a pretty straight forward process, but again it sort of feeds back a little into what combat should be like, at least where it doesn't concern other players. I think animals should be able to be killed in the same day, at least, instead of the one hit a day situation. Perhaps hunting might have to take all day with several hits, which is realistic at least on your own, but you'd have meat to cook by nightfall, in a manner of speaking, at least. It could work similarly to PVP where it's a single hit with a possible counter attack from the animal, and hit limits are much more than in Cantr. Perhaps every couple hours or so.
- Dragging characters is still a feature I have not decided onDragging characters, as I've already mentioned, has a lot of consequences where it concerns violence. Dragging objects WILL be in the finished game for certain, however. I love being able to drag furniture as well, and I've never understood why we shouldn't be able to. It makes moving much easier, and allows you to recycle resources easily. But dragging characters, I can see it having limitations in and out of violence. It may as well be considered different features depending on the context so, I'd appreciate discussion on that. I would think of it as three separate contexts:
Dragging characters during violence (to that character)
Dragging characters outside of violence
- I didn't consider weather affecting healthHow do you see this being a factor? I'm interested, but I've no idea what to imagine. Can you elaborate?
- Crafting is something that has been heavily thought out, and this is what I have so far.I've decided to use a freeform system with most crafting elements. This is a little complicated because it depends on what exactly you're making, but I'll try to explain it as best I can - I do like your suggestion though, that certain things must have a certain skill level. I think I could tie that into this system pretty seamlessly.
The way crafting currently works is split between creating items with properties (strength, or potency) and creating items that only have practical use with no effect on the character (machines, tools, buildings).
The items that fall in the first category are: weapons, armor, healing potions, food, and clothing (to a degree). Here is a picture of the board I've been working on. Ignore anything about tech levels as that stat was scratched.

Weapons, armor, healing supplies, and food will have a 'freeform' system where you can take any resource that falls under one of their possible additions, and can combine a number of these ingredients to make a truly unique item with unique properties based on those materials.
Now, these do require certain base recipes. For instance, say you wanted to make a dagger. The base recipe for that dagger is -at least- one metal. However, what metal you want to add it up to you, and it doesn't just have to be one. You can also add gems, or cloth material, or more metal, but each type will have an individual limit. With a dagger you can only add one other element. So that can be any of the above resources. Whatever you do, you'll add some properties to the weapon based on what you choose.
A dagger made with a mix of iron and platinum is definitely going to have a higher attack than a normal iron dagger with leather gripping (which may increase dexterity, I haven't decided it all yet). You can see where this is going, but that isn't all. The skill level in that craft is a major deciding factor on just how potent the properties will be when it's made. All materials used in its creation will be visible to anyone looking at the time, as well as the brand (if added, a sort of signature by the crafter), its description, and its 'quality' which is an indicator of how well the item was made.
The works similarly with food for nutrition, armor for defense, and healing materials for health replenishment. Clothing also has this crafting method, but there are no property additions as it stands today, it just allows a tailor to be truly as creative as they wish to be within the realm of what sort of clothing they're making (there are different base requirements between a shirt and pants for example).
After all that, it's still possible to require certain levels in skill before a certain 'type' of item can be made in this free form style, if the skill factoring into properties is not enough.
All other items will be made with specific recipes.
If you have any questions about this, ask away.