I wouldn't mind having some competition, but I don't see myself enjoying an area. Coincidentally running into another player and fighting because of the event is one thing, but I'm not sure I like the idea of an organized fight in a designated place.
Well, the tournament will be a battle over the whole world so there really isn't a designated space, as for the clans and territories, there can be neutral areas, and safe areas as well.
Rolling with the idea that games are a phenomenally important thing, suppose there are Hackers within the game that hack in the greatest items, and sell them for exorbitant prices of IRL money to other players, and we're hired by the Game Company to find them through a combination of real life, the game, and maybe some hacking on our end?
That sounds like a fun idea as well.
SO EVERYONE, TAKE YOUR PICK OF YOUR TOP 3 FAVORITE IDEAS AND WE'LL START WITH THAT.
@OoTrillionoO How will the open stat system work? Will it be on a scale ranging from X to Y or will we be going without it and players simply manage themselves?
So It is planned that all characters started with 5 in each stat, and at level up, they would get a new word and +30 stat points to add however they see fit. (You can't add more than 10 points to a stat per level.) If you are big on numbers than simply put, every 1 point in END/WIS = 10HP / 10MP. You don't need to do this though.
Plot line ideas? Well, being locked inside is the standard idea usually. However, the reason it is standard is because the real world part of it is usually boring and you are simply waiting to get back into the game.As well as if it's just a game then why would anyone truly care what happens and if they die. Not as much of an impact and such. Also, for this VRMMORPG, you would need to decide how they play. Do they hook up and basically sleep like SAO or another method. So preferably I think the focus needs to be solely on the game, likely locked inside from the simple limitation of that usually the real world is boring and just the break between getting back to the game unless you have a really good plot plan for it. As for what to focus on inside the game it would depend on what the goal of the game is and how to escape it. (Of course that also depends on if the players know how to escape or not.)
I like the nerve gear idea from SAO, it makes it more fun and realistic. The game menu theme for forming parties equipping stuff would be similar to that of SAO or Log Horizon (Or other). Which ever you prefer.
@Undying Curiosity As for you plot ideas, they all sound really good, and I wouldn't have a problem with them. As a matter of fact, I was thinking that the game could be played via Nervegear type device and you could log in and out whenever you wanted. I do like the clan and territory system, (as that would add a lot more depth to the game) or, you could let the game go for a while, then the company will put out a tournament (for say level 30+ players) where it becomes a huge death battle and people aren't allowed to log out until they are killed and one group controls all the territory. (Once that happens the tournament is over)
Anyways, these are the ideas, plus anyone else who wants to add theirs. So which Idea does everyone prefer?
Recently released in the world, a new virtual MMORPG was released, this one was claimed to be the ultimate MMORPG experience. Its name? Infinite Story. This Virtual MMORPG boasted the most complex custom system ever known in any game. Set in the fantastical world of fantasy and Myth, there was no limit to what a person could do in Infinite Story.
Infinite Story Features:
Open Stat System: Every character chooses how they level up their stats
Strength: Raw physical power (Affects physical damage and other strength required feats) Endurance: Ability to withstand punishment (Increases Base HP and resistances) Speed: Agility, Reflexes (Affects run speed, evasion, attack speed) Skill: Profiency with skill based feats (Negotiating, Dance, Critical Chance, Sneaking, ect....) Intelligence: Raw magical power (Affects magical damage and other feats requiring intelligence) Wisdom: Peace of mind and Collected (Increases Base MP and resistance to magic)
No Class System (I.E: No thiefs, archers, knights, ect.)
No equipment restrictions
Open Skill System (There are no set skills, characters must make their own through use of equipment and words)
Open Magic System (There are no set spells, character must make their own thorugh words)
Open Enchant System (You can enchant equipment through the inlaying of words)
Power Words (Through doing quests and dungeons, players can receive words which allow the use of skills or magic)
Real world physics (Your abilities in game are based on your stats, someone with more strength will be able to lift more weight. Endurance affects how long you can fight, run, swim, ect. The ability to solve puzzles and identify items is based off intelligence, the ability to find monster weakness is based of Wisdom stat, and so on, and so forth.)
As for story, I am thinking that we can start playing the game and interacting between Virtual and Real World, and then later on, once characters have gotten stronger do a classical Virtual MMORPG plot where people are stuck in the game and can't escape.
Any interest? Any Questions? Please Post here.
Words:
All characters choose 5 words to start with at level 1. After that, every level, the character is allowed to choose another word of his/her choice. So a level 5 character will have 9 words. Each word is the part of a spell. Single words like fire, grow, speed, ect.. can be used but because they are 1 word they are generally very weak. The more words a spell (or skill uses) the stronger the spell is. If you wanted to make a fireball spell, all you would need are the words "Fire" and "Ball". If you wanted to make the fire ball explode, then simply put, "Fire" "Ball" "Explode" Now say you wanted to make a fire ball spell explode and do something. While it is possible, it would require more words. "Fire" "Ball" "Explode" "steal" "Health" A spell like that would steal hp from anyone hit by the fireball spell. The same style of spell casting also affects skills in the same way. If you wanted to do a jump slash use the word "Jump" and attack upon landing, if you wanted to add an element to your attack, just add (element) word to the "Jump" command.
There are however, rules to the Word System: Spells cannot have opposite elements at any time. Using words requires time
1-3 words = 1 turn 4-8 words = 2 turns 8+ words = 3 turns
Using Words Requires Mana 1 word uses 10 MP
Players can enchant their equipment by permanently sacrificing words to give that word's power to the equipment. As such, the more words added, the stronger the equipment becomes.
I want to make my sword fire enchanted, all I need to do is inlay the word fire to my sword, and viola, I know have a fire sword.
Players can inlay words into their equipment through use of Blacksmith NPC.
Players can also have sub-classes. I.E: Chef, Merchant, Scribe, ect. Through constant use of the sub-class, players can become more skilled in abilities granted by that sub-class. The higher your skill stat is, the faster you can progress through the sub-class levels. Sub Classes are maxed out at Lvl 100 As for what sub-classes are available, and what skills are gained through that Sub-class, I simply ask that you PM what you want your sub-class to be and what skill or skills you hope to unlock from it.