Harmony Online

by Lavitiz
A fantasy sandbox RPG with a focus on non-linear character progression, intense open-world PvP, and plenty of quests to keep you yearning for more. Are you ready for your action-packed adventure?
In response to Xirre
Xirre wrote:
Wouldn't it be more.. different.. to do Area/Zone? I'm sad that a lot of people went for the more common type of PVP setting, Open World. I'm honestly tired of seeing the same type of game every time I play one.

Choosing the Area/Zone setting would bring a realistic feeling. While you aren't normally allowed to fight in a town, you are not bound by the laws when out in the wild exploring the forest and such. In a town, there are guards and laws are enforced.

Heck, if the game involves magic beings, then have it so that on each town there is a protector. Anyone who fights there will be instantaneously killed. It'd suck if you misclicked though. So, a little warning from the "protector" or have it so it only triggers after a certain amount of hits would be best advised if this were ever the route you'd go.

I'd have to agree with Balborg, you've just basically contradicted yourself at every turn here.

Area PvP is all well and good, but it's easily abused and that much harder to make fool proof. By making sure the 'protector' isn't just willy nilly attacking everyone who accidentally does something, you're leaving it open for people to still do as they please because they'll undoubtedly find a way around it.

Having an area with guards and soldiers, who can protect it is just as feasible in open PvP. If not more realistic, allowing people to raid towns and use things such as time of day to their advantage if they wish.
What if the world was open PvP, but there was a small safe-zone within each town? Open to speculation in regards to shops being safe zones as well. The NPC Guards will be exceptionally strong. Certain boss monsters will require a party of 3-5+ to kill, and I was planning on making NPCs similarly as strong.
Are you planning on having towns be raidable for some kind of reward or effected outcome if it's been raided?
Otherwise I'd suggest making the town a safe zone and being unable to enter the town if you're flagged as being in combat, that way people can't just run to a town if they're fighting.

It also means anyone who wants to go AFK or whatever have the entire town to do so, so a specific part won't become over crowded just because that's the only safe zone.

It's kind of classic Runescape-esque but it sounds feasible to me.
In response to Mask of Illusion
Mask of Illusion wrote:
Are you planning on having towns be raidable for some kind of reward or effected outcome if it's been raided?
Otherwise I'd suggest making the town a safe zone and being unable to enter the town if you're flagged as being in combat, that way people can't just run to a town if they're fighting.

It also means anyone who wants to go AFK or whatever have the entire town to do so, so a specific part won't become over crowded just because that's the only safe zone.

It's kind of classic Runescape-esque but it sounds feasible to me.
second this
Also put something ontop of players head to tell the other players if they're bad or good like Green = Good /Haven't killed another player Orange = Neutral /Killed a person or have done a crime Red = Evil /Killed a bunch of players/ or commmited a bunch of serious crimes like killing a king.
In response to Lavitiz
Lavitiz, don't asking for much.
You should know that people are more attention-whoring than willing to help. They can say what do they expect and how would they want things to go but it is your game and you should know what is for your game the best.
In response to Balborg
He is asking for feedback on the concepts that he has come up with, nobody is telling him what to do - we're simply trying to help by giving him our opinions on the matter.
In response to Mask of Illusion
nobody is telling him what to do

Nobody is supposed to tell him what to do. I don't know for you but nobody is telling me either.

we're simply trying to help by giving him our opinions on the matter

It's fine to show direction if somebody is not sure but this is not just it. As I said he should know the best what's for his game good and what's not.
In response to Balborg
I'm not sure what your problem is, but thumbs up to you mate.
In response to Chumble93
Chumble93 wrote:
Mask of Illusion wrote:
Are you planning on having towns be raidable for some kind of reward or effected outcome if it's been raided?
Otherwise I'd suggest making the town a safe zone and being unable to enter the town if you're flagged as being in combat, that way people can't just run to a town if they're fighting.

It also means anyone who wants to go AFK or whatever have the entire town to do so, so a specific part won't become over crowded just because that's the only safe zone.

It's kind of classic Runescape-esque but it sounds feasible to me.
second this

Not a bad idea, actually. Make Town's safe-zones. Maybe have a toggle for certain world-events.

I still think I'll have PvP Arenas just for the fun of it. Maybe a short distance outside certain favored locations.

The arena would literally be that- An Arena. A big area of land where PvP would be FFA.

I love the idea on the colors for karma reasons. I'll actually have their name overlay change color. I'll remove the hover for player names and have them always show. Then have different colors for different karma ratings.
In response to Mask of Illusion
Mask of Illusion wrote:
Xirre wrote:
Wouldn't it be more.. different.. to do Area/Zone? I'm sad that a lot of people went for the more common type of PVP setting, Open World. I'm honestly tired of seeing the same type of game every time I play one.

Choosing the Area/Zone setting would bring a realistic feeling. While you aren't normally allowed to fight in a town, you are not bound by the laws when out in the wild exploring the forest and such. In a town, there are guards and laws are enforced.

Heck, if the game involves magic beings, then have it so that on each town there is a protector. Anyone who fights there will be instantaneously killed. It'd suck if you misclicked though. So, a little warning from the "protector" or have it so it only triggers after a certain amount of hits would be best advised if this were ever the route you'd go.

I'd have to agree with Balborg, you've just basically contradicted yourself at every turn here.

Area PvP is all well and good, but it's easily abused and that much harder to make fool proof. By making sure the 'protector' isn't just willy nilly attacking everyone who accidentally does something, you're leaving it open for people to still do as they please because they'll undoubtedly find a way around it.

Having an area with guards and soldiers, who can protect it is just as feasible in open PvP. If not more realistic, allowing people to raid towns and use things such as time of day to their advantage if they wish.

Sorry, didn't bother to read the definition of each type of PvP. TLDR'd and responded. Instead, I used my own guess to figure out what Open World and Area/Zone would be. Well, I know what I want. I described it. I hope it gets implemented nonetheless. However, I read them now that I had time to read them. Open World seems to be the most interesting and the one I look forward to.

The one I see in every game is where everywhere is PvP. And there may be a few houses or so or a spawn area that's a safezone.
In response to Xirre
Xirre wrote:
Mask of Illusion wrote:
Xirre wrote:
Wouldn't it be more.. different.. to do Area/Zone? I'm sad that a lot of people went for the more common type of PVP setting, Open World. I'm honestly tired of seeing the same type of game every time I play one.

Choosing the Area/Zone setting would bring a realistic feeling. While you aren't normally allowed to fight in a town, you are not bound by the laws when out in the wild exploring the forest and such. In a town, there are guards and laws are enforced.

Heck, if the game involves magic beings, then have it so that on each town there is a protector. Anyone who fights there will be instantaneously killed. It'd suck if you misclicked though. So, a little warning from the "protector" or have it so it only triggers after a certain amount of hits would be best advised if this were ever the route you'd go.

I'd have to agree with Balborg, you've just basically contradicted yourself at every turn here.

Area PvP is all well and good, but it's easily abused and that much harder to make fool proof. By making sure the 'protector' isn't just willy nilly attacking everyone who accidentally does something, you're leaving it open for people to still do as they please because they'll undoubtedly find a way around it.

Having an area with guards and soldiers, who can protect it is just as feasible in open PvP. If not more realistic, allowing people to raid towns and use things such as time of day to their advantage if they wish.

Sorry, didn't bother to read the definition of each type of PvP. TLDR'd and responded. Instead, I used my own guess to figure out what Open World and Area/Zone would be. Well, I know what I want. I described it. I hope it gets implemented nonetheless. However, I read them now that I had time to read them. Open World seems to be the most interesting and the one I look forward to.

The one I see in every game is where everywhere is PvP. And there may be a few houses or so or a spawn area that's a safezone.

I'm really liking the direction open-world PvP could go. If anything, an option to protect players could include temp debuffs that stack and get rougher and rougher, and eventually jail.

I suppose jailing would be like... After killing a LOT and getting massive debuffs, you'll be at such bad karma you'll have to stay away from towns. If you're killed by a player or NPC at that point, you'll serve a long jailing period for that character. Maybe with some mini-games to work time off faster?

NPC Guards should actually scale to a players level/karma rating. Maybe they'll hit harder an take less damage from players depending on how bad their karma is? This way, eventually players will be outcasts until their karma drops. Or face jail time.

This also gives a reason for arena, karma would never take place while in the arena.
I love that, just the concept of it sounds incredible.

If you can pull something like that off, it would be amazing. Have you considered having some like "wilderness" maybe at the edges of the map, away from the towns where players can kill other players to maybe shorten the duration of the debuff?

It would encourage PvPers to stay away from the borders of towns and also give really confident players somewhere to go. Maybe adding dungeons or treasure in the deep wilderness so that players become part of the challenge.
In response to Mask of Illusion
Mask of Illusion wrote:
I love that, just the concept of it sounds incredible.

If you can pull something like that off, it would be amazing. Have you considered having some like "wilderness" maybe at the edges of the map, away from the towns where players can kill other players to maybe shorten the duration of the debuff?

I really like where all of this is leading, haha.

I'm not quite sure on shortening the debuff and how that would work-- However, even after shortening it, it should take a long time to shorten. Just not as long as the debuff. This way people are always eventually guaranteed safety after a short time of annoying people PKing them.

A wilderness idea in general sounds good. Certain zones that are not really arenas, but have no consequences for PvPing. Maybe have traveling through wilderness to get to point a to b a required thing, unless you paid gold or something for an escort via some method of transportation.

Hired NPC Guards? That sounds cool as well. However, I have a feeling the Guards should run off or expire if you start PvP. They should only work as protectors to yourself only. Otherwise, players could just run off, hire one, and then go hunt down the red PKers. We don't want this.
Royal Cookie wrote:
Also put something ontop of players head to tell the other players if they're bad or good like Green = Good /Haven't killed another player Orange = Neutral /Killed a person or have done a crime Red = Evil /Killed a bunch of players/ or committed a bunch of serious crimes like killing a king.


In regards to how players will see other players with different forms of karma; I think it would be pretty good if someone were to gain a certain aura that maybe becomes stronger the more aligned you are with good or bad.

This is mainly because I find that too many icons / UI sort of objects around a player makes a game kinda crowded and in my opinion quite ugly. It also allows players to think about what they look like as a consequence of causing too much trouble. Some people like to look evil and some people like to look good meaning that it would be a strong factor in what alignment they choose to become.

On the basis of punishment systems I much like the idea of jail. I'm thinking that jail could be a dungeon in itself where players from outside the jail can challenge it and break out someone who is inside. Another thing that would bring players together.By increasing the risk it would mean that raiding a jail to bust someone out becomes a much greater gesture allowing players to become closer.

It would have to be of extreme difficulty with npcs stronger than ones in towns. Anyone who is killed while raiding it would, instead of dying, be jailed themselves maybe?

On a side note I feel we need some sort of self defence mechanic. Like if someone attacks you, you can kill them without punishment for 20 seconds or something. This is to stop people who want a good alignment being harassed by other players and become bad because they keep being forced to kill them.

What's everyone's thoughts on that?

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-Ronan 'Inffliction' Hopkinson

 photo Inffliction_zpse7f44996.png
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