ID:1516981
 
A friend of mine who is doing a Pixel Art major asked me to venture on a BYOND Dragonball Z game (Since we both played them waaay back in the day), so I started writing up some concepts, I'd love to get some other sided views of these ideas, what's good and what's bad.

Sorry for crappy formatting, I wrote it out in DM.

- Meditation- Something that simply requires time but over it increases your exp gains
It's calculated off time, it takes the same amount of percent you're up to (/1.5), to go up another percent
so, to get to 100% bonus exp it would take nearly 3500 seconds, or nearly 60 minutes.
During this time players are allowed to do small menial tasks such as professions. Areas
will have different levels of tranquility, which will increase the speed at which you meditate.
Conversely areas will also have levels of Anarchy, which will help people with large amounts
of terror to meditate. Meditating will mostly be restricted to specific places though, far from
combat.

- Professions- Quarrying, crafting, cooking and boxing, things to do between playing that can
earn you money and rewards. They will also reward bonus stats, Quarrying will give bonus strength
crafting extra intellegance, cooking extra vitality and boxing extra strenght. All will reward spirit.

- Exp as currency- Killing something will shower the area in exp orbs, 99% will go into your
levelling pool and 1% will be collected into your cash pool. Xp can be used to purchase things
or trade with other players. Or just used up to level yourself further.

- Random events- Key characters from the DBZ world can decide to attack major towns and cities.
players can fight against them, for rewards, but if they lose the town they lose access to
key vendors and quest lines until the town is taken back.

- Honor and Terror- Stats that follow the player and their actions. Killing players in proper duels
will give honor, whilst killing players in non-dedicated PvP areas will give players terror.
Attacking towns and cities will give terror, whilst saving towns and cities will give honor.
Some quests will follow a Goku line, and give honor, whilst some will follow a Vegita line
and give terror. Too much of either will lock off quests of the opposite type, and even
disallow entry to faction based towns and cities. Players can also set bounties on other players
if someone is being a particular nusence.

- Combat- The flesh of combat will be combo based melee abilities, which can be chained or interrupted
for flashy comebacks or annihilations. Ki based attacks will require prep time, and are a risk
reward attack. Beam battles will require focus from players to do small puzzles with their mouse
or brute force buttonmashing. All non-melee combat abilities will have cooldowns and Ki costs.

- Training- The main focus for training will be quests and combat. Those will reward exp which will level
characters up, which will reward stats and abilities, however many abilities will require far more
in-depth achievment. There will be a tracker for all the abilities that aren't gained through levels
which will tell the player their progress. For example, to unlock the ability Spirit Bomb, players
will have first required to have a large amount of honor, to of progressed a certain way through
King Kai's quest line and finally to pay a large amount of XP to have the ability unlocked.
Some abilities will be marked Mythic, and will have little detail on what they entail, for example
the Instant Translocation teleport ability will require you to of found 10 mythic fragments (A
currency used soley for these abilities) and to of aquired a good friendship with the alien race
who teaches it to Goku in the series (I forget their name)

- Quests- Quests will be all over the place and will reward terror or honor, xp and sometimes other
unique rewards. Quests will lock and unlock other quests, and some quests will have very specific
requirements to be unlocked or completed. Some quests will be marked Legendary quests and will
require a group of five or more players to complete, but will give large rewards.

- Stats- There will be Vitality, Spirit, Intellect, Strength and Haste.
Vitality will effect your maximum health pool
Spirit will effect your maximum Ki pool
Intellect will effect your damage for Ki based attacks, and also your Energy defense rating
Strenght will effect your damage for Melee based attacks, and also your defense rating
Haste will increase your movement speed and also the rate at which your abilities cooldowns reset

- Legend Levels- Once a player reaches the level cap they are instead given Legend Levels, these will
reward the player with points that they can specifically spec into whatever they like. These
levels will go on infinately.

- Transformation- Once the player reaches half of the maximum level they will be given a class specific
quest to complete that will unlock the transformation ability. Some transofmrations will be perm
and irriversable (Such as Namek transformations) whilst some will be revertable (such as super saiyan)
The player will only be given one transformation at first, however once they reach the level cap
more of these quests will open and give players access to further transformations

- Gear- Gear will be hard to come by and mostly an end game content item, it will add stats to the player
or XP modifiers. Gear will be tradeable but it will be worth extrodinary amounts of XP.
GEAR. CAN. BREAK. Gear will take damage upon player death, if a piece of gear breaks, it is gone.
Gear can be repaired for a hefty price, assuming it isn't broken. Gear will be split into four types
Blessed gear will be standard drop rate, give 5-10% level appropriate stats and give an honor bonus
Chaotic gear will be standard drop rate, give 5-10% level appropriate stats and give a terror bonus
Unreal gear will have a low drop rate and give usually 10-20% of level appropriate stats
Godly gear will have a VERY low drop rate and give usually 30% plus of level appropriate stats. All
godly gear will be tied to a counter which will very slightly increase the stats on them as more godly
gear is found. This means that every time a piece of godly gear drops, it >WILL< be the best item in the
game until the next is found, and older players will have to continuously play to keep up. Godly gear
that was found before the next peice will be marked as Enraged to show it is inferior

- Death- When players die their gear will take a flat 25% damage, 5% if killed by a player that is of
the opposite type (honor/terror). In addition to that they will take a Broken Will debuff that will
last for 10 minutes and can stack, which reduces all stats by 3%, however if you kill something whilst
you have Broken Will, it will yeild 10% more rewards (Per stack), and all stacks of Broken Will will
be removed. On death players will be sent to a homepoint of their choosing.

- Fury- Combat will generate fury very slowly, once it reaches a certain point players can "Unleash" which
for a few brief seconds massively increase all combat stats, spoiler alert this will be required for
transformations. Fury persists out of combat but drops whilst meditating. Fury generation depends
on what class of enemy you are fighting, PvP fights can expect two or three Unlesh casts, whilst general
mob combat it can take more than a few packs before you have enough for an Unleash.
All I can tell you about BYOND DBZ games is to not make one, since the C&D from FUNimation they're heavy restricted and generally have to be hidden away to where they're as hard to find as we can make them.
That's fine, we'll brand it as Serpent Polygon Y.
"Pixel art" is a major?
In response to Rushnut
Rushnut wrote:
That's fine, we'll brand it as Serpent Polygon Y.

Almost as cool as Lizard Sphere X.