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PVP & Dungeons Update
#1
Good evening everyone!

This will be the first of many updates regarding the development of gameplay mechanics in Ruinic. As we progress further along the development timeline, you can expect to see many more of these updates, as we are finally moving past the more technical development phase, which was admittedly not nearly as interesting. 

Today I would like to discuss the planned player-versus-player system in Ruinic. Gameplay in Ruinic was originally planned to revolve around a system of matchmaking, where up to 8 players would be able to team up and battle through a dungeon tailored specifically to their instance. There were a few problems with this model, namely being that it severely segmented the community from having many of the interactions I would like to see in the world of Ruinic. Instead, this model is being dropped for one in which all players exist within a persistent game world, much like many other existing online roleplaying games. There are a number of components to this model, which I will explain below.

Hub Citites
The hub cities are where players will congregate to interact, buy and sell their amassed loot, host clan events, and participate in various other social activities. Players will be able to set up their own custom stocked shops, where you can set your own prices and allow other players to swing by and see what you have up for grabs. More information will be released about hub cities as we move forward in development, but expect an update about the first city, Thelara, to be released very soon!

Dungeons
Dungeons, which will make up the majority of content within the world of Ruinic will be massive, sprawling labyrinths filled to the brim with monsters, traps, puzzles, and other players. Entrances to these dungeons will appear to the overworld occasionally, so players should always be on their toes to be the first ones to jump in, explore, and amass untold riches. After a set amount of time has passed, dungeons will begin to become unstable and collapse in on themselves. Players should then quickly evacuate, as a stray piece of ceiling, fire storm, or chasm in the ground could see that much of their acquired treasure is lost. 

PVP
Player-versus-player interactions in Ruinic will be very similar to older hardcore ORPGs such as Tibia, where player killing can be extremely rewarding, but potentially disastrous should you decide to take a risk and slay your fellow explorers. Past a particular introductory level, which is yet to be determined, the initiation of a PVP battle will be unrestricted aside for some severe penalties for the initiating player. If you are successful in slaying your opponent, you will receive the treasures they have acquired in their backpack as well as some of the experience they gained while in the dungeon, but, if you are unsuccessful, there are some rather nasty consequences: upon attacking another player in a dungeon, you will receive a red skull, which will last for a duration of time scalable to the difference between your level and the victims. This could range anywhere from 30 minutes for a player who is equal to or greater than your level, to an hour for players who are of a much lower level. If you die while skulled, you will not only lose all of the acquired items within your backpack, but also your equipped gear and the experience acquired from the dungeon in which you were skulled, as well as every dungeon you visited after you received your skull. If you attempt to enter a hub city while still skulled, not only will you have guards to fend off who will have been warned of your treachery, but players will also be able to attack you without penalty, so it's best to wait out the heat before trying to resurface! 


As always, I would like to remind everyone that the development of Ruinic is transparent, and feedback from you, the players, is of the utmost importance and consideration. I look forward to hearing what each and every one of you have to say!

Thanks,
John
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#2
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