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Pointless


Pour some booger on me
BLURAUGHHHHHHH!


Moderated by

If you have a complaint, make a post in complaints and e-mail me in regards to the situation at kjz93@yahoo.com. I will respond much quicker that way.

Elder Scrolls NIFE info thread
Posted: Posted June 7th by Ghowilo

Okay, so since people are interested in this I should start talking about it seriously instead of hypothetically. I really do want to know what YOU want to do with your character. Seriously I can tailor this to be whatever you want it to be. One thing we need to decide on is when is this game taking place? During the age of the Dragon Cult? The first, second, third, or fourth era? Maybe even in the future?

This will play a role in which races exist in the world. If we play before the Dwemer sage Nchylbar tricked Azura with the help of a Chimer preist, then the Dark Elves won't exist in the world but the Chimer will, as will the Dwemer. If we play in the 1st era the Ayleids will rule the land, and we could potentially do a Tsaesci invasion event. You could even play as a Tsaesci if you want. Or if we do it at the end of the 1st Era we could play in a Tsaesci-ruled Tamriel.

We should also consider location. We could even play on Akavir. If you wanted we could have an invasion by Uriel Septim on the Tsaesci lands be an event. We could play during the time of Indoril Nerevar or he could just be someone you run into if we go into the 4th Era and beyond (since he is immortal)

Depending on the location and time frame, you could play as pretty much any race or variation there-of that you wanted. You could be a Dwemer, a Sea Elf, a Snow Elf, Chimer, an Ayleid, a Tang Mo, a Sload. Really, it's up to you.

There are 33 Replies

I want to play a Dunmer and I want the setting to be in Morrowind. The details beyond that are up to you/everyone else.

Posted June 7th by nullfather
nullfather

I want to play a Dunmer and I want the setting to be in Morrowind. The details beyond that are up to you/everyone else.

Okay I have to figure out when exactly the Dwemer box thing happened and that'll narrow down the timeline. Do you have any special stuff about your character you'd like to add? Like a class, moral structure, social standing, etc?

Posted June 7th by Ghowilo
Ghowilo

Okay, so it can be any time after 1E 700 for the Chimer (except for the Tribunal) to be extinct and the Dunmer to have taken their place.

Also, I fully intend for Daedric quests and artifacts as rewards to be fully implemented into this game. Every Daedric prince will be represented, although Daedric worship will be banned unless we play in the 4th Era (after the Tribunal has been killed by Indoril Nerevar)

Edited June 7th by Ghowilo
Ghowilo

>Do you have any special stuff about your character you'd like to add? Like a class, moral structure, social standing, etc?

Probably an agent/assassin. Neutral or neutral-leaning-evil. Outlaw, enforcer, hitman, so lower class.

Posted June 7th by nullfather
nullfather

Race: Dunmer

Class: Nightblade

Posted June 7th by chiefsonny
chiefsonny
 

Okay, we'll set it up during or after the 2nd Era so that the guilds act is in effect and the Morag Tong is a thing

Posted June 7th by Ghowilo
Ghowilo

I agree with nulleather about the time and setting -- I think that's the one we're all used to.

Posted June 7th by King Frog
King Frog

If familiarity is the goal, we should set it in the 3rd Era after Tiber Septim has taken Morrowind into the Empire.

Posted June 7th by Ghowilo
Ghowilo

Note also that after doing the larger Events update, a "Quests" plugin that builds on top of it would be a breeze. Things that would trigger quest progression:

  • Talk to a specific NPC about something

  • Defeat an enemy

  • Pick up an item

  • Interact with a Machine

  • Enter a certain room

    Etc.

  • Posted June 7th by King Frog
    King Frog

    Sweet. I don't know what the "end game" looks like just yet. It might be cool to do an invasion by Tiber Septim or maybe something completely original. I'd like it to be something that brings the players together as I assume they'll all want to do their own things. Null might be doing a Morag Tong mission in Telvanni territory while Poptart is setting up a trade deal with The East Empire Company and House Hllalu when some huge event demands everyone's attention.

    Posted June 7th by Ghowilo
    Ghowilo

    I don't want to pee in anyone's sand box, but is there going to be a copyright problem with this.?

    I'm going to assume there isn't because I've never seen any copyright problems come up with player made mods in the games themselves.

    Just thought it would be something Xhin should be comfortable with.

    Posted June 7th by chiefsonny
    chiefsonny
     

    We're not selling it as a product, it's just a fan-made, free to play game. So no, there aren't any copyright issues.

    Posted June 7th by Ghowilo
    Ghowilo

    >I don't want to pee in anyone's sand box, but is there going to be a copyright problem with this.?

    Copyright wouldn't cover something as esoteric as a forum game based on Elder Scrolls lore.

    Posted June 7th by nullfather
    nullfather

    Maybe if it was for-profit yeah, but otherwise it's a fan-made thing.

    Posted June 8th by King Frog
    King Frog

    SPELL INFORMATION

    Schools of Magick (All have their own skill level, which may be different than others starting off depending on which race you choose) I'm going to use Skyrim's skill mastery system of Novice, Apprentice, Adept, Expert, and Master. I am also going to blatantly rip off a lot of shit from Skyrim and other games.

    * Destruction
    * Illusion
    * Alteration
    * Conjuration
    * Restoration
    * Mysticism
    * Thaumaturgy (Yeah, I know it hasn't been used since Arena but I like the idea of having many skills like in the official Morrowind game)

    (Please note Skill levels and Base levels are tracked independently)

    Destruction

    Novice Level (less than skill level 25)
    Flames (Skill level - (1/2 Skill level) Fire Damage + lingering burning damage)
    Frostbite (Skill level - (1/2 Skill level) Frost & Stamina Damage)
    Sparks (Skill level - (1/2 Skill level) Shock & Magicka Damage)
    Drain Life (Skill level - (1/2 Skill level) Absorb Health + 5% chance of spreading Vampirism)

    Apprentice Level (Level 25 - Level 49)
    Fireball (Skill level - (1/4 Skill level) Fire Damage + lingering burning damage)
    Ice Spike (Skill level - (1/5 Skill level) Frost Damage)
    Lightning (Skill level - (1/4 Skill level) Shock & Magicka Damage)
    Fire Rune (Skill level - (1/2 Skill level) Fire Damage + lingering burning damage when activated)
    Frost Rune (Skill level - (1/2 Skill level) Frost & Stamina Damage when activated)
    Lightning Rune (Skill level - (1/2 Skill level) Shock & Magicka Damage when activated)
    Weakness Rune (Skill level - (1/5 Skill level) Stamina Damage)
    Woe (Skill level - (2/3 Skill Level) Temporary Magicka Pool Reduction on Touch)
    Vampiric Touch (Skill level - (1/4 Skill level) Absorb Health + 10% chance of spreading Vampirism)

    Adept Level (Level 50-74)
    Fire Blast (Skill level - (1/5 Skill level) Fire Damage + lingering burning damage AOE: 5 meter radius)
    Ice Blast (Skill level - (1/5 Skill level) Frost & Stamina Damage AOE: 5 meter radius)
    Cluster Lightning (Skill level - (1/5 Skill level) Shock & Magicka damage AOE: 5 meter radius)
    Armor of Flames (Skill level - (1/5 Skill level) Fire Damage + lingering burning damage to those within 1 meter of caster)
    Armor of Frost (Skill level - (1/5 Skill level) Frost & Stamina Damage to those within 1 meter of caster)
    Armor of Lightning (Skill level - (1/5 Skill level) Shock & Magicka Damage to those within 1 meter of caster)

    Expert Level (Level 75-99)
    Flame Wall (Skill level Fire + lingering burning damage to those who contact temporary fixture)
    Ice Wall (Skill level Frost & Stamina Damage to those who contact temporary fixture)
    Lightning Wall (Skill level Shock & Magicka Damage to those who contact temporary fixture)

    Master Level (Level 100) - Choose Mastery over an Element
    Change Weather (Change the climate of the current room to an effect based off of your elemental mastery)

    Illusion

    Novice (Less than Level 25)
    Courage (Target level (Skill level - (1/2 Skill level)) will not flee)
    Fury (Target level (Skill level - (1/2 Skill level)) will attack closest target)
    Night Eye (Targets Self, allows user to see in the dark)

    Apprentice (Level 25-49)
    Calm (Target level (Skill level - (1/2 Skill level)) disengages from combat)
    Horror (Target level (Skill level - (1/2 Skill level)) flees)
    Muffle (Targets self, temporarily increases stealth skill by 15 does not stack with itself)
    Blind (Target level (Skill level - (1/3 Skill level)) is unable to see for a short time)

    Adept (Level 50-74)
    Frenzy (Target level (Skill level - (1/4 Skill level)) will attack closest target)
    Rally (Target level (Skill level - (1/4 Skill level)) will not flee)
    Charm (Target level (Skill level - (1/3 Skill level)) will follow and fight for caster for a short time)
    Silence (Target level (Skill level - (1/3 Skill level)) will be unable to cast spells for a short time)

    Expert (Level 75-99)
    Invisibility (Targets self, caster becomes undetectable for a short time. Interrupted if caster uses an action or is damaged)
    Pacify (Target level (Skill level - (1/4 Skill level)) disengages from combat)
    Terror (Target level (Skill level - (1/4 Skill level)) flees)

    Master (Level 100)
    Paralyse (Target level (Skill level) cannot move for a short time)
    Cloak (Same as Invisibility, but is not interrupted by actions or damage)
    Thrall (Living Creature will follow and fight for caster indefinitely LIMIT: 1 Thrall per caster)

    ... I'm gonna start on another comment because I feel like I'm approaching the character limit.

    Edited June 9th by Frog
    Frog

    Alteration

    Novice (Less than Skill level 25)
    Candlelight (Lights area around caster)
    Oakflesh (Increases caster's armor rating by 20%)
    Stimulate Self (Increases caster's athletic skill by 10)

    Apprentice (Skill level 25-49)
    Magelight (Lights area around target Note: Cannot target self)
    Stoneflesh (Increases caster's armor rating by 40%)
    Stimulate Friend (Increases target's athletic skill by 10)

    Adept (Skill level 50-74)
    Detect Life (Shows living things wherever they may be, even if they are invisible)
    Ironflesh (Increases caster's armor rating by 60%)
    Feather (Reduces weight of objects caster is carrying by 5%)

    Expert (Skill level 75-99)
    Telekinesis (Caster can move objects from a distance)
    Detect Dead (Shows dead and undead things wherever they may be, even if they are invisible)
    Ebonyflesh (Increases caster's armor rating by 80%)

    Master (Skill level 100)
    Levitate (Caster can move freely through the air for a short time)
    Burden (Increases weight of objects carried by target by 10%)
    Unlock (Unlocks a locked lock, making lockpicking obsolete as it will never fail. Also works on unpickable locks, which means you will only be able to access certain areas if you have this spell)
    Lock (Basically the opposite of Unlock, lock strength is not determined by this spell but by the lock. If there is no lock, this spell will create a magickal seal on the object that can only be broken with Unlock or Dispel)

    Conjuration

    Novice (Less than Skill level 25)
    Bound Dagger (Summon a Bound Dagger)
    Bound Sword (Summon a Bound Sword)
    Raise Zombie (Reanimate a Weak Corpse)
    Summon Scamp (Summon a Scamp)

    Apprentice (Skill level 25-49)
    Bound Spear (Summon a Bound Spear)
    Bound Axe (Summon a Bound One-handed Axe)
    Reanimate Corpse (Reanimate a More Powerful Corpse)
    Summon Clanfear (Summon a Clanfear)
    Summon Flame Atronach (Summon a Flame Atronach)

    Adept (Skill level 50-74)
    Bound Bow (Summon a Bound Bow)
    Bound Battleaxe (Summon a Bound Battleaxe)
    Revenant (Reanimate an Even More Powerful Corpse)
    Summon Dremora (Summon a Dremora)
    Summon Frost Atronach (Summon a Frost Atronach)
    Summon Seeker (Summon a Seeker)

    Expert (Skill level 75-99)
    Banish Daedra (Sends Summoned or Wild Daedra back to Oblivion)
    Dread Zombie (Reanimate all but the most powerful corpses)
    Summon Spider Daedra (Summon a Spider Daedra)
    Summon Wraith (Summon a Wraith)
    Summon Storm Atronach (Summon a Storm Atronach)
    Summon Daedroth (Summon a Daedroth)

    Master (Skill level 100)
    Command Daedra (Summoned or Wild Daedra come under the Caster's command)
    Dead Thrall (Reanimate any corpse, reanimated corpse will follow caster indefinitely)
    Summon Flame Thrall (Summon a Flame Atronach which follows caster indefinitely)
    Summon Frost Thrall (Summon a Frost Atronach which follows caster indefinitely)
    Summon Storm Thrall (Summon a Storm Atronach which follows caster indefinitely)
    Summon Flesh Atronach (Summon a Flesh Atronach, requires skin of dead characters, follows caster indefinitely)

    Restoration

    Novice (Less than Skill level 25)
    Healing (Targets self, restores Skill level - (1/2 Skill level) health)

    Apprentice (Skill level 25-49)
    Healing Hands (Restores target health by Skill level - (1/2 Skill level))
    Fast Healing (Targets self, restores Skill level - (1/5 Skill level) health)
    Sun fire (Skill level - (1/2 Skill level) Sun Damage + lingering burning damage) NOTE: Only affects Vampires

    Adept (Skill level 50-74)
    Necromantic Healing (Restores undead target health by Skill level - (1/2 Skill level))
    Repel Undead (Undead level Skill level - (1/2 Skill level) flee)
    Cure Poison (Cures poison)
    Cure Disease (Cures diseases) NOTE: Includes Vampirism and Lycanthropy IF caught in time.
    Vampires Bane (Skill level - (1/4 Skill level) Sun Damage + lingering burning damage) NOTE: Only affects Vampires.

    Expert (Skill level 75-99)
    Grand Healing (Targets self, restores Skill level health)
    Heal Other (Restores target health by Skill level - (1/5 Skill level))
    Turn Greater Undead (Undead level Skill level flee)

    Master (Skill level 100)
    Stendarr's Fury (Skill level Sun Damage + lingering burning damage) NOTE: Only affects Vampires.
    Healing Aura (Character's not attack caster in 5 meter radius of caster are healed by Skill level - (1/10 Skill level))

    Mysticism

    Novice (Less than Skill level 25)
    Soul Trap (Targets soul is trapped in a soul gem in caster's inventory if one large enough exists)
    Detect Key (Keys in the caster's room will be revealed to caster)

    Apprentice (Skill level 25-49)
    Detect Animal (Animals in the area become visible to the caster) NOTE: Detect life is better if available to caster
    Absorb Health (Skill level - (1/2 Skill level) Absorb Health)
    Absorb Magicka (Skill level - (1/2 Skill level) Absorb Magicka)
    Absorb Stamina (Skill level - (1/2 Skill level) Absorb Stamina)

    Adept (Skill level 50-74)
    Call Animal Ally (Calls nearby animals to work fight for caster)
    Calm Animal (Pacifies weaker animals)
    Steal Health (Skill level - (1/4 Skill level) Absorb Health)
    Steal Magicka (Skill level - (1/4 Skill level) Absorb Magicka)
    Steal Stamina (Skill level - (1/4 Skill level) Absorb Stamina)

    Expert (Skill level 75-99)
    Dispel (Removes magickal effects from target)
    Ravage Health (Skill level - (1/10 Skill level) Absorb Health)
    Ravage Magicka (Skill level - (1/10 Skill level) Absorb Magicka)
    Ravage Stamina (Skill level - (1/10 Skill level) Absorb Stamina)

    Master (Skill level 100)
    Mark (Mark current room to return to when Recall is cast)
    Recall (Immediately teleport to Marked room)
    Almsivi Intervention (Immediately teleport to nearest temple) NOTE: Must be a member of the Temple Faction

    Thaumaturgy

    Novice (Less than Skill level 25)
    Water Breathing (Caster can breathe underwater for a short time)
    Minor Ward (Caster absorbs spells cast at Skill level (Skill level - (1/2 Skill level)))

    Apprentice (Skill level 25-49)
    Water Walking (Caster can walk on water for a short time)
    Moderate Ward (Caster absorbs spells cast at Skill level (Skill level - (1/4 Skill level)))
    Reflect (Caster can send spells cast at Skill level (Skill level - (1/2 Skill level)) back at original caster)

    Adept (Skill level 50-74)
    Good Ward (Caster absorbs spells cast at Skill level (Skill level - (1/5 Skill level)))
    Mirror (Caster can send spells cast at Skill level (Skill level - (1/4 Skill level)) back at original caster)
    Float (Caster can float a few inches off the ground, allowing movement without the standard fatigue)

    Expert (Skill level 75-99)
    Great Ward (Caster absorbs spells cast at (Skill level - (1/10 Skill level))) (NOTE: Cannot absorb spells cast at Skill level 91-100, to avoid players God Moding)
    Levitate (Caster can hover freely through the air)

    Master (Skill level 100)
    Shalidor's Mirror (Caster can send spells cast at Skill level (Skill level - (1/10 Skill level)) back at original caster)
    Ghost Form (Levitate + Invisibility) (NOTE: Invisibility effect interrupted same as in Alteration skill)

    Posted June 9th by Frog
    Frog

    Did I miss anything? Does anyone have any objections? Enchanting, Smithing, and Alchemy are considered crafting skills, which is why you don't see anything about them here.

    Posted June 9th by Ghowilo
    Ghowilo

    @Chiefsonny:

    Posted June 10th by Ghowilo
    Ghowilo

    @Nullfather:

    Posted June 10th by Ghowilo
    Ghowilo

    @Xhin:

    Posted June 10th by Ghowilo
    Ghowilo

    Also @Moonray: weren't you interested in this game?

    Posted June 10th by Ghowilo
    Ghowilo

    Yea I briefly skimmed it earlier, will be watching E3 in 5 minutes so will have to give it a proper reading later :)

    Posted June 10th by Moonray
    Moonray
     

    @Ghowilo: So um, as far as things that are possible or need more clarification in how you're going to implement them...

    Destruction

  • Lingering burning damage -- possible with Status Effects plugin

  • Stamina Damage -- How exactly are you implementing stamina? Maybe melee sword swings cost stamina which recovers in real time. But keep in mind that pvp battles could take place over several days and enemy battles are definitely not equipped to take place in real time, you have to be ready to take their turn for them.

  • Frost/Fire/shock damage -- currently possible with the Elements system.

  • Absorb health -- definitely possible, would like to implement this.

  • Chance of spreading vampirism -- also possible

  • Temporary magicka pool reduction -- also possible but needs some work. Programming a means for this would also allow for temporary health/attack/etc boosts.

  • 1/5 meter radiuses / Temporary walls/fixtures that do damage -- How exactly are you planning on doing this? NIFE isn't a visual game. Characters are just *in* the room. Maybe use subrooms? But then there's got to be a reason to use subrooms other than just to fix combat or players will just stay in their current subroom.

  • Change weather -- cool, but what does weather actually do? I'm thinking it wouldn't be hard to have weather be procedurally generated based on what time it is and maybe the room climate, but it has to actually do something -- remember NIFE is not a visual game#

    Illusion

  • Target will not flee -- What, are enemies supposed to flee or something? Or would this prevent players from fleeing mid-battle? If so that would be kinda annoying because they have to wait for you to take your turn which could take up to 24 hours before they can do anything.

  • Will attack closest target -- again, needs some kind of "space" system.

  • See in the dark -- How do dark rooms change things exactly? Note I did have some ideas like this, for example a "blind" status effect that hides the room description and a stronger one that turns various actions into question marks or maybe something like turning the named of takeable items into "small metal object", etc depending on their properties.

  • target fights for caster for a while -- definitely possible. What happens when the time limit is up?

  • target can't cast spells temporarily -- possible with Status Effects plugin.

  • invisible -- possible with status effects plugin.

  • paralysis -- same here. Already planned out even.

  • Cloak (Same as Invisibility, but is not interrupted by actions or damage) -- well now I'm not so sure. How exactly can something hidden still be attacked? NIFE is not visual.

    More coming.


  • Posted June 10th by King Frog
    King Frog

    There's a lot here I need to address but I don't have time at the moment. One important thimy that might clear up some confusion...

    I want to program regular auto-updates into the game. Like, very regular. Things and NPCs shifting around the game every 15 minutes or so without the need to micromanage. And I want the day/night cycles to match up with our own day/night cycles in the real world. If your outside at night without some lightsource (candlelight, a torch, nighteye) the rooms description will just be "It is pitch black" or something along those lines.

    Posted June 10th by Ghowilo
    Ghowilo

    Okay I have a computer now so this should go faster.

    Alteration

  • Candlelight/Magelight (Lights area around caster) -- Going to go ahead and say no to this, unless we come up with some kind of spectacular "space" system.

  • Temporarily increase skills -- possible with status effects plugin

  • Detect Life -- definitely possible!

  • Item weight system -- definitely possible as an extension to the carry limit system (already implemented). What happens when a character is overburdened? How does that change things?

  • Telekenesis -- What does this do in NIFE context? I did have some ideas about like weapon techniques that use the weapons in the room.

  • Levitate -- NIFE context please!

  • Unlock/Locking -- definitely possible, also lockpicking is a particularly cool idea.

    Conjuration

  • Bound Dagger/Sword -- getting items to do your bidding like the weapon technnique thing above I'm imagining.

  • Raise zombie -- totally possible

  • Summon various creatures to fight for you -- totally possible

  • Revenant vs Zombie vs Dread Zombie -- possible if all creatures have a "resurrect power" stat or something.

    Restoration

    Healing -- *CURRENTLY* possible, though ugly and doesn't recognize health percentages yet.

  • Sun fire -- *CURRENTLY* possible with elements system

    Mysticism

  • Mark/Recall -- I definitely like this idea.

  • Faction-conditional spells -- interesting, will take some work.

    Thaumaturgy

  • Water breathing/water walking -- NIFE context plox

    Everything else is either covered elsewhere or is possible contingent on some new systems.

    @Ghowilo: Again

  • Posted June 10th by King Frog
    King Frog

    I want to program regular auto-updates into the game. Like, very regular. Things and NPCs shifting around the game every 15 minutes or so without the need to micromanage. And I want the day/night cycles to match up with our own day/night cycles in the real world. If your outside at night without some lightsource (candlelight, a torch, nighteye) the rooms description will just be "It is pitch black" or something along those lines.

    That's an absolutely massive project, not just for me but for you too -- you've got to think about *how* things move, where they can go. Other things that are influenced by the time of day. Day/Night cycles are really not that big of a deal though, if they're procedurally generated based on the time. (Same deal with weather).

    Posted June 10th by King Frog
    King Frog

    So on that note, I'll go ahead and throw this plugin into v5...

    Nature Plugin -- Manage day/night cycles, weather cycles, seasons, other cyclical divisions. Procedurally generated depended on the time rather than continuously updated. Other things can then hook into this system -- like maybe when it's storming there's a 1% chance you'll be struck by lightning when you enter an "Outside" room. Maybe Crafting is impossible if you're in an outside room when it's night. Maybe Winter restricts your movements.

    Posted June 10th by King Frog
    King Frog

    I did say it was a project lol. I don't think I'm going to be able to have it up for a bit. You've been doing awesome work and I feel like you're on a roll and aren't planning on stopping. I have maps to draw and room configurations and factions and quests and NPCs to figure out on a large scale. I'd say we might have a prototype ready by August.

    Posted June 10th by Ghowilo
    Ghowilo

    Yes to all of that.

    Posted June 10th by Ghowilo
    Ghowilo

    @Ghowilo: First let me thank you and Xhin for all the work you're doing on this project.

    Yes I would like to play provided it does not take the Hack & Slash First Person Shooter route. If your finished product is a RPG then count me it.

    You're probably not ready for this yet but for me this is what I would like my character to look like

    Race: Dark Elf
    Class: Night Blade or SpellSword.
    Combat Skills:
    1. Long Blade
    2 Short Blade
    3. Marksman (Bows)
    3. Light or Medium Armor.

    Magic:
    1. Restoration
    2. Water breathing/water walking
    3. Alteration
    4. Mysticism

    And please don't misunderstand me. I'm not trying to tell you what kind of game you should to make. I'm just saying what kind of game I would be interested in playing in.
    Good luck.

    Edited June 10th by chiefsonny
    chiefsonny
     

    As far as water walking/breathing are concerned there are cities like Balmora that have rivers gong straight through them, and Vivec city is literally on the water. So there will need to be "water rooms" but people can't really swim underwater forever without breathing, but they might go down to get something or explore. They could use water walking to stay above the water essentially turning water rooms into alternate roads/paths/etc.

    Still entertaining the family but will address everything in your posts soon xhin.

    Posted June 10th by Ghowilo
    Ghowilo

    How exactly are you implementing stamina? Maybe melee sword swings cost stamina which recovers in real time.

    In an ideal world, actions (like swinging a sword, or moving from room to room) would take up stamina points, that recover over time. To allow for "continuous gameplay" and a pseudo-unlimited amount of movement points per day.

    But keep in mind that pvp battles could take place over several days and enemy battles are definitely not equipped to take place in real time, you have to be ready to take their turn for them.

    I'm hoping that in the "full release" (as opposed to the "prototype") that PvP battles could actually happen in real time. That's honestly the primary motivation between the whole "sleep" action that hides characters in a room that's different from sneaking. So that people can't just run up and gank another character, both players would have to be "logged onto the NIFE game" in order for PvP combat to be initiated.

    1/5 meter radiuses / Temporary walls/fixtures that do damage -- How exactly are you planning on doing this? NIFE isn't a visual game. Characters are just *in* the room. Maybe use subrooms? But then there's got to be a reason to use subrooms other than just to fix combat or players will just stay in their current subroom.

    Good point... will consider how to implement AOE effects further but may just need to nix it altogether or just go about it a different way.

    Change weather -- cool, but what does weather actually do? I'm thinking it wouldn't be hard to have weather be procedurally generated based on what time it is and maybe the room climate, but it has to actually do something -- remember NIFE is not a visual game#

    It would change the description of the room for one. It would also cause damage to everyone in the room (and maybe adjacent rooms?) based on the elemental mastery. So, if you get a Mastery in Ice Magic, you would get a spell called Blizzard or something that would cause high Frost damage to everyone in the room. For Lightning magic it would be called Lightning Storm, and for Fire magic it could be called Meteor Shower or Fire Storm. It would be cool if damage to the environment could be caused too, like books and wooden structures catching fire or rivers freezing.

    Target will not flee -- What, are enemies supposed to flee or something? Or would this prevent players from fleeing mid-battle? If so that would be kinda annoying because they have to wait for you to take your turn which could take up to 24 hours before they can do anything.

    Assuming the game can run itself at some point, there would ideally be a morale stat that changes based on how a fight is going. If it falls to a certain threshold (below the courage stat) then that character would attempt to flee.

    target fights for caster for a while -- definitely possible. What happens when the time limit is up?

    Depends. Were they hostile beforehand? If so they attack you. Otherwise they just go back to what they should be doing, probably returning to their room.

    Cloak (Same as Invisibility, but is not interrupted by actions or damage) -- well now I'm not so sure. How exactly can something hidden still be attacked? NIFE is not visual.

    Luck.

    Candlelight/Magelight (Lights area around caster) -- Going to go ahead and say no to this, unless we come up with some kind of spectacular "space" system.

    Let's just say it lights the room for now.

    Item weight system -- definitely possible as an extension to the carry limit system (already implemented). What happens when a character is overburdened? How does that change things?

    Either they can't move, or doing so drains their stamina quicker.

    Telekenesis -- What does this do in NIFE context? I did have some ideas about like weapon techniques that use the weapons in the room.

    Needs more deliberation. But could be used for grabbing things that are out of reach essentially.

    Levitate -- NIFE context please!

    No stamina loss for moving, agility increase (better dodging)

    Revenant vs Zombie vs Dread Zombie -- possible if all creatures have a "resurrect power" stat or something.

    I was thinking to use their base level when they die.

    I think I already addressed the rest of your questions.

    Posted June 11th by Ghowilo
    Ghowilo

    @Xhin: There's a game I want you to at least look at so you can have an idea of how I'm wanting to set up this game world. On a computer that has telnet enabled (most machines, but Windows has telnet disabled by default for some reason) open a terminal and do the following.

    $ telnet game.wotmud.org 2224

    Then make a character and explore the world and combat system. You don't have to spend a whole lot of time but please do look at it.

    Posted June 11th by Ghowilo
    Ghowilo
    Reply to: Elder Scrolls NIFE info thread

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