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No Grinding Concept MMORPG

Category: Default Game: Default Posted on Aug 13, 2009 7:53 am


 

No grinding please
 
This is just a concept of what RPG game is all about in my own opinion.
 
The formula: No character levels! No Grinding!
 
How to get stronger in the game without leveling and grinding?
 
The trick here is from the term MASTERY and STORY. Where in your character would need to master one item, all thru out his journey. His main quest is to follow the story and develop his MASTERY not buy grinding but defeating the BOSS of the game.
 
 
After killing the BOSS and finishing the quest the character will attain a reward to make his characters MASTERY stronger. This story line or quest oriented game play gives the characters a balanced PVP and PVE environment. Regardless of how long have YOU been playing you could still be killed by a much newbie character if you get reckless on PVP's!
 
Even though there would be no STAT distribution to make the characters stronger. Character customization, item drops, item upgrades and MASTERY development are the things that can turn the tide between characters during pvp.
 
From the Term Mastery! The better u handle your character and the deeper you undergo quests, the better and stronger your MASTERY will be.
 
Instead of forever grinding the character would undergo his unique line of quest to grow.
 
Quests are not RANDOM!
 
Instead they are laid out for the character to finish the story in a season or patch basis. You cannot take the quest over and over again. Instead you can only take the quest once. Instead of repetitive game play, your quest is progressive regardless of when and where u stopped playing your character. The character will start the story of the game to where you have left off. Since, it is a story based game.FMV and Boss intro and animation must be included that as if you are watching a movie.
 
What if u die in the game? What will happen?
If u have the revival item then u can begin the game to where u left off from the quest without any worries.
 
For empty revival deaths, still u continue to where u left off BUT! Risk of losing an item is the consequence. OUCH!
 
To better understand the concept here is an example:
 
Example:
 
(Character customization)
 
Element (fire, water, earth, wind)
 
Job (assasin, knigt, archer, wizard)
 
Race (human, elf, druid, giants)  
 
 
MASTERY to choose:
-DOUBLE dmg
-CRITICAL dmg
-LEECH
-REFLECT
 
Ok here goes: example I would make a human character with and innate element of fire with a job of knight and the MASTERY of LEECH!
 
Then in this case all thru out his questing carrier this character can only take quest which is made for LEECH mastery!
 
Meaning he cannot take quest for the other masteries. Meaning his enemies, bosses, stages, storyline, FMV’s or even the MAP of his Quests are not the same as of the other masteries. Quest, storyline and even rewards are dependent of which mastery you belong.
 
What about partying!?
 
There would be plenty of instance quest in which assorted masteries may gather. BUT you can only take this quest if you a have already met the requirements of the story that u have undertaken. This instance quest would serve as the GMs check point of how much of the population have finished the chapter or the storyline so as to release the next patch or season to make the story more revealing!
 
(Instance quests are more like side quest of the game!) This instance quest usually reveals the life story of the MiD BOSS or BOSS waiting for you on that chapter. More like a preview of things to come. So be Aware!
 
All characters have their own unique basic skills...depending of what race, job, skill or element they are going to choose during the customization of the character. BUT! Again only 1 MASTERY is involved. This mastery will grow stronger and stronger. In effect, the more BOSSES you have killed as you progress throughout the games storyline. The rewards you get from killing MID BOSS and BOSS directly go to your mastery instead of any RANDOM rewards which you may not need.
 
Example:
For your LEECH mastery of 20%success rate and 5% absorb enemy’s life. The next time you kill another BOSS or MID BOSS success rate and absorb life will dramatically increase! Not just that! If you successfully hit the enemy with LEECH! The animated effects would change to what have been previously observed! The stronger the mastery! The better the animation and effects!
 
Redundancy of the animation and skill effects would bore most of the gamers. To eliminate this, every time you finish the quest and kill the boss on that chapter, much better character animation, character looks and skill effects would be given to the player which would surely encourage him to continue and move on to the next story line! Also, a new feature is involved wherein if characters mastery would do the finishing move or any Overdrive strike to any enemy, the camera would switch to show the characters animation before striking the enemy. Sort of a movie like sequence of the character of how he did the critical or the finishing move before killing them. Also, the deeper you go to the story, the meaner and better your character would be. Depending on the customization of your character, it may grow in size or longer beard or hair or faster movement and etc. Thus the character itself is also evolving as he goes deeper thru the story.
 
 
 
 
 
 
Now for the ITEM UPGRADE GEMS... to make the upgrading simple. ONLY 1 kind of gem would be needed!
 
Example this gem is called IGOR! By using IGOR to a +0 to +1 item would surely make the item look different! And a new option will be added based on the characters MASTERY.
 
Ex: if a +0 leather armor w/ def 15 would be +1 this would become a BRONZE armor with thorns w/ def 20+100HP (a new option will be added).
 
NOTE: +0 BRONZE armor from NPC shops is so much weaker than +1 BRONZE armor upgraded by IGOR. Also they look different. Any item upgraded with Igor will grow in size and unique in FORM with its unique glow. Only the material of the item is the same. For our example the material is bronze.
 
The best item to upgrade would be the set items! ex: +0 Odin leather armor w/def 20 + 10%leech would become +1 ODIN bronze armor w/ def 40 + 15% leech +100hp (new option added) with much more cool looking item than the ordinary +1 Bronze!... Set items look different from the ordinary items since they are rare in nature! How much more if you upgrade it! this game would give you better rewards if you get lucky!
 
IGOR upgrade: example
 
+0 leather
+1 BRONZE (+1 option)(100% success rate)
+2 SILVER (+2option)( 90% success rate) if fail nothing happens
+3GOLD (+3option)(80% success rate) if fail step down 1 lvl
+4 TITANIUM (+4 option) (50% success rate) if fail level back to 0
+5 CELESTIAL (+5 Option) (30% success rate) if fail item will disappear
 
Instead of the usually same item with a better option (which was so boring) the item itself would grow bigger, meaner and glow! This IGOR gem would be surely hard to find.
 
Any item can be made celestial if you can make it to +5!
 
For characters with complete +5 celestial SET. They will have unique aura in them (more like Gokus Aura during SUPER SAIYAN) and the hair will turn to glowing white!...
 
 
Another feature is the celestial WINGS! Wings give the characters the ability to float rather than the usual running or using a mount. Floating characters have better movement speed (running and attack speed).
 
The wings added option will be based to the characters MASTERY only.
 
(Ex: if his mastery is LEECH! then the wings option is only +20% success LEECH + 10% absorb enemy HP)... no attributes will be added to the basic stats...
 
They have the unique skill of ATTACK DASH. And they are blessed with the ultima meter. Ultima meter will increase every time the character is damaged. If the Ultima Meter is FULL, the ultima skill is unlocked! The effect of the ultima skill would depend upon the mastery of the user.
 
 
 
 
 
 
ULTIMA skill guide:
 
For LEECH mastery = absorb half life of enemy (BOSS or NORMAL monsters)
 
For REFLECT mastery= INVUNERABLE until meter is empty. ALL damage reflected back to enemy (BOSS or NORMAL monsters)
 
For DOUBLE DMG mastery= DOUBLE DMG increased 2X (200% TOTAL)
 
FOR CRITCAL DMG mastery= BLEED DAMAGE every 1 sec equivalent to CRITICAL DMG 2X (200% TOTAL)
 
 
NEXT are item drops and gold (currency to buy pots and etc)
After killing each monster gold would be automatically added to your inventory. Now! For item drops! a new concept is introduced. A much simpler one! Each item drop would be hard to find. But if they do you will be greatly rewarded! Why? Because this items are always rare! or set items only with options always in line for your characters MASTERY!(rather than random items which will just go to waste!) this concept is introduced to make rewards more appealing and character selling on market square would be specific! Rather than selling assorted item on each character shops.
 
To elaborate further: back to our main character! With LEECH mastery!
 
All of the item drops he would get are for LEECH mastery characters only! The player can choose if he would use the item or sell it! So during selling, the character would just simply name his SHOP. LEECH MASTERY ITEMS HERE! Simple!
 
Character stats!
Now! Since there would be no character levels there would be no need for individual character stats distribution! (This concept is introduced so that there would no more misplaced stats on your character! (Which other MMO's would sell STAT reset scrolls for money so that you could just reset your misplaced stats) instead! Each time you kill a MIDBOSS or a BOSS or even just simply killing normal enemies if an item would DROP! Since it would be rare or a set item. These items would contain options which would directly and specifically affect the characters attributes and MASTERY!
 
Example: going back to the leech mastery character: during customization all stats are already given as to what might be the result of the basic stats that you would achieve>
 
All characters have
str=20
agi=20
vit=20
mana=20
 
ON RACE
For humans+10vita
For elves+10agi
For giants+10str
For Druid+10mana
 
 
 
 
 
ON JOB
For KNIGHT+10STR
For MAGE+10MANA
For ASSASIN+10VIT
FOR ARCHER+10 AGI
 
ON ELEMENT
For FIRE+10STR
FOR WATER+10MANA
For Earth+10VITA
For WIND+10AGI
 
so if you want to make a character
HUMAN>KNIGHT>FIRE
 
His stats would be
STR=50
AGI=20
VIT=20
MANA=20
 
 
Now to make it clear on item drops! Each item will HAVE ADDITIONAL OPTIONS NOT ON THE STATS BUT FOR ATRRIBUTES AND MASTERY ONLY!
(FOR ITEM DROP)
ATRIBUTES ARE:
 
-->ITEM DROP FOR REFLECT MASTERY ONLY
NOTE: LIONS WRATH SKILL APPLICABLE FOR 2handed WEAPONS ONLY REFLECT DAMAGE IS INCREASED 3X (300% TOTAL)
May contain 1-3 of the following:
+100 HP
+ 20HP RECOVERY PER SECOND
+ 30% LIONS WRATH SKILL-> acquired on 2 handed swords only
 
 
-->ITEM DROP FOR CRITICAL DAMAGE MASTERY ONLY
NOTE: FOR SUCCESS BLOCK YOU CAN COUNTER STUNNING ENEMY FOR 15 SECS AND ACTIVATING BERSERK SKILL! (60% MORE DAMAGE+ increased attack speed)
May contain 1-2 of the following:
+30% ABSORB DAMAGE
+40% ABSORB DAMAGE
+30%BLOCK SUCCESS RATE-> acquired on shield only
 
 
-->ITEM DROP FOR DOBOL DAMAGE MASTERY ONLY
NOTE: ODIN STRIKE APPLICABLE FOR SCEPTER AND BOW WEPONS ONLY DOBOL DAMAGE IS INCREASED 2X (200% TOTAL AND SLOWING HIM 80% OF HIS MOVEMENT and FIGHTING SPEED)
May contain 1-3 of the following:
 
+100 MANA
+30 MANA RECOVERY PER SECOND
+30% SUCCESS ODIN STRIKE -> acquired on scepter & bow only
 
 
 
 
-->ITEM DROP FOR LEECH MASTERY ONLY
Note: LEECH TOUNGE SKILL IF ACTIVATED WOULD AUTODAMAGE ENEMY WITH LEECH FOR 20 SECS.
May contain 1-2 of the following:
+40% INCREASE DAMAGE
+30% ABSORB LIFE
+30% SUCCESS LEECH TOUNGE SKILL!) -> acquired on Knives or katana only
 
 
(For SET ITEMS option on complete sets)
ATRIBUTES ARE:
 
FOR REFLECT MASTERY ONLY
+300 HP
+ 40HP RECOVERY PER SECOND
+ 50% LIONS WRATH SKILL damage
+30% increase mastery damage
 
CRITICAL DAMAGE MASTERY ONLY
+10%critical success rate
+60% ABSORB DAMAGE
+50%BLOCK SUCCESS RATE
+30% increase mastery damage
 
DOBOL DAMAGE MASTERY ONLY
+400 MANA
+60 MANA RECOVERY PER SECOND
+50% SUCCESS ODIN STRIKE damage
+30% increase mastery damage
 
LEECH MASTERY ONLY
May contain 1-2 of the following:
+50% INCREASE DAMAGE
+40% ABSORB LIFE
+40% SUCCESS LEECH TOUNGE SKILL damage
+30% increase mastery damage
 
 
 NEW FEATURES included!
 
(Button mashing Final fantasy style squall LIMIT break! Is available)
 
(time OVERDRIVE skills are also included).
 
(RANDOM 1-HIT 1K damage Final Fantasy style intro and animation style to guardian characters is here! guardian characters are characters that would randomly appear with in that quest and help you along the way. If they appear guaranteed 1K damage to the enemy will be experienced!)
 
And more!

comments ( 25 )

Nyapism
Post Time : Oct 18,2009 10:39 pm

how about like monster hunter?!

no level need, you'll need to collect quest point and do certain ques to up character's rank~~

and weapon's rank~

AkatsukiSwordmaster
Post Time : Aug 16,2009 9:43 pm

an almost impossible game to create...money, time, effort, workers, holy crap. you better make sure this game works at the end or your going to be 70, broke as hell and completely wasted your life.

AerialRaver
Post Time : Aug 16,2009 9:20 pm

Sounds like the brainstorming phase of a MMO. Good start, but a lot of this unlikely to happen. A MMO with no levels, no stat choosing, no repeating quests? You will need thousands of quests just for one character class - no one has the time/money/patience/effort to make them all (I don't mean a player to do them all, I mean the game designer to actually design all these quests). Make similar quests? Then it will be a cut&paste job and it will be too boring. On the flip side of the coin, if you have less quests, then the game will be too easy... at the end of all the quests and after you've beaten "the boss" there will be nothing left to do! Then players won't play anymore once they max out. The basic idea behind MMOs is intentionally slow progress - so that people will keep on playing because there is more to do and they can still get stronger. You have interesting ideas but these would be really hard to implement. When you really think about it: grinding, levels, and stat distribution become necessary evils that are vital to an MMO.

xNirtrOx
Post Time : Aug 15,2009 10:54 pm

damn awesome smileys !

juz love them !

eatlyh
Post Time : Aug 15,2009 9:29 pm

Pretty good idea, But it needs a bit refining... And MMORPG without grind wont have players cuz usually those kind of games need skillz... Oh BTW u should check Mabinogi: heroes, its skill based... Got levels, but u can pwn anything with lvl 1 char, since u can use enviromental weapons like, if u are in forest, U cut a branch from a tree, and u can whack enemys with it...

taetae
Post Time : Aug 15,2009 7:07 pm

ur idea is more boring than grinding

Classiccool
Post Time : Aug 15,2009 10:49 am

You guys should really stop trashing his topic. It's just a ruff idea I mean if he was a professional game developer he wouldn't even be telling you this stuff. it's alright to leave some constructive critism but don't be an a-hole about it.

love the ideas man keep think of new ideas you never know what might happen...

Laruna
Post Time : Aug 15,2009 10:41 am

Been looking for these smiley's for a while!

fetaphage
Post Time : Aug 15,2009 2:15 am

The required gameplay elements to truly consider a game grind-free are "Pure-Sandbox" gameplay elements where essentially you create your journey in a world. To be a "pure-sandbox" nothing can be setup by developer implemented features, only the core mechanics are implemented by developers.  Theres no background story, except those created by the earliest players.  Player skills are player skills, no stats, no formulas, head shots are head shots, leg shots are leg shots, loss of limbs are loss of limbs.  Yes this is almost impossible to make, and probably won't be that popular.

 

Point being as long as there are any form of artificial progression, it is consider grind.

kokialoves
Post Time : Aug 14,2009 7:16 pm

the game develop cant catch the master game player game process.when the master finished all the quest,what they can do?

lumpasaur
Post Time : Aug 14,2009 6:57 pm

 ALREADY ONE IN DEVELOPMENT its called Secret world, no lvls, no classes, you can use any battle style you feel like, any clothing. LOOK IT UP

NightSage
Post Time : Aug 14,2009 5:11 pm

Mastery grinding then.... ok ....ITS THE SAME THING! AHAHAAHAH

itsJUN
Post Time : Aug 14,2009 3:26 pm

Heck I just care if I can move around freely and if the animations in game look nice.  Movement and animation are two very important things to me in a game, but you know the developers of your kinda mmorpg would have to constantly add new stuff to the game.

furiosknight
Post Time : Aug 14,2009 1:46 pm

hmm... it's the levels that make people addicted

yia
Post Time : Aug 14,2009 12:07 pm

well u need lvls 2 have replay value but ppl hate it now i  guess

legendzerato
Post Time : Aug 14,2009 8:34 am

You delete level, change the word to mastery and it becomes no grind. Basically thats what your saying. As you still get stronger with mastery, is that not the same as leveling? By gaining only items of your class, you limit yourself of potential sales to other classes.

zx8bc9aw
Post Time : Aug 14,2009 8:06 am

sound like you are talking bout monster hunter. just that there is no story in it but have the same kind of concept.

ikariplayer
Post Time : Aug 14,2009 7:56 am

There alot of games that remove the level grinding, in favour for a level cap or other means. There an old game titled Deus Ex, where the player could earn skill points and level up skills, to have stronger ablitlies to use in the game world. Fallout 3 has a level cap, to level 15 or 20 to prevent grinding from happening.

Why do people grind? why do we even have a level 99 or 100 level cap? why should anyone grind to level 34 to go forward in the game?

Zanpakutou
Post Time : Aug 14,2009 6:17 am

people enjoy a small amount of grinding. it gives them a feeling of success but if you stretch it out too much it gets boring. also, the no level system doesn't work. especially a boss only level up system. its a good idea on paper, but when put to practice, its done poorly. imbalanced classes are never fixed in these games either.

achoo
Post Time : Aug 14,2009 5:56 am

 Druid is a class not a race; And I know its an example but if you're going to make an example atleast think it through enough to know that those 'masteries' are ridiculously unbalanced. And the game developers wouldn't be able to keep up with the players. So many people would beat the stoty line and have nothing but PvP to do, and PvP would be so boring because everyone who has beaten the story line would be exactly the same. No grind No game.

sszz
Post Time : Aug 14,2009 4:57 am

stop dreaming dude , its not gonna happen.  unless you're the game developer , you can create a game like that

.sync
Post Time : Aug 14,2009 4:48 am

assassin = agi

archer = dex

 

:D

yauzee
Post Time : Aug 14,2009 3:59 am

I agree

shayneraven
Post Time : Aug 13,2009 7:40 pm

Love this smiley!

shayneraven
Post Time : Aug 13,2009 7:39 pm

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