Overview
This page will eventually become a complete design document. For the time being it's a copy/paste of the various discussions we've had on our discussion boards.
Classless System
Luipaard
I'm not so fond of a fixed 'classes' type of skill system. But since we already different cultures, we should provide some difference between them. Perhaps a mixture of both might work:
In principle you can learn any skill you want, but based on your culture you have a 'talent' for certain things. Having a talent for a skill makes it easier to learn that skill. For instance people of Culture A have a talent for 'slashing throats' ( ) they would enhance faster in this skill than the people of Culture B which don't have that talent, instead they have another talent.
That way the choose you make in the beginning for a certain culture is a important one, but you can still decide to learn skills outside of your talents.
One thing we should be sure about is that one kind of culture doesn't provide an advantage over another culture. But that would be the same for a fixed classes system. Although the Final Fantasy approach doesn't have this disadvantage, it also makes the choice for a culture meaningless.
leeor_net
Fred,
The way you described it essentially mirrors what I've been thinking. Each culture has a strength in two, perhaps three different things including elemental affinity, weapon specialization and craft specialization.
It is these things that would make one culture more attractive than another (besides the physical differences). But, as you said, everybody would still have a chance to be able to work with whatever magic/weapon/craft they want provided they put in the effort.
I've also been thinking about a 'degrading' system. One that essentially forces the user to be focus on a limited skill set. I think this would prevent users from being able to be everything. As certain skill sets and weapon specializations are not used, the skill level in these areas degrade over time.
Kurt
But, I am also thinking that we should give players a change to change what they want to do later on, because usually when I play an Rpg, my character changes from what I wanted in the beginning so I want to change the class. And for most games you can't do that. Or you need cheats to do that. So it's just a thought.
leeor_net
The system I'm proposing doesn't lock a player into any particular 'class' if you want to call them that. If a player decides to choose a different skill set, it simply means that their other skills will degrade as they learn their new skills to become what they want. This will effectively limit a player to being one, maybe maybe maybe two things (e.g., a magic wielding archer!) at most. If they suddently decided that they wanted to be a warrior, it would mean that they would eventually lose the ability to fire arrows accurately.
It mimics the way things in the real world work. If, for instance, I decide that I want to be a pastry chef, I will learn the skills necessary for that and improve my skills as I practice. However, because I'm not working as a regular Chef, my other skills will soon begin to degarde. I won't be able to work as quickly, my timing may be off, my knifing skills could also begin to lose speed and accuracy and so on.
Fulgent
I think it would be neat if you are able to learn any skill no matter what "class" you are. The catch is that you would need stat requirements to learn a skill.
For example, learning "fireball" would require like 150 "magic" stat or something while learning the technique "Fire Slash" would require 50 "strength" and 50 "magic".
Although, if you want to go with putting techniques within a certain "style of fighting" that be good too. For example, maybe you can only learn "fire" type attacks if your fighting style is "Fire manipulation". Then you can learn a wide variety of attacks that have fire or heat related to them. Maybe a person can learn up to 3 different fighting styles. So maybe there is another style that involves using a sword called "Sky slashing blade" which involves sword techniques using a cutting type blade instead of a blade meant for stabbing and thrusting. These techniques involve make use of slashing in wide arcs agaisnt opponents. Like a wide slash that gets multiple opponents in a single hit, or a technique where the character spins wildly and anything caught in the spin gets slashed by the sword as well as the technique having a chance of deflecting projectile attacks.
Also, if you have say both "Fire manipulation" and "Sky Slashing blade" as your fighting art or style, you are able to make new techniques based off both. Such as a "Fire Slash" which would be a Slash with the blade covered in flames. Each style or fighting art should also have its own "ultimate attack" that basically is an attack that has accuracy as high as its most accurate attack and while having as much power as its most powerful(although slow) attack. That is another system to consider if you really want to put techniques into systems and would make it so that your character really is trying to master an art or style of fighting. I'd be hyped for such a system. There should be many fight arts to choose from. Maybe 50-100. So you could making combination of threes out of a 100. The stat requirement would also make sure you don't just be good at all three and would make specialists have a chance agaisnt jack of all trade types. That is what I think.
EDIT: Maybe around 26 in total, since each "fighting art" would contain about 6-10 techniques each while also having an ultimate attack for that style of fighting. Maybe 10 will be related to weapons/hands while another 10 for "magic" and around 6 for ranged weapons. Making 26 in total styles. 100 would be too unrealistic, or I must have been thinking that there would only be 3 attacks in each, but that would be lame if theres too few per style. At 20-26, it would still result in a total of over 200 different techniques. I guess it depends on how easy it is to implement attacks and edit their properties, the more complex, the better it is to aim for less attacks in order to work on them better.
Combat System
Fulgent
I think instead of using a fighting system that is already found in other games. The game should try to make a new kind of fighting system that is just as fun and original at the same time.
Well, I don't know, for years, I would always write an alternate battle system that doesn't rely on the same values as the template that seems to be followed in many RPGs or other kinds of games. It probably wouldn't be a good idea since it would take a lot of time to make an entirely new system never seen before in a game and to also make it as effective as already existing templates for games.
I also wonder if there are some types of game play that are just more popular with people overall than other types. For example, some complex action games become cult hits because a lot of people don't understand the complexity and are turned off by it. While games with few stats that are easy to understand seem to be more popular. I personally enjoy games that have as much complexity as possible. For example, I seem to like action type games that have stats that you can manipulate as well as a large roster of techniques that make creating a character tons of fun and even moreso when you have a unique playing style that you custumized yourself. Although, most of these games if having an online component, are usually laggy. Possibly because of the physics that attacks carry and having to have that go back and forth between connections. Another possibility being the connection could not keep up with the number of commands.
Simpler systems don't suffer from lag I beleive such as turn based or battle systems with auto aiming or that don't rely on an attack possessing a hit box for getting damage through.
Its just my observation, it just seems games with action and physics type elements in their game play suffer from lag while a more simpler system will suffer less since it is not dependent on command inputs making it in time to decide the outcome of a battle. For example, in a simpler battle system, your dodge is determined by a number that is automatically used in a calculation when an attack is used on your character while in a more complex system, if attacks are dependent on hit detection and dodge dependent on the timing of your comman input, then lag will make your command to dodge too late and you will be hit by an attack and then dodge afterwards since it took a while for your command to be proccessed. I don't know, thats what I think. I'm not really an expert on the coding that goes on when a game is being played. Its just my own observation from what data I have.
Fulgent in response to leeor_net
I remember Secret of Mana. That was a fun looking game, didn't get to play it much. Although, I remember thinking why couldn't other games of the genre be like this. Its a lot better than the way some MMOs play online which is click and your character just attacks on their own automatically and have a redundant, uninspired animation until the monster is dead and repeat. : ( I like how Secret of Mana had variations in its animation of melee attacks from what I remember. Only techniques or skills should have a constant animation since their powerful unless they are able to be varied in appearence.
Also, I never beleive in free attacks, although, maybe that wouldn't appeal to most people. I always thought that even melee attacks should drain some kind of energy instead of being infinite. Even just a tiny amount from some kind of bar and then more advanced attacks would take more energy. Maybe a bar that shows a limit to how many attacks can be done before you overheat the muscle which is constantly refreshing the bar and to prevent infinite button mashing and to make it more interesting to choose from attacks that are most effective and it might add some tactics to the fighting. Maybe both "magic" and "strength" based attacks should have a bar instead of just magic for capacity and both also have a "limiter" bar to represent cooldown from having used attacks for both "magic" and "strength". For example, a basic melee attack would only cause a blip on the bar and it will be refreshed immdiately, so if your stats affecting the limiter are high, you could probably attack a very long time with basic attacks, while if you try to use a very advanced melee attack, it would drain a lot from the limiter bar and if you try to use it repeatedly at a fast rate, you'll reach the limit of the limiter bar and even if you still have lots of energy in your capacity bar, since you tried to use so many advanced techniques, you would need to wait for the bar to refresh, and if you tried to use it again and it goes beyond the bars limit, it would then take away from your HP or life bar, since your character is going beyond their limits. So if they attacked a lot, they would have to wait, until the limiter bar has refreshed to 25% before using some lesser technique or even just 5% to rely on basic attacks repeatedly. The bar is always constantly refreshing and is determined by some stat, so some people will be able to recover their limiter bar faster than others. The limiter bar is seperate from the capacity bar which would be how much an attack would cost. That way, somebody could make a character with high energy capacity and high limit refresh, and be able to do a ton of powerful attacks consecutively and quickly, but they won't be anywhere as powerful as somebody who concentrated on their attack stats and have lesser limit and capacity but do several times more damage using the same technique. Their so much variation that can happen from this system I think.
Kinda like trying to swing a log around too fast with an arm, even if you still have enough energy, you can't swing that log again immedietely if you did it a lot of times too fast.
I think it would make a good system and to me would be more interesting than the way other games have their systems set up.
It should also allow for neat, over the top things without it becoming unbalanced.
I wonder why other games don't do that, I've seen limits for individual techniques, which makes no sense to me. The limit should be within that category such as all magic attacks should affect a magic limit bar at different rates. Like lesser techniques only drain about less than 10% while the mightiest of techniques could be anywhere from 50% to 90% depending on the stats.
leeor_net
That actually works pretty well with my idea for how we would handle the 'magic' system.
Since there isn't technically any magic, I was thinking to myself how we would handle the elemental focus abilities. It occured to me that we could use stamina. I thought about the problem of how Stamina is a stat all by itself and how it affects how much attack power, health regeneration, movement speed and other stuff if we reduced it but then I realized just how great that would be!
Powerful attacks would drain a significant amount of Stamina which would in turn decrease the strength and speed of the player. Food and potions would increase stamina but not like resting would (either by sleeping or by sitting down, however we decide to handle it). This would force players to require some sort of strategy in their attacks as they wouldn't ever be able to spam one powerful attack after the next, down a potion and repeat because using such powerful attacks would weaken their ability to defend themselves.
As in real-life, constant training increases a players maximum amount of stamina (e.g., leveling up) so there's still a somewhat familiar element to gameplay.
We would need to really design it well in terms of stamina costs and regeneration as I can see the game turning into an unplayable and frustrating experience of always running out of stamina or not enough stamina draining so an ungodly amount of strength also. Either way we'll need to do a lot of play-testing but I think the offline game can give us a great way to test it out before we go online.
So it sounds good to me…
Fulgent
True. Designing this would be difficult, but if succesful, would prove to be revolutionary I beleive. Theres too many games where you can just spam attacks while downing potions for a while. It is also true that if a system that limits attacks is done wrong, it would become tenuous in terms of fun.
I like the idea that both strength and speed would decrease after a powerful attack. I think after those stats go down, they should start gradually returning to full strength after the attack, so that would make it important to counter attack somebody who unleashed a powerful attack in that time frame and would add some depth to the battle.
Heres an idea: How about there is a bar that is representative of the total amount of potential energy in the player, seperate from the stamina bar. When the stamina bar depletes, it would always be regenerating back, but instead of just always infinitely regenerating everytime it depletes, it is actually taking energy from this "soul" bar. So that way, even if stamina has a limit, it will regenerate, but after several battles, the soul bar itself which doesn't regenerate but has an incredibly high capacity is almost out, so then you would need to rest to regain the entire bar. Kinda like this:
Stamina Bar: 1,000
Soul Bar: 75,000
Stamina Bar depletes by maybe 750 from a powerful attack. It will be down to 250 and be regenerating back at a rate of 50 a second. This will be taking away from the Soul Bar which doesn't regenerate. So if the person regenerates back to 1,000, their soul bar will be at 74,250 and their Stamina Bar back to 1,000.
If their is a seperate bar for "magic" type attacks, which I think might dwell in a different frequency from the energy of stamina, it would be a different bar seperate from stamina but it also takes from the soul bar to regenerate itself. Then it would be something like this.
Stamina Bar:1,000
"Magical" Bar:1,000
Soul Bar: 75,000
So physical attacks like punches would take from the stamina bar, and mystic type attacks such as fireballs, would take from the "magical" bar. That way, if somebody has both kinda of attacks, they could drain their entire stamina bar, but still be able to attack with mystic type attacks. It would make jack of all trades still have a chance agaisnt specialists. Since in order to have both Stamina and "Magic" related stats even, they would only be half as good in each one while somebody else would be twice as good in Stamina or Mystic alone. So if somebody concentrated only in stamina, it would look like this:
Stamina Bar: 1800
Magical Bar: 200
Although, I don't know if people will like or dislike the idea of a constantly regenerating bar which if stamina does effect the perpetual stats like strength, then perhaps if stamina is nearly depleted, strength would be at 50% and then go up according to how much stamina is regenerated back, like how if the bar is halfway, then strength would be at 75%, although, this would need more detailed thinking.
Although, from my experience, some games did get such a system wrong, at it ended up with everybody attacking that paticular stat or everybody customizing their character to defend that paticular stat at the cost of everything else. To solve this, I think some defensive stats should be connected to a different bar in order to give the player a chance of defending themeselves if their bar ever gets too low. This would need a lot of thinking I beleive. A stat that becomes to centralized would have more value than other stats. For some reason, I beleive that all stats should be equal in some way, or at least divided into groups of stats where they are able to stand equally. This too will be difficult, but if it can be done, then there will be a variety of builds that will be as equally effective as other builds that have different stat configurations I think.
Making it as understandable as possible, while making it complex enough to allow room for variety and also being fun and strategic at the same time would be something to work for I beleive.
leeor_net
I think you're getting a little more complex than is necessary.
Keeping in mind that there is no magic in LoM's world and that the ability to manipulate elemental energies is as physical and natural an ability as, say, breathing, it would require stamina to use these abilities. Thus, using elemental attacks/defenses would drain the strength that a player would have making them vulnerable to various other attacks. Granted, not all attacks would completely drain a player to the point where they can't do anything except recover (although there will likely be several very powerful attacks that do just that), it would still drain some stamina so that over the long run a player gradually gets more and more 'tired' and thus loses strength and mobility (e.g., not as fast so they're unable to dodge attacks that they would normally be able to) and so on.
Essentially, Stamina will be used to calculate a number of other stats including Strenth, Speed, Dodge, Critical, etc. As Stamina slowly eeks away, so do the other stats.
I'm not sure I like the idea of spirit unless it's a stat that's related to the amount of power a player might have in the potency of their elemental manifestations but I don't see it being very useful anywhere else.
I think a possible solution to being essentially defenseless is to activate 'Desperation Abilities'… Like in Battle Arena Toshinden, these would be very powerful and sometimes even deadly attacks that can only be used when the character is in a critical position. In the case of the fighting game, it's when the characters' HP is less than 10%. We could do something similar where when a players' stamina is less than 5% they are able to unleash very powerful attacks or other abilities for defensive measures or to increase other stats that would at the very least give them a fighting chance. It could even be abilities that would allow a player to flee at great speed — these desperation abilities would be dependant on how the player has trained themselves so while we may not have specific 'classes' as may games do a player that is similar in many ways to a rogue would be able to flee where as an 'archer' would be able to shoot a large numer of arrowsor a 'warrior' would have some sort of whirlwind sword attack.
Fulegent
I guess keeping it simple would be better then. Yes, I like that there is no magic in LoM, I never used the word magic to refer to things like fireballs, which is why I say "magic" with ". I usually refer to things that would look like magic to be mystic. Labels aside, I guess its fine if both strength and "magic" based attacks drain from the stamina bar. Since there is also the HP bar by itself so it would make sense then that there is a bar related to defense capacity and the stamina bar determines the offensive capacity in the player.
The idea for desperation attacks is interesting. It might add a new level to battles. Like instead of somebody losing in an anti-climatic form, they will at least put up a fight in their last % of life and have a chance to escape.
I guess it is interesting for stamina to affect other stats in that way. How is critical calculated, is it always by % based on the characters stat, or is it calculated as somebodies critical vs another critical? Like if somebodies critical stat is 100 and another is 50, the person attacking with the 100 will have a 50% chance of critical, or will their damage be increased by 50%? And if somebody has less critical than the other person, like if its 50 agaisnt the 100, would it then be like a 25% of critical or will it be -50% damage reduction? I probably have critical all wrong. Although, I think the way it was determined in this other MMO was kinda odd, I'm not sure what their formula was, although it seemed to barely be noticeable until it reached very high numbers while other stats were effective even at low levels. Perhaps critical should be split into two having the same relation that attack and defense has to itself? I find it odd how some stats fight themeselves, while other stats fight a different stat. Example: Strength vs defense although in some games "magic" vs "magic" meaning no "magic defense". Making strength and defense have half as much importance as magic by itself.
leeor_net
Moving on, I think you're taking my 'KISS' principle a little too far with the calculations… While it should appear relatively simple to the player, I expected it to be a somewhat complex network of stats affecting other stats. E.g., poke the stat system in one place and all the others respond accordingly. We'll have to think about all of the stats that a player/mob would have and how each stat affects another and so on.
Skill / Stat System
Fulgent
True, the presentation to the player should be easy to understand so they are able to modify their stats.
How many different kinds of stats are planned for the game? I like designing stats, although my methods are unorthodox sometimes.
The reason I say unorthodox is because I think stats should do more than one thing. Although, my theories weren't directed to RPGs. I have years worth of notes on my other comp about a good theory for making a fun and complex game. I beleive that stats should do more than a single task in order to better make them more balanced. Like strength shouldn't just affect attack power, it should allow a character to punch the ground and send them flying into the air, this could be used as an alternate form of dodging. Especially if its somebody with 100 strength and they only move at walking speed. They'll be able to dodge attacks this way. Another example is that speed should not just affect the top speed of a character, but it should also add to attack power via momentum. If their going fast enough when they attack, their should be more impact to their attack. That way, stats do more than what their "meant" for, and this way, even people who specialize in a single stat will still have a chance agaisnt somebody with multiple average stats. No games I have seen so far have done this, they just do attack=damage, speed will affect both agility and top moving speed, and other things like that that I don't agree with. It kinda brings some imbalance to a game when one stats is able to do two things while another only one thing. Many game designers don't see this and they end up with imbalances. If all the stats do enough, that their equal to each other, then its possible to have a game where any kind of stat type will have an almost equal opportunity to win.
Maybe I'm wrong, but I strongly believe in this theory and if I ever do get it to be realized and if my theory proves true, then it will be a fun game to play. Some of the ideas I mentioned were from my files except adapted to try to fit an RPG type.
leeor_net
Actually, this is exactly what I had been thinking although I don't know if punching the ground to launch one into the air makes too much sense (unless, of course, earth elemental abilities were in use).
But that is what I mean when I say touch a stat in one place and it changes everything else.
The reason most game developers leave stats as changing only one or two things directly is because that concept has become a genre standard. It's what happens when people have gotten used to one system and developers want to target exactly that audience by being the same. It's an unfortunate cycle that happens games of all varieties and has the negative side effect of virtually eliminating innovation.
As we're not a commercial project and we're not intending to grasp a huge market, we're free to innovate and experiment as much as we want. Should we get popular, wonderful! If not, it's no big deal either… we've at least put together a complete game that actually works and we'll have tons of code that versatile, flexible and extensible (it already is in its current state! Woohoo!).
So by all means, innovate! I would be thinking about exactly this stuff too but I have to balance between figuring out various parts of the code and my job. Leaves little room for anything else.
Fulgent
I see. I guess its a good thing there is more freedom instead of pressure that would constrict the creativity to make something unique.
Also, the arm thing would work in that if its somebody with a high attack or strength, whichever name is used, I would think that their arm power would be vastly greater than their leg power, so they would use the strength in their arm to propel themeselves into the air. A person with normal human strength wouldn't be able to throw themeselves into the air by hitting the ground with their arm, but somebody with beyond human strength should be able to leave the ground quickly and cover some distance to make up for their poor mobility due to their weaker legs.
I think it is a good concept. Strength if at a high enough number is able to be used for mobility although not as good as speed mobility, but enough to be useful in some way, while speed can add to damage, although not at the level strength would but enough that it makes a difference. That way, people who have invested in nothing but their strength stat still have some form of mobility while somebody who invested in nothing but speed won't be doing non-existent damage. Somebody with human level strength won't be able to throw themselves in the air since their arm power isn't incredibly high, so such a mobility technique would only be useful to a person of extensive strength. There are many techniques like this that depend on a stat being at a certain level or number or the technique will not work.
Zoned Defense / Attacks
leeor_net
This is an interesting concept that was brought up on the TMW forums. It could add a level of realism that I have not seen in other commercial MMO's:
Quote:
Shaggy: I was just wondering, will the new TMWServ be capable of a system of zoned defence? For example, I fail to see how a helmet would be much good against a floor creature like a maggot, or a pair of boots against a bat.
Elemental Abilities
leeor_net
When a character or creature that can work with elemental energies creates a manifestation, it's basically a method of converting energy into matter or changing energy from one form into another. For instance, fire elemental energy can be manifested into a fireball or even channelled right into ones body to give a boost of strength for a short time. In the case of Water, a large wave or a healing effect.
Le Phan
As a former data-entry clerk, what do you think about having the players type in a combination of numbers like how one would call up a spell by chanting.
For instance, if a player wants to cast a fireball, they would have to type: 7824 - fireball is activated and then left-click on a target. To avoid conflicting with the chat-screen, maybe a special mode (ex. fight mode) has to be turned on??
This maybe corny but what if each number is a word. For example:
1 - Nu
2 - Ka
3 - Dis
4 - Uoi
5 - Hai
6 - Kulo
7 - Kai
8 - Ze
9 - Tei
So for a fireball: 7824 = kai-ze-ka-uoi
Just a quick example above.
Edit: Actually, this method might be too hard for players who don't have a number-pad handy…?
leeor_net
I like that… but like you both said, it may either be too complicated for users without a number pad and it may not be suitable for a real-time combat system (although it's an intruiging idea).
I wonder if something like that could be adapted… however, instead of having to type in combinations every time, new 'incantation words' are learned as a user progresses. These different incantation words can be combined in different ways to produce different effects and then saved into a customized Spell book.
Then, much like in World of Warcraft, the user can stick these new spells that they learn that are written in their Spellbook onto a sort of 'action bar'. The user can either click on the action bar button or assign a shortcut key combination (e.g., 1, or ctrl+1, etc.).
I do see the downside that some users may arbitrarily put various combinations together until they find one that works, save it, and continue their quest. That would definitely give them an advantage over other users who prefer not to waste time.
Perhaps there can be a limit on the number of times a user can attempt incantation combinations per hour? Or the potential for things to backfire or have negative consequences (e.g., a fireball can explode in their face either killing them or doing serious damage with an incorrect combination or they can cast an incurable poison on themselves until they do actually expire)?
Player Interaction
Cherub of Death
==Duel=
Dueling can be a large part of an MMO. Player vs player can occur out in the wilderness or we may choose to have specific areas or arenas for this type of game play.
==Trading==
Trading is an action that is definitely required. Trading may occur between players or when you trade with a NPC.
One idea of mine is that NPCs may give you basic items, with large gaps between level or skill required for the next better weapon. Now between those two weapons you may have upgrades or create your own weapon which is stronger than the original but weaker than the basic weapon for the next level weapons. Of course there can be few items that are stronger than the next level of items, but it will be difficult to obtain.
==Chatting==
Chatting is of course in all MMO games, and is basically essential for online play. Interactions with other players. The area the chat can hear players, how to activate your chat window, etc. are still being discussed. There will probably be sections of chat, friends, guild, etc.
==Guilds==
Guilds are an open topic, hasn't been discussed much. Everyone should know what a guild is but if not, a group of friends or people that are bound together. Guild members usually play together and help other members.
Alliances can be a possibility between two or more guilds.
==Friends==
Online play may have the choice of having friends. These can be friends that may or may not be in your guild. Not much that is needed to be said for this.
Friends should be able to message each other from anywhere and converse.
Economics
Cherub of Death
==Currency==
The name and type of currency has not been decided yet. This of course is required for trading. The worth of each piece is also undecided, such as is 10,000 (whatever) a large amount, what can you get with it?
It has been called Kur already. Though this may be broken down like gold, silver, and copper.
==Lottery==
This can be called a lottery or raffle. Many players will buy a lottery ticket and have a chance to win.
Leeor: let's say that people buy a lottery ticket for 10 gold and can get a return of 10000 gold. they have a 1/1000 chance of winning. Those odds are high enough that if 1000 players bought a ticket, one person would win every day (assuming, of course that we only had it once a day).
Miscellaneous
Cherub of Death
==Holidays==
There has been chatter about Holiday Celebration. This idea was brought up by Jesse.
This will include fictional holidays, example "Also, Warren isn't a god but he may have some sort of day in Kalder that memorializes him."(Leeor) Other events such as Christmas, Easter, Halloween, etc. will be included.
Certain activities may be included with holidays, example being presents on Christmas. As for seasonal weather, that is still open for discussion.
==Mini-Games==
Mini-games have been open for discussion, as parts of the game. In which you play small and simple games but are able to win prizes and have fun. Not much information on this topic at the moment.
==Environment==
Night and day transitions have been discussed. Also I have been thinking about wind, or birds and such to keep the world as real and alive as possible. Too many of these things may cause lag, so this may need balancing.
==Reputation==
A player's reputation may come into play on single player gameplay to a certain degree. In which decisions, family, etc. will decide if you are good, bad, or are disliked by certain NPCs. This whole topic is still open for discussion.






