Hello everyone. What you see below is a rough draft of a new mmorpg game concept I'm testing out; This is an interest check to see if it's even worth it to bring the idea to fruition.
Overview:
This concept is based off the popular anime Hunter x Hunter and its greed island arc.
This is a competitive gamemode that will be advertised to the competitive community. It will operate off of a season basis and will have a large cash reward for the one who wins it all. It should take a month for one user to fully complete the game and win.
Players are placed on a large island that has many cities to visit and places to be. There are safe zones (cities and spawn) and there are pvp zones (everywhere else). In the PVP zones, players can manipulate them however they would like. They cannot build, but they can break blocks.
The goal of this game is to collect all 100 slotted cards. They will rank from SS all the way down to H, and the letters are assigned based on the difficulty to get the cards. Cards ranked C and D are going to be the most common while the rankings on the edge are going to have the least. All slotted cards are items, but not all of these items are tangible. Once a user obtains a tangible item, it immediately transforms into a card. If a player keeps the item in their inventory for more than 5 minutes without putting it in their binder, the card turns back into an item and it cannot turn into a card again. If a player takes a restricted card out and turns it into an item manually, it cannot be turned into a card again. If an item is supposed to turn into a card, but the card limit is already reached, then the item will not turn into a card.
A second card type is available: Spell cards. Spell cards are essential cards for anyone who wants a chance at winning the game (or surviving). There are 40 different spell cards. Players get a socket for each of these spell cards in their card binder.
Players also get 45 free slots to hold extra cards. Cards like duplicate spells, or cards that are not meant to exist as slotted or spell cards. Cards in a player’s free slots are demolished if the player leaves the server without the “leave” card, or if they die.
Card Sheet: [REDACTED]
The user will also be able to choose which “nen” path they want to go down. It will contain several abilities and passives they can use to better themselves. It will be similar to how any MMORPG game has their skill upgrade tree laid out.
Everyone will start out at level zero, going up to 100. They can earn EXP through various tasks such as killing mobs or finding new cards. EXP is different to official Minecraft EXP, but I will use the EXP bar as an indicator for their level. The action bar will let them know when they get EXP, from what, and how much.
Leveling up gives the user an option to upgrade 1 of 5 stats. These stats include health, damage, defense, speed, and greed. All of these are self explanatory except for greed; Greed will give you immediate rewards rather than a permanent self upgrade. While greed will help you get through the game faster, some missions will be extremely hard if you do not have better base stats, and you will be prone to attacks.
Reaching certain level milestones will give the player the ability to choose their class and what upgrades they want in their class.
However, players do not have to level up any of the stats immediately. They are simply given points to level themselves. If they get up to level 15 without spending a single point, they will be able to choose the Specialist class, and the points are spent.
Classes:
These are classes in HxH. I want to change them up a bit so I can actually execute them easily (since most of them are not feasible to implement). The user starts out without a class and they can choose at a certain level milestone.
How is this game monetized?
I think a game like this is highly reliant on a pay-2-skip structure to survive. While I would like to just do cosmetics and not have anything be p2w/p2s, I don’t think this game can survive like that. Not that I care about making money from the game, but I would like for it to cover its own cost. Here is a list of possibilities that I thought of:
How is the player supposed to get the cards?
The player should get cards through four different methods:
How is the player supposed to leave?
Leaving in greed island was supposed to be bad for the player but it was also used as a utility feature for strong players in the anime.
Given that in Minecraft, you can leave a server at any time, I want there to be a punishment for leaving without the spell card “leave”. There should be an infographic below the disconnect button that lets them know about the consequences.
If they do use the spell card “leave”, they will be kicked from the server and they can join back at any time within 7 days (168 hours) from using the card before the above consequences are applied.
How will I introduce the player to the game’s rules?
I take the player through a small building where they can view how to play the game and how certain features work. An NPC will talk to them and show them the ropes.
Where do I want PVP enabled?
In the official Greed Island, there are no safe-zones. You can be killed wherever. However, hunters value their lives, so they tend not to try to kill each other without reason.
I want to give players enough of a chance to learn the game before delving into the PVP aspects of the game. Every city will be a safezone plus the spawn point. However, to get certain cards, they have to go into the PVP areas.
What happens when a player dies?
When a player dies, they should be banned from the server for a set period of time that is punishing enough for them not to want to die. In the anime all of their restricted cards are erased, but I think that would be too rage inducing to do. I believe a 24 hour ban should be detrimental enough to impede their progress by a lot.
If a user in combat disconnects, they are treated as dead.
In addition:
How do players view the top players?
There will be a spell card that allows the players to view the players with the top amount of cards. It will be a spell card that will be easy to get.
Is teaming allowed?
Yes, it is. Players are allowed to create parties and team up to defeat the game. However, internal conflict is something that they have to worry about. As the reward will only go to one person, splitting up the prize money or who will hold all of the cards are internal problems players will have to face when teaming up.
Going solo is easy in terms of not dealing with anyone else, but you will have to deal with teams of players trying to kill you or missions that require more than one player.
Overview:
This concept is based off the popular anime Hunter x Hunter and its greed island arc.
This is a competitive gamemode that will be advertised to the competitive community. It will operate off of a season basis and will have a large cash reward for the one who wins it all. It should take a month for one user to fully complete the game and win.
Players are placed on a large island that has many cities to visit and places to be. There are safe zones (cities and spawn) and there are pvp zones (everywhere else). In the PVP zones, players can manipulate them however they would like. They cannot build, but they can break blocks.
The goal of this game is to collect all 100 slotted cards. They will rank from SS all the way down to H, and the letters are assigned based on the difficulty to get the cards. Cards ranked C and D are going to be the most common while the rankings on the edge are going to have the least. All slotted cards are items, but not all of these items are tangible. Once a user obtains a tangible item, it immediately transforms into a card. If a player keeps the item in their inventory for more than 5 minutes without putting it in their binder, the card turns back into an item and it cannot turn into a card again. If a player takes a restricted card out and turns it into an item manually, it cannot be turned into a card again. If an item is supposed to turn into a card, but the card limit is already reached, then the item will not turn into a card.
A second card type is available: Spell cards. Spell cards are essential cards for anyone who wants a chance at winning the game (or surviving). There are 40 different spell cards. Players get a socket for each of these spell cards in their card binder.
Players also get 45 free slots to hold extra cards. Cards like duplicate spells, or cards that are not meant to exist as slotted or spell cards. Cards in a player’s free slots are demolished if the player leaves the server without the “leave” card, or if they die.
Card Sheet: [REDACTED]
The user will also be able to choose which “nen” path they want to go down. It will contain several abilities and passives they can use to better themselves. It will be similar to how any MMORPG game has their skill upgrade tree laid out.
Everyone will start out at level zero, going up to 100. They can earn EXP through various tasks such as killing mobs or finding new cards. EXP is different to official Minecraft EXP, but I will use the EXP bar as an indicator for their level. The action bar will let them know when they get EXP, from what, and how much.
Leveling up gives the user an option to upgrade 1 of 5 stats. These stats include health, damage, defense, speed, and greed. All of these are self explanatory except for greed; Greed will give you immediate rewards rather than a permanent self upgrade. While greed will help you get through the game faster, some missions will be extremely hard if you do not have better base stats, and you will be prone to attacks.
Reaching certain level milestones will give the player the ability to choose their class and what upgrades they want in their class.
However, players do not have to level up any of the stats immediately. They are simply given points to level themselves. If they get up to level 15 without spending a single point, they will be able to choose the Specialist class, and the points are spent.
Classes:
These are classes in HxH. I want to change them up a bit so I can actually execute them easily (since most of them are not feasible to implement). The user starts out without a class and they can choose at a certain level milestone.
- Assassin
- A huge favor towards offensive ability
- Stealth features
- Fast
- Has no range
- Mercenary
- A good balance between tankiness and offensive ability
- Has no range
- Bruiser
- High defensive stats
- Has no range
- Has medium offensive stats
- Slow
- Gunner
- High offensive stats
- Is worse at close range fights, but has a chance
- Medium range
- Has almost no defensive stats
- Fast
- Sniper
- Medium to long range
- Is terrible at close range fights
- High offensive stats
- Has no defensive stats
- Specialist (Semi-Paid Class)
- Adaptive to the max
- Can choose from any class.
- Has its own set of skills to choose from
- Has consequences for choosing certain classes
- For example, choosing aspects from tank and assassin would make a highly lethal player with no defensive weakness. To counteract this, their vision might be cut or something.
- High skill cap
- If paid, the user has 15 level points to use freely.
How is this game monetized?
I think a game like this is highly reliant on a pay-2-skip structure to survive. While I would like to just do cosmetics and not have anything be p2w/p2s, I don’t think this game can survive like that. Not that I care about making money from the game, but I would like for it to cover its own cost. Here is a list of possibilities that I thought of:
- Ingame currency
- HxH uses a currency called jenny to buy cards at the magic shop. I would like to follow that concept. They should be able to exchange the currency for spell cards and it should also be a part of some missions.
- I’ll sell packages of this currency like how CoC sells their gems.
- Spell card packs
- Players can open spell card packs to get 3 random spell cards, with chances possibly tilting towards getting rarer spell cards.
- EXP tokens
- These tokens let players level up so they can unlock the next tree upgrade faster
- Skill reset tokens
- If they would like to use another class or redo their tree, they have to buy this token.
- Cosmetics
- This is self explanatory
- Specialization class
- See section above
How is the player supposed to get the cards?
The player should get cards through four different methods:
- Official Missions
- This is how cards are obtained naturally. Players can do vanilla missions like winning a RPS tournament for a card.
- Card Cloning
- There will be spell cards that you can use to clone other cards. Cards cannot go over their official limit.
- Card Trading
- There should be an official trading system where a user can offer cards in exchange for other cards. There should also be a gifting system.
- Scamming is allowed, of course.
- Players also have the option to give another player their soul, which is a tedious process where they have to accept a few agreements to do. If done, the player giving the soul is banned from the server and the receiver gains all of that player’s cards. The player can be unbanned using Angel’s Breath. This player will start with 0 cards.
- Stealing Cards
- Stealing cards should also be possible using spell cards.
- Threatening a player with death to get cards is a viable strategy as well.
- Steal cards can be used in no-PVP zones
- Stealing should not be the highest meta to get cards. Spell cards that steal other cards should be hard to get.
How is the player supposed to leave?
Leaving in greed island was supposed to be bad for the player but it was also used as a utility feature for strong players in the anime.
Given that in Minecraft, you can leave a server at any time, I want there to be a punishment for leaving without the spell card “leave”. There should be an infographic below the disconnect button that lets them know about the consequences.
- Every card in their free slots is removed.
- It is strategic to give all of your cards to a friend before leaving
- It is strategic to not even leave the server and hide somewhere.
- If someone finds you though, they can kill you or steal cards for free.
- If a user has left the server for 3 days, all of their restricted cards are erased. This is extended to 7 days for “leave” users.
If they do use the spell card “leave”, they will be kicked from the server and they can join back at any time within 7 days (168 hours) from using the card before the above consequences are applied.
How will I introduce the player to the game’s rules?
I take the player through a small building where they can view how to play the game and how certain features work. An NPC will talk to them and show them the ropes.
Where do I want PVP enabled?
In the official Greed Island, there are no safe-zones. You can be killed wherever. However, hunters value their lives, so they tend not to try to kill each other without reason.
I want to give players enough of a chance to learn the game before delving into the PVP aspects of the game. Every city will be a safezone plus the spawn point. However, to get certain cards, they have to go into the PVP areas.
What happens when a player dies?
When a player dies, they should be banned from the server for a set period of time that is punishing enough for them not to want to die. In the anime all of their restricted cards are erased, but I think that would be too rage inducing to do. I believe a 24 hour ban should be detrimental enough to impede their progress by a lot.
If a user in combat disconnects, they are treated as dead.
In addition:
- All of their spell cards are erased.
- All of their free slot cards are erased.
How do players view the top players?
There will be a spell card that allows the players to view the players with the top amount of cards. It will be a spell card that will be easy to get.
Is teaming allowed?
Yes, it is. Players are allowed to create parties and team up to defeat the game. However, internal conflict is something that they have to worry about. As the reward will only go to one person, splitting up the prize money or who will hold all of the cards are internal problems players will have to face when teaming up.
Going solo is easy in terms of not dealing with anyone else, but you will have to deal with teams of players trying to kill you or missions that require more than one player.
Last edited:
Banned forever. Reason: Scamming (https://www.mc-market.org/threads/673195)
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