Gizmo The Mogwai
James Cardin   Marietta, Georgia, United States
 
 
Don't add me as a friend unless you plan on playing together.
My idea of an ideal video game includes all of these features.
-First person dungeon crawling multi player game. Both PvP and PvE modes.
-High fantasy RPG style setting, with or without tech
-Health/teammate pick up system, 3-6 chapter campaign system, and AI director idea from L4D
-Each campaign follows a general theme and progresses through that theme as you go through the chapters, and each campaign will have elements (Specific loot, monsters, props, etc) that they will always maintain, no matter how many times you play them. But the actual chapters themselves, aside from the beginning and boss rooms, are totally randomly generated/arranged. You can play through a campaign a million times, but you will NEVER know your way around the map when you first spawn in.
-Character progression wouldn't work at all like any RPG in existence. The progression is actually much more akin to TF2s item progression. Every single thing you find in the game is NOT an upgrade, it's a side grade that just works differently somehow. You gain exp and levels, but you don't upgrade stats or attributes or anything like that. Each level just gives you a randomly chosen/generated set of skills to choose from. Again, skills aren't necessarily better than anything you started out with, just different. Max level/geared characters WOULD be better than new characters, just by virtue of you having the chance to synergize all of their skills and gear with each other and mastered it's playstyle, but those fully advanced characters are ALWAYS comparable in effectiveness to a newly created character.
-About 8 classes to start with, more classes unlocked from doing optional quests, achievements (Mostly doing something funny, not like kill a million rats), or finishing campaigns all the way through. Some later game unlock, probably for beating each campaign on hard difficulty or something like that, would allow you to mix up to three of the classes you have unlocked, creating hybrid classes that you customize yourself.
-Classes don't have dodge/resist/block chances. Rather, the more agile classes are physically faster, and have avoidance skills, and the tougher classes are more rugged, and have defensive skills. All classes have a certain defence skill that isn't changed out, but can be evolved/changed through progression. For casters, it would be a magical shield or a portal to redirect the attack, etc. For tanks and fighters, it would be a block button, which, when used in close range, will function as a shield slam/disarm, depending if you have a shield or not. For more agile classes, it would be a dodge/climb/leap skill or something like that.
-Even tanks can't really 'tank', per se. They still are tasked with keeping the threat of big bads away from the squishier targets, but even they will die quite fast if they just stand there and take hits. Dodging, blocking, and counterattacks are all very big parts of tanking.
-There are healing focused classes, but all classes have some sort of self-sustaining ability, so a healer is never really needed. You can eat/drink/rest in between encounters to regenerate faster than your slow normal regen.


I'll probably add more here as time goes on and I think of more things :3
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Commentaires
kibkib 1 mars 2015 à 13h31 
+rep Nice tr8 m8 i r8 8/8
Mięciutki Rafon 25 aout 2012 à 6h21 
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