#World building.

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sonic elm
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Thread for building ideas. We currently have:

Bazarr
Colleseum
Monuments/Tower
dungeons/deep dungeons
World shops & blacksmith gem shop ect.
Demon & alchemist.
Outbreak

New building Suggestions
Monolith(monument but much larger and must be full cleared)
Wild memnoise towers(similar to event memnoise tower but no event drops its own random memory pool)
Fractures(cracks in reality)

This thread will be touching on some of the issues with current world gen how to "fix" it(make it less chaotic and more user friendly and beginner friendly) aswell as new ideas think tank style for possible new structures, and structure updates.

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Bazar's world shops demon & alchemist arcanist ECT.

sonic elm
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Change world building so that placement of shops besitaries ect are in a randgen "city" "town" "village" "monastery" "wilds"ect format.
Common: Blacksmith shops besitary
Uncommon: arcanist, gem shop
Rare: alchemist/demon forge
Verry rare: bazarr, & battle structures Where a:

•Village would have up to 3 shop, blacksmith, besitary.
°Rarely a arcanist gem shop ect.
°Very Rarely alchemist/demon forge(replacing 2 slots meaning 1 demon forge and 1 shop would take up the entire "village" rangen for that area of land.
°brutally rare Bazarr, dungeon, tower, monument.

•Town would have 6-12 building structures similar to ^ above spread of what's in the town.

•City 13-30 building structures. Colloseums, arcanist are common. Far more likely to see a Bazarr only the outskirts of cities (still incredibly rare.)

•Monastery: towers & monuments are incredibly common, dungeons fairly Uncommon.

• Wilds: dungeons are incredibly dense, wilds take up alot of genspace and are either filled with Dungeons, Monoliths, or rupture/Fractures.
°occasionally spawns Monuments, Towers.

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Proposed world map changes.

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◇World structure generation changes so that, towns etc. Do not allow buildings to generate overlapping or directly on top of eachother. This should clear up room for filters to be both more impactful as item compass raids honestly would be the only real needed filters. As making world structures like shops invisible will be in options tab. Or via castle/keep options tab.

◇NPC's are tagged to certain areas. I.e:
dalan, sala = forest villages, and wilds
Borr, Ballen = CITY, wilds, near towers ect.

◇Making NPC, INN, TOWN HALL quests linked to interactions best accomplished by whats in their area.

◇World generated structures have an options menu. Where you can select make invisible.(while invisible it has a circle that shows this area is a town/village ect.)

◇Demon/Alchemist have options menus that allow them to swap opening screen so you open them in demonforge or masterforge screen.

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◇Inns are more sparsely located being found between Grey areas outside of living structures (towns city's villages) ARE NOT located in wilds & Monostaries.

◇Arcanists are likewise sparsely located.

◇Roads ect, areas where heavy travel is expected or where "are you being safe" pop-ups are, are ALL wilds. Shops inns ect should not be located there.

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Inns aswell will have quests related to their specific location. Inn gossip will remain relevant to their exact location and will not ping to whatever is outside of their living structures (city, town, village)

Upon completing an NPC quest, that/those Npc can be avalible as "party" for that week. But like party play are only avaliable in that specific city etc. They are located. (I.e borr can join your dungeon, and will join into any world encounters while you are within VD, or in join party dungeons/raids. Until weekly reset or upon death. They can be spoken to the next day to re-add them to your party.)

Bazarr to have a slot similar to trade posts (atheric). Where you can place an item and get one of the same quality back.

After word:
Orna is a GPS rpg,
however alot of quests, seemingly force players to control their luck via items waygates and dungeons. Which defeats the purpose of this being a GPS RPG. My proposed changes;
•Rewards playing into the GPS function.
• Offer general qol in all currently existing structures.

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★New structures.

☆Monoliths
A mix of towers & monuments most Similar to monuments.
There are 4 paths at the start upon defeating the full path to the end you restart at the center and the previous compled paths are no longer avaliable. Upon dying that path is considered failed and the Monolith continues. Doing so 3 times fails the Monolith. Monoliths can be acessed every 24 hours and are affected by concords.

Each Monolith node final boss is a different god(defeating them offers their statue for 4 hrs upon completion of the Monolith)

Upon fully clearing each path the Monolith you are sent to the center and must "travel lower" to the boss floor.

The Monolith "final bosses" are
Arisen Nidhogg. (Dragon)
Mater (Arcane)
Elysian Mimic (hybrid light & dark)

MFB proposed codex
●ANidhogg
Dragon resist all 4 elements, immunity dragon resist neutral physical & magic damage types.
Passive

Avidity
Disciple of Finesse```
Standard Nidhogg combat abilities.
Ultima strikes. 

●Mater tree of life
Immune all 4 elements, & Arcane. 
Passive 
```nyctinasty: randomly switches between tree of life and tree of doom.
Askr Seed: may randomly gain:``` T-all![su](https://cdn.discordapp.com/emojis/568940712393965588.webp?size=128 "su"), T-all![du](https://cdn.discordapp.com/emojis/568940958402740244.webp?size=128 "du") or DC.
```Serotinous: gains increased stats for each negative status effect, significantly reduced damage from status effects, and can act regardless of status effect applied to Mater. 

Skills
Mirror seed (debuff, drains HP per turn 5%hp gaining 25% hp of life drained. Any stat buffs have a 50% chance of also being gained by Mater.)
All Tx (x-10 whatever teir monuments are unlocked at) elemental seals/strikes
All strong Arcane single turn abilities.
Arcane strikes
Arcane seals.

●Elysian Mimic
Immunity holy/dark, physical & typeless magic. Resist basic elements.
Passives■

□Elysian shell immunity to statuses, additionally heavily resists crit.
□Elysian balence III
Assassin(extra damage to ward)

Skills
Tempering Haze: *weakens all summons(additionally cuts their health by 50%)
pets reduces pet stats and action rate 50% *

Sadistic Blitz: high damage 40% second turn if target is readying a multi turn spell/skil.

Gulp: multi turn move functional similar to reflect. Attacks with all damage received. Damage empties all apex & flasks and heavily slows their recharge rate. Additionally ends frenzy upon being hit.

Twilight beams, hits up to 2 targets.

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☆Concurrent Memnoise Towers
Act similar to regular mem towers, (w.o Memnoise as the final boss.)
The final boss is Apprentice Apollion. Each floor of the tower rewards only diluted memnotics. The final floor Apollyon gear drops are Apprentice mementos, that:
grant memory hunts the ability to spawn memory dungeons when worn. -x% all stats.
increases the chances of memory dungeons by 5%. Memory dungeons fufills 2 memory hunt requirements.

°Memory dungeons have floors to your current teir and requires a diluted memnotic to enter. All enemies are Arisen/strongest form at teir. Final bosses are Diety, Arisen mammon etc. (The more HP and or strongest at teir enemies) EO dungeons memories rewards are direct side grades to regular EOD rewards and only offer memory versions of unlocked EOD quest items, but do not offer mats nor consumables.

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☆Fractures
Most Similar to AWG
Entering a Fracture transports player to Alternate realm (functionally identical to HOA)
°Traveling the fracture player/party members defeat dungeons up to 5x, or kill hordes of monsters to fill a gage and spawn in the °Fracture raid boss. (Similar to AWG only it LITTERALY has 10x hp and Fracture closes when they are defeated.)

Fractures are world rending. They have a lengthy timer and if left uncompleted the fracture "Ruptures" and 10x structure areas surrounding that wilds are removed from the game until the fracture boss is defeated.

Upon defeat of Rupture raid boss defeat regular world rangen begins again, the following weekly reset. (Buildings dungeons ect spawn near active players in that area.)