Ideas to make Realm an addicting Mobile Game

Started by Ceej

Ceej

It's been a while since I played but I'm bored on sunday so I'm posting this just as some general idea stuff to make the game an addicting mobile game, hopefully without a pay to win item shop.

I'll be entirely honest when I say that I have NOT kept up with Realm news, so I don't know where the game is headed, what functions are planned, or anything.

I'm also way too stupid to ever make a video game, so I don't know the first thing about implementing any of this, how easy or difficult it will be.

These are literally just a bunch of ideas for my dream version of Realm. I'll probably edit more as I come up with them.

I don't think I need to say it but if you want ANY of this stuff, please take it. You can have it if you like it.
If you want me to do more, let me know, I'm a creative moron and would love to help you guys out. I don't want anything but a fun game for it.

1.) Remove the solo-player combat timer.

  • This allows people to play with long breaks in between game time. For example, when I'm on duty, I have maybe 10-15 minutes every few hours to get in some free time. If I can start up realm, go start a dungeon, go thru a few fights then AFK in the middle of a fight while I go and deal with whatever IRL stuff, then come back in the middle of the fight, I'd really enjoy that.

2.) Reduce the level cap to 50 or 100.

  • This fits more with other things I like, but I really, really hate that the level cap is 1,000. I totally get that it was 1,000 back in the 90s, but it just makes the game a daunting grind.
  • This works best with change #3 by creating clearly defined skill builds. 1,000 BP is just goofy to me. 100 talent / build / skill / character points creates a firm point of reference. The idea is to allow players to build a character that is defined by choices more than just the race they chose at character creation.
  • Another focal point of this is to use the levelling system as a tutorial, where the character is fairly rail-roaded for the first part of their journey, but once they hit level 100 and get a fully built character, the game opens up for them hugely.
  • This removes a big fat number that looks daunting.

3.) Revamp the Skill System.

  • Make Skill Level dependent on Grinding that skill, instead of spending BP to level up. This will allow people to level multiple things at once. You gain skill EXP whenever you use that skill (I.e. Swinging a sword gives you Sword EXP, casting a summon gets you conjuring EXP).
  • Each Level will provide a flat bonus in some form (Destruction +Damage, Maul +Damage, Conjuring + Creature Health(?)). These bonuses will by a multiple of your Stats. (I.E. Level 10 Maul uses 10xstr value as bonus damage per strike)
  • Each level rewards talent points for those skills, up to level 100. Make branching Skill Trees for each Skill that improve your character or grant new abilities. Each new level (Between say 1 and 10) should have talents, and some talents should have multiple ranks. If I stay bored today, I'll probably post a suggested tree for every skill. I've been mulling about them for months.

I.E. Necromancy
Aether Weaving (5 Ranks): Your summoned Necromancy creatures gain +x Health and deal +x% Damage per Skill Rank.
Necrotic Focus (5 Ranks) When you cast an Offensive Spell targeting a Monster that your Summoned Creatures have attacked this turn, you deal +x damage.
Horde (5 Ranks): Whenever you enter Combat, you start with a number of Undead Minions equal to this Skill's Rank.
Summon Daemon King (1 Rank): You learn the Summon Daemon Spell.

Swords
Deep Cuts (5 Ranks): Whenever you deal damage with a Sword, you inflict a number of Deep Cuts to the target equal to your Skill Rank. (Deep Cuts: The Target Bleeds at the start of each turn for +1% Weapon Damage. This Affliction can stack up to 100 times.)
Duelist Blade (5 Ranks): Whenever a monster attacks you with a Melee Attack while you are wielding a sword, reduce the damage by x (based on weapon damage.) This Talent applies to a number of Attacks per turn equal to this talent's ranks
Disarming Strike (3 Ranks): Ability. Make a melee Attack with your equipped sword, then the target is Disarmed for 1 Turn. You may use this Ability per combat a number of times equal to your Rank in this Talent.
Blade Dancer (3 Ranks): Ability. Select any number of Enemies within 5 squares of each other, you blink between them and strike them each with your Sword a number of times equal to your rank in this Talent.

Smithing
Hardening (5 Ranks): Increase the Armor Value of Metal Armor you Craft or Wear by +x per Rank in this Talent.
Fires of the Forge (5 Ranks): Reduce Fire Damage you take by -x per Rank in this Talent.
Mithrilsmith (3 Ranks): You can now smith Mithril Arms and Armor, and weave Mithril into your Magical items to improve them. Each Rank in this Talent reduces the number of Mithril Bars required to craft or improve items.
Mistborne (1 Rank): You learn how to harvest the powers of the mysterious mists that surround the realm. When you kill creatures near the Mists, you have a chance to gain a Mote of Mist. You also learn how to weave these Motes into Arms and Armor to grant them magical powers and enchantment slots.

4.) Make combat Grid-Centric and Turn Based. Instead of a drawing with no reference points, start using the grid more.

  • This is to give players a more tactical aspect to combat. This goes hand in hand with everything else I'm suggesting, especially the skill revamp and Mercenary System to create a combat system more similar to Vandal Hearts, FFTactics or XCOM. Everything combat focused would be oriented around squares. Turned based is more just for easier book keeping. And makes combat more organized.

5.) Introduce a Mercenary System.

  • Mercenaries are just like your multibox alts. I'd rather they have their own gear pre-set and a pre-built skill build, but again, I'm an idiot so maybe just letting players hire & kit out their own crew would be better.
  • These characters can be temporary (i.e. go to a Tavern and hire them, receive a "Calling Card item to summon them when entering a dungeon, then upon leaving the dungeon, the mercenary despawns and has to be re-hired) or permanent (complete a quest for the town drunk to sober him up and get his re-usable Calling Card)
  • These characters are controlled by the Player, but really should be completely pre-built for a single role.

6.) Expand all the dungeons to be super de duper long.

  • This is the grindy part. Dungeons should take hours to days to complete. With the combat drawn out and longer from #4, you can have this epic, complex boss battles and crazy winding dungeons.

7.) Guarantee rewards for long grinds.

  • This is achieved through two primary things; #1 - All Bosses and Dungeons now contain crafting materials to create the most powerful arms and armor in the game and #2 - High level crafters can now craft the most powerful arms and armor in the game. Not necessarily boss items or Bonecrushers, but power equivalent items like them.
  • Bosses should still have the ability to drop the standard unique weapons & hats and whatnot, but skill crafters should be able to craft and sell equally powerful items. The creation of these items should cost a lot of time to create. The time comes from grinding the mats for the items.
  • Random drops feel great when you get a great item, but feel awful when you don't. With change #3 Skill Revamp, Crafting becomes the way to get the best gear, and so finding what monsters drop the materials you need, then farming them to build the set or item you want becomes your gate.
  • You can also do something like a guaranteed boss drop item like "Fuloran's Essence: When you have 10 of these items, Fuloran will drop x item." Meaning after 10 kills, you for sure get x item, while he still has a random chance to just drop the item any way. It just takes time, but you know for an absolute fact that the item is there at the end of the tunnel.

Thanks,

Ceej

Ceej

I will slowly add to this for my own fun

Skill Trees
Based on Skill Level (Up to Level 10). Each skill has 5 Tiers, with each tier unlocked at Skill level 1, 3, 5, 7, and 10.
To unlock a Tier, you must both have that level (So Tier 3 requires Level 5) and unlock a talent from the previous tier (So must have a level 1 and level 2 talent)


Weapons

BLADES

Tier 1
Deep Cuts (5 Ranks): Whenever you deal damage with a Sword, you inflict a number of Deep Cuts to the target equal to your Skill Rank. (Deep Cuts: The Target Bleeds at the start of each turn for +1% Weapon Damage. This Affliction can stack up to 100 times.)

Duelist Blade (5 Ranks): Whenever a monster attacks you with a Melee Attack while you are wielding a sword, reduce the damage by x (based on weapon damage.) This Talent applies to a number of Attacks per turn equal to this talent's ranks

Slicer (3 Ranks): You deal +x damage per Talent Rank to Enemies in Light and Medium Armor.

Tier 2

Thrust (1 Rank): Your First Attack each turn is a quick thrust, which bypasses enemy defense. Your first Attack each turn cannot be blocked, and ignores damage reduction spells and Abilities.

Riposte (5 Ranks): Whenever a creature misses you or is Shield Blocked while within your Melee Range, you immediately make a Melee Attack against them with your Sword. You may Riposte a number of times per Turn equal to your Skill Rank.

Follow-Up (3 Ranks): Each time you Critically strike with a Blade, you immediately follow through with a second attack. This Attack deals 25% weapon damage. This damage increases by +25% per Rank in this ability after Rank 1.

Tier 3
Disarming Strike (3 Ranks): Ability. Make a melee Attack with your equipped sword, then the target is Disarmed for 1 Turn. You may use this Ability per combat a number of times equal to your Rank in this Talent.

Disruption (5 Ranks): Each time you hit a creature with a Blade, that creature gains the following condition "Distrupted: This creature's next Spell costs +x Mana." The value of this condition is 5 x your Skill Rank.

Sever Artery (1 Rank): Requires Deep Cuts. Your Deep Cuts Bleed deals 2x damage and doesn't end until the creature is killed or combat ends.

Tier 4

Flourish (3 Ranks): Ability, make a Blade Attack. This Attack is a Critical Strike. You may Activate this Talent per combat a number of times equal to your Skill Rank.

Run-Through (5 Ranks): Ability. Once per Turn. Make a Melee Attack, then Move a number of Squares equal to your Skill Rank. (Or 2x or 3x depending on grid size?)

Lunge (3 Ranks): You may Attack an Enemy with your Blade up to 3 squares away. You may Attack at this Range a number of times per Turn equal to your Skill Rank.

Tier 5

Blade Dancer (3 Ranks): Ability. Select any number of Enemies within 5 squares of each other, you blink between them and strike them each with your Sword a number of times equal to your rank in this Talent.

Missile Deflection (3 Ranks): You may Block Ranged Attacks with your Blade a number of times equal to your skill rank. This does not count against your Shield Block Limit per turn.

Duelist Vigor (1 Rank): When you are in melee range of an Enemy and no other enemies are within 3 spaces, you heal x% of your maximum health each time you deal damage with a Blade.

Maces

Axes

Tier 1
Cleave (5 Ranks): When you Strike an Enemy with an Axe, you deal 20% damage to one other enemy that is also within your melee range. This Skill deals +20% additional damage per Skill Rank after the first.

Rend (3 Ranks): Your Critical Strikes with Axes reduce the Target's Armor by 10%. This Talent reduces Armor by an Additional 10% per Skill Rank.

Battle Rager (5 Ranks): Each time you suffer damage while wielding an Axe, you gain the following Condition "Raging: Your next Attack deals +30% Damage. While you have this Condition, you suffer +20% more damage."

Tier 2

Tomahawk (1 Ranks): Ability. You Throw your Axe up to 30 Squares at a Target. You are Disarmed for 1 Turn, or until you move into Melee Range of the Target you Struck.

Cut Down to Size (3 Ranks): Whenever you Attack a Large creature with an Axe Attack, you inflict +x damage.

Hamstring (5 Rank): Ability. Strike the Target's Achilles, reducing their Movement by x Squares per turn. This Talent lasts for 1 Turn + 1 Turn per rank after the first.

Tier 3

Bloodlust (1 Rank): Requires Battle Rager. You gain the Raging Condition whenever you inflict Critical Damage.

Warrior Soul (5 Ranks): You gain +x Movement, +x Attacks, and +x Armor for each Enemy in combat more than your number of teammates. These values increase by +x/+x/+x per Rank in this Talent.

Last Stand (3 Ranks): Whenever you suffer Critical Damage, or are reduced to below 25% health, you immediately Attack the creature that Attacked you a number of times equal to your Skill Rank.

Tier 4

Frenzy (3 Ranks): Each time you inflict Critical Damage, you gain the 1 Stack of the Following Condition per Skill Rank "Frenzied: Your next Axe Attack is a guaranteed Critical Attack."

Powerful Throw (1 Rank): Requires Tomahawk. The Target becomes Stunned for 1 Turn.

Enrage (1 Rank): When you suffer a Condition that causes you a Loss of Control, you become Berserked instead.

Tier 5

Charging Bull (3 Ranks): Requires Powerful Throw: Immediately move 10 Squares towards the Target. If you end in Melee Range of the Target, remove Disarmed and make 5 Attacks targeting the Target. Increase the Distance you Move by +5 Squares per Rank after the first.

Whirlwind Edge (3 Ranks): Whenever you make an Axe Attack, you also Attack all other enemies within your Melee range for x% of your regular Attack Damage. This Talent can Cleave. This Talent can occur a number of times per Turn equal to your Skill Rank.

Executioner (1 Rank): When you Attack a Creature with 50% or less health, you always critically strike. If your Attack would normally be a guaranteed critical strike, you deal an extra x% instead.

Dagger
Greatsword
Maul
Great Axe
Unarmed
Thrown


Skills

Acrobatics
Thievery
Theurgism
Meditation
Shield Usage


Spells

Mysticism
Thaumaturgy
Elementalism
Sorcery

Necromancy

Tier 1
Aether Weaving (5 Ranks): Your summoned Necromancy creatures gain +x Health and deal +x% Damage per Skill Rank.

Decaying Flesh (3 Ranks): Your spells leave an unholy scar upon the target, causing them to suffer +15% Necromancy Spell Damage for the next Attack. This effect persists for a number of additional attacks equal to your Skill Rank.

Hungering Undead (3 Ranks): Your Undead move 3 squares Faster when moving towards a creature you have damaged with a Necromancy Spell.

Tier 2

Spirit Tear (5 Ranks): While you have an Undead Minion within 10 squares of you, you may use their Life Force to enhance your spells. When casting a Necromancy Attack spell, you inflict x damage to your Undead Minion to increase the damage dealt to your target by 2x. This damage dealt to the target increases by +1x per Rank of this Talent.

Spirit Link (3 Ranks): Whenever you suffer damage while you have an Undead Minion, you shunt 10% of the damage to your minion. If you have Multiple Minions, it the damage will shunt to closest minion to you. Increase the amount shared by 10% per Skill Rank.

Spirit Swap (1 Rank): Ability. Immediately inflict 50% health damage to one of your Undead Minions, and then swap places with them.

Tier 3

Necrotic Focus (5 Ranks) When you cast an Offensive Spell targeting a Monster that your Summoned Creatures have attacked this turn, you deal +x damage.

Horde (5 Ranks): Whenever you enter Combat, you start with a number of Undead Minions equal to this Skill's Rank.

Hungering Dead (3 Ranks): Whenever your Undead Minions deal damage, you are healed for x damage.

Tier 4

Anima (3 Ranks): When you cast an Attack Spell, you kill one of your Undead Minions to make the spell a Critical. You may use this Ability a number of times per Combat equal to your Skill Rank.

Soul Siphon (1 Rank): Whenever you Kill a creature with a Necromancy Spell, your Mana Cost is refunded.

Soulfire (5 Ranks): Your Undead Minions are immolated with Soulfire, suffering constant Fire Damage, but also dealing Fire Damage to all creatures that are within 1 square or that Attack them. Each Rank increases the damage of this immolation.

Tier 5

Summon Daemon King (1 Rank): You learn the Summon Daemon Spell.

Sacrifice (1 Rank): While you have a Necromancy Minion in play, when you would be Killed, your Minion is killed instead and you are healed x health. This Talent will kill your most powerful Minion first.

Vampirism (5 Ranks): When you cast a Necromancy Spell, you heal for 20% of the Damage dealt. This increases by +20% per Skill Rank.


Crafting

Tailoring
Leatherworking
Blacksmithing
Crafting

Thanks,
Ceej

Athelos

well little do you know that would take MONTHS if not years to complete with the small staff they have not only do they have rl jobs but this is a side thing as well that would be impossible on what your asking