Project Chim changes balance of the game to make everything seem complete and increase competition. It's a WIP because school, but here are some things to give you the idea of how I work. I like to do game balance, and I hope to turn it into a career. Comment what you think.
Note that some major changes were made to critical strikes. Your critical hits do not deal any added damage, but they ignore a certain percentage of an enemy's defense/magic defense, depending on your critical (up to 100%). Critical hits are activated when an attack is charged, and as a result, spells become chargeable in Project Chim. Only one passive skill allows for chance-based critical hits on normal attacks.
Critical hits do not affect resistances from Spell Warding and Resolve, and Dexterity was replaced with Padding. A surprise awaits you.
F2P vs P2P
I'm a strong believer in the F2P model, despite companies using cheap tactics. I think ESO has potential for a working paying subscription model, if handled properly. Here are my suggestions:
- Game: $30.00
- Create characters in any alliance: $5.00
- Create Imperial characters: $5.00
- Palomino horse: $5.00
- Subscription: $0.50/day, pay as you play.
Subscription:
Players with subscriptions have access to certain features, such as:
- Pets
- Rings of Mara
- Veteran content (like Craglorn)
- Craft Imperial Gear
- Convert equipment to Imperial
- Member-only campaign (How many days?)
- Special Events
- Subscriber rewards
The subscription fee being scaled down to 1 day allows for convenience on part of the customer, to pay for a certain amount of time, and get their money's worth. If somebody only wants to player on the weekends, they only have to pay $1.00 every weekend, instead of the whole $15.00.
People who pay more than $5 in any given month are eligible for rewards. This is just my idea, but 20% of ZOS' income in that month go back to certain players who did great over that month.
Social Leadership Awards: 10% of income.
5 people per alliance in each campaign get this award. For every 10 lines said in the group and zone chats in PvP maps, the player gets 1 point. If you are communicating to your mates, you reach further towards the Social Leadership Award.
Heroic Attendance Awards: 5%
Two types for each alliance in each campaign:
If a player survives a conflict (must be on the map), +1 point. Basically, when you receive an equipment box, you get the point. Points * (1-(0.01*(Total death count over month / points))) = Final Points. It's one thing to survive a bunch of matches, but did you do well in them? 2 people get this award, while 3 runner-ups get an award for their base point count; surviving a certain amount of conflicts.
Emporer Awards: 5%
Top player in each campaign with the most Alliance points receive this award.
Each award comes with a title. Feel free to put it on your resume. The social leadership award might help you get a job. The purpose of the rewards are to attract players from all over to participate in a fun activity for a chance to win big money, if they've got the skill. It is Zenimax's money scheme, and a potentially brilliant one at that.
Free to Play:
Have access to:
- Normal Campaigns
- Current Normal/Veteran maps (excluding Craglorn)
Alliance War
Home Keep Bonus: +5% Exp, AP and Gold gained.
Enemy Keep Bonus: +1% Exp, AP and Gold gained per keep.
Defensive Scroll Bonus: +2.5% Armor and Spell Resistance per scroll when near a keep.
Offensive Scroll Bonus: +2.5% Weapon and Spell Power per scroll when near a keep.
Emporership Alliance Bonus: +5 Max Health per character level when in a raid group with the Emporer. Players within the small group (4) receive an additional +5 Max Health per character level, excluding the Emporer.
Campaign scores:
Kills +1, +2 if veteran, +3 if vr14, +4 if emporer.
Deaths -1, -2 if veteran, +3 if vr14, -4 if emporer.
Keep +250/-250.
Resources +50/-50.
Outposts +500/-500.
Elder Scrolls +500/-500.
+5% every score evaluation.
+10% every score evaluation if in second.
+15% every score evaluation if in third.
Character Stats
Attributes:
Base: 250 HP/MP/SP (255 with level bonus).
+1 HP/MP/SP per level.
+1% per AP placed.
Defense/Magic Resistance:
Capped at 1400.
Stat * 0.07 = Resistance %.
Base: 0 Defense/Magic Resistance.
+1 stat per level.
Armour:
+5% Armour rating per upgrade (20% Legendary).
Robes: 3 Magic Resistance per level requirement.
Jerkins: 2 Magic Resistance, 1 Defense.
Breeches/Hats/Epaulets: 1 Defense, 1 Magic Resistance.
Shoes/Globes/Sashes: 1 Magic Resistance.
Jacks: 2 Defense, 1 Magic Resistance.
Guards/Helmets/Arm Cops: 1 Defense, 1 Magic Resistance.
Boots/Bracers/Belts: 1 Defense.
Cuirasses: 3 Defense.
Greaves/Helms/Pauldrons: 1 Defense, 1 Magic Resistance.
Sabatons/Gauntlets/Girdles: 1 Defense.
Set Effects: Only full set effects remain, other bonuses removed.
Skill Trees
Light Armour:
- Annulment:
- Creates [250 +5% MP] point damage shield for 10 seconds.
- Player takes 50% less damage from spells while shield holds.
- Cooldown 10 seconds.
- Dampen Magicka:
- Creates [500 +10% MP] point damage shield for 20 seconds.
- Player takes 50% less damage from spells while shield holds.
- Cooldown 10 seconds.
- Shield strength increases by 4% per piece of light armour equipped.
- Harness Magicka:
- Creates [500 +10% MP] point damage shield for 20 seconds.
- Player takes 50% less damage from spells while shield holds.
- Cooldown 10 seconds.
- Restores 4% of Spell damage taken as Magicka per piece of light armour equipped.
- Evocation (III):
- Reduces the Magicka cost of spells by 3% per piece of light armour equipped.
- Recovery (II):
- Increase Magicka recovery by 4% per piece of light armour equipped.
- Spell Warding (II):
- Increases Spell Resistance by 8% per piece of light armour equipped. This is separate from normal Spell Resistance, and not subject to critical strikes.
- Prodigy (II):
- Grants 10% chance for uncharged spells to hit critically while a light armour of 5 or more piece is equipped.
- Concentration (II):
- Player's spells have an increase of 6% critical strike per piece of light armour equipped.
Medium Armour:
- Evasion:
- Player gains 15% dodge chance for 10 seconds.
- Cooldown 10 seconds.
- Elude:
- Player gains 15% dodge chance for 20 seconds.
- Cooldown 20 seconds.
- Player gains 1% dodge chance per piece of medium armour equipped.
- Shufle:
- Player gains 15% dodge chance for 20 seconds.
- Cooldown 20 seconds.
- Removes 1 snare per piece of medium armour equipped.
- Padding (III):
- Increases Critical Resistance by 2%.
- Increases Critical Resistance by 14% per piece of medium armour equipped. Critical Resistance resists a certain percentage of a critical strike, where 100% nullifies all incoming critical hits, thanks to thick medium armour.
- Wind Walker (II):
- Increases Stamina Recovery by 4% per piece of medium armour equipped.
- Improved Sneak (II):
- Decreases the detection area radius by 5% and the cost of sneaking by 7% per piece of medium armour equipped.
- Agility (II):
- Increases attack speed by 10% when a medium armour set of 5 or more is equipped.
- Athletics (II):
- Increases sprint move speed by 3% and the Stamina cost of Roll Dodge by 4% per piece of medium armour equipped.
Heavy Armour:
- Immoveable:
- Increases Armour and Magic Resistance by [100 +5% HP] for 10 seconds.
- Grants immunity to knockback and disabling effects for the duration.
- Cooldown 10 seconds.
- Immoveable Brute:
- Increases Armour and Magic Resistance by [100 +10% HP] for 10 seconds.
- Grants immunity to knockback and disabling effects for the duration.
- Cooldown 10 seconds.
- Increases Weapon Damage by 1% per piece of heavy armour equipped.
- Unstobbable:
- Increases Armour and Magic Resistance by [100 +10% HP] for 10 seconds.
- Grants immunity to knockback and disabling effects for the duration.
- Cooldown 10 seconds.
- Increases duration by 5% per piece of heavy armour equipped.
- Resolve (III):
- Increases Armour by 5% and Spell Resistance by 3% per piece of heavy armour equipped. This is not affected by critical hits.
- Constitution (II):
- Increase Health Recovery by 4% per piece of heavy armour equipped.
- Juggernaut (II):
- Increases Weapon Damage with melee attacks by 1% per piece of heavy armour equipped.
- Bracing (II):
- Decreases Stamina cost of blocking by 20% when a heavy armour set of 5 or more is equipped.
- Rapid Mending (II):
- Increases healing received by 1% per piece of heavy armour equipped.
How is Project Chim?
Comment your thoughts!
Edited by Firellight on 22 September 2014 03:34