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Nature's Apostle

In an alternate version of Earth, where VR games were the norm, a new VR MMORPG game called Desolate Frontier has been dominating the market for six months through its beta test. The game has been so popular that almost 80% of the gamer population has preordered the game. --- This story will follow Arthur Saville, the last remaining heir of a family of noble lineage, as he ventures into the world of the Desolate Frontier, shaking the world with his monstrous skills and intelligence. But what will always remain a secret is the source of his powers. --- Most probably, I won't monetize this novel; hence, the upload of chapters will be slow. Probable upload rate: 1~2 chapters per week.

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8 Chs

Game Mechanics

Here, I will be mentioning some game mechanics that I feel are necessary for now. It will be updated if I feel like introducing a new game mechanic.

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[Leveling]

The amount of experience points (or Exp) required per level up is decided by the formula (Current Level + Next Level) x Multiplier. The Multiplier increases depending on the rank of the player. For Rookies, the Multiplier is 10, that is, to level up to 2, the Exp required is (1 + 2) x 10, which is equal to 30. Here, 1 is the Current Level, 2 is the Next Level and 10 is the Multiplier.

[Attributes]

Strength increases Attack Points (or damage) with a 10x multiplier. For example, a player with 3 in Strength would deal 30 damage with normal attacks while a player with 7 in Strength would deal 70 damage with normal attacks.

Normal attacks are attacks that do not utilise any active skill. Although the final damage dealt may be influenced by one or more passive skills.

Vitality increases Health Points (also called Hearth Points or HP) with a 100x multiplier. For example, a player with 5 in Vitality would have 500 base HP. Vitality also increases Defence Points by 1x multiplier. For example, a player with 7 in Vitality would have 7 Defence Points.

Agility increases Movement Speed, Flight Speed and Attack Speed.

(A/N: I have yet to decide on a specific multiplier but I don't plan to as it would only complicate things.)

Intelligence decides your ability to learn different skills, mainly magical. Magic skills have a requirement of a specific number of Intelligence to learn it. Higher Intelligence also reduces Casting Time.

Mana increases the total Magic Capacity (also called Mana Points or MP) by a 10x multiplier. Most of the active skills, especially magic skills, require a certain amount of MP to cast it.

There are also Hidden Attributes such as Luck, Charm and Stamina. They are hidden from the status panel and cannot be seen by the player but the effects can be felt. Luck influences everything that depends on probability such as Drop Rate. Charm influences the initial favorability of NPCs and how quickly it can be increased. One of the easiest ways to increase Charm is to equip good quality equipment. Stamina, as its name suggests, decides the stamina and fatigue of the players.

[Battle Mechanics]

The two most important battle mechanics are Vital Hit and Critical Hit.

Vital Hit increases the total damage dealt by 100%. To activate it, the player needs to hit the vitals of the enemy. Vital Damage bypasses Defence Points.

Critical Hit increases the total damage dealt by 200%. There is a certain chance of activating a Critical Hit on every successful hit by the player upon the enemy, thus, it is dependent on the luck of the player. Critical Damage does not bypass Defence Points unless it is on a vital spot.

Another important battle mechanic is Attack Points (AP) and Defence Points (DP).

AP decides the damage dealt while DP decides the damage negation from the total damage received. For example, if a player with 50 AP deals a normal attack on an enemy with 10 DP, then the final damage received by the enemy will be 40 since 10 damage was negated by 10 DP.

DP works only once for every attack. For instance, if the same player deals three normal attacks on the same enemy, then the final damage received by the enemy would be 120 since 10 damage was negated for all three attacks.

But if the AP of the player is lower than the DP of the enemy, then no damage will be dealt for normal attacks. However, there is the possibility of using skills which increase the total damage.

(A/N: There is a difference between total damage and final damage. Total damage is the damage before damage negation through DP while the final damage is the damage dealt to an enemy after damage negation.)

Some of the other battle mechanics are:

Penetration - It neglects a certain amount of Defence Points.

Area of Effect (AoE) - Attacks that deal damage over an area instead of a single enemy.

Damage over Time (DoT) - Attacks that deal damage after certain intervals and last for a specific time.

Sneak - Increases damage by 50% when the enemy is not aware of the player.

[Equipment]

Equipment increases attributes as well as HP and MP, though not necessarily every time.

HP: 500 (+250)

Vitality: 2 (+3)

Here, the equipment increases Vitality by 3 points which adds to 2. Thus, the total Vitality is 5 which results in HP to be 500. But, the equipment also increases HP by another 250, thus the final HP becomes 750.

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I will add others as I remember them while continuing the story.

Also, if you know some useful ones, please comment below the chapter.

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