Difference between revisions of "System Rules"

From Elder Tale Online MUSH
Jump to: navigation, search
m
(Aggression Flag)
Line 67: Line 67:
  
 
=== Aggression Flag ===
 
=== Aggression Flag ===
When INSPECTing a Lander or Adventurer, the color of that individual's name gives information about their current and/or recent aggression status. Below is an outline of what the various name colors means and the length of time these markers remain. When a higher level marker expires, the individual is dropped to the next level of aggression marker. Aggression cooldown does not begin until after combat has stopped.
+
When INSPECTing a Lander or Adventurer, the color of that individual's name gives information about their current and/or recent aggression status. Below is an outline of what the various name colors means and the length of time these markers remain. When a higher level marker expires, the individual is dropped to the next level of aggression marker. Aggression cooldown does not begin until after combat has stopped. [[Landers]] generally treat anyone with an aggression flag as suspicious and may avoid interactions. Region Protection (Root Town Guardians) do not interact any differently with flagged individuals than they would otherwise.
  
 
<span style="color:red">Red</span> - The individual has actively aggressed and killed an Adventurer or Lander recently. (Lasts: 24 hours)<br \>
 
<span style="color:red">Red</span> - The individual has actively aggressed and killed an Adventurer or Lander recently. (Lasts: 24 hours)<br \>

Revision as of 19:55, 6 January 2022

Headline text

EDITS to this document made on 11/22/2021 are WIP and are pending Final Staff Review.

System Protection

Conflict: Guardian Regions

PvP, PvE, and PK are perfectly possible within all towns except for Root Towns without recourse. Within Root Towns, when someone engages in Deadly Conflict or extreme emotional distress is caused to the protectorate, the System Protected (damage immune) Guardian Constructs teleport into the space of conflict and almost instantly annihilate the offending actor. This has forced many kingdoms to post powerful warriors into their towns. And their Heroes roam their holdings to keep the worst kinds of people at bay.

Note: The only exception to this is the Duelist League system, which allows friendly dueling without the risk of permanent harm within the city limits of Root Towns. All Duelist League sparring ends when either opponent reaches low health.

Immortal Objects usually give a distinct visual effect to those who try to manipulate them.

Region Protection

Root Towns and Dungeons, as well as special areas like the walls of Aincrad Tower and Chaos Gate Instance regions, are under special System Protection. This stops walls, or even sometimes special NPCs, from being damaged by Adventurers. And some regions are even not damageable by the People of the Land.

Movement

Flight & Glide

Flight and Gliding are not possible due to the effects of the mysterious Cursed Wave. Those species who have wings can, at best, use them to ‘feather fall’ down large heights, and only carrying themselves, or at well-diminished ability, one unarmored person. The same effects encompass all non-monster races.

Swim & Climb

Swimming and Climbing skills are stats on a character trained by use. But in general, one can be assumed they can swim and climb standard things anyone else can climb or swim. These are generally not in-mush represented stats, so be reasonable on their use. When it comes to Swimming, diving and holding breath and the like are harder, but potions are available to aid in this. These are expensive unless you know someone who can make them.

Land & Sea

Most Adventurers, by default, travel on foot by land. Many are quick to acquire an animal mount, which can increase movement speed. The most common mount is a Peko Peko, with Grunties as a slower/cheaper alternative. Horses are extremely rare. Other, large, horse-sized animals could be potentially trained as mounts, but are likely only utilized by Animal Handlers. Monster Handlers may utilize certain monsters as mounts. Within the Tower, there is a steam-rail line created by the Scale Emblem Alliance which allows faster movement between floors.

Sea travel is usually handled by means of various types of ships. The people of Yamato have regular transport ships between the major Kingdoms and Adventurers can purchase passage on these ships to move from location to location. Faster ships are often supported by Air or Water mages, though the fastest type of over-sea travel is a specialized steam-ship created by the Olympus Alliance.

Real Life Sense™

The Five Senses

Aside from Pain, all five senses are 1:1 scale. This means that severe scents can overwhelm, and sonic attacks cause deafness in a very real sense. However, there are plenty of skills that enhance various experiences, such as Dark Sight. And some species, such as certain breeds of Were-Fangs and Cait Sith, may come with such enhancements innately.

Pain

Unless the Pain Limiter is turned off through some kind of system command within an area, or on a person, pain is experienced as 20% of what it’d be in real life. Losing limbs and the like is still strictly painful, and Death is not pleasant of an experience. But stab-wounds and slash-wounds will not distract anywhere as much as they would in real life, and most Healing Artes eradicate a certain level of Pain.

System Interaction

ALTIMIT: Logging in

ALTIMIT, being a system that is designed to prevent hacking attempts like those which impacted the world so often in the past, has a high level of security built into its identity verification system. Each In-game Region (Land of Dragons, Yamato, etc) is locked to a specific real-world Region (Oceana, East Asia, etc). An account cannot be accessed cross-region (ie. If you have a United States/FM World account, you cannot log in while visiting Japan/Yamato). In general, you can only log on under your own account, in the specific Region/Country it is linked to, which you are a permanent resident with established national identification.

Appearance & Chargen Generation

An Adventurer's appearance is created in one of two ways. It can be chosen at random by the system, or through the Bodyscan system. There is no way to truly 'customize' an Adventurer's appearance, however the randomized selection often will get a person close to what they are looking for. Details on both options are available below:

  • Body Scan System - The body scan system utilizes various sensors within the Dive Gear to map an individual's appearance. This will map all aspects of the individual's physical appearance, including measurements, hair length/color, eye color, scars, and other defining features. A body scan can only be performed on the actual individual logged into the system. Only limited modifications (Race, Class, Occupation) are allowed post-scan. Race, Class, and Occupation may also be randomized.
  • Randomized Appearance - All aspects of the Adventurer's appearance are determined randomly. This includes measurements, hair length/color, eye color, fantasy markings, and other defining features. While the randomizer can be run multiple times, it has a remarkable ability to find something 'close to what you're looking for' the first time. The Adventurer's Sex, Race, Class, and Occupations may be selected post-randomization. Race, Class, Occupation, and Sex may also be randomized.

Appearances may be influenced in-game by use of makeup, clothing choice and hair styling, but the base features of the character will generally always remain the same. It is rumored that there are elusive 'gender change' potions in the game, but most believe this is only folklore.

(OOC Notes: This means that you have a wide variety of description customization, as long as you stick to a race’s main themes and looks.)

Crafting

In order to get a Real Life Sense experience out of an item, it must have been created by the player’s own physical actions, rather than just a UI command. It’s easy to create food in bulk through UI commands, but it will lack anything beyond basic texture. The same will go for making weapons that ‘feel’ metallic, etc. This system may have other undiscovered effects.

Communication Limitations

It is impossible to communicate utilizing chimlinks outside of a party/raid group while in battle, being actively aggressed, inside a dungeon's danger zone, or inside a raid zone; Be it PvP, PvE, or even a Kingdom War Region. This is a new mechanic for the Apocalypse era.

In order to communicate with someone via chimlink, they must be on your Friends List, in your Party, in your Guild, your Kingdom, or in your Alliance. You still need to know their exact player name as well.

Additionally, on Death, the player stops being able to communicate properly. See Death and Memories.

Inspect

Inspect is a core feature to a lot of MMORPGs, including Elder Tale Online. It’s the ability to analyze objects, buildings, people, and learn details about them through observation. In the case of armors and the like, one would need a compatible Job Class (Profession). The same goes for things like reading ancient texts, understanding the difficulty of a lock or a trap, etc.

Inspecting People of the Land and Players will reveal details like Name, Status Effects, and their general health bar status. However, Levels, Class, etc are not revealed so easily, unless one is partied, friended, or in the same guild. An Alliance is not enough to learn info about another. One will, however, see an ‘Green, Yellow, Orange, Red’ indicator for how powerful a target is. And some people have spoken of enemies with a ‘Black’ bar causing entire raid-wipes.

Adventurers carry a Wing Icon, as well as an I. People of the Land carry a Castle Icon as well as an I. Monsters and Beasts carry a Monster Icon, but Beasts also have a Hand Icon.

An icon for Monsters and Beasts An icon for Landers An icon for Landers and Adventurers An icon for Beasts An icon for Adventurers

Aggression Flag

When INSPECTing a Lander or Adventurer, the color of that individual's name gives information about their current and/or recent aggression status. Below is an outline of what the various name colors means and the length of time these markers remain. When a higher level marker expires, the individual is dropped to the next level of aggression marker. Aggression cooldown does not begin until after combat has stopped. Landers generally treat anyone with an aggression flag as suspicious and may avoid interactions. Region Protection (Root Town Guardians) do not interact any differently with flagged individuals than they would otherwise.

Red - The individual has actively aggressed and killed an Adventurer or Lander recently. (Lasts: 24 hours)
Orange - The individual initiated aggression against an Adventurer or Lander recently. (Lasts: 24 hours)
Yellow - The individual has been involved in combat against an Adventurer or Lander recently. This includes retaliating when being attacked. (Lasts: 12 hours)
Green - The individual has not been involved in combat against an Adventurer or Lander recently.

Minimap

Elder Tale Online introduced the idea of a context-based mini-map, though this feature used to be disabled within the chaos gates, and other special areas such as Dungeons – with a big red-lettered ‘ERROR’ along with ‘static’. The Mini-map displays any NPCs and the like that have been detected by one’s self or nearby allies. The mini-map, however, is purely 2D within ‘context range’. The Minimap stops functioning when in combat.

A world map is only available as an item, and it only shows topography and major city features.

Party

A party has no real limit on membership. Larger groups are expected to form a small guild and to have multiple parties within. The game uses this to balance its healing distribution and combat difficulty.

It is not possible to party Monsters or Beasts - though a tamed beast will appear in the party interface under its owner if they are within context-distance. People of the Land can be in a party, but the general player consensus is that they can clearly not earn or share XP through such means. They're basically 'guest characters' in such situations.

Taking Damage

SignsOfDamage.jpg

When taking damage, the area wounded is traced by a glowing light. This area remains lit for only a second and can be used as a good indicator that one’s attack has landed. This holds true to players, people of the land, and monsters.