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__NOTOC__
 
__NOTOC__
==Needs Meters==
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==Need Meters==
  
Needs, which include: Health, Energy, Water, Food, Rest, and Temperature (this does not look like the others), are things players must tend to in the game. Whenever these needs begin to drop below 50%, you will feel their effect like in real life. To check your needs meters, simply enter the UI through the palm menu.
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Health, Energy, Water, Food, Rest, and Temperature are important factors the player must tend to in the game. If any of these drop below 50% they will feel their effect just as they would in real life. To check these meters, simply open the palm menu.
 
 
<div class="b2a" style="text-align: right"><em>Click on each of the buttons below to read more about them.</em></div>
 
  
 
<html>
 
<html>
 
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<div>
<div style="text-align: right">
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<a id="link_1" class="mclick" style="color: #cf3c3c">Health</a>  
<a id="link_1" class="mclick" style="border-bottom: 1px solid #cf3c3c">Health</a>  
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<a id="link_2" class="mclick" style="color: #ffda44">Energy</a>  
<a id="link_2" class="mclick" style="border-bottom: 1px solid #ffda44">Energy</a>  
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<a id="link_3" class="mclick" style="color: #5da3d5">Water</a>  
<a id="link_3" class="mclick" style="border-bottom: 1px solid #5da3d5">Water</a>  
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<a id="link_4" class="mclick" style="color: #c25e42">Food</a>  
<a id="link_4" class="mclick" style="border-bottom: 1px solid #c25e42">Food</a>  
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<a id="link_5" class="mclick" style="color: #643ca6">Rest</a>  
<a id="link_5" class="mclick" style="border-bottom: 1px solid #643ca6">Rest</a>  
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<a id="link_6" class="mclick" style="color: #43b393">Temperature</a>
<a id="link_6" class="mclick" style="border-bottom: 1px solid #43b393">Temperature</a>
 
 
</div>
 
</div>
 
  
 
<div id="div_1" class="togbox-meter">
 
<div id="div_1" class="togbox-meter">
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<ul class="vspace tealdiamond">
 
<ul class="vspace tealdiamond">
<li>Also referred to as HP, you will die when your HP meter hits zero.</li>
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<li>Your character will die if this meter hits zero.</li>
 
<li>Health does not recover while you are in combat.</li>
 
<li>Health does not recover while you are in combat.</li>
<li>Outside of combat, health does recover, but at a very slow rate. Resting usually speeds this process up.</li>
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<li>Health regeneration is slow. Sleep hastens this process.</li>
<li>When you catch sickness, you will get a debuff that affects recovery and causes realistic discomfort.</li>
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<li>If you become sick, you will receive a debuff that negatively affects health regeneration and causes realistic discomfort.</li>
 
</ul>
 
</ul>
  
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<div id="div_2" class="togbox-meter">
 
<div id="div_2" class="togbox-meter">
<img src="http://terrarp.net/resources/needs/energy.png" class="fimg" style="width: 150px">
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<img src="http://terrarp.net/resources/needs/energy.png" class="fimg" style="width: 150px; margin-bottom: 20px">
<h2 style="border:0;color:#ffda44">Energy (EP)</h2>
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<h2 style="border:0;color:#ffda44">Energy (EN)</h2>
 
<ul class="vspace tealdiamond">
 
<ul class="vspace tealdiamond">
<li>You use energy to fight or perform any other strenuous activity.</li>
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<li>You consume energy when performing physically demanding tasks or use magic.</li>
<li>When your energy completely runs out, you will fall unconscious until your energy recovers back up to 5%. </li>
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<li>When your meter is depleted, you will fall unconscious until your energy is restored by at least 10%.</li>
<li>If you hit zero, it will take longer to recover.</li>
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<li>Your energy will restore itself as long as you do not perform any physically demanding tasks.</li>
<li>Magic casters will also use energy to cast their spell.</li>
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<li>Sleep hastens the rate of restoration.</li>
<li>Energy recovers so long as you do not perform any strenuous action; resting increases the rate!</li>
 
 
</ul>
 
</ul>
  
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<div id="div_3" class="togbox-meter">
 
<div id="div_3" class="togbox-meter">
<img src="http://terrarp.net/resources/needs/water.png" class="fimg" style="width: 150px">
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<img src="http://terrarp.net/resources/needs/water.png" class="fimg" style="width: 150px; margin-bottom: 20px">
 
<h2 style="border:0;color:#5da3d5">Water</h2>
 
<h2 style="border:0;color:#5da3d5">Water</h2>
 
<ul class="vspace tealdiamond">
 
<ul class="vspace tealdiamond">
<li>Your character must drink water or liquid containing water to survive.</li>
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<li>Your character must drink water in order to survive.</li>
<li>You will die from thirst if you do not drink water within 3 days.</li>
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<li>Your character can survive for three (3) days without water.</li>
<li>This meter will drop faster when you are in extremely hot environment.</li>
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<li>This meter will decrease at a faster rate in warmer environments.</li>
<li>When your water level is low, your health and energy will stop recovering.</li>
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<li>When this meter is low, your health and energy will no longer recover.</li>
<li>It is a good idea to pack water when you travel.</li>
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<li>It is a good idea to bring water on long travels.</li>
 
</ul>
 
</ul>
  
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<div id="div_4" class="togbox-meter">
 
<div id="div_4" class="togbox-meter">
<img src="http://terrarp.net/resources/needs/food.png" class="fimg" style="width: 150px">
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<img src="http://terrarp.net/resources/needs/food.png" class="fimg" style="width: 150px; margin-bottom: 20px">
 
<h2 style="border:0;color:#c25e42">Food</h2>
 
<h2 style="border:0;color:#c25e42">Food</h2>
 
<ul class="vspace tealdiamond">
 
<ul class="vspace tealdiamond">
<li>Eating some food will boost health and energy recovery.</li>
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<li>Eating food will boost health regeneration and energy restoration.</li>
<li>High quality food will even provide long-lasting buffs.</li>
 
 
<li>You can survive without eating for up to 2-3 weeks.</li>
 
<li>You can survive without eating for up to 2-3 weeks.</li>
<li>When your food need is low, your health and energy will stop recovering.</li>
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<li>When this meter is low, your health and energy will no longer recover.</li>
<li>It is a good idea to pack food when you travel.</li>
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<li>It is a good idea to bring food on long travels.</li>
 
</ul>
 
</ul>
  
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<h2 style="border:0;color:#643ca6">Rest</h2>
 
<h2 style="border:0;color:#643ca6">Rest</h2>
 
<ul class="vspace tealdiamond">
 
<ul class="vspace tealdiamond">
<li>A full energy bar will last roughly 17 hours awake in-game; less if you were fighting the entire time.</li>
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<li>A full rest meter will last roughly 17 hours out of combat.</li>
<li>All character need at least 6-7 hours of sleep in-game to fully replenish their rest meter. Otherwise, they will fall unconscious when their rest meter is empty.</li>
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<li>Your character needs at least 6-7 hours of sleep to replenish their rest meter.</li>
<li>You may sleep in game without logging out; this resting period can substitute sleeping in real life.</li>
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<li>Your character will fall unconscious when their rest meter is depleted.</li>
<li>Whenever you logout of Terrasphere, you have a choice of leaving your character's body in the game or making it disappear during the 10 seconds countdown.</li>
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<li>In-game sleep may substitute sleeping in real life.</li>
<li>You character rests during the time you are logged out, but only at 70% rest rate.</li>
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<li>During the logout process, you may choose to leave your character in an unconscious state or exit the game.</li>
<li>Sleeping at home or at an inn will increase resting rate by 50%</li>
 
 
</ul>
 
</ul>
  
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<h2 style="border:0;color:#43b393">Temperature</h2>
 
<h2 style="border:0;color:#43b393">Temperature</h2>
 
<ul class="vspace tealdiamond">
 
<ul class="vspace tealdiamond">
<li>There is no need meter for this, rather, it's a thermometer that appears on your UI.</li>
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<li>This meter keeps your character informed about the current temperature.</li>
<li>When you are in an extremely hot environment, you will suffer and possibly die within an hour from a heatstroke debuff.</li>
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<li>If the temperature changes, the meter's icon and color will change as well, to inform you about your status.</li>
<li>When you are in an extremely cold environment, you will suffer and possibly die within an hour  from a hypothermia debuff.</li>
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<li>Extreme temperatures will trigger an imminent death debuff, which can only be removed by raising or lowering your temperature meter.</li>
<li>Using utility magic or dressing appropriately for the climate is a must.</li>
 
<li>There will be a warning that flashes on your UI when your character is experiencing high to extreme temperature.</li>
 
 
</ul>
 
</ul>
  
 
</div>
 
</div>
 
</html>
 
</html>
 
==Pain & Injuries==
 
<ul class="vspace tealdiamond">
 
<li>There are two options for how pain is experienced. You may switch between them at any time outside of combat.
 
<br><br>
 
<div style="margin-left: 25px;margin-bottom: 10px;"><span style="color:#26b99a;margin-top: 25px;">Simulated</span> This option allows players to feel short lasting pain, but in the extreme cases, it will reduce it by 80%. This option will simulate the physical reaction from the pain, which makes characters unable to move or sluggish.</div>
 
<div style="margin-left: 25px"><span style="color:#b9264c;margin-top: 25px;">Realistic</span> This option does not reduce pain. If the player is mentally-resilient, they will have more control than the Simulated option. Recovering health will reduce the pain.</div></li>
 
<li>Your character may bleed in battle and have their body severely torn or broken, but they cannot lose their limbs. Decapitation or limb loss can only happen if the blow was lethal.</li>
 
<li>Well-functioning VR systems are designed to disengage from the game if the user's body shows signs of going into shock. If a user is on realistic pain setting and faces a traumatic death, they will be automatically logged off. Upon logging in, they will find themselves at [http://terrarp.net/threads/the-morgue.1691/ the morgue].</li>
 
</ul><br>
 
  
 
==Combat==
 
==Combat==
<html><img src="http://terrarp.net/resources/wiki/combat.png" class="fimg" style="width: 350px"></html>
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<html><img src="http://terrarp.net/resources/wiki/phb1.png" style="margin-left: 20px;float:right"></html>
Fighting in game feels identical to real life, but requires some getting used to. You can read about how combat works when you read the mastery page and decide on a character.
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When in combat, the player must utilize their character’s mastery to defeat the opponent. Mastery allow the player to obtain game-like skills with which they can wield both magic and weaponry. The current tier of each respective mastery is indicative of the complexity and efficiency of these skills.
  
<span class="b3">There is no friendly fire when you are in a party or a raid group. People can still block projectiles, however, because they don't go through players.</span>
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Each mastery has a unique skill set that varies in terms of speed, damage, and vulnerabilities. All weapons and magic have their own tactical advantage depending on the situation and opponent.
  
In combat, you can tell how strong an enemy is, relative to you, by the color of its name. Keep in mind that this system does not take into account special abilities the enemies might have. As such, you may find yourself easily slaying a yellow-named enemy, but struggle with another white-named enemy due to the fact that it has abilities you have a hard time dealing with.  
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The player may select one of two modes of combat, which can be changed at will once the player has disengaged from battle.
  
<em>Note: Enemies' names do not appear by default; simply concentrate on them and they will appear.</em>
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<table width="100%" border="0" class="infobox progression">
 
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    <tr>
http://terrarp.net/resources/wiki/threatmeter.png
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      <td width="20%"><span style="color:#3ea3b2">Assist Mode</span></td>
 
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      <td>This mode allows the system to help the player fight by auto-completing various movements and rituals. Auto-completion is activated by initiating the desired attack or spell, enabling players to become familiar with new weapons and incantations, but limits the player’s ability to combine skills.</td>
<ul class="vspace tealdiamond">
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    </tr>
<li>Even though enemies have a single HP bar, blows to different body parts deal different amount of damage. Try aiming for their weak spots for higher damage.</li>
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    <tr>
<li>Fights may be incredibly bloody and gory.</li>
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      <td><span style="color:#3e5ab2">Free Mode</span></td>
<li>Enemies corpses do not disappear after they are slain.</li>
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      <td>This mode allows the player full control over their actions. Weapon skills must be mastered and incantations memorized as the system will no longer provides any kind of assistance. This freedom enables the player to combine skills and execute actions faster.</td>
<li>Combat is very realistic, if you are not prepared, you will die horribly; e.g. don't walk into a pack of wolves wearing nothing but cloth.</li>
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    </tr>
</ul><br>
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</table><br>
  
==Contract==
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==Enemies==
<html><img src="http://terrarp.net/resources/wiki/contract.png" class="fimg" style="width: 300px"></html>
 
Since the game is entirely unscripted, there are no cookie-cutter pre-generated quests. Instead, players will have to search for quests themselves. Often time, this will require negotiating with NPCs and forming contracts.
 
  
To make a contract, the player must bring up the contract window, which will record the details of their agreement verbally. This is where you can set deadline or terms and conditions and other stipulations. Afterwards, the player can tap confirm and the panel will materialize as a physical contract NPCs can see.
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<html><center><img src="http://terrarp.net/resources/wiki/e1.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e2.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e3.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e4.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e5.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e6.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e7.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e8.png" alt="e" class="enemybar"> <img src="http://terrarp.net/resources/wiki/e9.png" alt="e" class="enemybar"></center></html>
  
<ul class="vspace tealdiamond">
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<ul class="tealdiamond">
<li>Contracts should mostly be used for really complex agreements or political purposes. Quests can be done without it.</li>
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<li>Players can identify the danger posed by enemies by the color of their name.</li>
<li>If you are the person providing the service, you can discard the contract. However, you will lose social standing with that NPC or organization.</li>
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<li>The scale ranges from white (harmless) to black (immortal).</li>
<li>If the terms of the contract are met, but the other party refuses to give the agreed reward, you can seek restitution, which in this case, by injuring or killing that person without penalties. Roping in law enforcement is another option.</li>
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<li>Attacking an enemy's specific vulnerabilities may do more damage than usual.</li>
<li>Players may form contracts with other players, but it is for social and book keeping purposes only. The rule above does not apply.</li>
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<li>The remains of enemies do not disappear after death.</li>
 
</ul><br>
 
</ul><br>
 
==Player vs Player==
 
 
<span style="color:#d52f3e;margin-top: 25px;">Player Killing (PK)</span> can happen anywhere other than designated safe zones. If the PKer killed another player unprovoked, they will be marked and other players may kill them without penalty. The assaulted player may also retaliate and kill their assailant with no consequences.
 
 
<span style="color:#24afdd;margin-top: 25px;">Duel</span> happens when a person accept a duel request. The first to have their HP hit 10% will lose. Players cannot die in duels. Also, HP do not reset after a duel.
 
 
<span style="color:#dd7b24;margin-top: 25px;">War Zone</span> When a player enters this zone, killing other players will not incur PK penalties.<br>
 
 
<span class="b2a">OOC Note:</span> There is no PvP system on Terra RP. Staff will not adjudicate PvP either, please do not pester them.
 
  
 
==Player Information==
 
==Player Information==
 
<html><img src="http://terrarp.net/resources/wiki/id.png" class="fimg" style="width: 150px;margin-top: 0"></html>
 
<html><img src="http://terrarp.net/resources/wiki/id.png" class="fimg" style="width: 150px;margin-top: 0"></html>
All information related to your character (mastery, name, inventory) as well as minor real life info (Name, birthday, sex, IP) are completely private.  
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Players cannot view each other's user interface. Personal details such as mastery levels, items, and real life information is only accessible by their owner. This makes it impossible to distinguish NPCs from regular players unless they are somehow exposed – whether by choice, force, or accident.
  
You can hand pick specifically what you want to show people via a share feature. You cannot fake info with said share feature. Some players use this to establish trust, while others might gather info to sell to third parties.
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Players may utilize the game's Investigation Mode to reveal the names of both players and NPCs.
 
 
Everyone can lie about any or all of their info. This fake info will show up in your UI until proven otherwise (via an info share). Players can freely edit incorrect information. When a player joins a party, their name will show up in the party window.
 
  
 
==User Interface==
 
==User Interface==
  
 
<ul class="vspace orangediamond">
 
<ul class="vspace orangediamond">
<li><span style="color:#da682f">Palm Menu:</span> <html><a href="https://i.imgbox.com/ZgzBHbu4.png" target="_blank">Concept Picture</a></html> To access the game's menu, simply form a fist tightly and open your hand quickly. A phone-like menu will appear in your palm that you can use to check your needs meters or other parts of the game.</li>
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<li><span style="color:#da682f">Palm Menu</span> The game's menu is accessed by forming a tight fist and opening it quickly. A <html><a href="https://image.ibb.co/fg8gzG/palm_menu.jpg" target="_blank">phone-like menu</a></html> will appear in the player's palm that they can use to check their need meters or other parts of the game.</li>
 
 
<li><span style="color:#da682f">Panels:</span> Concept Picture. All of the buttons that you press in your Palm Menu will give you a manipulable flat panel that you can use to interact with the game.</li>
 
 
 
<li><span style="color:#da682f">Communication:</span> Concept Picture. You can message and chat with people in real time. Under-construction.</li>
 
 
 
<li><span style="color:#da682f">Party List:</span> Concept Picture. When you are in a party, will see your allies' status below your HP and EP bar. To see this information more clearly, you can summon panels that will follow you as you move.</li>  
 
  
<li><span style="color:#da682f">Monster:</span> <html><a href="https://i.imgbox.com/WlvDrpO4.png" target="_blank">Concept Picture</a></html> You can only see a monster's health bar when you aggro it. Any statuses it may have will appear under the health bar.</li>
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<li><span style="color:#da682f">Party List</span> When in a party, the player can open a panel that contains the information of all party members, including health, energy, and status effects.</li>  
  
<li><span style="color:#da682f">Investigation Mode:</span> <html><a href="https://i.imgbox.com/AHLWVogi.png" target="_blank">Concept Picture</a></html> When you want to carefully study your surroundings, you can activate the Investigation Mode by putting your index and middle finger on your temple. This will allow you to pull as much information as you are able to in the area you are focused on. Note that you cannot see objects or names of people you don't know. <em>While in investigation mode, your eyes will slightly light up with a random color.</em></li>
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<li><span style="color:#da682f">Investigation Mode</span> If the player wants to study their surroundings, they can activate the <html><a href="https://i.imgbox.com/AHLWVogi.png" target="_blank">Investigation Mode</a></html> by placing their index and middle finger against their temple. When they want to disable it, the gesture is simply repeated. This mode allows the player to obtain information about the area they are focusing on.</li>
 
</ul>
 
</ul>
  
[[Category:Core Reading]]
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[[Category:Important]]

Latest revision as of 06:08, 19 January 2018

Need Meters

Health, Energy, Water, Food, Rest, and Temperature are important factors the player must tend to in the game. If any of these drop below 50% they will feel their effect just as they would in real life. To check these meters, simply open the palm menu.

Health Energy Water Food Rest Temperature

Health (HP)

  • Your character will die if this meter hits zero.
  • Health does not recover while you are in combat.
  • Health regeneration is slow. Sleep hastens this process.
  • If you become sick, you will receive a debuff that negatively affects health regeneration and causes realistic discomfort.

Energy (EN)

  • You consume energy when performing physically demanding tasks or use magic.
  • When your meter is depleted, you will fall unconscious until your energy is restored by at least 10%.
  • Your energy will restore itself as long as you do not perform any physically demanding tasks.
  • Sleep hastens the rate of restoration.

Water

  • Your character must drink water in order to survive.
  • Your character can survive for three (3) days without water.
  • This meter will decrease at a faster rate in warmer environments.
  • When this meter is low, your health and energy will no longer recover.
  • It is a good idea to bring water on long travels.

Food

  • Eating food will boost health regeneration and energy restoration.
  • You can survive without eating for up to 2-3 weeks.
  • When this meter is low, your health and energy will no longer recover.
  • It is a good idea to bring food on long travels.

Rest

  • A full rest meter will last roughly 17 hours out of combat.
  • Your character needs at least 6-7 hours of sleep to replenish their rest meter.
  • Your character will fall unconscious when their rest meter is depleted.
  • In-game sleep may substitute sleeping in real life.
  • During the logout process, you may choose to leave your character in an unconscious state or exit the game.

Temperature

  • This meter keeps your character informed about the current temperature.
  • If the temperature changes, the meter's icon and color will change as well, to inform you about your status.
  • Extreme temperatures will trigger an imminent death debuff, which can only be removed by raising or lowering your temperature meter.

Combat

When in combat, the player must utilize their character’s mastery to defeat the opponent. Mastery allow the player to obtain game-like skills with which they can wield both magic and weaponry. The current tier of each respective mastery is indicative of the complexity and efficiency of these skills.

Each mastery has a unique skill set that varies in terms of speed, damage, and vulnerabilities. All weapons and magic have their own tactical advantage depending on the situation and opponent.

The player may select one of two modes of combat, which can be changed at will once the player has disengaged from battle.

Assist Mode This mode allows the system to help the player fight by auto-completing various movements and rituals. Auto-completion is activated by initiating the desired attack or spell, enabling players to become familiar with new weapons and incantations, but limits the player’s ability to combine skills.
Free Mode This mode allows the player full control over their actions. Weapon skills must be mastered and incantations memorized as the system will no longer provides any kind of assistance. This freedom enables the player to combine skills and execute actions faster.

Enemies

e e e e e e e e e

  • Players can identify the danger posed by enemies by the color of their name.
  • The scale ranges from white (harmless) to black (immortal).
  • Attacking an enemy's specific vulnerabilities may do more damage than usual.
  • The remains of enemies do not disappear after death.

Player Information

Players cannot view each other's user interface. Personal details such as mastery levels, items, and real life information is only accessible by their owner. This makes it impossible to distinguish NPCs from regular players unless they are somehow exposed – whether by choice, force, or accident.

Players may utilize the game's Investigation Mode to reveal the names of both players and NPCs.

User Interface

  • Palm Menu The game's menu is accessed by forming a tight fist and opening it quickly. A phone-like menu will appear in the player's palm that they can use to check their need meters or other parts of the game.
  • Party List When in a party, the player can open a panel that contains the information of all party members, including health, energy, and status effects.
  • Investigation Mode If the player wants to study their surroundings, they can activate the Investigation Mode by placing their index and middle finger against their temple. When they want to disable it, the gesture is simply repeated. This mode allows the player to obtain information about the area they are focusing on.