This might be discussed alot of times, im here to say stuff more in-depth to give ubisoft an idea of what i think should really look like.
Core Mechanics
Spawning/Joining A Server
There should be one massive server but there could be more, or just two between NA, and EU. So upon joining a server you would spawn in a small camp in a forest or in your main castle/Inn, where you will be greeted by some NPC, for advanced players that live in a castle, they wont be greeted by an NPC rather a player.
Death
If you get killed in a fight but not executed and manage to escape, you can crawl for 5 minutes at walking speed, pressing the interact button will let your character stop some blood loose and you will survive 10 minutes but moving extremely slow while also sending a message to guild members/friends. The anti-blood loose mechanic is meant for special cases where you are far away from a city and you can't crawl to it, so you instead press the interact button while sending a message to your guild/friends, hoping that one will come and rescue you.
If executed, you die but you wont lose your items, instead you will lost some currency that you havv, and you will be spawned to the nearest "hospital" where you wake up on some sort of bed with your gear next to you.
Killing Enemies/ Execution
Killing a enemy will put them into their crawl state, where you have to executed them in order to get the loot they have or other wise they may come with some allies, this is active for players and NPCs too, so you better execute the NPCs too if you are going to kill them.
Groups/Crusades
Groups are the smaller form of Crusades and they will usually be formed of 2 players up to 5. Groups will be able to do Quests, World Quests, and easier Objectives, but NOT Sieges, City Raids, Ruin Raids, Ancient Artifact runs and stuff like that.
Crusades, are a group made for expeditions on higher level islands, and are rarely needed for starting zones. Crusades will contain up to 5 to 50 Players, and in case of a known streamer or youtuber, that is making some huge meetings to raids some extremely hard Ruins, they can be linked creating 50+ people groups.
Combat Within Crusades/Sieges/Castles/... And a 1v1/1v2/1v3 Scenario
So fights up to 1v3 players have the same mechanics as the current Art Of Battle style, with the same 3 sides and comboes, but once we move on to 1v4/1vX or 2vX or even XvX but X is bigger than 3, the combat changes and now you only got two sides left and right, the attacks wont matter because they will come from left or right, easily being able to block them, also if multiple attacks come and you can't block both, like for example 2 well timed attacks come from each side, you wont be able to block them, but because of that, the side you are currently holding or the side the most attacks come will be blocked and the other side will be blocked as well but wont show the indicator dealing minor damage to the target. Also all attacks get a more Cleave like movement being able to cleave multiple enemies while shifting the camera back a bit to see what's happening, Parries, they will parry all incoming attacks but the input can only be put on the shown side, making parrying easier in a large scale ganking scenario.
Also Raids/Sieges and boss battles in general will take the normal Art Of Battle style untill more enemies show up.
Currency
So, the currency will be called Gold, and will be gained more easily than the Steel is, they wont share the same proprieties, gold being able to buy RPG stuff and Steel executions, effects and stuff like that.
Map Length
Maps could take around 20 minutes to 60 minutes to travel giving a feels of open world, but not just a regular feeling of open world, i mean really.
Gameplay/Text Examples
Starting Zone
While first being introduced to the game you will have a few quests to do which will award you some Armor pieces and stuff like that.
Example 1: Training
Hey Player good to see you again, lets start training more seriously, so you could become a warrior faster, im sure you don't like long training sessions. Show me that you have learned something from the previous lesson and do the following tasks on these training dummies.
-Land 0/5 Heavy Attacks
-Land 0/5 Light Attacks
Do At Least 0/3 Combo's
Land 0/3 Finishers
Once Finished and got back to the quest giver they will award you and say some text you can just skip.
Very well done, you seem to have learned a few things, why wont you take this great light weight X(weapon) as a reward to make you feel better, Then a quest chain develops making you learn the base game mechanics, then you will get a better reward and move on to other quests.
Reputation/ Class Specific Quests
So getting to talk with NPCs in small places or farms will increase your reputation with them, for example: +25 Reputation "Darkwood City/DW Village", and by doing quests in that area you will gain more reputation +250 Reputation "Darkwood Village/DW City", now getting a higher reputation will mean more quests that reword decent gear for your level, with improved weapons and stuff and a bit of gold, once being at maximum reputation with one place, 3 or more quests will appear, that lead into a medium sized quest chain, taking about 15-20 minutes to complete giving you some gold and a rare improvement for you or for your troops once you get a castle.
Class Specific Quests are quests given from your trainer in some place where you learn harder, more in-depth techniques.
Minor Factions
This was brought up by StarFigh3RSWE and got my attention. So now i will explain how i think Minor-Factions should work. First of all, i see them as a Quest Hub rather than a city, meaning it has alot of quests within one or two castles with maybe some Inns, Blacksmiths, you know. One Minor Faction could by Blackstone Legion which is not a part of the knight kingdom, rather an ally, a vague one. Blackstone Legion could have multiple quest hubs spread around the world of For Honor II, that will contain alot of quest givers. Now lets compare. Blackstone Legion's Quest hubs could have around 20 to 40 quests and 20-30 Reputation quests. Now Darkwood City/Darkwood Village which are two made-up zones that are linked could have each 30 quests in total, 20 normal and 10 reputation quests, and cities having fewer quests, because their work as defence points as well.
Example of Quests
Hey Warrior, you are quite new here and you might not know how things are going here, so i will join you in a small walk in the city, showing you some important places.
-Visit the Blacksmith with X(NPC)
-Visit the Inn with X
-Visit the harbour
-Visit X places, you get what i mean. That's for introduction, now for actually Advanced Reputation Quests into the story of "Name" "Place"
Hey Warrior, this might be an unusual request but some bandits are raiding houses, at night, the managed to kill my brother who tried to fight them back but he got brutally injured and eventually died, Warrior i trust you to go and find the bandits and kill a few, to put fear into them so they wont be so brave next time.
-Execute 0/5 "Name" Bandits
Kill but not execute 0/10 "Name" Bandit helpers
After finished you will get awarded and the next quest appears. And the quest givers says something like That should strike some fear in them, and probably wont come here to often knowing what happens, now that you killed some bandits i will give you my brothers "weapon".
Then a quest goes something with With the axe i gave you, i please you to go and avenge my brother and kill their leader and a few more bandits, just to create a bigger wound, that they will slowly and hardly recover from, ill be shocked if they actually recover before being caught.
Objectives, World Quests, Sieges and Assaults
Will be tasks that are not needed to advance in the story, and to be honest, the quest-line and stuff are not needed to get geared up, just getting lucky by mob drops or chests should get you geared enough to do some Objectives.
World Quests are higher difficulty, yet easy randomly generated quests that take 5-10 minutes to complete, some even being puzzles which can take from 10 minutes to plenty hours, rewarding a slight better loot than normal WQ . PvP will be disabled within a World Quest and rarely you will need two or more players to complete, they are easier in order to be relaxing to do. They reset every 6 or so hours because they are multiple WQs to do
Objectives Are WQ(World Quests) but harder, with PvP enabled and dynamic gameplay taking longer from 10 minutes to 15 usually requiring 2 or more players while also having ballistas,catapults and other pressurizing mechanics, and on-top of that, quite hard mobs and adds(weaker spawns that help a more powerful enemy), but of course these are meant for more competitive players and for players that really want to feel a cool mini battle-like experience, also rewarding way better loot than WQs. They reset every hours or so being not some many in total.
Assaults Are city/ruins attacks that are way harder, while having same pressurizing mechanics as Objectives but can last up to 1/2 hours and usually contain multiple bosses, and of course this requires alot of cordonation in a smaller group, and by smaller i mean 5 players or more. They will reward good loot and currency and will reset once every 6 hours, being 3 or 4 in total.
Sieges are extremely large scaled battles with 15 or more players fighting bosses, guards and even other players that come to interrupt them. making a siege really hard. Once your crusade/guild managed to kill the final boss the leader chooses to execute the final boss or to capture the boss making the siege enter a captured state,and while in that state you and your guild will gain currency, some rare improvements ,maybe some epic improvements with a bit of luck and even a legendary that has very small chance of dropping. While the siege zone is captured other guilds/crusades can attack it and capture it them selves or killing the last boss and destroying the whole siege for 2 days. Executing the bosses, can grant you epic quality improvements to you or either the troops, some legendary improvements with a lot of luck, and 1 exotic/artifact item that can change how your class is played , not by much, but it is noticeable on the battlefield. And as always, there is a chance that the exotic part can drop for troops making god-tier troops, but.. is it really that exciting?
Ancient Temples/Artifacts Class Trials/Honor Trials
So first of all, these are a part of the high end game, and will require good gear and a well built team.
Ancient Temples/Ruins/Castle
Ancient Temples/Ruins/Castles are similar to what is siege, but it's more puzzle driven than chaos driven, it will reward gear on par, or even better than Sieges, Ancient X contains hard mobs and even bosses that can create chaos quite fast. After completing them, you will be awarded with your gear and currency but with a small, yet higher change than Sieges to drop an Artifact. Now Artifacts matter alot, and can change your character quite alot
Example
Ruby Infused Blackstone Halberd
+5 Base damage to all moves
Finishers will now be infused with Ruby shards making your finishers deal 20 extra bleed damage but also making them penetrate any guard
Executions will infuse you with Furious Crystallization Increasing your energy regeneration by 35% while gaining a 20%/20% damage/resistance buff for 45 seconds.
Amber Plated Jade Chestpiece
+27% damage reduction while wearing
Executions against you won't work the first time, making you release a jade nova right before being executed healing you back to 20% health + 30% over 10 seconds while knocking down the enemy putting a debuff on the enemy Jade Fire Dealing 50 damage to the enemy while lowering their guard protection, taking an extra 20% damage from an blocked attack, lasting 15 seconds.
Now note, getting an Artifact can range from 300 hours in game of playing to 1000+, so the stats better worth the time.
Class Trials
Are usually a boss fight, but ALONE, and by a boss fight, i mean a full on boss fight but instead of 10+ players, you are only you and you have to kill the adds and boss at the same time, while the boss is damaging you down. Within a Class Trail, you need to complete the fight in X minutes or you are kicked out of the arena, also completing it will grant you Siege tier weapon that's mainly for your class, having stats and other effects in your favor.
Trials
Are a 3-5 man dungeon, where you don't fight in a normal scenario, you rather fight in an unreal world of the location, where you face mythic bosses, that are hard and will drop gear on Siege tier, but don't be fooled by these easy gear up methods, Trials are extremely hard, and seeing them as a gear up method is just bad and won't work, now trials drop items focused on your specialization with stats and effects in your favor, These trials don't have a time limit so no rushing is needed. A small example introduction below:
Warrior, are you your allies ready to be sent into Valhalla to prove that they are worthy of staying there?
Choosing "Yes we are, get us in there faster!"
"The viking then ignites a fire and gives the warrior and his fellows a white glowing drink"
And then you enter an unreal place where you fight mythic creatures within viking mythology.
Maps, Quality Items, Mounts, Boats
Maps
Ireland, can be a starting zone that, will feature vikings camps in majority and some knight camps.
One expedition map can be Egypt or a map close to what Assassin's Creed Origins has.
Quality/Rarity Is the same thing that we currently have but from Siege runs you can get artifacts if you execute the final boss, which has a incredible small chance of dropping, but i guess it is worth trying seeing it is the BEST item for your class and don't worry it wont drop for troops, shown by color and improved stats, now the armor and weapons that are epic quality or higher and maybe rare items in rare cases have something like Enemies struck by you have a chance to bleed for 20 damage., or Gain +20 Health on wear.
Mounts Are bigger animals you can ride that will take you around the world at higher speeds, knowing it takes you around 40 minutes or so to get corner to corner.
Horses, Bigger panthers, and other animals, you find out Ubisoft.
Boats are made with alot of currency to travel place to place to join crusades.
Castle, Kingdoms, Empires, Kings
Castle are made on pre-choosen places on different places other than Egypt and other expedition places. They are made by someone with alot of currency, taking 1 day to be build coming with no troops, just some rooms to set your spawn location when killed and a working table where you create all sorts of things for the castle and where you upgrade your troops. Castles are usually formed by guilds. Kingdoms by multiple castles united which translates to more guilds united. And Empires made by multiple Kingdoms.
PvP
Usual For Honor but with arenas and stuff, and actual people to watch in different places, you know how ubisoft, you can figure it out.
Well that's all i got, i hope Ubisoft sees this, and i will try to reply to most comments.
StarFight3RSWE's Post
TL;DR, But please support him, i just got inspired by him and made an in-depth post https://forums.ubi.com/showthread.ph...Open-World-RPG
I like your idea! It sounds a bit like a MMO, but in regards to that I do have some worries. Though it sounds amazing, I feel like something like this might be a bit too much to create within a sensible timeframe, and I'm not sure if the way you describe how combat will work in larger scales (like 1vs4, 2vsX, etc) will work. It will be something which needs to be looked into definitly, I'm just skeptical about having 2 different "Art of Battle" systems in place. It might turn out to be more complicated than it sounds.
I love the idea of reputation though! I was thinking of it a bit like minor factions, within the factions. Like Blackstone Legion, and that you either (or both) commit to one minor faction and complete quests and such in their name, gaining reputation as you go, within that minor faction. Reciveing unique cosmetics, loot and such with the minor factions theme. Or that there are several minor factions that which you can complete certain missions/quests for and gain reputation in that way. My point is that feeling you get that you are a part of something, like a clan/guild but not player controlled. That way there would also be room for player guilds to perhaps commit or form some kind of deal with minor faction. Showing their support and gaining some kind of bonus out of it.
I would love to discuss this further but I feel like there is so much to discuss here that it might be better to wait for a reply and pick a more specific topic within this.
I agree, two combat systems will be hard to make but i think i can simplify it here. So when more than 3 people are locked on you, this mode activates making attacks and stuff take a more cleave aspect to help you clear the enemies and also if an enemy is in a 4v1 he gets that thing, you don't. So if you are ganked by more than 4 players you change your fight style to make ganking harder against you, but if you and your team mates are ganking some one the enemy gets the UI change, you don't. Anyway thanks for the feedback, and really, i should've think'd about adding these mini factions within a big one, like blackstone legion as you mentioned. Also i think you StarFight3RSWE did the for honor rpg idea, i got inspired by it and made something a bit in-depth.
Im quite happy that some people consider that for honor has insane rpg potential and even detailing the gameplay as i did horribly, i wish and probably many, for an rpg based on this game
Originally Posted by Okt0g00N Go to original post
Thanks for the mention and explanation Okt0g00N! I think your details are pretty great actually! It actually was what inspired me with the idea of "minor-factions". Would love to hear any suggestions you might have for these "minior-factions"! Sorry BTW for answering so late...I thought I would get a notification when something new came up but I didn't. Anyways! Not sure if you've seen it yet but I sent you a message a while ago. Would love to hear your opinion about it.![]()
So Minor Factions just like Blackstone Legion as you mentioned would work, as more of a quest hub rather than a whole city with reputation quest and stuff. And yes by quest hubs i mean a Blackstone Legion Castle that is themed after their fashion and stuff with maybe other houses, Also Minor-Factions could not be part of a kingdom but rather an vague ally.Originally Posted by StarFight3RSWE Go to original post
Also Quest Hubs are places with alot of quests and reputation quests, but compared to cities and other non-faction'd villages they are way denser in quests.
Example: Blackstone Legion has around 20 quests, all coming from a castle/house within these small zones and then 20+ more faction quests. Now these are only random numbers, ubisoft will figure themselves out.
Blackwood Village: Made-up city, that is not a quest hub, but big. Will have around 15 quests overall and 5-10 reputation quests.
Rewards From Minor-Factions
Rewards will be bit higher than WQs rewards, just a bit under Objectives. Which means the rewards are quite good. Also the final quest will be long, the same with the final reputation quest, but they will give gear that is Higher or on par with Objectives
For more information check the Minor Factions title under the Reputation title