MMORPG Game Mechanics

# Mechanics

## Travel

### Means of travel

Traveling anywhere can be done on foot, but is not always favourable. Oggs play the role of a transport for the Bura.

### Fast travel

Fast travel can be done if a route to an area has already been discovered but only with the help of the Mara

## Combat

### Combat pace

Realistic, pronounced animations. Some encounters require more skill and some can be steamrolled using stats check.

### Special attacks

Bura - In progress

Mara - In progress

Mounted attacks - In progress

### Damage calculation

Complex damage calculation based on armor, level, skills and resists.

### Unlockable moves

High level in the corresponding combat skill unlocks new moves.

## Building

This paragraph corresponds to buildings that can be initiated by a playable character.

For buildings of settlements please visit (IN PROGRESS)

Playable characters can build the following structures:

### Basic structures

* Doesn’t need any building skill
* Can be constructed on your land or in the wilderness
* These structures have high decay rate
* Crafting and placement is instant

Structures in this category:

* Tent
	+ A respawn & resting point
* Campfire
	+ Cooking
	+ Heating and comfort
* Basic (lvl2)  workbench
	+ Allows creation of basic (lvl1) tools
* Storage chest
* MORE TO COME

### Intermediate structures

* Requires some skill of construction
* Requires a lvl 1 workbench
* Can be constructed on your land or in your camp

Structures in this category:

* lvl 2 workbench
* Cooking station
* Forge
* Altar
* MORE TO COME

### Advanced structures

* Requires high skill of construction and sometimes intelligence
* Requires a lvl2 workbench
* Requires a blueprint

### Blueprints

* Highly skilled construction workers can create blueprints
* Upon creation there is randomness involved to determine the quality of the blueprint based on the skills
* Blueprints require a LVL 2 workbench to be craftable

### Decay & Upkeep

* All buildings can decay and require materials for upkeep
* Higher level structures decay slower
* Structures decay faster in the wilderness

## Trading

### General

Trading can be facilitated between:

* Players
* Businesses
* Villages
* Tribes

What can be traded:

* Resources
	+ Currency
	+ Materials
	+ Items
* Land deeds
* Shares of businesses
* Territorial control
	+ Forests
	+ Ore deposits

If Gyris tokens are present in a trade, they are taxed

### Open2Trade

You can enable Open2Trade mode, which will create a visual effect above your character, signaling others you are open to trade. The visual effect can include the materials they want to buy or sell.

### Inter-village trading

Steps:

1. A village sends a trade request to another by using a messenger
2. Another village accepts
3. Both are responsible to organize transfer of goods or services
	* Rider(s)  -  (can be done manually or by AI )
	* Transport(s)
4. Trade is finished once both parties have delivered the goods successfully

### Charisma

IN PROGRESS

Makes sense to bring advantage during trade

## Farming

### Plantables:

* Food crops
* Trees/bushes (?)
* Flowers
	+ for decorations
	+ for Rituals
	+ for the ladies of course
* Recreational
	+ Cannabis plant alternative
	+ Psilocybin mushrooms alternative

### Tending

* Fertilizing
* Watering
* MORE TO COME

### Speed of growth

* Trees: 1-12 Months ( depending on the type )
* Crops: 1 - 6 weeks  ( depending on the type )
* Flowers: 2-30 days  ( depending on the type )

### Harvest

* Some plantables can bring harvest
* RNG involved, luck affected by certain skills
* MORE TO COME

## Lock-in /Automatable Actions

Playable characters can be locked in doing certain actions

Such actions include but are not limited to:

* Tending to crops
* Participating in construction
* Participating in campaigns
* Working as an NPC

## Communication

### Inter-player communication

“I saw a major shift when Warcraft killed the region channels in chat. These local chats not only segmented chat (so that conversations could actually happen without being a fire hydrant of random text), they also contributed to a sense of community. You could be passing through a region, see someone call for help with a quest, and easily pop over to help them.

This simple social dynamic vanished once you were chatting to people all over the world.”

### Text chat

* Within village/settlement
* Messengers to other settlements

## State of the character

### Developing skills

Doing any action that corresponds to a certain skill will slowly make you better at those actions and improve your skills. I.e. stat grinding

Examples:

* Keep hunting and skinning animals to become one of the most efficient hunters who can get high quality fur and a lot of meat
* Keep running and you’ll have better cardio than others
* Punch a tree to condition your knuckles and sheen

## Gaming attributes:

### Bura

* Strength
* Wisdom
* Resilience
* Intelligence
* Dexterity
* Charisma

Oggs

* Strength
* Agility
* Resilience
* Endurance
* Synergy

Mara

* Intelligence
* Resilience
* Wisdom
* Diffusion
* Instinct
* Curiosity

## Skills/Mastery

### Armed combat

* Defensive melee
* Offensive melee
* Mounted melee combat
* Mounted ranged combat
* Throwing weapons
* Ranged weapons

### Unarmed combat

* Punching
* Kicking
* Wrestling

### Movement

* Sprinting
* Climbing
* Swimming
* Jumping
* Sneaking

### Construction

* Architecture
* Builder
* Manual labour

### Crafting

* Armor
* Weapons
* Jewellery
* Clothing
* Construction materials
* Poison
* Consumables

### Cooking

* Survival
* Comfort
* Gourmet

### Gathering

* Berries
* Mushrooms
* Fruits
* Woodchopping
* Mining
* Skinning animals

### Farming

* Planting
* Harvesting
* Growing
* Digging

### Sports

* Rafting
* Mountain Boarding
* MORE TO COME

### Animals

* Ogg Riding
* Animal farming
* Breeding
* Capturing and Taming

## Secondary status: ( experimental idea )

* Morale
* Sanity
* Fitness
* Energy
* Cleanness (?)

## Primary Status:

* Health
* Mana alternative
* Stamina

## Resists

* Armor
* Magic re
* Fire re

## Modifiers

IN PROGRESS

Modifiers, or buffs and debuffs are states of being which changes some of your stats either for the positive or for the negative.

### Excercised

* Your fitness stat increases by X number
* You morale stat increases

## Upkeep ( experimental idea )alternative

Characters need to be fed and excercised regularly so their state and skills don’t become dull.

## Character progression

IN PROGRESS

* Levels
* Skill increase
* Careers
* Export & NPC

## Weather, seasons and day/night cycle

### Day/Night cycle

Day - 1.5 Hrs

Night - 30 Min

### Weather events ( experimental idea )

* Thunderstorm
* Earthquake
* Asteroid
* Tornado
* Tsunami
* Cyclone
* Avalanche

## Random events

While traveling, there’s a chance to encounter random events:

* Traveling merchant
* A random quest
* High risk & high reward mob camp

## Points of significance

Some areas can give bonuses if meditated there.

## Hand-painted areas

IDEA: Handcrafted views and sceneries to make people stop and appreciate the environment + take a screenshot

### Resources

IN PROGRESS

Mines / ore nodes etc…

## Settlements

### Population

Each bura and mara to be settled somewhere needs to have a bed. Land of houses/villages/colonies could increase by number of used beds.

## Inter-village competition

Stronger villages and the ones that made better choices will be rewarded

* Expansion
* Trading & Wealth
* Control on local resources

## Buildings

* All of the buildings can be owned by either a person , settlement,  business  or an organization.
* All of the buildings provide inventory space.
* Buildings may be a closed or open space.
	+ Open spaces are accessible without changing an instance
	+ Closed spaces are a different instance. Interior and people inside are only visible once one is inside the structure.
* Buildings may have  private or public access.

### Tavern

It can:

* Provide accommodation
* Sell food, drinks
* Can provide entertainment

### Hall

* Can provide accomodation
* Suitable place for a government of the settlement

### Shop

* Requires a stand or a building
* Sell items from the inventory of the shop.
* Inventory can be filled by directly providing items or purchasing them from other vendors.

### Farm

* Can provide accommodation
* Always comes with farming land
* Can sell raw items and farm products

## Economy

### Legal entities

#### Person

A playable character of Gyris. Can be either a free2play character or an NFT.

#### Business

* Business can be created/owned  by a  persons , settlement or an organization.
* Business can receive investments and have shares.
* Some businesses might require a designated building while others don’t need one.
* Business can transition from Draft mode to Active if they satisfy their business requirements.
* In draft mode, business can only manage it’s members, shares and raise investment.

Type of Business can be choosen from the following list:

* A shop
* A tavern
* A traveling caravan
	+ Doesn’t need a designated building
	+ Can sell goods
	+ Can provide escort

#### Organization

Groups of people can unite together to form an organization.

Organization may:

* Have Headquarters
	+ A tavern
	+ A Hall
	+ A base
	+ A house
	+ A farm
* Have treasury
* Have private quests
* Own businesses
* Have different types of hierarchy
* Have shares

May Be of following types:

* Religious
* Military
* Humanitarian
* Recreational
* Commerce

## P2P Contract Jobs

### General

* Players are able to to create jobs
* All of the jobs are required to have a reward
* Jobs have a required reward and a completion period/deadline
* Jobs can be created at or found at the settlement’s Job Board

### The Jobs list

#### Mailman

* One can a request parcel to be delivered to either a person, settlement , business or an organization.
* A parcel can contain: letter(s), items/goods or currency.
* All deliveries are made by players.
* Fixed payment
* The job is available for anyone to accept. The first completion only gets the reward.

#### Construction work

Two types:

* Blueprint creation
* Physical work - manual labour

How it works:

* A person or an organization will be contracted to help build a construction or a building
* Adds experience to construction skills of everyone involved
* Physical workers will get “excercised” modifier
* The creator of the blueprint needs to have high intelligence for better construction quality
* Hourly pay + bonus at finish.

#### Farm work

* A person or an organization will be contracted to help with farm work.
* Hourly pay + bonus at harvest

#### Finder

* A contractor will pay a fixed reward for a specific item(s)

#### Guarding / Escort / Companionship

* Hourly pay + for damage taken + dealt
* Optional split the loot  job option can be specified in the contract

* Whoever takes the job puts 20% of the X amount as collateral
* If guard dies first, he gets to keep 50% of the collaterall
* If guard dies second he loses all collaterall

#### Others

* Gardening
* Bounty hunting

## Items of the game

### Materials

Materials are used in crafting, construction and as a fuel.

* Wood
	+ Obtained by chopping down trees
	+ Used as fuel for fire
	+ Used in construction
* Stick
	+ Obtained by:
		- Chopping trees
		- Breaking branches from a tree
		- Cutting bushes

* Long stick
	+ Obtained by:
		- Breaking branch off a tree
		- Chopping down a tree
		- Can be used as a hitting weapon
* Rock
	+ Obtained by:
		- Dismantling stone
		- Mining Stone
		- Find on the ground
	+ Can be used as a hitting weapon
	+ Can be used as a throwing weapon

* Stone
	+ Obtained by:
		- Mining Stone
	+ Can be used as a throwing weapon if Strength > 95

* Fiber
	+ Obtained by:
		- Cutting down plants
* Flint
	+ Obtained by:
		- Finding it near water
* Animal fat
	+ Obtained by:
		- Skinning Animals
	+ Can be used as fuel
* Leather
	+ Obtained by:
		- Skinning Animals/Creatures
* Bone
	+ Obtained by:
		- Taken from a animal carcass

MORE TO COME

## Consumables

* Food
* Potions
* MORE TO COME

## Activatables

* Traps
* Blueprints
* MORE TO COME

## Immediate Actions

### Efficacy

Mastery \* Attributes \* State = Efficacy

### Item actions

* Consumable - Eat
* Food - Cook
* Blueprint - build
* Sharp object - Cut something
* Equipable -Equip
* Poison - Apply
* Item - combine
* Item - place

## Structure actions

* Construction site - Work
* Chair - Sit
* Bed - Lay
* Workshop - Open adv. Crafting
* Research table - Researching
* Campfire / Cooking station  - open menu
* Bed / Bedroll / Tent - Sleep
* Wall - Attach item
* Torch - ignite / put out
* Playable - play

## Plants

* Harvest
* Water
* Fertilize
* Dig out
* Clone
* Crossbreed

## Environmental actions

* Wallike surface  - Climb
* Walllike surface - Attach item
* Ground - Make campfire
* Ground - Dig
* Ground - Transform into farming land

## Gathering actions

* Well - gather water
* Body of water - gather water
* Ore deposit - Mine
* Tree - Chop down
* Tree - Break off a branch
* Bush - Cut down
* Item - pick up
* Vegetation - harvest
* Carcass - Skin an animal
* Carcass - Gather Bones

## P2P Actions

* Trade
* Create a contract
* Familiarize
* Affection

## Independent actions

* Rest
* Emote
* Meditate