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Talk:Random

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what about players who try to take advantage of others? Would the recipient have to agree to a sex duel? If they could simply refuse the duel, why would the accept? Could the recipient set terms and conditions for winning/losing, such as what's at stake, or what the recipient should do after the duel (help with a quest, join party, etc). Perhaps some measures could be taken for characters who don't want to have sex. Hired NPCs and pet familiars could duel instead of the player. Magic armor or spells could increase will power and resistance to submitting to powerful characters. "Chastity" items could prevent certain acts from happening. And, players could ignore/blacklist others who keep making unwanted advances. The other question is how sex interacts with the environment. It would be easier to contain it indoors, but it's going to be outside or in towns then certain things might interrupt the duel or sex. For example, two players are dueling in a field, and a monster comes up and attacks them. They receive the message "your sex has been interrupted." Interruption can be from taking damage from spells, monsters, and possibly other players.

Now if the monster was in fact dueling you for sex, it would interrupt sex but proceed to sex duel the character it was targetting. So an evil tree might interrupt sex between two players, and then sex duel one of them. The other player could try to interrupt this by interfering and attacking the tree, or sit back and watch. Objects in the world could also trigger a sexual encounter situation, such as walking in to an area of the woods and being confronted by something, where the area the player stepped on would trigger those events. Or a player stepping on to an area in town might attract NPCs who have a scripted scene that can lead to either getting out of the scene or having them advance on the recipient.

Sex with more than two characters at a time would hard to implement first, and might have to be added in a later expansion or patch once one on one sex has been refined in the game. Also, the sex objective doesn't always have to be intercourse. Some NPCs or players might have a goal of getting the recipient to strip, or give oral sex, or masturbate, etc. Lastly, manacles, chains, stocks, and sexual devices might be able to restrain a player for the duration of the sex scene, and possibly afterwards. The player could make skill checks based on agility, dexterity, strength, lockpicking, etc to try and get out of the bonds. Perhaps players could keep other players on a leash or rope and make them follow wherever they go. Guards could handcuff players and send them to jail in the same way. Quests might include a tied or bound element that might not always be sexual, such as an imprisoned player that has to be reccued by another player. Depending on whether or not the NPC has sexual motives, the player would try to resist any actions by the NPC. Magic could also work in a similar way, with psychic or mental spells that make a player follow another player or submit to certain actions if they can't resist the spell. Players could avoid this by using magic resistant items or abilities.


Is romance an important part of sex? Say, before the actual sex you've just spent a great evening having dinner, interesting conversations, and just talking about similar interests. Or if the girl is more active, maybe hiking and exploring. This dating activity could take place between players and NPCs, but might be harder with just players unless you designed areas with dating in mind. But the whole interaction between two people might be more important than sex itself, and a player would have to interest someone in just the right way to get them to willingly have sex. With a good dialogue system, people could talk to NPCs with several responses, and responses that matched her interests or the attitude she likes would make her feel better, while responses that she didn't like would turn her off. Some girls prefer witty guys, smart guys, athletic guys, jerks, etc. In player to player romance, a player would accept romantic moves from someone, and they might go to a park or a tavern or a palace and do activities that are actually interesting to each other. They could give each other gifts, talk normally, maybe hug or cuddle. After a certain romance level, sex is available. Maybe the recipient could secretly add points to whether or not he/she wants to have sex, so even with high romance sex won't always happen.

I'm not sure how fighting would work though. Maybe have actions that are sort of cinematic acting, like pointing a sword, laughing, faking distress, etc. Two players could fight and use different acting moves to change the outcome. Some moves could have a physical effect such as holding someone's arms behind their back. Sexual tools such as ropes could be used to restrain someone. This would lead to sex, as sort of an alternative to the romantic dating option. Players could either be romantic to start sex, or have a sort of combat rivalry that ends up in sex.

A third option could be sex as a result of a scene, such as rescuing someone from bandits. The rescuer could ask for sex as a reward, or the victim could offer sex as a reward, or neither could offer sex. This could work into quests and storyline as an option to involve sex with other players.


It's hard to know exactly what gets a female going, from a male perspective. Artists like to draw women who are turned on by their own clothing, either being too low cut and revealing, or too tight. For example, a girl who gets dared to wear a tshirt that's cut off at the bottom half, or a girl that wears armor with a lot of cleavage, or a girl that wears a normal blouse that happens to be tight enough to make her nipples perk up. Here a person's own embarassment and sexuality can sort of heighten their feelings subconsciously. It could go further when the character has to strip or partially reveal themselves, or if someone uses their clothes in a sexual way, such as yanking their panties up to show the outline of their vagina, or tightening their bra, lifting their lift slightly, etc. Now, it's a typical male fantasy for a guy to think that everything he does turns a woman on, and because she's turned on she's so enraptured with the feelings of her own body that she can't control herself, and becomes sort of a kitten that can only purr as she gets her fur scratched constantly. Her vagina sends shockwaves through her whole body, making her moan without control of herself. Her mind is sending pleasure signals everywhere, and her vagina is completely in control of her, to the point where she can't think or move as she quivers and drips in anticipation. The breasts can act as a sort of secondary pleasure generator, sending more pleasure signals that let her lose control. Her body becomes a receptacle of pleasure, existing solely to feel pleasure even if she'd be too embarassed to do things before. From here the guy can do anything. Anyway, that's what a guy might think from what he's observing from the way she responds. Since he doesn't know exactly what she thinks, it's hard to say exactly what she's thinking when she's overcome completely by feelings and emotions. I'd like to know what the female perspective is.


The controls would use the player's hand and body almost like a cursor. Games like Dungeon Keeper, Black and White, and Myst IV use a hand corsor that can grab and maniupulate things. In this case it would be attached to the player's arm. Buttons could then change then other person's position, making her kneel or lay sideways. Movement would be controlled by moving back and forth, with characters visually moving hard or soft based on how hard the movement is. A girl with large breasts would move more during high velocity sex. Clothing can also be manipulated. A player might lower someone's blouse only slightly above the nipples, rub over their panties and yank up giving them a super wedgie, and then pour chocolate syrup down their shirt. Tools such as ropes could be selected if the character has them, and used creatively in the scene. Sexual attributes could also play a part outside of sex. A female with a lower cut dress might distract a merchant, making it easier to barter prices or have a thief pickpocket him. In combat, arousal might play a role in magic, making it easier to cast spells if someone feels turned on by their own clothing, or if they feel an adrenaline rush as a swordfighter by wearing a tight blouse or swimsuit. Clothing and arousal could play a role in charming or distracting monsters, such as flashing or unbuttoning clothing to make an opponent skip a turn.

Ripped clothes might lower confidence in combat. If someone's armor falls off from a hit, leaving their chest exposed, they might become too distracted and lower their chance of success with an attack or spell. Some classes could benefit from specific looking clothing. A healer would wear robes that wouldn't be too revealing, but an agile fighter might wear tighter clothing to feel more confident and turned on. Larger breast size could be better suited for characters who take damage or cast spells, while smaller breasts would be better for characters who dodge attacks and use agility. Medium breast size would work well for fighters and martial artists, who need to balance defensive and offensive moves. Breast size could be slightly changeable by potions and herbs that lower or raise bust size over time, so that a player can have a bust that works best with their character class. Size can also affect clothing and armor size, NPC and merchant responses, attraction and appearance level, swordfighting ability, spell casting ability, dodging ability, bow ability, and martial arts.


Also, nudity level could affect game balance to a point, preventing players from running around naked all the time for no reason. Players who wear more clothing and armor would have more defense and safety, and also be seen as "good" by some NPCs such as guards or priests. Players who wear less clothing tend to attract more trouble, and need to fight off opponents more. Also, a certain "confidence" level might be needed to go out and fight with less clothing. A character who normally wears heavy robes and suddenly takes them off would feel scared or nervous, and be less effective. A character who is used to nudity or partial nudity would have confidence, and be able to fight great with minimal clothing. There would be advantages and disadvantages to fighting with heavy clothing or barely any clothing. Certain classes might have more benefit from nudity, such as a druid that gets in touch with nature and harmony. A sorceress might rely on her sexual appearance to intimidate others. A knight could choose to be heavily armored, or have more revealing armor that has better speed and combat ability. A healer could be modest and wear robes, or be caring and loving by having partially nude robes. Spells, skills, and abilities could have different outcomes based on the nudity of a character. A character who has great confidence fighting nearly naked will be turned on and confident, but face more risk than a player with armor.


actions would be boring in a normal menu. You could have buttons assigned to different things to make it more action based, but then you'd have to memorize what does what. A menu could at least narrow down what party of the anatomy to focus on, and then have action controls. Or, another button could just move the camera to different viewpoints, though this might seem odd at first.

Let's say a character is trying to hunt down a female vampire NPC, and finds her in town, inside a chapel at night. She has high charisma and beauty, and is wearing makeup, perfume, clothing, and magic that increases this even more. This lowers the players will as he becomes mesmerised by her. She seductively comes close to him, just enough, and his arousal increases while his will lowers. She keeps talking, and his only dialogue responses are submissive due to his trancelike fascination with her. She keeps teasing him, and the whole time his low willpower has a small chance of getting high enough to break out of it, where he can decide on a move or a normal dialogue response, but in this case his will stays too low to go to that level. She unbuttons his shirt and says she'll make him into a vampire slave. His willpower keeps rolling to see if he can make any moves yet. He's lucky enough to fight back for one turn and touches her breast. Her arousal goes up slightly, and her will goes down slightly, giving him the upper hand. He uses the mouse or direction pad to move his hand around, moving in circles on her chest, pressing a button to squeeze slightly, then harder, and moves his hand to her blouse where he presses a button to grab on the edge of her clothing, and pulls down. Her will rolls higher for one turn, and he gets interrupted. She claws him with her nails, and his will is reduced. She makes a low growling noise, and grabs him harder with her fingernails. Since her arousal is still going up, her willpower is at a medium level, and he can roll past it easier. He gains control again, and moves his hand around her chest, then further until it goes around her back, and he brings his hand down lower and to the front. Her arousal goes way up, lowering her will, and making it harder for her to break out of the situation. He keeps rubbing, then stops.

Since her arousal level was already high, she pants and can't control herself. He grabs on to her breasts with both hands, and presses hard on the button to squeeze tighty, then presses again softer to give a gentle squeeze. He keeps rubbing her chest in circles, and his arousal level lowers his will to about the same level as hers, so either one has a chance of gaining control for that turn. She gains control, and keeps playing with him until his arousal level is at its max, and stays there until he orgasms. This causes his will to drop down, and she wins the encounter, bites deep into his neck, and... well, that's it for him.

In player vs player sex, a player with a higher level of will can be aroused without dropping will too low. Will may still drop, but the player usually won't lose control, or might for only a couple turns. A highly skilled female with bonuses from clothing and enchantments can start on a player who is less experienced, and effectively control most of the scene herself since he can rarely do anything. Now, even though his will is too low to create actions himself, he can still do "counter movement" to whatever she does. If she places his head between her legs, he can try to pull his head back, but she'll probably push it forward anyway. If she's rubbing his dick or has her lips on it, he can try to resist by moving away, which won't do much besides raise his arousal level even more. His will can go up slightly for trying to resist, but since he can't overcome the situation, it doesn't help. She presses a button that means "chance body position" and presses down, which makes her push him down to the ground. She moves on top, hits a button, and is now riding on top, using the direction keys to control movement and momentum. She presses back and forth on the arrow keys, or moves her mouse back and forth, and her character moves as fast as the controls. She keeps going, and his arousal level is high enough that he almost reaches orgasm, but she presses a button to disengage. He's extremely turned on and has precum, but can't do anything now that she's stopped moving. She presses the "move own body" button and moves herself down, sliding her breasts over his dick She presses "engage" and locks on to his dick, moving back and forth while his dick stays between her chest. She keeps moving, and his will is so low there's no way he can get out of this. She disengages, and moves down lower so her mouth is at his crotch. She engages, and slides his dick into her mouth, then moves back and forth. She stops, and waits. Since she isn't doing anything, his arousal slowly lowers and his willpower slowly rises. But before it's high enough for him to have a chance at making a move, she gets on top of him and starts riding him as fast as she can, and his movements in an attempt to break free only arouses him more, making his arousal level shoot way up, until it's at max and he's forced to orgasm. Now she's won the scenario, which might have come from asking him to join her party, by a temporary servant, give a gift or some money, help with a quest, or some other condition. Or maybe she just wanted to play with him. Since he was inexperienced, his will never rolled high enough to where he could make his own actions. If two players who were both experienced started it, they would have willpower at about the same level, and could make moves and counter moves each turn, forcing one person to be on top, breaking out of it and forcing the other person to be on the bottom, breaking out of it and forcing the other person to perform oral sex, breaking out of it and grabbing the other person's breasts until she can't move, or bending her over and using his fingers, or going from behind, or making her move to her knees, etc. If one of them loses too much will and can no longer get lucky enough to make decisions, then they can try to break free by moving against the person, but this usually just creates more arousal. For example, a girl is giving a guy head, and he manages to break free. His arousal is already up, but his will is still low, so he can't do anything but stand there and pant. If his arousal lowered and his will raised then he could do something, but she continues to give him a blow job, so he's trapped.


The game Arcanum uses player stats to determine dialogue choices. Wisdom increases the amount of choices (how much you know), Charisma increases how will you can succeed at convincing or lying to someone, and Beauty determines how characters react to you (low beauty means a character will respond in disgust, high beauty means a character will like you more).

There's also alignment for good and evil deeds, so a character who commits more crimes will be more evil, and a character who does more nice things will be good. A character who mixes those will be inbetween. You could have that work for talking to NPCs. Say you meet a barmaid and are nice to her, befriend her, and convince her to date you, followed by romantic sex. If you were evil you'd try to humiliate her or make her feel used and then manipulate her into sex. Knights of the Old Republic is kind of similar to the dialogue system. The main point of underworld is that there is no such thing really as good and evil, but there would definitely be a syustem that is kidn of like love and fear reputation kinda thing. But there are characters who are more greedy, characters who respect others more, characters who show more anger or more kidness, etc So there will be a system of love and fear as far as actions that will affect peasents and other charactsr and npcs

As far as clothing and appearance, females who wear light clothing could have evasion bonuses even though they aren't defensive. I think female attractiveness and appearance could have some uses in combat, such as charm or distraction. Larger breast size could represent a more caring figure who can use gentle healing or support spells and take more damage, while a smaller breasted fighter could move faster and dodge more attacks, for example

You can look through adult manga and doujinshi to see what a sex scene would look like between two characters usually:

Basically, someone is trying to convince the character that she's horny by massaging her breasts, pulling her clothes, talking, etc. Eventually she succumbs to her emotions and gets involved in several different positions until one of them orgasms. In a game, you could have attributes such as Willpower and Arousal to determine how likely you are to perform a move, and how likely she is to enjoy it. You could select breast squeeze and move on to remove top, or make her kneel down and tie her arms behind her back, etc.

Sex could be used to develop relationships with characters, such as a queen wants to discuss negotiations with you, or a peasant wants to thank you for rescuing her from a group of thugs.

Sex can have a purpose to game balance, giving stats such as vitality, stamina, speed, strength, will, etc. Sex could also be used in trading or deal making, and as a form of creating "offspring" characters who have attributes derived from their parents. Mythology is filled with the consequences of sex, and players could choose whether they want to create a child or not. Sex could also be done with NPCs for story reasons.


Here's a previous idea I had for a sex themed MMORPG:

-Adult 3D anime style, fantasy setting. Players choose one of several classes which can be modified with skill points, allowing for additional traits and combos. Stats include strength, endurance, speed, and willpower, used in both combat and sex.

-Typical female races include Catgirl, Bunnygirl, Succubus, Vampiress, etc. Can choose male or female character, and sexually interact with male or female NPCs, though same sex interaction is much harder to succeed at and typically fails for males.

-Towns have multiple static NPCs that interact via dialogue interface, cutscenes, and dates, which lead to positive or negative response based on dialogue, mood, items, and reputation. Uses 3D sex engine of adult adventure games. Dynamic town NPCs can spawn in town, with generated outfit, body figure, personality, and motivation. Dynamic NPCs can be interacted with by one or more players, and are much easier to lead into sex than static NPCs, especially if player has opposing role- evil player vs kind princess, paladin vs pickpocket, fighter vs maid, etc. -Players have a limited number of sex moves, with hundreds of new moves available with experience. Initial moves include fondling, shirt pulling, etc. If someone wishes to join in on NPC sex, the player will be notified and can select yes or no to allow others to join, leading to twosomes, threesomes, or town sex. Inexperienced players will have a harder time with getting NPCs will low enough to manipulate fully, and may be resisted with penalties, including loss of money, experience, reputation, and lawfullness. Winning a sex scene will increase these values.

-Outside of cities, typical fantasy monsters are killed for fame and reward, though slightly easier than most MMORPGs. Parties gain combo abilities when attacking together, but many monsters can be soloed. Non-monster enemies include female antagonists and boss characters, who will become docile NPCs when successfully defeated, and can be taken advantage of. Examples include evil sorceress, evil princess, evil rogue, evil empress, evil witch, naughty catgirl theif, rogue cleric, etc. Sucessful or overwhelming sex can lead to additional cutscenes, plot, bonus quests, or rewards. Many plot elements are similar to fantasy anime and hentai games, such as Dragon Knight. Players wear clothes and armor, which becomes torn with damage to show skin underneath. Players can intervene on sex scenes by interrupting if evil, or rescuing if good, which allows the sex recipient to escape.

-Can use town reputation for chivalry, rogueshness, or evil. Many spells use nude models in animation, such as summon effects, changing into magical armor, enhancing armor, magical healing, or sexual healing. Slavemasters can tame an out of town NPC such as a catgirl, and use to help in combat, and can also sexually interact with slave or invite others to join, which further aids stats. Players can toggle several sex filters to not allow certain actions to be done to their character model, such as anal, oral, chest, kiss, grab, etc. All filters are on by default, and turning one off is consenting to others actions.

-Special PVP areas allow for player combat and player sex. Character models can be tossed around with powerful spells, restrained with handcuffs or ropes, forced to follow with leashes or chains, unable to move with tied ropes, slowed down with weights, made to crawl, dragged by monsters when unconscious, or forced into sex when filters are off. There is no character death, as players gradually regain the ability to move and regenerate health after defeat. This allows players to crawl away from monster encounters, or continually endure sex by players and NPCs if filters are off.

-Players agree when logging on that all actions are consensual and that explicit sexual and offensive content is in the game. Players can choose NPC jobs in town to earn money, often giving bonuses when using sexy dialogue, actions, or clothes without getting caught. This include waitress, maid, servant, package delivery, cleaning girl, etc. Towns have standards of decency and will call NPC police when indecency occurs, though police can be bribed or distracted. Lower class districts include crime and black market slavery, owned by NPCs and players, who can make other NPCs and players into slaves, servants, strippers, or prostitutes. Art and mood is usually happy and inviting, rather than drab and depressing, and has typical medieval and renaissance theme in buildings, clothing, and attitudes.

-Towns have several social classes including royalty, merchants, commoners, lower class, and slums. Characters have wide variety of expressions to convey full range of emotions, typically happy unless provoked. The exception is far away isolated villages and tribes, which have more open sexual customs and nudity, including natives, amazons, barbarians, fairies, pixies, nymphs, dryads, lesbos, catgirls, bunnygirls, mermaids, and dragonriders. Sex has many varied animations, with additional animations learned over time, allowing for new techniques and special moves. Character role plays an important part in determining class characteristics, town reputation, NPC dialogue, and sex techniques. For example, thief, healer, fighter, dark knight, paladin, bard, archer, master/mistress, slavemaster, etc will have a noticeable difference in gameplay. -Advanced classes include dancer, juggler, charmer, mime, druid, sorceress, healer, and mystic, and often used sexually charged moves such as stripping, flirting, or dancing. Dealing sex or recieving sex can increase energy level, and temporarily unlock restricted abilities and spells. It may be beneficial to recieve sex by multiple party members before a fight, to increase potential power and the chance of unleashing a super powerful attack or spell. Also, desperation moves have a high chance of being performed when health and willpower is low.


The backstory you've developed is fine except for the Cthulhu mythology, which is copyrighted by H.P. Lovecraft. You can change the names, however. For example, Cthulhu mytholgy has been used in Dungeons & Dragons, Quest for Glory, and Hellboy, only using different names. This is important if you want to avoid being sued.

Second, the mood of the game. Since you are including a lot of anime inspired designs, it may help to look at examples such as Castlevania:SOTN. Yes, the game is set in a dark gothic setting, but it also uses brighter colors that allow its art to be more attractive, without being dark and drab all the time. You might use this as a type fo contrast between dark and light, for example, a starting human town would seem cheery and bright, making a trek into a dark eerie land all the more enticing.

What makes the game "tick" is the math behind it, which needs to be carefully balanced as it develops. This includes what effect certain armor will have. For example, a character may choose to fight in a bikini because it offers agility or dexterity bonuses, but has no defense. Enchanted clothing might make up for the lack of defense by having another benefit such as healing. Factors such as breast size might affect a charisma or appearance stat, agility and dexterity for small breasted females and will and wisdom for large breasted females, as well as what clothing is allowed for different breast sizes.

What advantages and disadvantages will different races have? What about classes? What makes one different from another? What items will exist and what will they do? All these small details may seem trivial, but they are exactly what makes the game a "game." You have to start somewhere, stating how one class offers different skills and benefits to make it worthwhile but different from others. Then there's how powerful each player should be. Should they be able to solo most of the time, or have to rely on other players in combat? How many monsters can a player fight at once, how quickly will they be defeated, and how long does it take to heal and be ready for the next monster? These decisions will affect everything from lag, framerate, difficulty, and speed of gameplay. Compare what one character can do in a game like Final Fantasy to what one character can do in Diablo II. Look at a variety of different games and how the math behind them defines what a character is, what affect it has on the world, and what makes it fun.

Next is the sex interface, which I've had somedifferent ideas for. Sex can have a purpose to game balance, giving stats such as vitality, stamina, speed, strength, will, etc. Sex could also be used in trading or deal making, and as a form of creating "offspring" characters who have attributes derived from their parents. Mythology is filled with the consequences of sex, and players could choose whether they want to create a child or not. Sex could also be done with NPCs for story reasons.

Here's an idea I had for a sex themed MMORPG"

-Adult 3D anime style, fantasy setting. Players choose one of several classes which can be modified with skill points, allowing for additional traits and combos. Stats include strength, endurance, speed, and willpower, used in both combat and sex. -Typical female races include Catgirl, Bunnygirl, Succubus, Vampiress, etc. Can choose male or female character, and sexually interact with male or female NPCs, though same sex interaction is much harder to succeed at and typically fails for males. -Towns have multiple static NPCs that interact via dialogue interface, cutscenes, and dates, which lead to positive or negative response based on dialogue, mood, items, and reputation. Uses 3D sex engine of adult adventure games. Dynamic town NPCs can spawn in town, with generated outfit, body figure, personality, and motivation. Dynamic NPCs can be interacted with by one or more players, and are much easier to lead into sex than static NPCs, especially if player has opposing role- evil player vs kind princess, paladin vs pickpocket, fighter vs maid, etc. -Players have a limited number of sex moves, with hundreds of new moves available with experience. Initial moves include fondling, shirt pulling, etc. If someone wishes to join in on NPC sex, the player will be notified and can select yes or no to allow others to join, leading to twosomes, threesomes, or town sex. Inexperienced players will have a harder time with getting NPCs will low enough to manipulate fully, and may be resisted with penalties, including loss of money, experience, reputation, and lawfullness. Winning a sex scene will increase these values. -Outside of cities, typical fantasy monsters are killed for fame and reward, though slightly easier than most MMORPGs. Parties gain combo abilities when attacking together, but many monsters can be soloed. Non-monster enemies include female antagonists and boss characters, who will become docile NPCs when successfully defeated, and can be taken advantage of. Examples include evil sorceress, evil princess, evil rogue, evil empress, evil witch, naughty catgirl theif, rogue cleric, etc. Sucessful or overwhelming sex can lead to additional cutscenes, plot, bonus quests, or rewards. Many plot elements are similar to fantasy anime and hentai games, such as Dragon Knight. Players wear clothes and armor, which becomes torn with damage to show skin underneath. Players can intervene on sex scenes by interrupting if evil, or rescuing if good, which allows the sex recipient to escape. -Can use town reputation for chivalry, rogueshness, or evil. Many spells use nude models in animation, such as summon effects, changing into magical armor, enhancing armor, magical healing, or sexual healing. Slavemasters can tame an out of town NPC such as a catgirl, and use to help in combat, and can also sexually interact with slave or invite others to join, which further aids stats. Players can toggle several sex filters to not allow certain actions to be done to their character model, such as anal, oral, chest, kiss, grab, etc. All filters are on by default, and turning one off is consenting to others actions. -Special PVP areas allow for player combat and player sex. Character models can be tossed around with powerful spells, restrained with handcuffs or ropes, forced to follow with leashes or chains, unable to move with tied ropes, slowed down with weights, made to crawl, dragged by monsters when unconscious, or forced into sex when filters are off. There is no character death, as players gradually regain the ability to move and regenerate health after defeat. This allows players to crawl away from monster encounters, or continually endure sex by players and NPCs if filters are off. -Players agree when logging on that all actions are consensual and that explicit sexual and offensive content is in the game. Players can choose NPC jobs in town to earn money, often giving bonuses when using sexy dialogue, actions, or clothes without getting caught. This include waitress, maid, servant, package delivery, cleaning girl, etc. Towns have standards of decency and will call NPC police when indecency occurs, though police can be bribed or distracted. Lower class districts include crime and black market slavery, owned by NPCs and players, who can make other NPCs and players into slaves, servants, strippers, or prostitutes. Art and mood is usually happy and inviting, rather than drab and depressing, and has typical medieval and renaissance theme in buildings, clothing, and attitudes. -Towns have several social classes including royalty, merchants, commoners, lower class, and slums. Characters have wide variety of expressions to convey full range of emotions, typically happy unless provoked. The exception is far away isolated villages and tribes, which have more open sexual customs and nudity, including natives, amazons, barbarians, fairies, pixies, nymphs, dryads, lesbos, catgirls, bunnygirls, mermaids, and dragonriders. Sex has many varied animations, with additional animations learned over time, allowing for new techniques and special moves. Character role plays an important part in determining class characteristics, town reputation, NPC dialogue, and sex techniques. For example, thief, healer, fighter, dark knight, paladin, bard, archer, master/mistress, slavemaster, etc will have a noticeable difference in gameplay. -Advanced classes include dancer, juggler, charmer, mime, druid, sorceress, healer, and mystic, and often used sexually charged moves such as stripping, flirting, or dancing. Dealing sex or recieving sex can increase energy level, and temporarily unlock restricted abilities and spells. It may be beneficial to recieve sex by multiple party members before a fight, to increase potential power and the chance of unleashing a super powerful attack or spell. Also, desperation moves have a high chance of being performed when health and willpower is low.


the ideas you have here are pretty good. i do like the different classes of people and your ideas about charm, charisma, beauty etc.. sometimes the sex sounds one-sided. like only the one character is deciding what is going on. Now having said that, obviously when one powerful character has sex with a less powerful character the sex will be sort of one sided i would expect. but a powerful character won't benefit from running around raping "newbies" really. i would think that sex is always like a combat situation. i dont mean that it is violent and forceful, but in game mechanics it would always seem to be one player makes a move and the other combats or makes a correlating move. instead of the one player squeezing the breast of the other player and then gaining something from that as if the female is just a driod, with no control over her own will, it might be better if player A makes a sexual advance, and player B either deflects it or allows it. and then player B makes a move either favorably like a breast grab or defensive like a swift kick. maybe if player B is much stronger than player A they can simply walk away, there would be no benefit to them to have sex with a much lower skill level. unless it is a "pity -$%^&." and they are just helping out a lower player because they want to. now if player A and B are roughly the same level then it is for them both to negotiate the sex. then you never know just how good it is gonna be or how boring. it depends on which moves your opposite chooses, if he or she is lame, you can walk away or you might have to kick a little butt. and tell them to try it with someone else. but my point is that it is not one sided, generally. if it is two regular players, then it would be a very interesting game. make a move and see which move the other person makes.

occasionally there might be a reason or just a desire by a very powerful character to have sex with a lowly character. like a queen/goddess type character might be bored or might want to have some boy toys to do her bidding, so she finds a peasant or two and has sex with them, which increases thier abilities a little bit and then they go do whatever it is that she wants done in return. that sex would be fairlly one sided because the peasant boy(s) wouldnt be able to just bend her over and have anal, oral and rough sex with this goddess, she could bitch slap them or something if she didnt approve. instead she would be guiding it along. there wouldnt be a need for her to have any options locked out so to speak. but the boy toys really wouldnt have the option of saying no, unless they just want to "lose" and have her fight them instead. so in other words the whole idea of having a defalt box where you select which acts to allow and which to not doesnt seem all that interesting to me. in combat with other players you dont have that ability, so why would you have that abillity with sex? what would be the point if in you have a defalt box for you combatting other player but you dont allow fireballs to be thrown, because you wont enjoy that. or you dont allow swords sto pierce your heart because that would suck. well then whats the point of combat anyway? it would be one sided and boring. as are all these imitations of sex out there right now in the gaming world.

and of course one player can try to break free or turn the sexual encounter into combat instead. if for instance the encounter with the male and the vampiress. if he were stronger i suppose he could drive a stake through her heart if he were a stronger player character that was more like a "van helsing" guy and less like a non skilled low level guy who shouldnt attempt to engage a vampiress at all.

it will probably all come down to "will i benefit from this person?" "what can i get in exchange for sex, or do they deserve sexual healing from me?" i assume that will be an eventual outcome. and yeah sex can be given and exchanged just like knowledge or special spells or imparted like healing. a rescuer could ask for sex, or the rescuee could offer it up. and the combat rivalry is an outcome i expect as well. remember "the last flight of the osiris?" the combat that was really foreplay between the two characters? that is a likely scenario in a game like these. and then there is a sims aspect that could be developed though i doubt it would work in a game like underworld because who wants to take that much time exchanging gifts and whatnot. there are other things to do. like amass money and power and skill and weapons and pets and to defeat opponents. and sex comes into play to meet that end sometimes. at least with the types of games we have here to discussed. sims is a much slower storyline that is single minded in a goal. not involved with quests and whatnot.

there should be a way to conjure a forcefield of some sort. by either a single strong player or by two mediocre players to ensure they are uninterrrupted for the duration of the sex duel. this ensures some safety to more skilled players and also deters weaker players from getting in over their heads. as with sex that is not a duel. healing sex. sex between a captor and captive, etc... there should be designated indoor areas. there should be a way to choose whether or not you want to allow third parties (friend or foe) to interrupt. once that space is occupied a third party cannot enter if players have locked the door so to speak. however. they can choose to keep it open and risk being interrupted by an enemy or be lucky joined to be joined by a friend. a gamble to be sure. but gambles can be amply rewarded.

and there needs to be special skill sets and parameters put around the sex aspect of any game to ensure that you do not have a bunch of newbies running around f%^&*(g each other in the game. it should take skill and time to learn. and as we have discussed earlier. there wouldnt be much incentive for a strong/developed player to just willy nilly run around f$%^&*g weaker players either. unless that is the type of game you want. if so more power to ya.

purple with a horn sticking out of their head, large robust monk




Or if new types of gameplay were added on a frequent basis. The typical Golden Saucer ideas with endless minigames is one example. Another could be turn based gameplay, action gameplay, vehicle or ship control in some areas, Chocobo jousting, etc. Areas that have specific types of gameplay and are added in later expansions.

Equipment with different properties. A recent example is armor that uses a limited number of charges. I'd like to see armor with more positive and negative properties, being beneifical to one type of playstyle but detrimental to another, without being forced into wearing one type for that job. This is done to an extent, but not enough to where one character can customize themselves enough and be effective. A system like materia would offer some of this.


Wow has scripted monsters that act out scenes while fighting, or use scripted abilities that require players to adapt and recognize these moves. PSO had something similar with its level bosses, who would move and attack in patterns that weren't just "take damamge and dish out damage."

PSO III card game style combat or pet monster combat

I think it would be great to have random attacks on the major cities. Maybe even have NPCs help fight like a garrison, but that's not an innovation in the game system. It would just be fun.


-tanned skin for staying in sun

What would be really cool is if people could fight and other people could come watch in the stands...see the biggest people on the server go up against eachother...

1) Arenas where people can PvP consentually and have them in the cities instead of in the middle of some out of the way zone. This would encompass 1on1 fighting and groups challenging other groups. You could even have betting on the outcomes.

2) All NM/HNMs in instanced dungeons (and no, WoW is not the only other game to use this idea). If you want to fight (insert H/NM here), go into his dungeon. Simple as that. Then everybody who needs the drop can have a chance at it. No more fighting over claims etc. just have to be good enought to kill the mob.

3) Sidekicking/Exemplaring system from CoH. For those who don't know about it I'll explain: A high level character can make a low level his sidekick which means the low level basically becomes 1 level under the high level but without gaining all the abilities and such that they didn't earn. They just get the HP/MP that they would have at that level. Exemplaring is the opposite. A high level becomes the same level as a low level and can only use the abilities that he would have earned at that level. This would allow friends with big level differences to do things together.

4) Raids/Seiges. Being able to form groups with hundreds of people to drive mobs out of an area like Gusgen Mines or Rabao. The devs could just pick random times for the mobs to try to retake the area and players either group up or lose the area again. And the ability for nations to truely control areas. Take Gusgen for example. Bastok gets together and claims it so their citizens are the only ones who can mine there. If Sandy wants it they have to drive the Bastokans out.

5) The ability to jump. I just want to be able to move vertically in the game. How hard is that?

6) Tweaking of the AF quests/Advanced Job quests. It's supposed to be a test to show that I'm worthy to be that job or wear that armor so why would I get my friends to help me? That's like bringing your friends along on a job interview. I'm becoming a (insert job here) not them. Make all of that stuff soloable.

Quests where you have too escape from a zone at the risk of total annihalation. l

maybe a tux and a dress

Preferably something like a Blue Mage and maybe something like an Alchemist or Mixer (think of the skill "Mix" that Rikku had in FFX and then expand it into a class). I'd be a big fan of the Blue Mage if they did it right.

but an expanded character creation process would be AMAZING (and even more amazing would be to let current characters utilize this feature if they wanted ^_^)

Also the Arena for prizes and trophies would be amazing. Maybe made for all levels and scaled as such? That way even lower levels get a chance for money and some cool things.

I'd like to see new cities, but maybe more along the lines of Selbina sized, but with Residential areas for convenience. I just wonder where they would put them >_<


1. Having certain equipment bind to players so that the money is recycled in the economy. And the demand for certain stuff increased. And it'll be new and not have fleas.

2. Training grounds in jeuno to hone in your weapon/magic/ect. skills and gain little xp while waiting for a decent party to come along. Have it like a separate instance for each individual/small group and have them pay to get in. Kinda like the sum's avatar quests, but have more/different stuff in it ...

3. Different pigmentation for mobs so that the little onion heads outside windy doesn't look the same as those in kahzam(sp?)

4. A fun arcade/gambling city inserted somewhere... maybe a stop over between Selbina and Mhaura. Something different from just xp grinding/crafting. Well, atleast an ingame arcade for the young'uns to play.

5. Something else for the entire guilds to be involved in, giving status to the guild, lowering prices for chocobos/boat/airship rides for that guild for a week or so ...

6. Plumbing fixtures in the moghouses that adds water elemental bonuses. It always bothered me that there was no plumbing in any of the other cities except windy. And I don't mean just that bucket and the little scoop type of deal ... atleast a tub or something ... this mithra likes a nice, cozy relaxing warm bath after a hard day of partying

7. Bigger window w/ a view in the moghouse

8. House pets (to add to more lag) ... and I don't mean fleas either

9. A PvP arena (in that one place w/ the tall trees, have it in ruins w/ vines breaking up the walls, a big circular place where if you jump in the middle you're automatically flagged as pvp, step out of it and you're no longer pvp. and if you're not pvp you can't hit the person that is. have a lever where you can release a certain HNM that pops every few days/weeks kinda like gladiator in the colloseum(sp?)) where you can lure a newb in and beat him senseless for the stupidity he pulled while in your party.


I to have imagined a "Beastmen Rising" scenario as well. One in which high level mobs invade the surrounding zones of the major cities (gustaburg, ronfaure, and saruta {spx3}). I know this would run HAVOC on anyone trying to level 1-9 or 10, but it's would be a great way to build community spirit. a scenario could be:

"Rumors have been spreading that the beastmen armies are gathering their forces fo an onslaught on the cities of light. Many incredibly strong monsters have been seen lurking very close to (your home town).

Having infiltrated the beatmen's line of communication, we have discovered that the beastmen plan to attack once aweek. If the invading forces are not turned away, the cities of light will be snuffed out ushering in a world of darkness.

The line in the sand has been drawn! The time has come in our lives where there are forces at work that could very well destroy everything we all hold dear. This must not happen.

The beastmen seek to make our world one of pain, fear, hopelessness.

With our weapons drawn we will instruct all beastmen on the true definitions of these words.

Siege is upon us. It is time to show them their errors and beat back the night."

So anyway, a siren would sound a la gusgen mine NM's and many high level mobs would find their way very close to the town zones(i would like them to have to run from another zone instead of just spawning near the cities. Just imagine a massive train of quads all running for bastok.)

I dont think the mobs should be lvl 75. I think they should be solo-able by a 60+. Also, possibly not allowing parties to participate in the battles would be nice. But in order to pull that off all the mobs would have to be non-linking. In addition to being able to fight with 60+ jobs i would like to see jobs under lvl 10 with the ability to act as field medics to the 60+'s. For example, pre lvl 10 jobs could recieve haste potions, tp potions, or mp and hp potions usable only when beastmen are attacking. Their job would be to get to the high lvl pc's and give them the helpful item (note that the item must be used by the lvl 10 on the 60+) upon using their item the pre 10 would recieve conquest points. Upon defeating a mob the 60+ would receive conquest points as well. Maybe a Rare/ex item would be given to a team of a 60+ and a pre 10 after working as a team for numerous invasions (A tally would need to be kept for who the pre 10 was giving the items to, and upon the 150th-200th item usage the item would be sent to your moggle from your grateful home city.) The item would be any level any job and would effect conquest points that are awarded while xp'ing like: Bastokian Coat of Arms lvl 1 def x Conquest points gained increased by +1-3%

I beleive the appearence of the mobs should be time based only appearing for 15-30 min. then retreating. A tally of how many mobs killed (for 60+) and how many items ditributed (pre 10's) would be kept. upon killing a certain number of mobs, a medal is awarded from the home city. This medal is a badge of honor that would change look of your countries flag when people did a /sea. (i.e. a sliver band could outline sandy's flag or a gold band around bastok's). I think the only reward should be conquest point and the city medals, however i think the city meadls should lower the prices SLIGHTLY for outpost warps and COMMON conquest point purchases like warp and reraise. An additional 15 min of signet would be granted to those that obtained a medal.


I myself wouldnt mind something like a Casino or a Gold Saucer in FFXI, a place to blow money on mini-games, but sadly, this will probably never happen because some retard will find a way to exploit this and ruin it for all of us.

More cities would be a good idea, and the ability to start as a citizen of Jeuno would be great, with maybe a new newbie area brance from Ru'lude gardens or something like that.

I also think a good addition would be a capped dungeon thats random each time you enter it (( Think of instances from WoW ))

More Races would definately be a plus; Viera, Bangaa and Nu Mou would be killer.

Pilotable airships. This would work by enabling Manaclipper style zones where one airship can be used at a time. It would be smaller, more of an air "skiff," and would only be landeable on water. Look at the Jueno airships, they're literally ships- they can't land on rocks or they'd get messed up. The height of the airship could also be lower, like not above high mountain level (FF3j's first airship is like this, the mountains block your progress).

2. Black Chocobos could use similar dedicated zones, or be exactly like a normal chocobo except for hovering in the air 10-15 feet, and swerving wildly. These things would be hard as hell to control, and might accidentally crash. A couple low plateaus can now be reached in some zones, but they have their own enemies that reside there.

3. http://www.playonline.com/ff11us/vt2...mg/pt14.jpg

4. Music from other FFs, including FFIX battle, FFX battle, FFVIII man with the machine gun, etc.

5. Faster run speed in towns. There's a difference between a big city and a city that just likes to build everything far apart so you can "get more excercise."

6. Action. Some kind of minigame or zone activity that requires twitched base gameplay, such as zelda, fable, etc.

7. Story NPCs. Like Lion and others, these NPCs would exist in cutscenes that involve the player, such as an alliance, dueling, enemies, romance, etc. They would have their own drama, backstory, and conflicts, giving the feel of older FFs.

8. More towns. Every FF has lots of small villages with their own personality, subplots, and quests. Rabao doesn't count.

9. Destructable landscape. In FFVII you're ripping apart the ground with massive spells. I'd like to see some zones have scarring, charred land, and small craters when major spells hit, which would only last temporarily like Chocobo tracks, and would simply be a texture.

10. Ridiculously long attacks. High level Weaponskills, magic, and summons could have a long and involved cutscene that would take forever, look really impressive to the player using it, and take enough time that several turns have passed and the party has already been hit plenty of times. Let's say you were casting Leviathan, you see the traditional tidal wave and summon cutscene , which takes about a minute but deals a large amount of damage. The amount of turns you've skipped averages out to what you'd deal with smaller attacks each turn. This applies to Omnislash style weaponskills, Ultima style ancient magic, etc.


Have you ever tried hanging around in the many pubs? Steaming Sheep Inn or the Lions Den? Or even the Pub in Jueno. Personaly I have gotten a few people on my server to hang out in these areas as a chat room/ hang out place with me. Its starting to catch on as passers by wonder what we are doing. But is Message traffic getting you down? Just make a party/alliance and turn all your chat filters on except party chat. There we go! ^.^ Viola, hang out experience made easy.

2. I would change to Viera in a heartbeat (Im elvaan now). Viera vs Mithra wars would soooo rock! Bunnies versus kitties! BUNNIES WIN! ::cheer::

3. Skin tones would work but they should use color swatches, I know for a fact that some colors dont show well on some screens, and some people would try to abuse the settings for personal gain. Like jet black for night cammo for camping nighttime NMs, or Neon Red just to be annoying. But flesh/skintone swatches would be cool, as well as more hair color options.

4. I always welcome the Idea of more cities. However I would also like two new citizenships to open up. The ability to be a Citizen of Jueno and a Nomad nation (who do not follow any flag). This would add to the story drama although this wouldnt change many peoples gaming habits.

5. More planned events? Almost sounds like you are a Monster-Hunter player (I play it when i need a break from FFXI). I think thats a great idea. However, again, most people dont care about stuff like parades and such unless the payoff is big. Greed is what sells and Squeenix has been careful not to appeal to that greed (too much). However i still would like to see them at least TRY this idea. Rather than just doing them for the holidays, and being more creative with it to get entire communities, cliques and LS involved to work together.

The Event I would want to see? A spontanious Beastman uprising like Garrison in wich they try to invade the neighboring cities and actually fight withing the city walls like dynamis. Granted this would cause mass hysteria, chaos and many would loose thier lives. However I gaurantee a stunt like this would change FFXI forever, and people might just start to work together to fortify thier defenses for the next surprise battle. Nothing like strife to bring nations together.

6. Zilaart and CoP are HEAVY with story, I suggest you work hard and try to get to the point where you can do these Missions, you will find them VERY rewarding. But in addition I think that an exceptional player should be able to leave thier mark on the world. That the npc will actually speak that persons name when referring to "a great adventurer" to another player charater. This would encourage people to so quests more just for bragging rights alone. Remember most people (not all) are interested in two things: Greed and Vanity. Appeal to the Vanity and it wont cost you much money.

In closing. All of these are some very good ideas and i love them. The only thing I would add is this.

~Moko's Suggestion~ I want new game physics like the ability to climb, jump and crawl. It adds more debth to the game world. However that would just about change the entire base operating system to accomidate that. Im happy its as 3-D as it is. Just a wishful thought but not a growing desire.


. More planned events. Just something to attract people to be online at times when maybe play is scarce.

6. More structural Miussions. Maybe have a Gauntlet, or an actual sidestory for the missions. Maybe have your character involved properly??

-Day to day activities -Work, jobs, labor -Organizations you'd work for (Royal Knights, etc) -Leisure time -Crime (applies to THFs) -Romance -Family -Daily life -Household activities -Relationships with other NPCs and cities -Reputation -Hobbies -Spending habits -Moneymaking -Career -Interests

Random attacks on the major cities.

Imagine logging in, stepping out of your MH, and have an Orc breath down your neck? Mules and other non-attended characters are dead everywhere. It looks like a war zone. Stables are closed. Airships... docked. Every other shop... closed. Have a number of beastmen proportional to the number of players in that section of town and have them be similar levels. Now you are forced to team up with random people of random levels to combat all these beastmen. No one could get into the town because the entrances would be blocked. Your Home point would temporarily set to your MH. The exp loss... minimal. The beastmen could flow into town to keep a near constant number of them around. You could fight your way to other sections of town and after the beastmen forces are down to 5%-10% your towns gates are open. Rewards... Fame, Items dropped by the beastemen, gil bonuses, maybe even some special item for good performance.


I want a monster who, when engaged and claimed through being attack, voked, whatever, will not attack anyone, and no one will beable to attack the mob, and what it will do is ask the leader either a question, ask the leader to use the proper attack (perhaps in riddle form), or ask for an item a party member has in their inventory (all items in inventory might appear in items list, where you can from the items list in the battle menu select the enemy to use it on. The use of items used on the enemy is only allowed for the item asking type of mob, not the other types of this special mob). If the task or question is accomplished/answered successfully, the monster might drop better than normal loot (maybe equips, rare synthing materials, etc), and maybe some gil! Also, the enemy will fade off, and give normal exp. I know! Perhaps any monster you can kill, excluding NMs, and instance battles, can secretly be one of these types of mobs!


FF1: Ankylo Arachnid Blue Dragon/Frost Dragon/Gas Dragon/Red Dragon Giant/Frost Giant Ogre Troll Wolf/Gray Wolf/Were Wolf/Frost Wolf) Ghoul Ghost/Phantom Pirate Gator/Frost Gator Gargoyle Centipede Naga Shark Skeleton/Red Skeleton Hyena Iguana Lobster Mad Pony/Nightmare Mage Manticore Muck/Ooze Mummy Odd Eye Tiger Sand Worm Sea Snake Sorceror Wizard Wyrm Vampire Sea Troll Zombie Dragon Goblin (FF1 version) Sahagin (FF1 version)


FFIV: Blue Dragon/Red Dragon Arachne Armadillo Basilisk Behemoth (FFIV version) Tofu/Pink Puff Pike/Piranha Ogre Naga Cave Toad Chimera Crawler (FFIV version) Evil Doll/Puppet Ging-Ryu/King-Ryu Gray Bomb Ice Lizard Lilith Mage Mind Procyote Red Giant Sand Moth Soldier Toad Lady Tortoise Vamp Lady Witch

FFVI: Flan Commander Marshal Trooper General Dahling Wolf Doberman Rhinotaur SrBehemoth/Intangir/Behemoth (FFVI version) Fossil Fang Harpy Trilium Trilobiter Nautiloid M-TekArmor Sky Armor Spit Fire Lich Dante Test Rider Gold Bear Repo Man Slam Dancer Pug (FFVI version) Brontaur Allosaurus Primordite Sand Horse Sand Worm Moogle (FFVI version) Kappa Lagomorph


Sword of Mana: Owl Gobi Mushroom Ghoul Lizard Small dragon Imp (Devil)



1. Stat based dialogue and dialogue options in the style of Arcanum, Lucasarts adventure games, and Japanese dating sims.

2. Detailed interaction with environment through emotes, such as lying down or leaning against wall.

3. Interactive environment with visual changes, such as pushing a mining cart or picking a flower.

4. Static environment that is changed by player results, like Conquest affects regional vendors. More player influenced aspects could include changes to NPCs and city status and newbie zone status (weakened city due to Beastman control, prosperous city due to first place) affecting NPC and shop attitudes and available choices.

5. Quests that have positive and negative impacts on other NPCs, using a system similar to factions, morals, virtues, or personality.

6. GMs that play the part of good characters, neutral characters, evil characters, monsters, etc.

7. Characters with Fable style changes to appearance, and emotional reaction to environment and enemies.

-PVP barfights

What I'm proposing is a type of arena battle where each town has there own arena. Here you can have battles like 6v6, 18v18 or even just 1v1.

he prizes would be like special armor/items/weapons or a ton of gil. Not to mention bragging rights

there would be a large, chaotic brawl right then and there. The fight would be so destructive, that obviously some players would die, others would be wounded, and others would still have a good amount of life left.

Now this is where it gets interesting. The severley wounded players would immediately flee into sperate directions, the strong would chase after them, and the solo challenged would... also hide.

So then it becomes a large scale player hunt. This is where it gets exciting. Players weakened would have to manage to get away from harm, restore hp/mp, then create inventive ways to kill their pursuers without revealing there locations to other bloodthirsty hutners. There would be a bunch of mini fights, to weed out the weak from the strong. The amount of current players alive would dwindle til it would come down to 2 players left. Then one final fight, the first one to get the drop on the other would probably win.

basically you would absolutely have to have an incentive for holding a region, such as a "Conquest Trait" that would give all all the holders of a certain region, a specific ability. Such as whoever holds the uncapped region, all nationals would have some kind of added bonus such as increased movement speed, increased range for ranged weapons/spells etc...


We could have matches in the wide open areas near the main towns, Have special upgrades for the Birds (armor, lances, etc) and gain titles corrosponding to how many wins each individual has.

ournaments - Hosted by each of the nations, at the end of which players can get items like a piece of the nation's armor or weapons. Jeuno could have a grand champions tournament, where people from all nations can battle. These would be scheduled and lvl restricted, but you have the advantage that you don't have to go to some far off place to do it. Also, winning tournaments can net you a Key Item => Tournament Trophy. It would only last until the end of the next tournament and it could help you reduce the cost of items in the city that the tournament took place (which would be great to buy things like pickaxes, sickles, hatchets, and other often bought crafting items)

You can have tournaments hosted by guilds, except the rewards could be hard to find crafting materials or even crystals.

PvP Challenge - here you can just test your skill against another player or group of players, and if you like you can add wagering where each player/team puts up items for wager and who ever wins gets/splits the pot. Some of the special rules already mentioned in the thread are a great idea. you can agree on lvl caps, types of armor (with bonus, without, etc..),

there is a giant colliseum found in an uncharted territory (rome)where people used to compete for richs.all three nations are trying to get to it and discover its uncovered tecnoligy (srry 4 misspelling) so each nation sends a boat every now and then with adventurers inside tryin 2 get to this territory. a high ranking person will drive the ship as a sort of captain. there will be people with telescopes or whatever SE desides 2 call em which will tell the captain (ship driver) which way for example: North or East or West or Whatever. and every now and then the ships of the 3 nations will bump into each other. (this is where the exciting part is) the will be ropes where you can board each others ships. and attack the other players. when the ships meet your weapon will automaticly drawn. and will stay drawn until a player's captain drives away to a certain unreachable extent. there will be different boats such as fast 1s that can go really fast, slow 1s which do not encounter any enemy monsters, and big strong really slow 1s that can board other ships easily and are harder for enemy people to board. when your ship is boarded and 1 team loses some people can be taken as prisoners and lose 0 exp and some can lose sum (not alot exp and die) the ships will be like the 1s that take u out of that city in valkurm dunes (i cant believe i fergot whats its called). if u get to the colliseum ghost romans will greet u and ull have to do a mission for them so they become un-ghosted or sumthin. and when u do they'll invite u to the colliseum where u'll either spectate a match or be in it. itll be just like how the romans did it. sum u will be barely able to run because its deep water(what about the tarus?) or sum will be filled with poisonous gas that wont cease until 1 person is left standing or it might be placed on several little boats in deep water where u'll have to learn a skill called navigating and row to each other's boat and fight

Thief/Ninja = Shadow (With the actual "shadows" from Utsusemi and the top notch evasion of Thief and Ninja's, subbing Ninja to Thief would give 1 extra shadow to each Utsusemi: Ichi cast or maybe even an improved subtle blow trait to Thief/Ninja to improve the viability of Thieves being DD's in Sky/HNM runs.)

Ranger/Thief = Mercenary (With the idea of a Ranged weapon holder also being a thief, aka a Rogue, perhaps an improved job ability/trait for Evasion for Rangers or an entirely new job ability/trait such as Loot whereby combined with something like Barrage, the player could actually steal gil/items with that ability.)

Summoner/Beastmaster = Shapeshifter (The Summoner becomes the Avatar for a brief period of time, say 1-2 minutes, allowing almost unimpeded Beast to Beast damage through shape shifting.)

Bard/Thief = Rogue (With the weird CHR+ bonuses a Thief gets from some AF equipment, this Bard is the jovial, public house image of a bucaneering pirate. They sing to the benefit of all but have some secret moves that make them almost as equally deadly when undetected.)

Samurai/Ranger = Shogun (Adds Ranged Accuracy bonuses to Samurai to basically make them even more of an offensive tank. This combination is the result of years of disclipined practice by only the most rigid of training through with a Samurai, the master of a blade of steel, becomes now a master of a long or great bow as well. In short, an expert at both the blade and bow.)

Ninja/Black Mage = Enlightened Priest (Basically amplifies the damage the Ninjutsu spells do at every 10-15 levels and increases the change of those spells sticking as well. At the highest level, they would have a rare, random chance for a ninjutsu spell to become enlightened, i.e., on a rare occasion to do enormous damage. This combination not only debuffs the monster but does quite a bit of actual magical damage as well.)

War/mnk = Berserker Trait = Monkey grip, allows a two handed weapon to be used in one hand, leaving the other hand free for a shield. This would enhance the tanking abilities of war/mnk to where it may again be considered post 30

war/thf = Rouge trait = stealthy movement, alows the range for SA to become wider and the angle in proportion to the direction to become bigger

war/nin = Wraith trait = Ninjutsu bank, allows a ninja tool to be used twice (i.e on stack pf shihei allows 99x2 casts)

war/drg = dragon warrior trait = improved tp from jumps

smn/nin = shadow summoner trait = decreased utsusemi casting time

the prefixes could be:

war = warlord .. thf = stealthy .. mnk = sacred ... blm = ... destroyer rdm = refresh hoe (j/k [:tongue:] ) drg = dragon ... drk = death ... pld = holy ... sam = honourable ... nin = shadow ...



-The obligatory Golden Saucer, Chocobo Breeding/Racing, and PVP/PVE arena ideas -Additional PVP zones -Areas that are "Strategy RPG" based, meaning you'll have control of multiple NPCs -Areas that focus on vehicle use, such as Black Chocobo, Airship skiff, Boat, Undersea travel, etc. -Storyline battles, such as in FFVI, where cutscenes lead up to and involve combat. -Areas that use some action element, such as the FFVII motorbike, where arcade reflexes is needed to complete an objective.

-Alternate combat systems, such as focusing on card collecting skill, crystal attack skill, rhythm and timing combat, roulette and luck combat, dolls, personal pets, traps and poison, magic countering and reflection, drawing magic and quick casting, fighting game movements, timer guage attack, button mashing, mental minigame determining success, charisma and persuasion/negotiation using dialogue choices and bribery to affect mob, melee morale to give temporary bonuses to melee specific combat skills much like a bard, cardian tinkering and attacking, enemy weakness focused attacks, attribute bonuses based on number of mobs killed/type of mob killed/time of day/moon phase etc. These alternate styles of combat would be balanced for the game, dealing appropriate damage for level range, but would add an extra element of skill. They could replace certain styles of combat, for example "Morale" skill would give Bard-like bonuses but disable melee attack until turned off, or Cardian attack would only be useable with no pet/wyvern/summon in play. -Alternate level areas. Entire zones where stats and levels are on a different scale, such as LVL 99 max or 9999 HP max. Combat would be at a different pace, as damage would be adjusted according to the scale. Players would start at the lowest level, but have bonuses from other levels in normal areas. -Character focused plots, including antagonists, love interests, friends and allies, enemies and rivals. Quests can have multiple outcomes based on dialogue choices. -Raid zones, where multiple players must lay siege to an enemy town or fort, using attacks and spells, and siege weapons that are already on the battlefield. -Time travel zones. Visit the war of 20 years ago, and fight the Beastmen in zones surrounding Jueno. May be temporarily active, such as Dynamis. Gives a chance to experience older plots firsthand without directly affecting the future- for example, you temporarily exist as a soldier who was already in the war. -Instanced dungeons that have adjusted difficulty for 1-18 players. -Group based mobs, rather than a party fighting a single mob, difficulty is balanced for 3-5 mobs to engage a party at once. -Fast paced timed dungeons where mobs must be defeated continuously until a certain goal is reached (location, number killed, time limit, etc) -Challenge zones where mobs continuously fight party or alliance, Garrison style.

NPC in Jeuno. Through a short series of questions you can post yourself as needing to do XXX mission or quest in XXX amount of time. Also has a search function. Via a ping message, you're linked with other people who need to do the same thing at the same time and you have instant help! Taking yourself off said list is as simple as talking to the NPC again. Anyways, that's what i so desperately want. I just hate the thought of NEEDING high level help to do XXX when if you just had enough people who needed to do the same thing, then, well, the people who NEED to do it are doing it. make sense? i mean, it's not like there's no other person on the entire server who needs to do Limit 1, ya know?

I think that either those Summoners' Elementals should become player-controllable, or they should become smart enough to Magic Burst and Cure when needed. This might require that their MP drain be adjusted or something, but anything's better than them being almost useless. -Beastmasters and Rangers should be able to "Track" an NPC that they already have targeted with a simple command instead of having to go into the map, finding the NPC they already have targetted on their screen, and then Tracking him. This would be especially useful for Beastmasters who need to keep track of potential pets.

-Black Chocobos. These are actually low flying, and have great difficulty in handling, meaning they swerve and dive at the wrong times. This condition gets alleviated by increased riding and training, when they behave fairly normal. Since these fly at a low altitude, not much is changed zone-wise, except for a couple high ledges that are intentionally only reachable by Black Chocobo. All outdoor zones would need to be tested for balance/exploit issues when reaching higher ground. Certain areas such as North Gustaberg can have harder monsters on top of higher elevated spots.

-Towns and camps that have their own cultures and concerns, instead of focusing on Vanadiel and the major cities. Towns with unique personalities and problems. Towns with exiles from the main cities, outposts, nomadic camps, tribes, reclusive and secretive towns.

-Actual dungeons with personality. Catchy music, boss rooms, optional explorable areas, secret paths, challenge or puzzle areas. Something resembling FF1's dungeons.

-"Charge" items that start at 0 and gain 1 charge when a condition is met, up to a maximum charge such as 200. These would be for quests or other activities. Example: Insect jar, notched stick, crab cage, flower bouquet, etc. Quests might involve finidng enough ???s or talking to enough NPCs to fill up the item, without dealing with actual extra items.

-Manaclipper style zones for ships, small airships, and Black Chocobos, which can be rented by buying a license and reserving for a set period of time. Only one can be rented at any time. Used in quests and missions with small dedicated zones.


What I would love to see is a new trade skill. Namely, Spellcrafting. I think it would be nice if you could MAKE yourself a scroll of Erase from materials you find or make from other crafts (parchment comes to mind immediately). Of course, this would only be good if you could make all spells, with the exception of Ancient Magic.


-NPCs can accept 1 or more items, rare/ex items, or stacks of items -NPCs can identify what armor you are wearing -NPCs can identify what weapon you have equipped -NPCs can identify what key items you have -NPCs can give items, key items, rare/ex items, gil, or game menu options -Can enable have a quest specific NPC that can fight -Can enable have a quest specific monster -Can temporarily change your model to something else -Can enable a cutscene when entering a zone -Can enable a battle when entering a zone -Can display a cutscene using anything in the game engine -Can count the number of monsters you've killed -Can identify if you've killed one or more specific monsters -Can require a set amount of time or a specific time -Can require a specific day, time, or faced direction -Can display NPCs in zone that only you can see or interact with -Can have monsters that only you or party members can attack -Can require a certain number of party members -Can identify player level, race, nation, and job -Can restrict level temporarily -Can produce a random result -Can set a flag for talking to an NPC, trading, or using a ??? -Can add or remove a status effect, key item, or event flag

Welcome to the Cooking Guild. You have selected a crafting duel. Entry fee is 500 gil. What skill level will you choose?

Recruit Initiate Novice Apprentice Journeyman Craftsman Artisan Master Veteran

Who will you face?

Another player An NPC

You've selected "Initiate" with "An NPC." Challenge begins in 3 seconds. I hope you're prepared!

Challenge #1: Baked Popoto

NPC synthesized a Baked Popoto Player synthesized a Baked Popoto

Challenge #2: Pet Food Gamma

NPC synthesized Pet Food Gamma Player synthesized Pet Food Gamma

Challenge #3: Pineapple Juice

NPC synthesized Pineapple Juice Player synthesis failed!

Ah, too bad.


Have the secret ingredient, and give the player a set amount of time in which to make as many different recipes as they can using the ingredient. They could have available something like a store where they could access almost all the food items (or relevant materials for other guilds) in the game. They wouldn't be able to leave with their crafted items, preventing people from using the crafting duel to get free stuff.

Though maybe instead of making it a head to head thing like the show is, make it a challenge to make a set number of items. For example, give people one Vana'diel hour in which to make, say, 10 items/partial item stacks. Adjust the number upwards or downwards based on crafting rank If they succeed, the reward could be guild points. Maybe a fun title, too, like "Star Sybil's Sous Chef" or "Altana's Armorer".

What if players could list a "request" for a specified item in their bazaar, with a reward price. For example:

30g: Copper Ore 100g: Wind Crystal 300g: Saruta cotton

All a player would have to do is trade the item, and automatically recieve gil in payment. If the player does not have necessary funds to give, then the request listing is blanked out or removed.

Would this negatively impact the economy? Would it raise or lower prices? How would it affect supply and demand? And would it work well with the current bazaar and AH system or would it make them less desirable?

You're suggesting the computer verify the item that the person wants to sell to you and everything is done automatic-like, without the buyer doing anything. For that to work, they'd have to make it so you'd pick the items you're looking to buy from a list (like the AH) and then show them in your bazaar. If they put it in though it'd be a very cool feature.

They'd need to have a way to set how many of the item you were looking to buy as well. If you have it remove the item from the list once someone has sold it to you, that won't really work with stuff like food/arrows. Guess they could just have you set it to buy a stack, and once you've bought a stack it goes away.

Would suck though if you went to bed and left your char sitting in the road somewhere. Come back in the morning and see that the one item you had been looking everywhere for had been sold to you, but you couldn't get it because your inventory was full.