itemer: (Default)
Ember Resuine ([personal profile] itemer) wrote2017-06-20 10:09 pm

INFINITY FRONTIER

REAL WORLD META

It is the very near future, year 2022. Virtual reality gear is now in the public market at an actually affordable price point. Virtual reality gaming is starting to boom - it's been on the market for a number of years, but it's only recently become viable for most normal people.

Infinity Frontier is the newest and hottest virtual reality MMO. Not the first, but among the first. It was released in December 2021, just before the holiday season. The first content patch was released six months later, in the middle of May - just around the start of summer break for the college-aged players.

Infinity Frontier is made and distributed by a startup company called Janus Games. Janus Games has no other games currently or previously on the market. No OCs should have any connection to Janus Games. It is supposedly headquartered in Los Angelas, CA.

There was a very long update period, so people were waiting to log on - and when it came back up, people who logged into the Draconis Server fell into a coma, having a digital AI take their place in the game world. Whoops.


RACES

There are five playable races and several more races reserved for NPCs in Infinity Frontier. All racial choices have no effect on gameplay, although NPCs might react different to different races.

PLAYABLE RACES
-HAMAL: Humans, boring, you don't need a description. Found all over the main continent. No players ever call them Hamal.
-MIRA: Elves by any other name. Adj: miran. By lore considered to be one with nature, but they have many members in the Sirius Empire as well.
-ELTAN: Tiny people race. Look more like children than dwarves. In lore, they were originally nomadic, and have settled all over the main continent, but in much smaller numbers than humans hamal.
-BEASTMEN: No proper name for the race because they identify by tribe. Basically human with cat ears and tails. Anime nerds play them, generally.
-FAFNIR: Think dragonborn. Humanoid in shape but draconic in features. Scales all over, tails, slitted eyes, faces ranging from mostly human to obviously dragon. Almost entirely hail from the Forgotten Continent.

NON-PLAYABLE RACES
-GOBLIN: Small, mostly gnobbly, with high-pitched annoying voices. Love disassembling technology but cannot put it together worth crap. Found all over the main continent as easy targets for exp.
-VEGA: Plant people, with skin ranging in shades of greens and browns and flowers and leaves in place of hair. Also carnivorous. They are primitive but live in expansive jungle-cities in the Forgotten Continent, and supposedly they would be the next playable race if, you know, an expansion ever came out.
-MERFOLK: Fish people. Fish tails like normal, but their "human" half is still pretty fishy. Generally exists to be expendable enemies in seaside locals.
-FAIRY: Very small winged humanoid race that keep to serene natural locales in small numbers. They usually barter rare items for large numbers of drops.


CLASSES

Generally speaking, there are THREE SETS and FOUR ROLES for job classes. A Set and Role determines the job class, so there are twelve classes.
SETS - Melee, Ranged, Magic
ROLES - Tank, DPS, Support, Specialist

Classes in the same Set are considered related, and the sub-class system lets you pick one other class from the same Set to sub-class into.

MELEERANGEDMAGIC
TANKKnightGunnerWarder
DPSDuelistArcherArcanist
SUPPORTPaladinAlchemistHealer
SPECIALISTAssassinMechanistChronomancer


MELEE - All melee classes use stamina as the basis for their skills. Stamina regenerates over time, but more when using their normal attacks. Some skills can boost stamina production.

KNIGHT: The melee Tank. Has the toughest defense and most HP in the game, and draws in aggro from large crowds around them with shouts and taunts. Wields most one-handed weapons, shields, and heavy armor. Very bread-and-butter pick for tanking.

DUELIST: The melee DPS. Specializes in one-on-one damage, and gains bonuses to fighting one enemy at a time. Also gains bonuses the longer a fight against one opponent goes on. Can specialize in dual-wielding or wielding two-handed weapons for either quicker or more damage-focused builds, and can use up to medium armor.

PALADIN: The melee Support. Has heavy armor and large swords or spears to go in on the front line. Their supports are AoE, so they can hit a lot of people, but also centered on themselves, so they need to be near the engagement to be most useful and can't handle supporting multiple fronts.

ASSASSIN: The melee Specialist. They use light armor and light weapons. They inflict all sorts of status ailments that hinder the enemy to support the group, but also deal more damage to enemies with status ailments to give them good solo game. They are aggro magnets but since they are kind of squishy, they manage that with numerous aggro-dampening skills.


RANGED All ranged classes use ammunition, with skills using up various amounts. When a ranged class runs out of ammunition, there's a general reload period, so managing when that reload period hits is crucial.

GUNNER: The ranged Tank. Wears tactical armor and uses all sorts of guns. Not quite as much traditional staying power as the Knight, but they excel in controlling the battlefield. They can inflict various status ailments depending on what type of gun they are using, and have a lot of skills with knockback or immobilization. Because they are ranged, they can draw aggro from very far away, but don't have as many ways to generate large group aggro. In game lore, Gunners hail from the Sirius Empire.

ARCHER: The ranged DPS. Excels at dealing high, focused damage. They use up to medium armor and either bows and arrows or crossbows and bolts. Their gimmick is that they can change arrow type on the fly to add various effects to any attack or skill. They also have a lot of self-boosts, so they tend to do best when given a little time to get all of their boosts up before unloading.

ALCHEMIST: The ranged Support. They specialize in crafting and using items in battle, able to use them more effectively than any other class and in much higher amounts. To this end, they have skills that let them use items without consuming them, draw out extra effects from items, and such. They use light armor and slings or slingshots, which can be loaded with items instead of regular ammunition to use items at long range.

MECHANIST: The ranged Specialist. They can craft and customize robot companions, with the effects of said companions changing via their loadout. In effect, the role those companions take will vary depending on how they were crafted and what parts were used in their construction. Tend to have a clockwork or steampunk aesthetic. They can use either light guns or crossbows and light armor.

MAGIC All magic classes use mana for their skills, which regenerates slowly over time. IT should be nothing new for MMO players.

WARDER: The magic Tank. Specializes in a large variety of self-buffs that they can either meticulously plan or change up on the fly, as well as wall/shield spells to keep enemies at bay and gravity spells to get enemies where they want them. Their walls and gravity magic draw enemy attention and aggro, but they are not as good at keeping aggro as a Knight or Gunner. Most of their spells are flavored as astral or dark.

ARCANIST: The magic DPS. Specializes in elemental magic. They fling all sorts of elements around and can deal good damage to both groups and single targets. Spell management is important, as they can either boost damage by sticking to one element, slowly growing in power the more that element is used, called elemental growth, or they can increase their mana regeneration by rotating elements, called an elemental cascade. Obviously they use elemental magic.

HEALER: The magic Support. Uses holy magic to heal and buff their allies and is probably the most typical healer class. It's hard to rate which class heals the best, but the Healer is without a doubt the easiest class to plan for and will do good consistently as they have much less variables to contend with.

CHRONOMANCER: The magic specialist. They use time magic to buff allies, debuff enemies, and do all sorts of Neat Tricks (TM). They can mess with auto-attack rates, undo attacks, and more, although in exchange they have a much less concentrated role in a party.