Sounds interesting.
When killing other player, is it just few strikes and dead or said player has some chance to survive with healing?
We will be implementing a fully functional "non-lethal" combat system, in addition to a system which resolved more around WHAT you do, rather than "beat down HP until you win".
So a battle with another entity might take a while, if we're both parrying and defending well, or I might break my opponent's leg, knock them down, mount them, and stab them with a short blade. It'll be about a player's "actions" rather than "stats".
That having been said, a player could escape from combat with injuries. Both parties could, as a matter of fact.
Reading closer, this "Monster Play" actually sounds pretty interesting. Are monster goals/rewards different than human goals/rewards? Is there likely to be a problem of not enough monsters in the game to fight, because not enough people are playing as them?
The monster goals are whatever the monster's goals are.
It's not up to us how you guys play the non-human population.
Playing as a monster in this game will be as simple as executing a script on that monster, and letting him operate by himself. Or you could opt to control them directly. The scripting system in this game will be extremely accessible to players, and will be relied upon to take care of your characters (human or otherwise) while you are offline.
You read "Death rarely happens"... what do you think?
Topia seems like one of those "balance over time" games.
Though it could be worse it could be like DayZ where the community had balance until it became popular making the game devolve into total backstabbing murder.
I'm not sure what you're meaning when you say "Death rarely happens". People will die. Monsters, humans, anything. It will just happen. As for total chaos and anarchy, please keep this in mind -
This will NOT be a game where a "veteran" player has "stats" or "skills" or "levels" that allow them to completely crush lesser people. If a player wants to attempt to end another player's life, they accept the consequence that the same can happen to them. Likewise, there will be various systems in play to provide a -multitude- of options for player interaction other than combat.
The game will not become "kill person, take stuff, lulz". There simply isn't an advantage in that, and many disadvantages. Again, this game will not be akin to most MMORPGs modern gamers have played. We wanted to go beyond "the formula" and create a truly living world, where you can focus more on the community than the "end game".