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The Pub at MMORPG.COM  » Know tell me.....like my game?

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25 posts found
  jesuriah

Novice Member

Joined: 10/16/06
Posts: 30

9/14/07 10:22:03 PM#21

To the OP:

 

Asgard is already a mythical land,  reference Norse mythology. 

 

Whatever put that multi-named idea in your head, get rid of it.  That's a horrid idea.

 

I like the PVP ideas you mentioned.

 

I also like the ability to play solo or in a group, however you run have to have the people playing single player  on the network too, so that they can't hack. 

 

Otherwise, you need some new ideas, because this game will hit the same wall so many other games have hit, mediocrity.

  Inf666

Novice Member

Joined: 9/22/04
Posts: 338

9/15/07 3:47:25 AM#22

Originally posted by BurstDemon

 

ok i have come to the fact that a top-notch player is this:

 

when you make a character your character has a special record which will keep track of all of the enemies killed lvls reached quests completed etc. people who have a really nice record shall become a legend of asgard and there forth recieve the special title of legend of asgard but these titles just wont mean crap like in WoW (i didnt even know WoW had that cuase ive never played it) these titles will gain you access to special areas and will let you buy cheaper items.

This is very exploitable and I think it is not a good idea. Look at it this way: NPCs will be killed by anyone and everyone. The main difference between the NPC kill logs will be the high level monsters. Killing those needs a group of high level characters. So when the kill the monster everyone in the group will gain a kill log entry for that character. In other words: In the longer run everyone will gain all needed NPC kill entrys in his log. Filling up your log in this way will just become a stupid grind which means: the more time you invest = the higher chance for you to ge a title which is wrong.

PvP entries into your long can be exploited as well via mock battles between friends. The game cannot know if the battle is real or just faked to get the kill ratio up in your logs. And I promise you: If something is exploitable it WILL be exploited on a massive scale.

Quests: Again: in the longer run everyone will have done all quests. Its just a matter of invested play time and NOT player skill. Please try to find a method to really detect the skill of a player, the grade of success a player has in the game. There is a reason why other games have not used this method to give players rewards.

---
Insanity: Doing the same thing over and over again and expecting different results.

  BurstDemon

Novice Member

Joined: 3/28/07
Posts: 77

Bravery can only be found in a knight´s heart

+Cloud Strife+

 
9/15/07 8:36:34 AM#23

wow you people are really tough critics i never knew it would take so much just to make up a game...wow youve really opened up my eyes well ill just close this thread for now. You might see another one in the future when i get more ideas together ok? bye all.

If the ocean was vodka, and i were a duck, I'd swim to the bottom and drink my way up, but the ocean ain't vodka, and i ain't a duck so pass me a bottle and shut the **** up.

  RonnyRulz

Novice Member

Joined: 9/14/06
Posts: 488

This forum''s opinion is worth less than a stray dog crapping in a forest that no one cares about.

9/15/07 9:11:14 AM#24

"When thinking of ideas as far as something different to present as a part of the game, here's a hint. Combat system. In some ways, everything else about a game is secondary to how the players will be spending their time fighting. "

This is total BS, don't listen to him, he doesn't know what he's talking about.

Combat systems don't have to be anything special, although should be improved upon. It's the game as a whole that matters, ESPECIALLY the core of it. A new idea for a combat system isn't going to be anything new or impressive, because there's only so many ways you can go (Turn-based, real-time turn based, real-time twitch action, third person action, FPS, RTS style)

There are more important things, such as what makes up the combat system, what makes up the skills, the animations, the FEEL, the player choice and customization. The list goes on....

Not to mention finally making a MMO where there' more than just fighting to do. A good RPG isn't about spending, so a good RPG shouldn't have players spending all their time fighting. There's A LOT to an rpg, and combat system is not even on the top 10 list. There are more important things, such as EVERYTHING related to combat being more important than the actual system.

The complexity, simplicity, vastness, uniqueness, and FUN of the combat system, the WHY, the WHEN, the WHAT, the WHO are all more important than the HOW. Read this thread http://www.mmorpg.com/discussion2.cfm/thread/147920

  Aelfinn

Apprentice Member

Joined: 4/17/06
Posts: 3808

Pseudonyms: Darkintent, Heronblade

9/17/07 7:37:41 AM#25
Originally posted by RonnyRulz

"When thinking of ideas as far as something different to present as a part of the game, here's a hint. Combat system. In some ways, everything else about a game is secondary to how the players will be spending their time fighting. "

This is total BS, don't listen to him, he doesn't know what he's talking about.

Combat systems don't have to be anything special, although should be improved upon. It's the game as a whole that matters, ESPECIALLY the core of it. A new idea for a combat system isn't going to be anything new or impressive, because there's only so many ways you can go (Turn-based, real-time turn based, real-time twitch action, third person action, FPS, RTS style)

There are more important things, such as what makes up the combat system, what makes up the skills, the animations, the FEEL, the player choice and customization. The list goes on....

Not to mention finally making a MMO where there' more than just fighting to do. A good RPG isn't about spending, so a good RPG shouldn't have players spending all their time fighting. There's A LOT to an rpg, and combat system is not even on the top 10 list. There are more important things, such as EVERYTHING related to combat being more important than the actual system.

The complexity, simplicity, vastness, uniqueness, and FUN of the combat system, the WHY, the WHEN, the WHAT, the WHO are all more important than the HOW. Read this thread http://www.mmorpg.com/discussion2.cfm/thread/147920


Oh, so in that case you wouldn't mind stripping automated combat to its core. Player A targets monster B, server takes 1 second to compare levels, Player A is higher or equal to B, so monster B dies, but because of why and when monster B dies, that was fun right?!

For the rest of it, you most certainly have a point, and I would readily agree with giving MMOs more depth, particularly in terms of noncombat activities and storyline. But combat and the systems behind it never has been and never will be a secondary function of a good game.

No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway

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