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10/29/09 7:06:49 PM#21
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10/29/09 7:10:47 PM#22
sorry but il hope youl excuse me for not reading all the replies but is this game going to be text based? anf i really like the depth youve gone into each charcter if a big game was to do this it certianly be very intresting i thought age of conan was ment to be new and exciting... |
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Originally posted by biofellis
You can be as passive-aggressive as you want to - but you are not understanding that this game is the ultimate learning curve. It's not going to be uber-successful, but if anything, games like EVE have showed us all that doing something radically different will prove successful over time - as people get used to the idea since [somebody] will be enjoying it. There are too many bad examples of games going under long before they can grab the target audience (thank you NCsoft), and now people just assume that if it doesn't get 500k subs it's not worth making. That's all I have to worry about, and to that point - this game will prolly not get made, it's just one of many concepts I have to offer that bolster my portfolio and show my range. Everything about this game doesn't resonate with you "because you don't get it", that's all there is to it... and that stems from your holier-than-thou attitude about not wanting to [force] players to do anything. That mentality gets you nowhere, because players need to be [driven] to play - why do you think sandboxes are niche? Players have no [drive] without clear-cut goals, and this game is able to spell out every little aspect as a personal goal, from every angle of what content there is to do, the only difference is that the limitations put in are to keep one character from doing it all - negating every intricate system for reputation granting the available quests, to keeping the player from meddling in the affairs outside their sphere. Everything is there to [make] players deal with players as quest content - you find a body, can start a quest to solve it's murder - but can only do so much once you find the killer without having the backing of the law to do anything about it. In the least you can report him, then he has a price on his head, and everyone then has a chance to get him back and return stolen goods (also a quest constituent for bonus reward). I have thought out EVERY little possible situation that can ever happen, and dealt with it in a manner that the "system fixes itself". Every unfair advantage you see is met with another in a circle that promotes player-made-content without having them realize it. It's the one game where players are giving themselves quests, and it's disguised in a way to make them think otherwise. You can't begin to understand the "social mechanics" in play, and how it gets players to DO what they otherwise wouldn't. Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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Originally posted by scruffo
I can see how you would think so, heh... but no, it's a 3rd person action game. Basically a sandbox in nature, but kingdoms have an "evolving theme park" feel. The issue will be implementing the crazy amount of mechanical issues per class, and the way law/investigation works has never been handled yet, so nobody would have an example to draw an idea from... My only worry is that combat is faster-paced than the rest of the game can be, but I already figured up a way to throw in PvP instances with fast respawn to get the most out of it. In the open world it's going to be typically harsh, like any FFA game, only the system for consequences are so deep that you only get in trouble "if caught". I've been over many individual points of that in the previous argument, so I don''t feel like stretching it out further atm. The thing to keep in mind is that classes are not mandatory, and by staying a Freelancer you can do many things they cannot - but by sacrificing that freedom, the classes become more important figures in a local sense, being able to hook you up with quests of any size and handle politics between the many things that go on from the upper echelons of government, to the foot soldiers of a Kingdom's army, to the NPC citizens who have their own opinions of you based on your allegiances and past efforts. It's as deep as it gets in terms of "writing a scenario for every occasion", and that takes an inhuman amount of forethought (then again, I am a writer - that takes forethought to the fullest). Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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10/29/09 8:02:56 PM#25
The problem with allowing players to "hand out quests", and having dead/robbed players be a source for quests, is the amount of freedom that this puts into player's hands. I expect that there will be ways for people to work together to increase their reputaiton/honor/money/whatever faster than you (the game designer) expected. As for the Priest, of course he will be targeted in PvP... As was said before, any single person who is increasing the combat ability of a group of enemies... Is going to be targeted and taken down first. That's pretty frustrating for the players, until they get into a group that understands the need to protect them. The Deciever sounds interesting, but I'm not sure what you mean to say for them. Are they double-agents, joining the enemy and secretly corrupting them from the inside? I don't see the Tradesman or Lord being very exciting, but there are players out there who like to craft stuff (or manage politics, just look at all the reality sim games out there) all day. But the classes sound very tedious after awhile, and I don't think even the most die-hard Railroad Sim players would stick around for long before rerolling something else. On the other hand, it sounds like these classes would be... less involved than other classes. Really, how much time does managing virtual property or goods require? Inquisitors sound like a fun class to play (I'd be spouting Columbo lines every five minutes - I just know it), but I suspect that the "peer into inventory" ability will be abused by PKers, to locate targets with the best loot. Medicants and Shaman... Same as for Priests really.
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Originally posted by phazmatis
Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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10/30/09 5:04:43 AM#27
Sounds good... But limitations of in-game chat will not stop people from communicating. Teamspeak and vent are in widespread use, and if a coordinated group of people (even just 2) would have an advantage somehow, even if they can't speak in-game, you should assume that they will still have that advantage. |
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Originally posted by phazmatis
Indeed, the real issue being that PK classes are meant to fly solo, but that's not going to stop some people from keeping a roaming pack going all day no matter how hard limited the communication, or far the distances could be. I am going to have to take the idea further and implement a "drain" on the PKs if near each other, or their own corpse. Something like being within 50 yards of another PK class of the same type, or your corspe, and you cause all spells to fizzle if a witch, and all kills to debuff in stacks from a "meager kill" if Eater. It surely won't stop at just that, but it's the right direction to force them apart if they want to keep their demi-god combat prowess as intended. I wonder how this affects Witched and Eaters grouping near each other though. I am trying to make it so it's simply too tempting to be near your opposing PK class without attempting to kill it, so perhaps a similar debuff thing is best - but on a timer that tells each other that they are near an enemy and have a limited time before they start sapping each other's strength, making them weaker to each other, and anybody else - that would hopefully prevent the situation, as well as reinforce the hatred between the two. Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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6/25/12 1:59:20 AM#29
Originally posted by biofellis The amount of times you wrote this on the thread is absurb (laughing). Anyway OP this concept is pretty sweet, I like how your role determines your class instead of your class determines your role. That being said, I can see problems with it that would not make it a fun experience. What if you want to do more than just PK and your first character was a witch wicker? Make a whole seperate character? That would also require brand new progression so one would hope the progression is fun. Wait a second, badass idea- imagine if you're a completely uneducated PK character that breaks off from your ways and begins to learn, and slowly becomes normal and begins to fill into a new niche such as paladin etc. Wow...the options could be endless, awesome sauce. Played-Everything |
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Originally posted by Chrisbox
Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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6/25/12 7:52:45 PM#31
I just want to say it's really nice to see a game that puts the RPG back in MMORPG. <3 |
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Originally posted by dreamscaper Quiet you! That's a clear invitation to call others in simply to insult me and give zero real feedback other than "what year is this?!". Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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