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6/04/08 11:55 AM
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Viewed 592, Replies 33
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Good and evil only exist as opinion, no one is good nor evil, nor any action good or evil, things just are. People are biological machines that basically have programming to make them act in certain ways and have certain goals, like live, eat, socialize etc., they also develope other goals and methods of acting by interacting in their environment, being other people or just nature, when these are deprived or threatened somehow people deem that as evil. This is not to say that these actions are inherently good or bad just that it is percieved that way. The universe is an amoral place, good and evil are inventions of man. |
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5/30/08 6:10 PM
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Viewed 447, Replies 17
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Maybe it is just me but everything you described sounds like a game to me, just with better AI and more consequetial actions to create a more fleshed out world, which can add to the fun of the game but is not the sole form it. When I say MMOGs are games I mean they are for the purpose of fun, so everything in the game is designed for that end. I agree that building a world is part of the fun of MMOGs but not the entirety of it, "continents in the game world could drift, weather patterns could be setup to produce seasons, animal NPCs that migrate all over the game world itself, 'intelligent' NPCs that would forge alliances with human controlled PCs and even other NPCs (and even break such alliances to make war...), and other such interesting results" sounds like fun to me too, but that is not the whole game, fighting has to be fun, crafting has to be fun, doing whatever has to be fun, all the features mentioned above has to involve the player in some way that it is interesting and fun. So it is just not what you can do but how you do it. One reason I do not like Eve, sure it has options and a more dynamic world but over all controlling the game and gathering resources and fighting I found dull. |
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5/30/08 5:19 PM
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Viewed 447, Replies 17
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I have to disagree, MMOGs are games, they may be immersive and fully developed worlds but still games, as such you can never overlook the visceral fun of playing it. History, environment and so forth are very useful in creating an interesting and fun experience for players but if the core of your game is lacking then it does not matter much. Meaning the game may have good story, and an interesting world full of options, but if chopping up orcs isn't fun, or if making armor is dull that the world doesn't matter. Not saying any MMOGs do a good job at this, some are better than others though. 2 is true but then again so are games, like the sims or any game with expansion packs, the longer you can continue the experience the more money you can get, and the better fan base to develope. Personaly I do not want to play a virtual world I want to play a game, immersion is important as it makes the game more fun, but developers should never lose sight that they are making a game, not a world sim, everything is aimed at being fun for players, not just creating a realistic world. |
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5/30/08 3:03 PM
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Viewed 1241, Replies 24
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I was thinking more a system where loans are given out by NPC banks. Loans would function to help out players who need extra money, with high risk of course since you could lose your items. I could see a type of credit score though, that you use to take loans, I guess the big problem is making people repay their loans. I guess to could so some system where a portion of the money the player earns automatically goes back to the bank, almost like XP debt. Oh well not sure, how were you thinking it would be done? |
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5/30/08 2:45 PM
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Viewed 1218, Replies 49
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Originally posted by deviliscious
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5/30/08 2:02 PM
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Viewed 1218, Replies 49
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Originally posted by deviliscious Say a boat or a house etc. these are usually considered goals to work toward for players that take the time to save their money, a reward for their hard work. But if everyone can get tons of money easily and the prices of good cannot increase, then this goal is easy to get, infact anything I need to buy is no problem. People use the term easy mode game a lot, but I think it would apply to this game. If you wanted it so that players have to "earn" the items rather than buy them then drop money entirely and switch to a non tradeable currency like honor or the like. |
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5/30/08 1:26 PM
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Viewed 1241, Replies 24
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True that could happen, but then again it is a game, you could prevent prices of collateral from falling, like in WoW for instance where all items have a vendor price that never changes, so you could base collateral value on a seperate vendor system, so that a margin cal wouldn't occur. Also limit the frequency and number of loans taken. You could even make it so that the bank takes the items and changes it into money of the exact value, we can do that since it is a game. |
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5/29/08 9:42 PM
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Viewed 1218, Replies 49
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Not sure what kind of chaos you have in mind but as long as there is an ingame explaination.
Real world trades and account trades, while I think it is stupid to exchange real money for non real items, they don't have a negative impact on the game other than annoying spam. Bots on the other hand are a problem as they monopolize areas and make for a ghost community, then again bots are used for more than farming money, leveling as well. Selling gold to players might cut down on gold farming bots but not leveling bots. Most the big MMOGs do not have bot problems anyway, they do a good joob of keeping bots out and catch them quickly. Also an unintended consequence of the website selling gold is that there is tons of money floating around, so money is no longer a barrier for anything. |
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5/29/08 7:34 PM
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Viewed 1218, Replies 49
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Originally posted by deviliscious
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5/29/08 6:23 PM
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Viewed 1218, Replies 49
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Originally posted by deviliscious
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5/29/08 3:38 PM
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Viewed 1218, Replies 49
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I do not want to keep making quote strings, anywho, Prices lowering from supply and demand are not bad for new players at all, if prices decrease then yes they make less money but they also need less money to buy things. What does kill the value of crafted ltems is hierarchy and BoP type gear, when weapon A is vastly overpowered by weapon B then weapon A is useless, as the player base grows weapon A is needed less and less as there are fewer and fewer players that level. There is no need to limit prices if you are making all the gear/items useful for everyone at any level. The reason not to pay players for production, instead pay for sells is because it gives incentive to switch production to items that people are paying the highest for, meaning items in high demand, this makes it so that people make more money by making high demand items rather than low demand items, meaning all the people who want the high demand item are more likely to get it. Sure people could chit chat but that doesn't mean that the demand for goods is being met. And once again paying for killing people and paying for losing, you are essentially paying players for doing stuff, it doesn't matter if it is useful or not. paying people for defending a city is useful, as defending cities is benificial to everyone. But gankers and paying the ganked encourages non productive behavior, and lets me do schemes like my friend and I taking turns killing each other for money, completely pointless and non useful actions but I got money from it. If you want money to remain useful you have to make it where players have to keep spending it, gear repair, pershable goods make it where there is a constant need to spend money, along with having lots of goods and services to spend money on, players could make all this as well as do repair. You can't stop gold selling, but you can make gold sellers contribute to the game while trying to sell gold. How this works is making money non farmable, meaning not doing a repetitive task over and over again to gain money indefinatly. Making it so that money does not spawn in drops would help a lot. To gain money players have to do something of value for other players or the community, making things and selling it to people, defending cities, catching bounties and the like should be the only source of money, exchange between players and NPCs for goods and services they provide each other. Combine this with the constant need to send money to keep playing and even the gold farmers contribute to the economy and community. So yeah I agree you can't stop gold farming but at least you can make gold farmers useful to the community, the company selling gold does not really improve the game in my opinion, even though it is a solution to curb gold farmers, it makes gold buying easier to do. |
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5/29/08 2:16 PM
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Viewed 1218, Replies 49
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Originally posted by deviliscious
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5/29/08 12:57 PM
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Viewed 1218, Replies 49
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1. I like the idea of allowing players to make all items, but why even have max stat reward items, their mere presence contridicts #3 2. Why limit prices of players goods? it destroys the incentive to make and sell things as there is no way to have any advantage in the market, it takes away the competitiveness from players, if all silver swords were 50g then why does it matter who I buy it from. 3. That is a good idea to make it where items do not just become obsolete 4. This makes no sense as players would then be rewarded for merely making things, not making things people want to buy. This takes the strategy and planning out of business, as long as you make things you will be rewarded, not to mention this opens up the ability to farm money , while flooding the market with junk. 5. Fun maybe but rewarding not really, if I agreed to protect the farm from goblins but I failed I shouldn't get anything, have to try again. 6. Then all the people that have lots of real world money to blow would have tons of in game money, this is bad because one I think it is unfair to gain money in game for not actually playing the game, but with the price limit you have a few players that can afford anything they want while the other players cannot adjust their prices hence the rich get richer while the poor stay poor. |
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5/29/08 10:53 AM
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Viewed 485, Replies 24
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While I always try to make a virtual rendition of me in the game, I make plenty of other characters too, male and female, and different races, orc, dwarf, etc. People should just make what they want to. |
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5/29/08 10:49 AM
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Viewed 1241, Replies 24
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Originally posted by SpeechMan I figured that players could only loan out so much money as they had value in items, collateral in other words. If a player failed to pay their loan in time or deleted their character their stuff would be taken from them automatically and auctioned off. And you could make it so that the items used for collateral can never be sold until the loan is payed off. There are certain advantages in a game world that the real world doesn't have. |
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5/29/08 10:40 AM
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Viewed 312, Replies 21
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Anarchy is an impossible state to reach, Even if there was a society based on the teachings of Jesus but with no police, lawmakers etc. then it is still a dictatorship and there is still law. The law is Jesus' teachings and it dictates how you are to act, you merely enforce them on yourself because you agree. Morality is self imposed law.
But anywho, I resent anyone or anything that tells me what to do, it may be an inexcapable reality but not one that I have to accept. It doesn't matter how much their values are inline with mine or how much they can provide for me, they are still trying to tell me what to do, and I hate them for it. |
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5/28/08 11:54 PM
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Viewed 312, Replies 21
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