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Player Development
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Original Post
I have come up with the idea of using a play based skill gain for players in a MMORPG. Such that all that it requires you to do is play and you become more powerful. It does not require you to kill anything or help anyone or do anything speical to become more powerful. The idea is that a player who can "live" longer than others will be more powerful. This development type is for games that death is common in. This allows the good players to be rewarded and the other no so good to need the good to survive, i think it will become more complex such that there might be other ways to develop your char but the main will be existance.
Basicly my plan is to have the Longer you Live and the more productive you are (will be set things such as quest like things or doing stuff other than staring at a wall) make your player more powerful.
Thoughts on this?
Let''s start a study on MMORPGs and their effect on the acquired skills, productivity and lifespan of the people who play them (a.k.a. "the players").
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...the Longer you Live and the more productive you are (will be set things such as quest like things or doing stuff other than staring at a wall) make your player more powerful.
And makes his eventual death more painful. The Perma-Death antagonists will have a field day with you. Good luck.
And makes his eventual death more painful. The Perma-Death antagonists will have a field day with you. Good luck.
quote:too true... you''ll have to have some good plans for death in your game.
Original post by Oluseyi
...And makes his eventual death more painful. The Perma-Death antagonists will have a field day with you. Good luck.
George D. FiliotisAre you in support of the ban of Dihydrogen Monoxide? You should be!
Drool
hehe I love Lord British''s house. I so wish I owned a lunar lander ^^ (and a mansion in fact ^^)
Meanwhile, back to on topic,
Isn''t what your saying the basic concept in MMORPGs? The more you play the more skills/productive you are.
hehe I love Lord British''s house. I so wish I owned a lunar lander ^^ (and a mansion in fact ^^)
Meanwhile, back to on topic,
Isn''t what your saying the basic concept in MMORPGs? The more you play the more skills/productive you are.
How will you take into account the natural effects of aging?? At a certain point, having lived a long time will mean you are physically weaker than other people.
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The Idea Foundry
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The Idea Foundry
I am talking in game time based, as in a player who has played the game(in game time) for 25 hours is more powerful then one who has for only 10. They will be come more powerful by directly existing. Due to the nature of the game im desgining death easier than most. Also depending on how you die, you might get a second chance on life/death. In my game their is two sides Good and Evil. Both can be played by the player. If a player is hurt by an evil player he will be come one(this is a simple statment, will be come one as long as they dont "eat him"). Both sides use the same gain but in diffrent ways. One side gains from just existing and the other gets gain from killing/eating the existing. Its going to be more complex but im trying to get off a general idea. Also if a Evil player hurts a good one he will "become" an Evil player(if hes not been eatan bythe evil one).
Sorry I missed the ageing question. The game is in real time, ageing will have little effect on the people playing. Although it will be incorprated, but not in to any major effect.
Sorry I missed the ageing question. The game is in real time, ageing will have little effect on the people playing. Although it will be incorprated, but not in to any major effect.
I think it can work well. Just make sure there''s a major difference between how powerful you are after leaving the character to stare at a wall for 10 hours and actively solving quests/missions/problems for 10 hours.
quote:
Original post by RunOrangeRun
I have come up with the idea of using a play based skill gain for players in a MMORPG. Such that all that it requires you to do is play and you become more powerful. It does not require you to kill anything or help anyone or do anything speical to become more powerful. The idea is that a player who can "live" longer than others will be more powerful. This development type is for games that death is common in. This allows the good players to be rewarded and the other no so good to need the good to survive, i think it will become more complex such that there might be other ways to develop your char but the main will be existance.
Basicly my plan is to have the Longer you Live and the more productive you are (will be set things such as quest like things or doing stuff other than staring at a wall) make your player more powerful.
This is of course true. If I were to write a game, I would avoid making the mistakes Morrowind did. This game has many sets of armor, cloth, nordic fur, and lots of weapons, daggers, rusty swords etc. But when you start and do a few beginners quests, yuo get gold and you can already buy a full set of chitin armor, which is more useful than any armor sold in the starter village. Also you quickly get a good sword or axe, making half the items/weapons in the game useless.
My game would have the character start as a newbie, only capable of unarmed fighting. Later he would maybe get a stick and use polearm skills, then a knife, then a short sword, then a sword. Protected by levels so if you''re level 5 you can do nothing with a steel longsword a level 30 player just dropped on the floor for fun.
My game desgin does not call for such "level" control of item use. This game is set in late 1999. I hate games like your talking about that anyone can get weapons but cant use them. This game logic will be easy to balance weapons based upon weapons. Like, one weapon can hold more round another less, one gun weights more harder to shot accurate another light easy, perhaps even swim with or climb a latter. Think about carrying 9mm round vs 12G shotgun shells.
This gives me a chance to explain a bit more, this game is going to be played almost like a FPS. Weapons however will have kick. When you point the "dot" on somthing it doesnt mean its going to hit it. The longer you player the game or "exist" you will improve your ablity to hit the target my moding the weapons kick.
If you suck at hitting a target you might want a shotgun or perhaps a beretta with 15 bullets per clip. Hopefully you get my idea, everything not in final form.
This gives me a chance to explain a bit more, this game is going to be played almost like a FPS. Weapons however will have kick. When you point the "dot" on somthing it doesnt mean its going to hit it. The longer you player the game or "exist" you will improve your ablity to hit the target my moding the weapons kick.
If you suck at hitting a target you might want a shotgun or perhaps a beretta with 15 bullets per clip. Hopefully you get my idea, everything not in final form.
ROR,
Well, if the main skill in the game is aiming, wouldn''t it make more sense to have accuracy improve as number of shots fired, or number of accurate shots? Similarly, running speed gets better as you run more, stealth (if any) gets better as you sneak more, HP improves as you survive injuries and toughen up... and so on. Realistically, you don''t get better at things just by standing around. Your skills would still go up as you live longer, but the reason for both skill and survival would be that you''re playing the game well. It just makes more sense to me than a system where you get mad powers by finding a good hiding place and sitting for hours. Camp city. Or am I mistaken in looking at this as a FPS type scenario?
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-SpittingTrashcan
You can''t have "civilization" without "civil".
Well, if the main skill in the game is aiming, wouldn''t it make more sense to have accuracy improve as number of shots fired, or number of accurate shots? Similarly, running speed gets better as you run more, stealth (if any) gets better as you sneak more, HP improves as you survive injuries and toughen up... and so on. Realistically, you don''t get better at things just by standing around. Your skills would still go up as you live longer, but the reason for both skill and survival would be that you''re playing the game well. It just makes more sense to me than a system where you get mad powers by finding a good hiding place and sitting for hours. Camp city. Or am I mistaken in looking at this as a FPS type scenario?
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-SpittingTrashcan
You can''t have "civilization" without "civil".
Thats a good point I agree. However, I want this game not to require people to do much more than survive. This game realism as far as surviving will be the most realistic yet(such as needing food and sleep). Also if you just sit in a spotand go "idel" for 15 mins, the game will notice if you go idel like this a monster will gain this knowlage and also will the undead, somthing in the game will change making your location unsecure, this is my soultion to this problem. Also this game works heavly on groups if you do this you might endanger your whole group. This is a simple version of my plans but gets the idea across.
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