Craft and gathering skills in mmos
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Posted 08 October 2012 - 03:57 PM
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Posted 08 October 2012 - 11:42 PM
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
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Posted 09 October 2012 - 03:44 PM
Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
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Posted 11 October 2012 - 07:45 AM
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Posted 12 October 2012 - 07:11 PM
Play A lays claim on resource node "removing" it from the world(PvPer area). Player B Negotiates with AI VIA questing and similar for access to miners(lowering cost and cut). Player C buys the claims from Player A and B. Player C mines out the claim/miners as times goes on the miners cost more, the resource node produces less. Player C turns resources into items.
Player C is forced to choose what AI resource gathers he is to use, how to get a node. How long to maintain resources before finding new ones(new ones requiring new research and creation rather than repeating). And how these factors affect his sell ability compared to other crafters. Crafting should be about PvP without swords.