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Member Since 29 Apr 2006
Offline Last Active Nov 25 2012 09:11 PM

Posts I've Made

In Topic: Are open pvp + full loot SANDBOX mmorpg's still possible?

25 November 2012 - 09:11 PM

If you've played any online empire building game you'll see that generally it doesn't turn into a mad max world. You'll see pacts and factions form, sometimes chivalry, and all sorts of social goodies. Mostly from just two reasons a high level of investment AND players are always online even when not logged in. If you can get these two reasons in something a bit closer to a traditional MMO it opens up a lot of lee way in the PvP environment.

In Topic: Are open pvp + full loot SANDBOX mmorpg's still possible?

25 November 2012 - 06:38 AM

It is very possible, you just can't design your game for the predators and scavengers.

You need to design it for the "prey", they need to see open PvPer and loot loss as a benefit to themselves. Truly controlling territory, increasing the importance of crafting, changing how politics work, and similar. Funnily enough your "prey" gladly ends up more hardcore than predators and scavengers since they're perfectly happy removing banking and safe storage mechanics, living in MMO worlds where they can be attacked while offline, and losing a pretty high level of investment in facilities/equipment rather than just gear.

In Topic: Minimalistic space empire building game

24 November 2012 - 05:27 AM

A good strategy game that uses the "card concept" is Armageddon empires( http://www.armageddonempires.com/games/AE/armageddon_empires.html ). Before the game you make a "deck" and balance the ingame-cost/deck-cost/strength/number/utility of units. Combat is also really simple at first glance dice for attack and defense(you actually see the dice so it doesn't seem unfair random), with some "commander abilities" you can build instead of units.

Basically the game takes tons of really really simple mechanics that draws from table top games and deck building games. BUT gets complexity by adding lots of "instead-ofs" and forcing choices.

In Topic: How a team for 2D JRPG should be formed

24 November 2012 - 05:12 AM

The suggestion from Orymus, is see who is "actually there" by joining other projects. When they inevitably fail you aren't flailing in the dark to find people, and if the the project doesn't fail it's still a win since you now have something to put under "previous work". Both cases you get tons of experience.

In Topic: How a team for 2D JRPG should be formed

23 November 2012 - 04:09 PM

Money is the easiest way to get people to do something they don't want to.

Being at the 90% point is the next surest way to get a team running.

Next is continued forward progress.
Basically you'll need the last two, and could probably argue for 2 of the 3 pretty decently.

Pick smaller projects that are quickly "playable" without support and require minimal initial manning. Once you're at that point forward progress becomes visible and every change has feedback.