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Platinum_Dragon

Member Since 29 Mar 2009
Offline Last Active Jan 20 2013 11:22 PM
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Posts I've Made

In Topic: MMORPG Theory Discussion - Level Discrepency/Griefing?

31 December 2012 - 07:58 PM

I consider any attempt to stop griefing is a form of flamebait. After all, we cannot mind control our players in any way. There will always be players who will grief others when either they are frustrated and lack skills to move on, or they are too bored with the game content that exist.

 

A top skill player could easily defeat 20 players of the same level; thus, level does not influence griefing at all. It's like saying a gun cause violence. No, guns only increase the opportunity to scale violence to lethal levels. Weapons in real life don't cause violence. Weapons in real life only increase the damage cause in a violent altercation. The same is said with levels.

 

Conclusion: Levels have nothing to do with griefing.


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

10 November 2012 - 07:31 PM

In http://topiaonline.w...paces.com/Races, you have Beholder and Mind Flayer which are trademarked by Wizards of the Coast. Are you trying to get your team sued, or will you pay for rights to use them.

Anyways, a permadeath style gameplay should minimize levels and focus character progression based upon gear. Gear should be the focus over character levels because it's easier to grind gear by luckily kill another player than to spend time leveling up. Thus, players will be "forced" for form safety groups. Factions will develop.

In Topic: [Idea] Fighting game+platforming+card deck. Looking for feedback

06 August 2012 - 08:50 AM

Kingdom Hearts: Chain of Memory.

It lacks the "fighting" part, but has isometric platform + cards. That might be a good starting point for you.

I'm saying you're not the first person to try to bind different genres together, specifically the genres that your listing.

Sometimes blending different mechanics is better than to keep them separate. Kingdom Hearts: Chain of Memory blends the mechanics together, but your method is to not blend them together well. That's why"

It seems like you put two game mechanics and glued them together. What if in the end the cards turned out to be stronger than the fighting aspect, you will have a weird cardgame. Turn it the other way around, you have a fighting game with a useless component.


Of course, when mechanics are blended together, they sometimes don't keep certain aspects of the individual mechanics. Remember that compromise is a Virtue.

In Topic: Macs vs PCs?

05 August 2012 - 11:52 PM

Apple II is the first Personal Computer (PC). So, Apples are PCs [as a joke fruits], but PCs [as a joke fruits] are not Apples.

Why do people use PC as a synonym for Wintel?

In Topic: In-game economy idea - Your thoughts?

05 August 2012 - 07:52 AM

If you want to balance the resource towards fame, a geometric mean of each value + 1 to prevent a zero problem. Geometric mean with a zero as a variable is always zero since zero times anything is zero. Try some form of weighted geometric mean for your fame calculation.

Well, you have 7 variables, and under the 7+-2 rule, players won't have much problem remember this limited amount. If you have more resource variable in the same tier, then the game just gets harder. Remember to keep this 7+-2 rule, and that's the reason for creating tiers of resources. Major problems with a hybrid is that it's hard on players once the resources micromanagement just keeps getting longer and longer. That's why there should be some macromanagement on resources for the turn based portion of the game if there is LAN or other multiplayer support.

If you have multiplayer, you could have rejection of combat at the expense of fame based upon the attacker's fame relative to the defender's game. In some way, those with high fame will lose more fame if they reject combat, thus the game would be dynamic.

Have the resources regenerate at a cycle of 20 years of game time or longer, or don't have regenerating resources at all. If resources regenerate at a rate too high, then it removes some element of timing. One element of strategy is timing. When does the player predict such and such army will be at. When does the player predict such and such resources will respawn. At high level, the players feel for position, and they will know the possible position of their opponents without scouting. Scouting is use to verify that they opponent does do the predicted action. If not, the build orders may need to adapt to the opponent's action. Slow regenerating resources gives some degree of dynamic actions.

Like real life, there will always be a downtime during which gather, build, and research needs to happen.

Remember, "War is Deception" -- Sun Tsu

There must be ways to deceive other sides, whether players or AI.

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