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Dasha

Member Since 17 Jun 2009
Offline Last Active May 27 2014 11:43 AM

Posts I've Made

In Topic: Magic advancement system

27 April 2014 - 04:47 PM

 

Another idea might be that they have to learn fire from say, studying a flame and learning the properties of it. That way it forces the player to travel to obtain new skills, and you can keep the higher level stuff in areas that are harder to reach.

What would studying entail? I feel like that is the key to making the process more interesting than simply "go to place x and pick up flame y and get skill z."

 

The actual study would be up to you. It could be as simple as having the player simply wait while the character learns it, to having a mini-game(simple or complex) that can either take the scientific route of putting together atoms or putting together elements, or items, or even just having them actually make fire by somehow making a spark with given items, and getting that spark onto something that will keep flame. Maybe even figuring out what takes the flame best in what situations.


In Topic: Magic advancement system

26 April 2014 - 09:52 PM

Another idea might be that they have to learn fire from say, studying a flame and learning the properties of it. That way it forces the player to travel to obtain new skills, and you can keep the higher level stuff in areas that are harder to reach.


In Topic: Religons in games

14 January 2013 - 10:16 PM

If you're going to use actual religions, you should choose a wider variety. The three you have picked are all monotheistic and abrahamic. Try and get three that are not so close together. Like one each from abrahamic, indian, and maybe either chinese folk and/or from a new religious group. You'll also have to do research into each religion you choose. Not very deep, but enough that you can make sure not to offend anyone and promote each religion in a positive light. 

 

But honestly, I would either pick more than three real religions to keep from excluding anyone, or make up your own.


In Topic: MMO Limit number of accounts

11 January 2013 - 03:53 PM

If the starting money is simply for buying land and other start up things, why not un-tradable deeds that can be redeemed only for property at or under a certain amount. Then that specific property can not be sold, only abandoned. The same thing with other supplies. That can help reduce the amount of starting money at least. 


In Topic: MMO Limit number of accounts

11 January 2013 - 01:13 PM

Instead of forcing the players to only have one account by using complicated means that can also limit players who do only have one account, try instead to make the idea of one account highly attractive. A game I once played had a system that used your account age for unlocking different things. The age went up every time you logged in and participated in the game. It wasn't perfect, but it's a start.

 

Maybe earning points for each action you do in game, like daily quests. Or just logging on, or for a variety of things that are attractive to players

 

Players could unlock special customization's on their profile, certain clothing, raise limits(like extra credit cards), etc. Nothing game breaking, but beneficial. 


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