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Dasha

Member Since 17 Jun 2009
Offline Last Active May 27 2014 11:43 AM
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#5149771 Magic advancement system

Posted by Dasha on 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.




#5021663 Religons in games

Posted by Dasha on 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.




#5016675 Playing with a theme for a game

Posted by Dasha on 02 January 2013 - 07:05 AM

Just recently played Crackdown 2. In that game you have the chance to learn exactly just how corrupt the organization you work for is. Along with that, the person back at base who talks to you throughout the game clearly dislikes you. He's very snarky with you and has very little patience for you. If you slip up and accidently kill a citizen or NPC employee of the same organization(which is very easy to do, especially as you level up) then you get punished(shot at by NPC's of same organization).

 

Maybe the commander/group could punish the team (by refusing to send supplies/ignoring them, making them pay, sending bad quality supplies, having the drop-off in a difficult to reach/far-off location, etc.) for not completing their goals perfectly, even if the goal was impossible and clearly there to make them fail.




#5016661 [MMORPG] A new method of presenting the player a new kind of quest.

Posted by Dasha on 02 January 2013 - 06:19 AM

If the quests are a means to an end, if they are only for the purpose of leveling up so you can get to end game content then I see this being annoying to players because you're now drawing out the process. But if it's part of the world, something special that will make players WANT to talk to each NPC instead of being forced to. There could be things to discover(even just special lore), special items to earn, allies to make(whom you can call on when in the area), etc


 

But it also shouldn't be a chore for a player to find someone specific. If you are going to remove the !, then give them something else to lead them where they have to go. If they are in a quest chain, have the person they are looking for be described visually by the previous person. Let them be able to ask other NPC's about the whereabouts of items or characters in case there are no players around to ask, or no players know where the NPC is.


 

I also agree with not rewarding all quests with experience. The reward could be something that the NPC who gave the quest would have, and the player finds valuable enough for their time.




#4837420 MMORPGs and stable economies

Posted by Dasha on 19 July 2011 - 09:08 AM

In a game you have two main parts of the economy. The faucet and the sink. The faucet is any money entering the economy. From mob drops, to quest rewards, to selling items to stores. The sink is any money leaving the economy. From repair costs, to NPC shops, to other various fees. The goal is generally to balance the two ammounts of gold. You can try and find a way to largely limit the amount entering the game, and just keep it circulating. Maybe don't have money at all, allow players to simply trade items. Or don't allow npc shops to create money, only allow them to circulate what they have from trading with PCs.

I'm not sure how you would test such a system without a mass amount of palyers. Maybe by creating a program that can have several random charecters doing different actions(harvesting, mob killing, selling, buying, etc), and try and estimate what might come up.




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