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Member Since 17 Jun 2009
Offline Last Active Feb 14 2015 03:49 PM

#5210646 Death is normal, permadeath is a real option

Posted by on 14 February 2015 - 03:58 AM

Heres a few quick features on the game to help yolu understand where I'm coming from:



Non-combat based


Large magic presense in game world

Gods and Deity system(granting gifts and bonuses in exchange for worship)

Not a traditional leveling system

Player focus more on "family unit" and "family legacy" as opposed to single character


Anywho, death. Lets say you're strolling along a long way from home when you happen upon a bear cave. Well lots of fire later, you conclude it was not in fact a bear cave, but a dragon nest. But seeing as you're dead, there's not much you can do about that dragon. Right? Well, I have a few ideas on how to treat death to simutaniously punish and reward them depending on their goals.


Upon death, you get transported to another world, it almost mirrors the main one, but with a few differences. The way you view the death world depends on the main deity that you follow, and those that follow other deities who are also dead would appear hazy and distant to you, like a shadow. The only beings you would meet here are all dead.


From the spot where you died, there is a very clear and safe path(though not straight, more windy) leading to the deity's closest alter where you can be resurrected. However this death world is robust. There are many spirits here that can offer you items and abilities not usually found in the normal world. Some items may even just be lying around *just* off the beaten path. Maybe there is a spirit nearby that can help you get revenge on that dragon... in exchange for a price that is. However dying here would mean permanant death.


Not to worry though! If you've had a kid at some point, your deity would come to them and transfer your knowledge to them in exchange for your service to them, but not your on-hand belongings which can now be lost either in the death world or on your body dpending on the deity. Children would need to level up abilities, but would have an easier time doing so. Leveling in this game is closer to say, raising your strength skill to be able to pick up and swing the sword the way you know it should be done. Leveling the body to it's "limit" would only take 20hs or so, so a casual player a month or so to do and a hardcore player a weekend. Just enough to hurt, not enough to discourage play. The kid would also get bonuses depending on the life and death of the character both in skills, and from NPC's(hey I knew your father, great man, have this free thing on me).




My hope is that a system like this would cause death to be annoying enough to make those far from home be careful about their explorations, but interesting enough to make the risk of "permadeath" worth it. As well as add an entirely new element to the game, which would fit well into the world if done well.


My worry is that people will form too close of an attachment to their characters and not risk the exploration, though i am trying to make the focus less on the individual character you main, but on the family as a whole. (all of your "alts" can be in the same family, stays at home as NPC's when not being played and semi-controlable(hey brother, take these supplies, can you make X for me?). I know people are going to have multiple characters, and I want to incorporate that somehow into the main game to help the idea of letting go of a character to permadeath.




Thoughts? Comments? Ideas? Does this seem doable with some work?


#5149771 Magic advancement system

Posted by 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 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 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 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 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.