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Member Since 29 Sep 2009
Offline Last Active Mar 17 2016 02:48 AM

Posts I've Made

In Topic: Max Player Update

20 January 2015 - 12:40 PM

I'm thinking I might spawn powerful NPCs in areas that are too populated that will kill off some of the players and disperse them to a number of spawn points.

In Topic: Starting at Max Level

19 January 2015 - 11:38 AM

One major problem I have with a linear progession model is that players are removed from most of the world eventually since they have no reason to visit zones with lower level NPCs. I want players to be all over in the game world, and not just camped out in high lvl areas. in fact, I don't even want to split the game world into level based areas.


Maybe I'll make increasingly more powerful NPCs come out to attack players that have a high ratio of kills to deaths. And I could increase XP gain, and the chance for repair materials to drop for players with high deaths to kills.



You guys convinced me I need progression, but what progression can I have that doesn't have a huge power gap from newb to vet?

In Topic: Starting at Max Level

18 January 2015 - 06:12 PM

I think I may make progression more of a "more options" thing rather than a linear power hike, sort of how FPS games do it. The higher lvl guns are generally better, but not so much to the point that it makes new players powerless.


In Topic: Starting at Max Level

18 January 2015 - 05:33 PM

So what would you suggest in place for a game with open PvP to prevent new players from being preyed upon? This is a problem in any MMO with any PvP outside of battlegrounds, and not just full world open PvP.


I think players would be more frusterated from being killed repeatedly from higher level players due to power gaps than they would from losing some XP when they die, when they can actually fight back.


I might make it so new players have a buffer of deaths that won't count towards XP loss or gear decay.



I'm also open to suggestions for how progression could be added without it ruining the experience of new players.

In Topic: 30k concurrent players on a (private) MMO server...is this possible ?

17 January 2015 - 08:20 AM

Ragnarok is split up into quite a bit of zones, and even more sub zones if you count only players visible within your screen. A server probably could handle 30k users, but no way in hell are all those players all updating each other at one time. Even 1 byte a second would by 900MB upload. I think your friend exaggerated quite a bit with the "very small number of areas."