hpdvs2
Rare items can be stolen to duplicate them via insurance claims. This can be abused by players purposely allowing goods to be stolen without any desire to "hunt them back" so to speak. They would abuse it just to duplicate rare goods.
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Posted by Caldenfor
on 01 January 2013 - 12:32 AM
hpdvs2
Rare items can be stolen to duplicate them via insurance claims. This can be abused by players purposely allowing goods to be stolen without any desire to "hunt them back" so to speak. They would abuse it just to duplicate rare goods.
Posted by Caldenfor
on 15 September 2012 - 10:21 AM
Posted by Caldenfor
on 06 September 2012 - 07:12 PM
Lol, I'm a she actually. No worries, I'm used to the assumption that gamedev members are male until proven otherwise; there are probably other female posters I mistakenly assume are male.
Don't worry about sunandshadow, surely likes games, but socializing certainly isn't his thing lol. Yet he posts here quite often... I think he craves social interaction! Sunandshadow, you just need the right MMO!
I like a little socialization - at a comfortable distance and times of my choosing. Like a messageboard or global chat channel built into a game where I can choose to participate only when the topic is relevant to my interest. Games that allow a player to be involved at a mild level in several interest-based guilds are great, especially if they also allow diceless roleplaying within a private forum or chat channel belonging to that guild. A global marketplace or other trading system within a game can also be a pleasant limited form of social interaction. I love games that let you admire/explore something another user has built/collected and leave a comment. I even occasionally enjoy a PvP arena system that will automatch me with an opponent (I'm much more likely to be interested if it is a turn-based sort of combat like tactical combat or a deck building card game). I just hate the in-my-face way many MMOs want to make basic activities within the game impossible or severely disadvantageous to not do in a group or as a social networking activity.
If an MMO wants me to play it a long time, the features it needs to have are solo achievements, minigames, collection and features for showing one's collections to others, sim gameplay such as crop growing and pet monster capturing and breeding, crafting customization such as being able to manufacture dyes and use them to recolor clothing or get tattooed, or building sculptures or quests/interactive stories for other players to admire. That is the kind of end-game (and mid-game) content I would love to see in an MMO. I think it's funny (in a pathetic way) that a lot of that is done better by the less serious game websites like NeoPets and Gaia Online than by real MMOs.
BTW I'm not arguing that a lot of MMO players are all about the socialization - I know they are. I know people who live for 40-man raids or team pvp or PUGging dungeons. I just feel like that demographic gets all the design attention. XP
Posted by Caldenfor
on 13 August 2012 - 08:32 AM
I may be slightly off-topic here, but I've never liked the idea of being told a story in a game. It's nice in some cases, but generally I prefer to be the one making the story as I go along. After all, the player is supposed to be the hero, not just some bystander who just happen to play an important part. It's like being told what to do, sure it's a good way to direct the player through the experience, but hold his hand too much and he's likely just gonna quit the game.
Just look at how brutal Minecraft is to the player (I know, but these games do matter to the discussion because they're not as weird as you might think), in terms of leaving him/her to figure out what the game is all about and what they need to do. A similar paradigm can be found in Demons' Souls and Dark Souls too, and I don't see a lot of players complaining over those games to.
But to redeem my comment in terms of topicity:
A random/generated story can be really nice, I think, if it's general enough and doesn't tell too much. I thought the random quests in Daggerfall, for instance, where awesome - even though their syntax repeated themselves all the time with just a minor change to names and objectives.
The bottom line is this, IMO: Plot and story is important to a game, but telling a story isn't just about explicitly telling it through language. Just seeing a monster in a world, for instance, can tell a story onto itself - the demography in this world, biology, history, you name it. But because it's not explicit, it also provides a sense of mystery too - which I think is superior to any dialogue-based storytelling device.
Posted by Caldenfor
on 09 August 2012 - 08:10 PM
Some of my favorite games of all time are Ultima Underworld I and II. I liked lot's of things about these games, one of which is how nearly everything was interactive, items can be picked up and dragged into your inventory, you can drag items out of your inventory and drop them in the world. Items can be used on other items by dragging them on top of another. I liked creating treasure rooms where I could arrange my stuff however I liked. Some games since have attempted the same thing, in particular the System Shock and Elder Scrolls Series of games, of which I am also a fan.
However it seems that now days the mouse is reserved for which direction the the character camera faces. Back in the old days of UUW there wasn't much reason to have so much control over the looking (although they did let you use the keys 1,2, and 3 for looking up, looking ahead, and looking down).
Posted by Caldenfor
on 05 August 2012 - 12:02 AM
Posted by Caldenfor
on 26 July 2012 - 09:50 PM
Posted by Caldenfor
on 25 July 2012 - 02:00 PM
Posted by Caldenfor
on 24 July 2012 - 06:09 PM
Posted by Caldenfor
on 17 July 2012 - 10:37 PM
Posted by Caldenfor
on 24 January 2012 - 12:29 AM
From what I've seen, you have to keep the community small. If a player has group-identity with the other players in the game, they'll likely behave better, but to build that group-identity the group needs to be relatively small and intimate. If you throw a player into a group too large for them to identify with, there will be no perceived social repercussions for troll behavior. Seems that might be why you can take a WoW player who behaves relatively normally in a guild chat channel, toss him in the Looking For Raid anonymity, and end up with a fsck-wad. He identifies with the social structure of the guild, and that identity tempers his behavior. There is no group identity with the random folks in LFR so the social constraints aren't there.
Also, I wonder how much an effect priming has on the players. You give them a game of murder-death-kill, splashed with imagery of aggression and bad-assery and rage, and of course you are going to prime them to exhibit signs of aggression and rage in-game.
Posted by Caldenfor
on 11 January 2012 - 02:31 PM
You're about to make the thread go off topic :/
I want to give my opinion but then I'd just help making it off topic lol
Posted by Caldenfor
on 07 January 2012 - 03:45 PM
Help me to raise money for the project.
*removed link*
Posted by Caldenfor
on 04 January 2012 - 06:56 PM
Most games I've played have had imbalanced or good enough or sometimes even terrible combat systems + mechanics.
Pretty much just one game I think that had a outstanding combat system + mechs.
I won't get into the argument about why I think class based games are doomed to be imbalanced in the 1v1 aspect.
For sake of avoiding that let's assume in this thread that class based games can be balanced as well.
So why is it so rare to find great combat systems + mechanics in games?
I'm sure the designers thought they had created a great great combat s+m.
So this means that most designers are terrible when it comes to PvP.
And I've actually had the opportunity to fight a few devs in different indy games so I know it's true.
So how can we design better combat systems?
First thing I think we all have to just assume is that we designers SUCK at PvP.
Maybe you are great.. But you have to assume you suck.
Another thing before I'll leave it up to us all to start discussing how to design a great combat system + mechanics..
It's already extremely tough to create an interesting, complex, advanced, hard to master etc etc combat s+m..
but if your game has classes in it as well, then you face the additional challenge of balancing these classes.. Which I've never seen accomplished in any game I've played so far.
So if you make a skill based game (no classes) then you only need to worry about creating a good combat system without without sweating about class imbalances.
Discuss!
Posted by Caldenfor
on 26 December 2011 - 01:03 PM
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