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Sayid Ahmed

Member Since 11 Mar 2012
Offline Last Active Jul 16 2013 09:39 AM

Posts I've Made

In Topic: The sandbox mmorpg

25 December 2012 - 06:03 PM

I think a sandbox MMO could do very well as long as it's delivered and finished properly. Eve Online has a strong following but its genre can put people off. Mortal Online is conceptually great but implemented quite badly with many bugs and bad animations. Darkfall is an imitation to Mortal Online and doesn't bring much new to the table. All of which have quite loyal followings, although varying in size. The latter two games suffer from being unpolished.


In Topic: Are open pvp + full loot SANDBOX mmorpg's still possible?

27 August 2012 - 08:42 AM

I think the best way to pull this off is to have it faction-orientated. People protect each other in their little settlements, forts, stations etc and have the choice of venturing outside and potentially be hunted or ambushed. This also encourages co-operation of players.

Limit the amount of carrying items and then full loot doesn't sound too bad.

In Topic: The Lean Design

02 June 2012 - 12:56 PM

I think that's a good approach before committing to a big (and potential expensive) project. You'll notice that some games, such as indie MMOs (look up Path of Exile) or niche games like Minecraft which you mentioned, bloom as a result of the developers keeping in contact with their following as they watch each other develop and have fun. I think minimalism goes well with independent development.

In Topic: What game aspects should be most innovative?

09 April 2012 - 08:31 AM

IMO:

For RPGs, maybe the combat - because everything else is going to be similar or on par with each other.

For FPS, probably the multiplayer features. Killing Floor is one of the best multiplayer co-ops and I've been playing for almost a year straight.

For strategy games, like Total War series, probably the variety of units and functions - the more planning and thinking the better.

For TBS strategy, like Civ, probably the trivia - the interesting policies, the fun diplomacy, good graphics and stuffs.

But remember, this is a very subjective topic.

Some indie games are loved by their communities because almost everything about them is unique. Look at Mount and Blade, as an example - what other game allows you to hire a bunch of peasant recruits and then train them up to become knights and soldiers and go claim your own little fiefdom in a feudal world full of war, bandits and trade, whilst being able to take part in the heat of battle with full customisation of your character?

In Topic: Character advancement

09 April 2012 - 06:14 AM

Try Mortal Online's mechanic. From what I understand it's basically grind less - you can prepare yourself for PvP in a week. It's more of a factor of how good you are with the action of fighting. It's also more crafting orientated; getting hold of the right metals and catalysts to create the right weapons and armour.

That may not be exactly true for Mortal Online but nonetheless it's a thought.

If you look at Mount and Blade, your character advances through better item capability and better companions. Skills are more important in the leadership and party management sense than in the personal development. Again, it's action based so your style of fighting > your level.

Alternatively, if your game isn't action based, what you suggested above with experience being a function of time is not bad at all.

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