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aattss

Member Since 22 May 2012
Offline Last Active Aug 04 2014 08:22 PM

Posts I've Made

In Topic: MMORPG Design for light novel setting

29 December 2013 - 12:19 PM

Interesting that you're posting in a game development forum with an idea for a fictional MMORPG that takes place inside a LN. Still, I understand why one would do this, as I appreciated the numbers present in SAO and in 1/2 prince.

 

It's very useful to be able to make up new things in a work of fiction, as the characters begin to face more diverse opponents, some of which may be more rare than others.

 

Also, from what I'm seeing, stat increase is relatively linear. This would also mean that the danger that a lvl 20 poses to a lvl 10 character is smaller than the danger that a lvl 80 poses to a lvl 70. Also, I may be mistaken, but the hp of a lvl 100 character appears to only be about 6 times the hp of a lvl 10 character, which one may want to reconsider.


In Topic: RTS Factions With Different Organization

17 January 2013 - 04:41 PM

I apologize, but it seems I misunderstood you. While I'm not going to argue who was more polite, I wish you the best of luck.


In Topic: RTS Factions With Different Organization

13 January 2013 - 12:35 PM

Having a faction designed to be very powerful isn't necessarily a good idea. Everyone will want to be the powerful person, and people will be discouraged from experimenting with different factions.

 

Thank god for single player where no one gives a crap.

 

Dude anyone who plays Dominions knows that you are wrong though. Not everyone picks LA Ermor every game and some people don't like it at all, even in multiplayer. The only people who want to play the optimal faction every game are idiots who don't matter.

 

It isn't rocket science that people who like a game like things that are in the game. I could say something along the lines of "dude anyone who plays Dwarf Fortress knows that no one cares about the user interface", but that doesn't mean that the people who play other games in the same genre don't care about the ui, nor does it mean that no one who tried Dwarf Fortress and otherwise would have loved it didn't play it because of the bad ui.

 

Single player isn't really relevant. It's typical for non-player opponents to be stronger or weaker than the main player. However, the strength of an ai opponent in single-player varies even when the opponent is of the same race. Besides, there is a reason that many people play multiplayer in games that have a singleplayer mode. Having a good singleplayer mode doesn't actually replace multiplayer.

 

A multiplayer game is supposed to be a battle of strategy and tactics. Someone shouldn't be outmatched just because the opponent picked an overpowered race. There shouldn't be a faction for players who want to win and a faction for players who don't care about winning. That's not the point of having a variety of different factions. The point is supposed to be to increase the number of strategies ant tactics someone needs to outsmart and defeat one's opponent.

 

I understand that it can be fun to play a game where one player is overpowered, but that's what custom maps and self-imposed handicaps are for. Not everyone wants to play the same type of game, and not everyone wants to play the same type of game all the time.


In Topic: RTS Factions With Different Organization

12 January 2013 - 06:07 PM

Having a faction designed to be very powerful isn't necessarily a good idea. Everyone will want to be the powerful person, and people will be discouraged from experimenting with different factions.


In Topic: RTS games, looking for some 'racy' ideas... :D

08 January 2013 - 01:32 PM

A race where you can only have a certain amount of unique "spawner" units, but where each one can almost instantly summon a temporary army? The commanders would be able to summon units instantly at a typical resource cost, but the units disappear after a while, and the units would probably not necessarily be that powerful and rely on surprise and numbers.

 

How about a race, probably a nature race, where almost all units can't be directly controlled? You would have buildings that periodically create units, but the units either wander around, patrol your buildings, or look for fights? That would mean you wouldn't have a lot of micro to deal with as well, but you have to focus on what buildings you create and where you place defenses.


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