Jump to content

  • Log In with Google      Sign In   
  • Create Account

We need your feedback on a survey! Each completed response supports our community and gives you a chance to win a $25 Amazon gift card!


aattss

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

Topics I've Started

Theoritical Sandbox MMO Idea

04 August 2014 - 08:23 PM

Although this is a completely theoretical thing, I think that there are good ideas in here. In other words, I  think as highly of my ideas as any other person thinks of his, so my ideas probably have holes in them that I don't know of. And then there's parts that I can't seem awkward but I'm not sure how to fix. I'm also posting this because summer vacation has given me too much free time.

 

Population Levels

 

So, when I was thinking about how to make cities, and a couple other things, I realized that I would need to start here. The npc population of a general area is dependent on factors such as safety, available facilities, and exploitable resources (i.e. rare metal mines, abundant harvests). When the population level is high enough in a region, they will consolidate into a city. Constant violence and instability in turn lowers population.

 

Cities

 

In addition to supplying things such as manpower and tax money to the owner, a city is also trade hub, and is responsible for the safety of the surrounding area.

 

Markets

 

Each city has a market at which players and NPCs can buy and sell goods. Unfortunately, markets are bound to the city, so the accessibility of different goods varies with the 

 

Security

 

Cities are able to control groups of npc guards in a certain area. These guards are able to teleport a certain distance in the case that a crime, such as a player going on a killing spree, although the teleportation has a long cooldown such that it can't be used for retreat. The guards are managed through the barracks similarly to how other NPC soldiers are managed.

 

Crafting

 

Resources

 

Different resources (and different crafting methods) are different.

1. They require different levels of skill to use optimally, and thus lower-level materials can result in stronger equipments than higher-level materials in the hands of an average craftsman.

2. They give different bonuses, thus making them optimal for different playstyles and classes. To give an example, a city surrounded by materials which give bonuses to finesse, which is only usable by fencers, will naturally have a higher fencer population.

 

Methods

 

Crafting is an open-ended process. There isn't a list to tell the player that distilled Lassleworth applied onto a Rebeen plate encased with Stallium can create a battery that stores magical energy, or that Foxweed enhances the healing capacities of a Ironwood staff. This means that players who experiment may find that differing combinations may produce unexpected results. However, there should be a logic to this. In other words, the code shouldn't say "Item A + Item B = Item C", but rather "Category A + Category B = Type C". Think something like how the elements are in an orderly periodic table but that doesn't make chemistry class any easier. One benefit of this would be that an expert player could use his understanding of the system to know when to replace Metalium with Alium in battery crafting when the typical materials aren't available.

 

Progression

 

 

 

Leveling

 

Grinding will not be a feasible method of character progression. The exp required to level up will require extended amounts of gameplay. However, gaining exp will not be limited to killing mobs. Exp can be gained in reasonable amounts by crafting or traveling. The exp gained by any activity will eventually slow, not to the extent that a player if forced to take up other tasks to level, but to the extent that

 

Stats (and Titles)

 

Players will gain a mediocre amount of stat points from leveling. However, their stats will also benefit from equipment and titles (and certain other things like potion use). Titles and stats are gained from achievements or special quests or instanced events. However, only a certain amount of titles and stats can be equipped at once, generally dependent on the character's level. This means that a player with a wider variety of adventures will have more titles and thus benefit more from leveling, whereas a higher level player will have more slots for titles and stats and thus will benefit more from good titles.

 

PvP

 

Sin

 

Players who kill other players (and npcs to a lesser extent) will receive sin. Sin increases the death penalty and reduces the amount of sin players get for killing you. Of course, killing allied players next to a city creates way more sin than fighting in a war. Still, fighting against other players isn't free, so even if you can win a war it may leave you in a weakened state.

 

NPC soldiers

 

Players could hire soldiers at cities (although players need barracks or forts to stash them at to control a considerable amount). While players can respawn, npcs are somewhat expendable. However, even if the population of a city is 20,000, you don't get 20,000 soldiers. For one thing, it costs money to maintain soldiers, thus limiting the military force players can draw at any time. In addition, hiring soldiers and losing soldiers can reduce the morale of the npcs, which may make it difficult to hire npcs. Drafting may temporarily override this limit but will lower morale even further, which will have negative effects in the long run.

 

The game would provide means to command npcs from garrisons and cities by moving pieces on a map.

 

Events and stuff

 

While some events may be caused by npcs, players can fill in any role. In other words, a player might get a challenging quest to open a portal to the dark realm, and upon succeeding, may be given control of an army of demons which must be sustained by actions which make life harder for everyone else. Or he may become the chosen hero of the light and be responsible for spearheading an invasion into a new realm.


How does one minimize the effect leveling and similar features have on a game?

16 October 2012 - 08:18 PM

Note:I seem to be referring mostly to MMOs, whether or not this can and should refer to other genres too.

First off, I'm not saying that WoW needs to change. There is certainly a group of players who enjoy grinding, and I'm fine with them. I'm referring to something else.

Things like leveling are helpful in games. They add a sense of progression and of improvement, as you compare yourself to your previous self. It adds the ability to customize your character to your liking. It helps exemplify the difference between an experienced player and a noob, and as the noob grows familiar to the game, he will eventually also find himself higher level than before. There are many other ways leveling CAN help, but unfortunately, it can easily break a game.

Here is an example from my personal experiences. I was playing on a minecraft server, enjoying myself with my friends. It was fun to build a house, to fight enemy guilds, and to do other things. However, that server also had Mcmmo, a Minecraft multiplayer plugin which added leveling. I soon found that I was repeatedly jumping off the same ledge over and over again to gain levels in the acrobatic skill. Sure, that may have made my character stronger, but was it fun? No. I only did it for hours in order to decrease my chance of recieving fall damage.

The problem is, when leveling is introduced into a game, it can quickly become a focus of the game. For example, if there was a way to make your character improved in Day Z via killing zombies or something else similar, plenty of people would play it with the intention of leveling up, but not for the same reasons that they currently do.

What method would you use to migitate this effect? (without making leveling purely aesthetic?)

Note:This isn't an argument about whether or not leveling is good. Leveling shouldn't need to be in every game, indeed, but for the most part this is a conversation about how to add leveling, not whether or not to.

Problem with code

17 July 2012 - 06:20 AM

Hello. As you see, I made something pretty basic, but then, I re-arranged it, and after lots of fixing stuff, I'm once again stumped on something. After I press a button (other than the exit button) on the first non-optionpane thingamajig, it stops. Can anyone please find out what the problem is?

[HELP][JAVA][Eclispse] Eclipse error with main

02 July 2012 - 08:55 AM

Hello. As you see, I made a little thingamajig to try to help me learn Java, but then I decided to reorganize it, and it had a lot of errors. I fixed a lot of it, but now it says "selection does not contain main type". I have attached everything in the form of .txt.

Strange problems with Java JPanel and addActionListener

27 June 2012 - 11:47 AM

As you see, I did this project in Java involving JPanel. However, I had three seperate classes for the different menus, and I wanted to merge them. However, now I get the following error message:

The method addActionListener(ActionListener) in the type AbstractButton is not applicable for the arguments (JPanel)

I have attached the txt files of the source code. Can anyone help me?

Edit:Long story short, I fixed some things and re-uploaded it here because it's now complaining about static modifiers.

PARTNERS