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Member Since 22 May 2012
Offline Last Active May 17 2014 03:51 PM

Topics I've Started

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.

Realistic strategy game?

26 June 2012 - 10:01 AM

I was reading Sun Tzu, but then, I came to the realization that video games these days don't have the same type of strategy. In a real battle, you have to worry about things like whether or not to make camp here or there. Also, in real battle, you need to try to minimize the damage done to the property. You also have to use spies and convert spies to gain information, which, in a real battle, determines victory or defeat. You should have to determine at what time of day to attack or retreat. You won't have an overhead view telling you everything your troops see, and instead you will need to make sure your information lines are working. An army lives on its stomach, and you will be able to burn the enemy's food supplies while protecting your own.

This may seem to be complicated, and indeed it is. However, there have been more complicated things (i.e. Dwarf Fortress, particle physics), so it's a matter of finding a very dedicated team, and funding might be taken care of with indiegogo or Kickstarter. This would best be taken care of by something similar to Dwarf Fortress (i.e. develop it an indefinite amount of time but let people play what you've worked on so far).

Edit:Basically, a game that covers the overall war itself. A game in which your numbers play an important role in the role, but do not determine the results.

By the way, the setting doesn't have to be modern.

Oh, and to clarify, my thoughts while reading the book were "These would make a very fun and strategical game", not something like "Games should be more realistic". I'm just exploring ways in which realism could add fun and strategy as well as tactics.