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Maclav

Member Since 28 Nov 2012
Offline Last Active Mar 17 2013 06:26 AM

Posts I've Made

In Topic: [MMORPG] A new method of presenting the player a new kind of quest.

23 December 2012 - 06:35 PM

The only reason they still exist is to make grinding less horrible

 

And there is the, whole, damn, problem.


In Topic: [Game Design/Rant] Emergent behavior and griefing in sandbox MMORPGs

18 December 2012 - 02:34 PM

You need someone who is an antagonist have greater risk than someone who isn't.

In a normal MMO an "antagonist" has virtually full choice of who they're fighting with mechanics like stealth, not being bound to static spawns, and whatever other mechanics. Then to make things worst the antagonist knows what they're going to be fighting the PvEr taking armor/mods that put them at an advantage against X, forced to take gear designed for a long haul(full supply/kit for 30-40 mins vs. PvPer kit for 2-3 mins). Next the antagonist has a concentration advantage since the target is going to be doing something else. to seal the deal and make everything worse you have no way to get revenge since everything is going to end up in 100% safe storage.


And to top it off, most current offerings have almost zero mechanisms to escape or defend your self. You are left with a feeling of complete helpless victimization. No one wants to feel that, so they quit.

So the wolf has all the advantages, few or trivial risks and wonder why the sheep are so few? This is the current open world paradigm and its so broken beyond hope. I guess all those "carebear" sheep can go find a different game - but isn't the idea to find some sort of system that can fit both needs? For that, the "carebear" segment MUST feel like they have options when confronted with a wolf, despite all of the numerous advantages a wolf brings. A skill full "carebear" should be -really hard- to prey upon.

It's not just about making it hard to be a wolf, that still doesn't fix the feeling of being a helpless victim. It's about empowering the sheep, giving them options. Stuff they can do that will have meaningful impact on surviving the encounter. Loosing my lunch money feels a lot better when it was du mistakes instead of someone taking advantage of a huge amount of mechanics essentialist rending whatever I do moot.

In Topic: Card mechanics (for a strategy game)

17 December 2012 - 06:23 AM

1) Have the card shrink, have the rule text disappear, or otherwise make it small but recognizable. Then provide a way to zoom in.
2) So don't have that mechanic in your game, or otherwise balance it with decreased hand size, increased draw cost or other limitations.

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

28 November 2012 - 12:01 PM

This, so much this.

It is very possible, you just can't design your game for the predators and scavengers.

You need to design it for the "prey"



Another thing that I find missing is that it should be much easier to run away from an encounter than it is to kill someone. If you are out in the world, you should have a reasonable expectation of making it back. This means that even if you are only moderately skilled and are jumped by PvPGodIncarnate, that you have a good chance to get away intact with nothing but a bruised ego.

The "sheep" must feel like they have tools to deal with and escape non-consensual PvP situations reliably. The Wolves should be the ones working their ass off for the kill.

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