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Member Since 12 Dec 2012
Offline Last Active Jan 16 2013 10:16 PM

Posts I've Made

In Topic: Can AI Rival Online Players?

16 January 2013 - 10:18 PM

AI as an opponent or team member is very widely used. It can play equally well or even overpower human players. But there's a reason why it's more fun to play with human players than with AI (even if AI is very good).


What task are you going to give AI?

 Oh this isn't for a game I planned, just theoretical stuff.

 What's the reason for online play being better?

In Topic: Character Creation

12 January 2013 - 11:00 PM

Do you feel like skills and abilities could be handled in a much more immersible way than spreadsheets/menus during creation? Guild Wars 2 had something interesting in terms of determining personal story by clicking on different key points in the char's history. While this isn't new by any stretch, I could see a similar method being used to determine one's class and abilities.

In Topic: What to do when a player disconnects?

11 January 2013 - 06:31 PM

You could kill the character after ten seconds of disconnect, I find that in those type of games, 10 seconds is the most fair for both sides. Enough time to finish the other's action ON the disconnector and then enough for the disconnector to have SOME consequence without it being too harsh.

In Topic: Some ideas on what to do with our game

06 January 2013 - 01:43 AM

Because of poor mechanics and lazy modeling... I'm sorry to say it so bluntly, but it's true and it's nothing you can't change.

 The flying, enlargement after eating, minecraft blocks, assault weapon... They are so tacked on. The flight makes it REALLY easy to escape, also, it just looks like someone is in dev mode when they fly. Where are the effects?


It's boring because nobody wants to shoot primitives(cubes, spheres, cylinders) with a pasted on texture using cheap effects....


 This would just be me bashing you if I didn't put in advice and I DO want you to improve your design. 

 Put more effort into the visuals. This is YOUR work, YOUR creative output into the world, are you really proud of how it looks? 

 This world is foreign with odd monsters and odd rules. Throw out the modern weaponry, maybe give them a neat alien blaster, a primitive sling shot, something that goes with YOUR vision. Flying is fun! But not in this game, you are not soaring, you are oddly moving along axis like you're in spectator mode within CS:Source. Have different speeds, gliding, make it more involved. This is flight we're talking about, if you ask someone their chosen superpower it probably would be flight!

 Tie in being airborne with something else. Maybe you fly to high peaks as those are the only habitable places (ground being inhabited by the monsters). You need to fly down to get food, eating TOO MUCH food makes you slow down and if you CARRY too much you won't be able to fly.  Maybe you carve INTO those high peaks, using the dynamic terrain, to make a cave as your home.

 Just some ideas man, I wish the best, please keep us updated.

 I'm serious.

I'll find you.

In Topic: Ways to limit a particular role/class in MMOs.

01 January 2013 - 12:11 AM

 I think you're finding cheap ways to restrict this class, OP.

 You have an idea you think is fun and want to throw it into the game, restricted. Why punish players for wanting to do something they like? Instead of preventing overpopulation how about actually creating gameplay specific consequences in the game?

 I get kind of ill when I see premium classes and cash shops already being made in games that are literally just ideas. That's so cheap man, you can do better than that, it's just bad design. There are a number of things you can do, none of which I expect you to choose but at least lead you on a more developer-y path:

1. Add a special feature that retains the same entertainment value of stealing for each class. Mages that can research, knights that can duel, rangers that can hunt.

2. Scrap classes altogether. Give everyone the ability to steal and a chance success rate, but being caught is an arrest (winning the success roll would give them the object they're after). Give them the opportunity to arrest, too! Sandbox type classes have a huge demographic.


3. Make classes feed off each other, thieves that need merchants, police that need thieves, merchants that need police. You see what I mean? Synergy. It's a powerful thing.



No offense, I just think you can succeed and hate to see you cut corners!