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Member Since 23 Apr 2000
Offline Last Active Today, 05:53 AM

Posts I've Made

In Topic: Soulbound Items in MMORPGs

01 May 2016 - 11:22 PM

Honestly, I think the smartest thing to do is make most items soulbound on drop, and have cash shop items (fairly cheap) that remove this restriction. I've seen that pretty commonly with recent games.


Then you might end up with an auction house that's empty of lower level items.

In Topic: Soulbound Items in MMORPGs

01 May 2016 - 11:21 PM


This leads me in a follow up question I got when thinking about a unique item drop mechanic, where an item has a low drop chance and only drops once. Should an item like that be soulbound and making it impossible for other any other player to get it, or should it be in your opinion, a tradeable item, resulting in a high auction price, if the player decides to sell it?



Personally I dislike random rare drops; I favor fixed drops like, the 10th time a particular avatar participates in killing a particular boss, that avatar gets the boss's rare drop.  If 2 or 3 characters are all on their 10th time, they all get one.  But whether that drop should be salable totally depends on your game structure, as I was mentioning in your previous post.  Is your game a trinity-based themepark where you want all players to spend the majority of their time repeatedly running dungeons?


Unique items are something I don't use at all in my designs, because I think they are pointless, but if you're going to have them I don't see any reason to make them non-salable.  In fact auctions of a particularly rare item like that can turn into interesting community events.

In Topic: Soulbound Items in MMORPGs

01 May 2016 - 05:38 PM

Item binding is the most widely-known way of preventing players from trading items, but not the only one; people tend to overlook the simpler expedient of making items impossible to list in the auction house or trade directly to another player.  The best reason for ensuring that items can only be used by a single player is to prevent players from cheating themselves or each other out of gameplay.  Pet breeding is my favorite example; if you want players to have fun spending time capturing and breeding pets, you need to make sure the market isn't flooded with bred pets being sold more cheaply than the player could breed their own.  With gear, the idea is that if the gear were salable then it would remove the motive for players to run dungeons, especially beyond the first run.  In a system where dungeons don't scale to 1 or 2 player groups but instead require at least a full trinity of tank-healer-dps, everyone would have more difficulty getting a group to run a dungeon with them if there weren't a whole set of unique gear dropped by the boss.  Other types of drops, like mounts or vanity pets can also be bind-on-pickup drops that provide this kind of motivation, or the unique drop could instead be an expensive crafting mate that was used to craft the desired gear, but gear tiers work as a pacing device if the set of gear from one dungeon or region is actually necessary to survive the next dungeon or region.  If you need a whole dungeon party with most or all of the first gear set in order to survive the second dungeon/region, that's a fairly strong encouragement for a group to repeatedly run the first dungeon/region until everyone gets some gear.  And the economics of MMO design are largely about getting players to spend the most time on the least content, which results in players spending money on either subscriptions or cash shop currency with which to speed themselves up one way or another.

In Topic: What is the concept of "Unifying Color"

18 April 2016 - 02:50 PM

Well, in the context of Unity I really have no idea.  If we were talking about fashion design, it would be a color that's used in many small areas on most or all articles of clothing that make up an outfit; like you could have a red and white jacket with gold buttons, blue pants with gold piping, and white sneakers with gold laces, and gold would be the unifying color.


I guess in some cases if you are using colored lighting, the color of the lighting could be a unifying color?  For possibly related terms, I've heard of color palettes having a "central color" - that's defined mainly in the negative, by the fact that all colors that clash with the central color are forbidden from the palette.  The flesh tone of the main character would be an obvious candidate for a central color.  And another thing I've heard of is a "key color" or "identifying color" - that's the one which is rotated or substituted to visually distinguish between different factions, settings, or monster variants.

In Topic: Pkmn type game monster differentiation

09 April 2016 - 03:55 PM

I personally don't see any problem with monster appearances being basically skins, though I would suggest that the appearances be tied to the monster's elemental alignment if the game has that.  If you wanted to you could tie particular abilities to particular body parts, like flight to wings, and scratch to claws, and monsters which didn't inherit that body type would not be able to learn that attack.  I don't recommend a dominant/recessive system though, they are not well suited to breeding gameplay.