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Member Since 09 Jul 2005
Offline Last Active Jun 13 2016 06:42 AM

Posts I've Made

In Topic: Player Generated Weapon Designs

01 May 2016 - 10:52 AM

Allot of very good points.


I might have a more in-depth look how dota does it with the skins, maybe reinventing a wheel here, it didn't occur to me until just now.


This just started from black desert having a lack of gear options, and trying to find an alternative that does not involve hiring a ton of artists, especially to give characters 1 of a kind appearance.

In Topic: Player Generated Weapon Designs

21 April 2016 - 04:13 AM


Now they brought the model, its theirs to do as they please with (assuming the artist has given permission.), so in that regard its okay but in terms of the game does it break it to much? potentially having every player walking around with legendary looking weapons.


Is this really a problem?


There are hundreds of potential problems that come to mind if such a system was put into a game in reality (which the penis sword problem just being #1 of them), the fact that beginners swords now could look awesome not being one of them to be honest.


If you afraid that the endgamers wouldn't like it: Given your game is popular enough, and the blacksmiths active enough, there would always be the one epic weapon that would actually look unique and epic... and the one trash beginner that would also look epic. It would give weapons another dimension other than stats... some players might choose a non-optimal weapon just because it doesn't look like the rusty beginners sword.

Let me tell you, the beginners would be THRILLED not having to walk around in rags until level 30!


If you are afraid the whole thing would break the story or atmosphere of your game, then chuck player customization out of the window now. Its a fact most of your players, especially in online games, don't give a damn about your story. If you want to force them to roleplay, you should limit customization. If you want to give them the max ability to customize, let go of some control. Let them have their beginners sword of epicness, and their master epic weapon deceivingly looking like a rusty noob dagger thingy.

If it will annoy some people, it will also amuse just as many others.


Thanks, I think in the end I dont care what everyone is running around in, and this is what I want the most to come from this is "Let them have their beginners sword of epicness, and their master epic weapon deceivingly looking like a rusty noob dagger thingy."


​Appearance is only that, if someone wants to look like a flippish noble from day 1 with everything epic looking.. I don't mind.


I just need a good system, for avoiding the penis swords..

In Topic: Player Generated Weapon Designs

09 April 2016 - 01:46 AM

Thanks for the replies, defiantly a tricky thing to try to add to a game.


I am not looking at a gear system based on throwaways, Id rather a player chooses a look, and that's the player, you see them and you know who it is, I want to make something where every player has that option to have a unique outfit/setup, I figure the best way to get all the art for it and closer to what the player wants, is to let them talk and bargain directly with the artists.


In terms of the artists, and human resources to review all the art, and see if it meets guidelines.

Have a artist level, and goes up based on their artwork, constant good artwork within the rules, and they can move up levels, high leveled artists are not checked as often

level 1 artists can't post items without it being checked by a staff member, before player voting

level 2 artists is checked randomly, and then goes upto a player vote.

level 3 artist is checked less regularly, and goes to player vote

level 4 artist is checked rarely, does not need to be voted in.

level 5 and the highest level, is the only one that can make individually crafted designs.


In terms of money, perhaps the cut taken by the game is reduced at each level, and if someone goes against the rules, they can be lowered in rank or banned.

we now have level 5 artists that can make one of a kind looking items

levels 4 or 5 can guarantee a design in game, since they don't need player votes


Using a reward system should in most cases stop bad entries before they make it into the game and can do damage.

In Topic: Player Generated Weapon Designs

08 April 2016 - 01:54 AM

make material cost relate to the volume occupied to the model. This'll keep cheap weapons small, expensive weapons can be bigger.

or allow artists to add a level requirement to their models, which can't be changed if the model changes hands. Although this doesn't stop unauthorized reproductions from being handed out to newbies, it allows artists to decide how legendary their model should be.



Volume is a good idea, I wonder if between that and poly count, would be enough to judge via an automated system..



I don't think the artist could decide how legendary their model is, since it goes back to the original problem, they create a highly detailed model, and say it can be used for any weapon regardless of weapon strength or materials used.


Happy for the artists to specify, if the model is single use, can be made in bulk, or sell the model outright the buyer can do as they want.

looking after the artists rights would be a high priority.


Just realized, in terms of the artists specify if its legendary or not.. who species if its a sword or a bed.. you would hardly want player beds to be looking like a sword, lol.

In Topic: Unloved colonization

05 April 2015 - 01:18 AM

You want to stop them from just conquering every planet?


Perhaps an taking into account the ability to adapt to the environment, each planet they conquer changes them to adapt to the planets environment.

if you conquer every type of planet you have no ability to specialize, benefits from one, would offset another, going from a ice planet to a lava one.

if you only stick to cold frozen planets  you specialize and get more returns from those planets, stronger defense etc.


perhaps the ability to terraform if you do want them to be able to eventually control all the planets, or only build outposts and not permanent settlements

so they don't gain or lose benefits, but still have territory


You could go as far as tie the environments into skills and tech and make some tech only available if you reached a certain requirement