Quote:Original post by JiiaOh, you don't know the half of it! I'm a very picky person. :) But I believe that my strict nitpicking encourages me to foster better game design.
Maybe it would have been easier to write a list of things you do like [wink]
Quote:Original post by JiiaNo, I'm not saying the opposite. I'm simply referring to something else than you are thinking. Different classes should offer different gameplay experiences, but not at the expense of fun. Having to worry about being encumbered or having to go back to town to sell things every two minutes really sucks. If a result of greater strength is greater carrying capacity, then wimpier characters (like magic users) need to be able to carry as much loot as strong characters, even if not by virtue of their strength. So in other words, they need to have a way that is based in their own "strength": magic. Either an extradimensional storage bag, or a carrying spell, or an expensive spell that teleports individual items back to your stash in town, etc.Quote:Original post by Ranger MeldonLater on (#19), you argue that different classes should offer much different gameplay experiences. But here you're saying the opposite; that we should try to make this one skill equal for vastly different character types.
5) How games that use weight-based carrying limits don't offer any recourse to physically wimpy mages. There needs to be some kind of "magic bag of holding" or something, that only mages (or characters beyond a certain level of magic skill) can make and equip that allows them to carry somewhere near the same amount of stuff a warrior can. I also think a packmule and/or wagon are good ideas too.
Quote:Original post by JiiaIt may suit them in terms of sheer realism based on strength considerations alone, but why should that be the only consideration in a magical world?
I believe it already suits the character types, as is. For example, warriors have to carry swords or guns, where mages carry a staff or some paper.
Quote:Original post by JiiaWhy would players be hesitant to accept the concept of a magic bag of holding if they are playing as a magic-using character? The "physics" of magic are not always what we might consider realistic in this world, but in a virtual world where magic is prevalent, it could be the epitome of normality. All that is necessary for magic to be a Law is consistency of implementation. And I'm not suggesting we make character classes that are less unique. I'm suggesting we don't use character classes at all.
I also doubt most players are going to accept 'magic bag' as the reason. What other choices are there to present, if a designer actually wanted to make his character classes less unique?
Quote:Original post by JiiaYes, if that had been what I meant, it would be taking things a bit far. Having to design models is not most people's idea of fun. But that's not what I meant, as indicated by the part I said about "mixing and matching different weapon subparts." Nowhere in my post do I mention creating custom submodels from scratch (i.e. on a vertex level).Quote:Original post by Ranger MeldonCustomizable weapons sounds great. But it sounds like you're talking about having the player build the model of the weapon. Isn't that taking it a bit far?
8) How uncustomizable the weapons are in practically every game I've ever played, especially if it's an FPS RPG. I want to be able to forge my own custom sword that has a large chance of looking unique even in an MMORPG setting. This would just be an issue of mixing and matching different weapon subparts, i.e. hafts, handles, blades, blade tips, edges, guards, pommels, runes, effects like glowing or flaming, etc. This would be so extremely cool, and if you coded it right, it wouldn't have to be that much more complex.
Quote:Original post by JiiaThis is your supposition only. It may have no basis in fact. Personally, I would enjoy making different-looking custom weapons just because I could.
Even if you offered a thousand combination possibilities, most players are going to regard the same look as 'cool', and so most players will be weilding the same identical weapon anyways.
Quote:Original post by JiiaI can tell you right now that this is a comment worthy of sparking its own separate debate. I say that the purpose of a weapon is what you make it. In addition to cutting, a dagger can block, cut bread, slice apples, threaten people, cut rope, shave, spread butter, etc. Not to mention that a weapon can just as easily save lives as take them.
I like the idea of building / designing the weapons, but I don't think it should be based on looks or model parts. The whole purpose of a weapon is to kill.
Quote:Original post by JiiaAll the more reason to have the ability to custom-design the look of a weapon, so that its owner might feel more like a king or emperor, with the luxury to debate over such things. And I wasn't just talking about how pretty a weapon is, but also how distinctive it is.
Only kings and emperors care about how pretty their weapon is.
Quote:Original post by JiiaI do largely agree here. I hadn't touched on this mainly because it seemed to be a matter of details instead of the general idea. But I do like these ideas. I think the metal type should reflect the color of the weapon, and other details should reflect other aspects of the weapon's appearance. Forging ability should perhaps limit the number of different possible designs that a player is capable of attempting.
Perhaps if it was based on metal types and forging ability. It would also be possible to draw the shape of a blade and handle (this would be mostly unreasonable in any MMO type game). The color and look of the weapon, other than it's shape, should be from the metal types. As well as it's weight, damage, and other little details.
Quote:Original post by JiiaNow, this one I have answered in a (rather long) previous post. :)
I think all games of any decent length must handle reputation stupidly. What is your suggestion in handling this situation?
Quote:Original post by JiiaOf course I understand how percentages work. But 90% of how much time? And why do some monsters slow me down more than others, even though I had the same hit recovery against both? I'm not saying that percentages are bad, etiher. I'm just saying they should have done a better job of making it clear what each ability does, and perhaps also done a better job in making the indexing more intuitive.Quote:Original post by Ranger Meldon10% faster means you recover in 90% of the time. Makes sense?
15) Games (such as Diablo 2) when they give numbers (especially percentages) for an item that don't really tell you any more than you knew to begin with. Example: What does 10% faster hit recovery even mean? 10% faster than what? .. Annoyingly vague.
Quote:Original post by JiiaAnd yes, it does matter whether it stacks or not, because 10% of something compounded three times is going to be more than just 30%.
Whether it's stackable or not isn't really an issue with displaying percentages, as any type of representation would be just as vague.
Quote:Original post by JiiaJust make it more intuitive, partially by revealing more information about what's actually happening, either beforehand in documentation, or during the game.
Perhaps a suggestion on how to improve this as well?
Quote:Original post by JiiaNot true. You will never meet a Master who does not believe that they could be better at what they do. Only perfect practice makes perfect, and nobody practices perfectly, or they wouldn't actually need to practice in the first place. Yes, you will progress more slowly the longer you practice something, because per unit of time, you're not learning as much. But this doesn't mean, when you reach a certain new level of skill based on having done a certain number of repetitions, that you will have gained half as much benefit (or less) than the last such instant. Having a logarithmic curve describe how much increasingly more experience is required for each new character level AND having each new level grant half the benefit is twice the penalty. It's not realistic, and it doesn't feel right. Why else do you think there aren't many level 80+ characters online in Diablo 2? Because people get tired of playing past a certain level. Because there's no more feeling of progress. And that's just not fun. You can make your game the Diablo 2 way if you want, but I'm not falling into that trap. I'm shooting for much longer term gamer enjoyment.Quote:Original post by Ranger MeldonThat's just life. If you start practicing with a gun right now, next week, you'll most likely double or tripple your ability. A week after, you will not make the same progress. Eventually you will not learn anything new at all.
16) How in games like Diablo 2, your skills give you less and less additional benefit each time you put a new level into them. After a while, it's almost like, what's the point? Especially since the monsters don't seem to gain skills in such a diminishing fashion.
Quote:Original post by JiiaAgreed.
Mastering anything requires devotion and obsession.
Quote:Monsters are supposed to be tough. Otherwise, everyone would be a hero [wink]Tough is one thing. Not fun past a certain point is another thing entirely. [wink]
Quote:Original post by JiiaUm, no. I'm suggesting that potion bottles possess an integer descriptor of their remaining healing efficacy, in terms of how many more hit points they can recover. How hard is that? Do it exactly like Dungeon Siege did, if you prefer. If a bottle starts out with 100 HP healing capability, and the player drinks from it once, and only needed 20 HP, don't have the bottle just disappear (what a waste!). Instead have it still contain 80 HP worth of healing. Simple.Quote:Original post by Ranger MeldonAgain, what are you suggesting? That the player choose 1/3 or 1/2 from a selection menu every time they down one? What if 1/8 is more than they need? I don't see much improvement over just having a hundred tiny bottles.
22) When potions get used up in one drink when the player needed far less health etc than what the potion could optimally provide. Each potion bottle should "remember" how much liquid has already been consumed from it. Preferably, bottles should be able to be mixed, such that one partially-filled bottle can "top off" another partially filled bottle of the same type of potion.
~Ranger Meldon~ M.M. .: