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methulah

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About methulah

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  1. methulah

    Being stalked by a fraudster, what to do?

    I'm pretty sure this is related to the Realm of Valhallon: Age of Campaigns/Nations Half-Life 2 based MMORPG that posted here and everywhere else. ModDB did an excellent feature article on the subject that unlocked a lot of the information relating to that. I'm pretty sure the original poster had read it, and was even part of it. I am under no NDA to anyone, so I can just state that I'm pretty sure the company is Pax Bellum, formally Ruccus Entertainment. I'd link to the article at ModDB with more information, but we were threatened legal action and had to take it down. According to the evidence in that, however, these guys are real conviceted con artist, and could be quite dangerous. I recommend talking to the police, and try to get legal advice about the NDA. I could have misread the entire thing and the original post could be about another scam altogther, but I don't think so.
  2. methulah

    Cinematic camera use for action games?

    Max Payne also tackled this in an interesting manner. It showed advanced camera effects, but only after the last enemy in the group you were attacking was dead. Once you had killed the last enemy in a given area, the camera would spin around them as their death animation played. Even this got a bit old though. I feel the idea is kind of untapped, and Remedy could have expanded on it some more in the sequel. However, in general, "artistic" camera angles can have a detrimental effect on gameplay. In Alone in the Dark and Resident Evil the camera would often be looking through a window or from behind a cupboard, giving nice atmosphere, but making the fine art of mashing zombies very difficult indeed. So basically, go for it. Be inventive, if you like the end results of experimenting with camera effects, that's great, chances are others will like it too. However, if it makes the game at all more difficult to play, it probably isn't such a good thing.
  3. Quote:Paper, Scissors and Rock. Traditionally Paper beats rock, Scissors beats paper and Rock beats scissors. However, there is a "glitch" that allows Rock to completely trivialise all battles against paper, however there is another glitch that allows paper and scissors to do them same (against their respective opposition). The problem is, that if gameplay is to remain balanced, then one has to implement enough glitches for every class to use against everyone else. And we end up where we started. The system you detail above is no longer Scissors, Paper, Rock, it's Red vs. Blue. In one method of playing (regular combat), Paper will always beat Rock. However, another method of combat (the glich) will mean that Rock can beat Paper. This means that we end up in a loop where either the result has been reversed, because as you say "everyone knows the glich", or one implements another glich to make Paper beat Rock again, and all is equal, just like a regular game. The obvious fact is, you didn't plan this out. All the "gliches" you mention exist in other games. Wall climbing is an integral part of playing a Skulk in Natural Selection, rocket jumping is a feature of most arena deathmatch games such as Quake III Arena and Unreal Tournament, which even has a mod entitled Rocketeer dedicated to it. Hiding in visible yet non-solid objects is called "soft cover" and is an integral part of many games where scenes take place outside. What you're talking about isn't about exploiting glitches; it's about strategy. Everything you point to just indicates strategy, dressed up in a different suit. You want to be taught the basics, but not how to use the basics to become advances? Well, that's strategy. It's all it is. All games with strategic elements involve some effort on the part of the player to infer various tactics to make the superior. Having legitemate glitches would only be another part of that.
  4. methulah

    RTS demo with Torque?

    This thread should be in another forum. I think you also got your answer on your thread on Devmaster.net.
  5. Well I feel like I should comment on this matter, as I am currently developing a 3D RTS with an empahsis on micromanagement. Personally, I see giving the players the ability to use micromanagement a good idea. However, we also want units to have AI, so that they choose the most important target to attack, as well as options for automatic formations (two of the armies in the game are squad based) and tactics. However, micromanagement will also be important for those who can. Here is an example. A squad of USAN soldiers consisting of an anti-tanker, two machine gunners and a leader with a rifle encounters a USSR tank. The entire squad shoots the tank. This may win. However, with an anti-tank tactic, the team might try to take out the turret gunner and then cover the anti-tank gunner who would shoot rockets at the tank. A player with micromanagement skills (see über-micro) might attempt to manouver his anti-tank gunner towards the rear of the tank, where less armour is. The player may decide to take a machine gunner with him, and leave one with the squad leader (the dude with the rifle) to provide covering fire. The squad leader then tried to take out the man on the tank turret. So just plain clicking will get the player somewhere. Using advanced AI tactics, which involves researching and selecting the correct tactics for the situation will give significant advantage. But actually micromanaging the units will easily win an equally matched battle. Thus, a blend of good macromanagement and use of AI tactics can match a player with great micromanagement. That's the way I see RTS games should go. But of course, I would.
  6. While this had already been touched upon, I think that the problem with MMORPG combat being boring isn't related to the actual combat model, more related to the content, the duration of the combat, and most importantly; the likelyhood of losing or gaining something. I found that in World of Warcraft, I was less likely to get adrenalin rushes from combat, because dying meant very little. I got worked up in instances when I had a serious chance of scoring phat lewts, but for the main part, combat was very boring, very repetitive and not involving at all. In Everquest, combat is just as boring and repetative, maybe even more so. it truly was the first game to have nothing beyond "auto-attack and wait" style combat. However, I remember getting trains, running towards the zone, screaming, frantically trying to hit the correct macro keys, trying to heal, watching my health degrading, the zone coming up and as everything got closer and closer, my chances of surviving got slimmer and slimmer, I took more damage, ran towards the zone and hoped to high hell that I would make it. I only cared because I had something to lose. Hard earned experience. Items, perhaps there was a chance I wouldn't be able to play next week. Gods! I could lose everything if I couldn't get a chance to loot my corpse in time. Seriously, running from a train of mobs, or even fighting a monster and a couple of adds, seeing my health going down, lower than theirs, calculating the chances of survival. That was adrenalin, and that was fun. And with such a crappy turn based combat system. So really, the secret to success as far as making the player enjoy combat seems to be creating content that creates fear. Making sure that they are real consiquences. Losing has to suck. If every battle is "win or lose, it doesn't matter", then there is never going to be that pumping adrenalin that appears when you aren't sure whether you will get that item you have been griding for, or lose everything. That's adrenalin, and that's where MMORPGs should be.
  7. methulah

    Trading is a Fantasy MMORPG

    I had envisaged it as part of a game, just a feature that makes a world more interesting and gives more options for things to do. It is a popular style of game, going all the way back to Elite.
  8. methulah

    Conflicting attributes

    It wouldn't work too badly to have agility lessen strength, the only other option I can see is to have a web of attributes, where intelligence lessens strength, and I can't think of something that lessens intelligence, but let's pretend I can... Realistically, an agile character is likely not to be very strong, because it is (as you rightly said) a burdun to carry extra muscle. You could simply have it that a characters strength reduces when (s)he trains agility because it is beneficial to lose the extra bulk.
  9. I agree, except with PvP everywhere, in all towns, but the guards aren't going to like it, unless they don't see (or you give them enough gold..) Love the user rating by the way.
  10. methulah

    Role-Playing Secret: Screw Immersion!

    Ever played Fable (sarcastic). The emote system being proposed here is very similar. It is very symbolic. If you laugh, people around you laugh. This is fun, but it loses its charm after a few days of playing.
  11. methulah

    mmorpg games

    Thousands? an exaggeration perhaps. All I am saying (and remember this purely hypothetical) is that once you are in combat, having more options (e.g: called shot, power attack, total defence etc.) make for a more interesting experience that a simple click and wait. Now if you would answer the question instead of playing with symantics on everything I say, this thread could be contructive and contribute to the question at hand!
  12. methulah

    mmorpg games

    Peronsally, I think the NWN (I hate Runescape) way of doing things is the best idea fo MMORPG. Howevfer, if you are to have that fighting style, it needs to have thousands of different skills, feats, abilities, stances and everything else to make it interesting. Just clicking once is boring, but clicking, then moving into right-legged stance so you can do the double under thrust, then back up into aggressive stance and own all, then pull back to parry before aiming a shot at the kidneys. Et cetera, you can see how it would work. I think that way would be the most fun.
  13. methulah

    Role-Playing Secret: Screw Immersion!

    I agree, Also it would be realsitic for a fighter to bar the doorway with his bluk, taunting anyone to come close, as they will be in for a butt-whippin' I don't know anymore, I think I will retire from MMO/Roleplay topics.
  14. methulah

    mmorpg games

    This shouldn't be a debate. MMO games have more potnetial (potentials, not practicality) to have an immersicve world where everyone responds to dialogue correctly. Now, let us take an another truth. Roelplaying happens in PnP games such as D&D. In those games, people don't roleplay by sitting around all day, talking to the barman, they use the barman as a vending machine, abliet sometimes with a personality. The roleplaying usually comes in the combat, where quests are taken, not because it brings better XP, but because the world, and of course the people they have met along the way expect them to. It might not be saving the world, but doing something for someone. That is why immersion into the world is important. Because you need to have it so that the player feel that the person who gave them the quest actually wants them to do it. And they will only believe that is the believe in the world they are playing in. Roelplaying doesn't mean talking all day to a barman, I myswlf would rather go down to the pub and do that in real life. Roleplaying is about beliebving in the game world and playing the character as it should be played. Quote:Actually it would seem YOU missed MY point since you cherry picked one sentence and responded to it out of context. I brought up several key points, none of which you responded to. Sorry, I missed your point. After reading over your post again, I did make a mistake, I was tired and was running out of patience with this whole thread, so I posted hastily.
  15. The realm issue isn't really technical anymore. Check out
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