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Messages - Zachariel

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1
RPGWO V4 / V5 / Re: Gawds, Prayers and Karma
« on: May 07, 2012, 11:46:07 pm »
The way you, Greatest, portray Gawds is as if they
were humans with serious emotional disorders who
like to play with petty quabbles and act like spoiled children.
As a coincidence, so does the christian Bible.

I imagine Gawds to be highly evolved in all mental
and emotional aspects, all-knowing and all-powerful.

Instead of creating agony for the player by having him
worry about his karma and Gawd relations all the time,
make the Gawds kind and welcoming to all who pray to
them and really be the higher power in any sense that
any player can turn to them at any time, depending on their
faith skill. It's like personal spiritual development for the
player character.

And people, please, don't just offer ideas and feedback
such as "i like it" or "i dislike it" without any deep explanation
on how this affects the game experience and relates with
other features of the game.
It's easy to think on one game feature at a time and for
whatever reason approve it, but see all the hundreds of pieces
working together to provide, first and foremost, FUN, not tedious
worship and karma counting.
See it from the players perspective, who above everything else like
managing house inventory, acquiring items, farming, mining, crafting
mixing potions, completing quests and participating guild wars,
has to manage his relations with Gawds, part of whom are always
pissed at the player for not worshiping them instead of the other one.

In case of RPGWO V4, all old V1-2-3 (and new) implementations should
be rethought and re-engineered, not just randomly approved and patched in.
RPGWO V4 is not about just new core code, where everything else works
just as it did in V1-2-3, it's about whole new game experience.

So whenever you propose something, first consider all the available options
and really think why any of them will be good for RPGWO and then explain
in depth how your suggestion affects gameplay and why the other
implementations of the feature are not as good, not just suggest something
out of emotional impulse or because you personally just like the idea,
without giving any explanation of why.

2
RPGWO V4 / V5 / Re: uh
« on: May 07, 2012, 02:53:06 pm »
Stop feeding the trolls.

3
RPGWO V4 / V5 / Re: Layers
« on: May 07, 2012, 02:51:00 pm »
@ Tokoshoran

This was discussed in great depth (ba-dum tsss) in another topic.
http://rpgwoforums.net/index.php?topic=4481.0

4
RPGWO V4 / V5 / Re: Gawds, Prayers and Karma
« on: May 07, 2012, 11:03:01 am »
Remember, with an additional measurable "karma" bulb,
there will be 4 bulbs all together, including vitae, mana and morale,
as Mickey proposed.
This might make the players chase after some digital points they can count,
instead of having fun.

5
RPGWO V4 / V5 / Re: uh
« on: May 06, 2012, 01:25:04 pm »
I like spongebob.

6
RPGWO V4 / V5 / Re: Skills - Proposed Implementation Changes
« on: May 05, 2012, 02:28:13 pm »
It would be fun if the player would be allowed to add a sledgehammer to his
jewelers toolkit and when he uses it, the game returns:
"You smashed the gem into millions of pieces!!! Are you crazy?!?"
And then later on there would be some secret end-game potion recipe
that requires gem powder...

Working with others is a good idea, but to a certain extent.
Certain actions like lifting something heavy or tugging a rope
would require teamwork, but not solitary perception crafting.
I do not get jingles and happy motivating vibes when im trying
to concentrate and there is someone breathing into my neck.
Im sure all of us have tried not to think about how the person
sitting behind us in the class is basically staring down our
necks all the time. Ooh,look! He has a pimple, and its HUGE.

7
RPGWO V4 / V5 / Re: equip slots/armor akwardness
« on: May 05, 2012, 02:17:45 pm »
A while ago you people were fervently against giving players
character templates (eg. Knight) depending on their skill levels
and now you are basically suggesting what i did, separating
players into labeled boxes.
If you want to do this successfully though,there have to be many boxes,
so it does not get boring. I propose that the game AI do this
depending on the character skills and attributes?

8
RPGWO V4 / V5 / Re: Skills - Proposed Implementation Changes
« on: May 05, 2012, 02:02:49 pm »
A sledgehammer does get jewels cut faster.

P.S. no real jeweler will chisel their diamonds, since
striking action creates fractures. Precious gems should be
cut with a fine saw, faceted on a turning wheel and polished.

Although you are correct that too much tool separation will
make obtaining crafting tools too laborious, which is no.1
game killer. Perhaps there should be toolkits for each crafting
skills. They would contain all the necessary items and the player
would be able to assemble them as they please, making possible
to assemble toolkits with different quality levels, eg "Master Jeweler Toolkit".

P.S. dont you think its funny that there is "jew" in "jewelry"?

9
RPGWO V4 / V5 / Re: Elevation
« on: May 05, 2012, 01:17:50 pm »
Actually, you are correct. It is a donut, if you twist the 2D map that way.

However, you are talking about the trees while im talking about the forest,
the big picture. Look at it from the top-down players perspective.
When he begins to travel in whatever direction he chooses, he will always
end up where he began from, which is how a spherical planet behaves.

The player has a limited field of view. "going around the world" in whichever
direction gives the impression of a spherical, unlimited world, which
has been my purpose all along. It does not matter if its a 2d map with
teleporting edges, a cylinder, a sphere or a doughnut for that matter,
as long as the player perceives it as a spherical planet.

10
RPGWO V4 / V5 / Re: equip slots/armor akwardness
« on: May 05, 2012, 01:09:22 pm »
I usually go for DPS (Damage Per Second) class.

11
RPGWO V4 / V5 / Re: Skills - Proposed Implementation Changes
« on: May 05, 2012, 12:55:38 pm »
Or, instead of spoonfeeding everything to the player,
theres a new character introduction that describes the
storyline and provides any necessary item, depending
on the character skill set, on the go?

I mean, you could just toss a new player into the world,
hand him tools, weapons, whatnot and send him his way, OR...
you can craft an interesting main storyline for each themed server
that the new player can choose to follow, which describes
why the world is what it is and gives a new player a specific
goal to strive towards.

It is far more interesting if the player is told that an evil mage
has summoned him along with other players from another dimenson
to create an unstoppable army to take over the game world,
than just toss the player in the middle of town and say:
"Here are your tools, you're on your own now. Now, get!"
In that proposed storyline, the player would follow scripted
missions in the mage castle, during which he would obtain
necessary items depending on his skill set and have his first choice
to side with good, evil or remain neutral.

You would not even require "practice" items anymore, since the
player would be provided with some basic training in their skills.
Furthermore, it would be fun if the player is given a lame-a$$
wooden weapon or another item and at the end of the tutorial mission,
the practice item would magically transform into a higher level
version, meaning it levels with the player, albeit slowly, and has
magical properties. This way the player has some incentive
to hold on to his practice equipment, which could evolve into
some semi-endgame items (again, very slowly and probably as part
of the main quest to prevent training en-masse).

By the way, all tools should be singular. By this I mean that there should be
separate "Hammer" and "Chisel" items and both of them should be
present in the inventory if using their combination is desired.
For example, detailed woodcraft requires only a chisel, because
its' a precision work. Similarly, a hammer as a separate entity is used to
forge metal at an anvil.

12
RPGWO V4 / V5 / Re: equip slots/armor akwardness
« on: May 05, 2012, 09:56:54 am »
I want bedliner armor in modern world. It's better than Daemon.


13
RPGWO V4 / V5 / Re: Level Caps
« on: May 04, 2012, 01:39:07 pm »
I feel like I'm taking crazy pills here.

Please, someone explain to me what possible advantage you guys are seeing of having multiple characters?

If I have a character who's good at smashing in peoples heads.. and decide I want to be able to farm.

I can either:
1) Re-roll an entirely new character and start farming (from level 0) ORR...
2) USE THE SAME EXACT CHARACTER AND START FARMING (FROM LEVEL 0)

.. Why make a new one!?!?!?!?!?! Gahhhhhhhh

It is true that the player should be able to level up all of his skills, providing
he has enough patience and time. However, once the player has reached
this "ultimate" position, what further is there in the game for the player to
explore?

Well, if Mickey decides to implement character personalities, which define
characters morale, alignment and aptitudes, as I suggested it in another
post, then re-rolling begins to seem like a pretty good idea to change the
game experience significantly, if the personalities have a considerable
effect the gameplay and NPC interactions.

This means, that certain NPC dialogue options and scripted events should
become accessible only for certain personalities.
I mean, you definetly CAN level all skills to max, but even so, you have only
grazed the surface of the game with only one character personality.

Btw, I just remembered that I lost the game.

14
RPGWO V4 / V5 / Re: Elevation
« on: May 04, 2012, 01:22:34 pm »
I think the north and south poles should be blocked/voided and east/west connected other wise the whole thing should be wrapped.

How come east/west are more special than north/south?
If you connect east and west, how come you can't connect north/south?

On a spherical object, such as a physical real-world planet, all poles are "connected".
You said yourself that you wanted an open, dynamical sandbox world.
Blocked north/south don't seem quite open to me.
Is it really that difficult to wrap all game world edges into the opposite edge?

Preferring the cylindrical model is like saying that i can travel from London to Peking and
around the world in eastward direction back to London again, while I can't take off with
a plane from London to Antarctica and around the world in southward direction back to
London, because there is some magical barrier splitting Antarctica in the middle.

15
RPGWO V4 / V5 / Re: Elevation
« on: May 04, 2012, 11:58:31 am »
You mis-imagined the looping world in your head.
The loop does not suddenly teleport your player from north
to south. Well, it does so in the sense of the 2D map that is
probably going to be on the HUD.
Imagine walking on the 2D screen is a continuous smooth
motion where it is impossible to determine where one sector
begins and the other ends, since the character is constantly
at the center of the screen.
The south portion of the map is just stitched onto the north
portion, when the player continues to walk north. It will seem
like a smooth transition, as if there was no end to north.

In the case of a 3D sphere, he should begin to walk towards the
south pole by now, having crossed to the other side of the globe.
In the case of a 2D imaginary sphere, the "poles" are the center
and the north edge of the screen.
Distance between two poles has to be equal, right?
Well, in this implementation it is.
You just misplaced the "south" to the south edge of the map, which
is why it seemed to you as if the player was illogically teleported
from north to south.
If there was east "pole" and west "pole", this same conclusion will apply.
The true game world east is not at the east edge of the screen, but
at the center of the screen, while the west is at the west edge.

In fact, the placings of the virtual poles are totally arbitrary.
The game map still spans and is generated from left edge to right and
top edge to bottom. You just have to pick two points on the map
that are at equal distance from each other when measured in both
directions and use those as your poles.

16
RPGWO V4 / V5 / Re: Level Caps
« on: May 04, 2012, 11:46:52 am »
Or, how about eliminate Character Level entirely?
What is the char level required for?
To increase character stats (str, dex), im assuming.

Some other smart people already suggested in some other
thread to eliminate char stats all together and implement
them as skills.

Training at the gym and lifting heavy weights increases str,
shooting a bow increases dex.
You wouldn't need character level anymore and skill points
would be awarded by performing the actions that are governed
by their respective skills.

As for the char count per an account, since the limited 1 char option
per account has been used to prevent player abuse, there is really
no need to limit char numbers, if it is possible to prevent the player
from interacting with his other characters and their land and items.

If you (mickey) code the server to hide all relevant character items
for same IP/MAC address multi account logins, the player is unable to
transfer items between characters and this makes multi accounts pointless.

Items dropped on the ground and traded by other players should be also
hidden for accounts logging in from same IP. This should also apply to
5 characters per account. The player is allowed to have multiple characters,
but the chars won't be able to interact with each other.

The player can't also drop something and login with another account, because
the server remembers dropped item previous owners and references them with
new login IP-s and MAC addresses. If there is a match, the items are hidden
for the matching IP and the ground tile or chest will appear empty.

To avoid ground tile item collisions, it should be possible to put many items on
the same tile. Those other players who are not affiliated with the dropped items
see all of the dropped items. Those who are multi-accounting see only the items
that belong to other human players, not to their other accounts.

This also means, that when another player picks up an item to trade it between
other player characters to circùmvent the cheat protection, the "Complete Trade"
button is gray and it is impossible for a second player to be the middleman in this cheat.

17
RPGWO V4 / V5 / Re: Vitae Penalty? What about a Morale Factor?
« on: May 04, 2012, 11:26:51 am »
I'm saying that if your character "Music" skill is off the charts, he should gain more
morale from playing a lute and drinking in a tavern than beheading an ogre, unless
he also has high combat skills.

The morale options you are able to use should directly depend on the skills you invest
your points in.

Maybe there should be a separate personality description that the player is able to choose
on the character creation screen, which is permanent.
So the character personality determines what his motivations and aptitudes are.
Greedy persons will be motivated by gold, Generous persons will be motivated by kind deeds.

18
RPGWO V4 / V5 / Re: equip slots/armor akwardness
« on: May 04, 2012, 11:18:17 am »
I like "crotch" better.

19
RPGWO V4 / V5 / Re: Vitae Penalty? What about a Morale Factor?
« on: May 04, 2012, 07:22:58 am »
But, lets face it... not all people get off on praying and
not all people like to kill their brain cells in a tavern.

If you always choose a certain path with a new character
in the game, then, unfortunately, the games' unbalanced
mechanic has allowed a "dominant strategy" behavior.
This should make the game dev ask: What was the point
in putting everything else into the game, if players are going
to choose only that certain path, once they have discovered it?
The other parts of the game become a waste of time and might
as well as have been left out.

Sure, none of us want to be labeled and put into separate boxes,
all of us want to be special and unique, but generalizing bonus providing
motivation (and prayer, as I wrote in Gawd topic) removes the potential
to have players experience unique prayer/skill and motivation combinations.

For example, I as a person am not motivated by going to parties, but
rather reading Introduction to Assembly Language, because
i'm more of an INT and WIS type of person.
I do not fancy praying to gods, because I strive to have my own willpower.

I am motivated by whole other things than you probably are.
If the programmer implements motivation hom0genously for all players,
independent of their character personality and skill set, then this
just displays the unimaginativity of the developer.

Sure, players should be able to choose from all paths implemented in the game,
but all paths remove access to certain other paths (even if temporarily), which
creates diversity.

RPGWO would be boring if everyone had admin powers and were running around
in full daemon armor. It's the same thing, only with an exaggerated example.

20
RPGWO V4 / V5 / Re: Elevation
« on: May 04, 2012, 06:55:15 am »
Full virtual 2D sphere gives the best open and unlimited globe world illusion.
You can literally go around in circles as you please and circùmvent the globe,
as you can do in real life.

Besides, this configuration provides the best gameplay experience.
It would be weird, if it would be implemented in some limited form as suggested
in previous posts.
It would make me ask: Why can't I walk from one side to the other?

All such limitations are well defined in the book "Game Architecture and Design"
as one of the biggest pitfalls game devs tend to make.
Yes, I am reading actual literature on game development.


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