I would have to agree that 6 would be best, but I disagree for the 2nd option. I hate turn-based battles, ecpeccilly for rpgs.
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I would have to agree that 6 would be best, but I disagree for the 2nd option. I hate turn-based battles, ecpeccilly for rpgs.
I would suggest a combination of 3 and 6. This would allow you the most flexibility.
Z.
DaoK: Marriages would be at the role playing level. As
I had stated, there are hardly any games with a good balance of role play and hack and slash. It doesnt have to necessarily give you any advantage to playing the game, its just one of those things the role players can choose to do.
It's good to incorporate more role playing with the hack and slash :) I would say people would be able to get jobs too. And based on the jobs they get bonuses in some area. Like merchants can buy things for a discount, and maybe a metal worker could get steel weapons for less.:)
I would agree.
Jobs sound neat. Would have helped me a lot when I played EQ... I was a master fletcher by level 8...as an Enchanter. I think I am still the only player to ever do this =).
Z.
Current list of idea:
Customize clothing (buy?)
Multiple Classes
Multiple Skins
Multiple Genders (M/F)
Many different Items and Item Types and Item Classes
Truly unique items (1/server)
Most areas closed to PVP combat
Areas with harder enemies and better drops open to PVP
EXP amount based on damage done (if one player does 90% damage, that player gets 90% of the exp, and the like)
Different Kingdoms (may cause wars between players, and the like)
May be part of different kingdoms
Healing by potions, food, or a stay at an inn.
Jobs – Give bonuses
Marriages – Gives both players the benefits of each of their jobs(?)
The red means it is a suggestion.
What about removing spawning somehow?
Z.
what happens when u die then?
:confused: :)
Few Ideas on the spawning part...
Maybe something like if you are killed you just spawn at your house (maybe appointed to a house in a kingdom of your race)
and when your on a trip to attack some one, you can set up a tent(camp) and then you can temporarily spawn their for x amount of times...
Just a few ideas...
I would say: let the user have a choice. If they wish, they can go for a harder . If they die, their dead. Or they can choose to have infinite lives. Some people, like me, prefer to have infinite lives, while others only want 1.
If we do this, and allow both types of players on the same server, we would need to give a bonus to the 1 life players. Possibly, we could have the items have bonuses to just those types of players. Or, have items that only they can use.
Also, are we going to have mutiple classes (such as warrior, mage, ect.)? Or should we set it up to be a general class where as you play, you develope the skills, and not have each class be limited to certin skills?
Also, when the player creates a character, we should let them choose what type they wish to be (beyond classes). What I mean is, if they choose warrior, let them also choose to be a axe, sword, polearm, ect warrior.
I say as u start off ur just a peasent and as you fight battles gain skill you can become a higher class (merchant, warrior, etc) I wouldn't think different types of warriors would help..because the players can buy their own weapons so even if they were a warrior and called a swordsman they could buy a bow if they wanted. So basic classes seem better to me. Just my thoughts. :p
What I was saying was: have the basic classes (Warrior, Mage, ect), then have the player start with items of a sub-class (Warrior: sword, axe, polearm,ect;Mage: Fire, Lighting, Ice,ect). Then, have the starting item have add to basic skills. For example, a fire mage would get a staff which adds 1 to fireball, and a lighting mage would get a staff which adds 1 to lighting bolt, and an ice mage would get a staff which adds 1 to iceball. This way, a player may want to start an ice mage, and they start with a staff that adds 1 to fireball. (imagine a character named IceMaster, shooting a fireball or hitting with a sword:rolleyes: )
Starting as a peasent would be neat, but then it would also be harder to balance out the skills really well.
Some how I missed this post, but I think this would be a good idea.Quote:
Originally posted by flame_211
Few Ideas on the spawning part...
Maybe something like if you are killed you just spawn at your house (maybe appointed to a house in a kingdom of your race)
and when your on a trip to attack some one, you can set up a tent(camp) and then you can temporarily spawn their for x amount of times...
Just a few ideas...
Combine this with my idea:
Quote:
I would say: let the user have a choice. If they wish, they can go for a harder . If they die, their dead. Or they can choose to have infinite lives. Some people, like me, prefer to have infinite lives, while others only want 1.
I think when we die we should not loss experience, maybe loss money but not too much.
Gaming_World,
Maybe like the players with one life can choose the respawn
at the tent (only when they are going to attack) but, the people
with infinite lives respawn at their house and have to go
back to the battle...
DaoK,
I dont think they should lose exp either, money yes, exp no,
But the money, i think, should go to the player that defeated you
Here is an Idea I thought of:
Maybe, the villages or kingdoms have lvl's just like the players, but, it
takes more exp to earn levels, (this would be good for when kingdoms
are at war, the higher king dom would be stronger against attacks, and when
in battle) to get levels, the players choose how much of their exp from battle
they want to give to their kingdoms... And they can choose to give all
of their exp, though they would not gain levels, just from battling your skills
should go up by it self (i.e. if you kill some one then all the exp you earned
goes to your kingdom, but, you get the money, and your skills advance on their
own, like you would get +1.4 attack)
Just some more ideas...
I can't post most right now, as I am at school. In about 2 hours (at around noon:)), I will be home, and be able to post more. If my internet is up.
I meant monster spawning, but it generated a good discussion anyway =).
If you go the infinite lives route, you HAVE to lose something precious, or there isnt any point. Perhaps remove a single point of Consititution, or some such, permenently. This would affect Hp points, speed, damage, etc. You can gain these points back through certain magical items, or perhaps some super rare spell scroll.
Z.
Reduce EXP, lose money, lose stat points (zaei's idea), lose skill points, ect.
Which idea is the best? money and exp?
If we go with exp, we would need to limit it (so that u can't get extra stat & skill points from dieing, and prevent super-powerful lvl 1 chars). If we go with money, you lose a percentage (10%, 20%, more, less?). If you lose stat points, we would need to limit them too (to prevent chars with 0's). If go with skill points, it would really suck. Possibly store what has been lost in the character files, then you could get scrolls that would give them back.
As for monster respawning, it would be nice (as each server has 1 game). We would need to make it very slow (we don't want a character dieing from respawned monsters that they killed). Respawn every 30 minutes?
And yes, I am still at school (now after my final final).
We should not loss experience, it's illogic to loss experience when you die... because you learn experience in all action in reality. I think you should just loss money or maybe 1 item + cash.
Ah, Finals Week...
Dont you just love it? LOL, Ive never had finals (Im a Freshmen) :)
I really dont think they should lose exp when they die...
It just wouldnt be fair...
Maybe cash and I dont know something though...
As to the resapwn of monsters,
Maybe we have x amount of monsters and they respawn when we have a server reset(we could also give players a certain amount of money each reset, the resets could be like every midnight EST or something...)
EST, how about PST.
These are my first finals, I'm a freshmen too.
How about lose gold at the lower areas, and exp at higher areas?
Cool, C/O 2005, :)
About the time, EST just popped in their before PST, I live in CA (Cali not Canada) :p
On the gold in lower areas and exp in higher areas, could you explain a little more, i dont queit understand...
Maybe we can start chatting (I really dont like wainting a day to get responses)
2 things i didnt say on my last post:
1. GRRRRRRRRRRR your 7 days older than me :D
and
2. I didnt know you like Brood Wars, I play it all the time :)
Maybe we can play some time... My name on Bnet is flame211
Anyone have some more input? Little too quite in here! :):D :cool:
Actually, I think its almost time to start programming :)
We have talked for four pages, i think we are ready, if not
there is only a few things we havent covered (cant think of em off the top of my head)
What do you mean 4? I only see 1½ pages.
You must have the number of posts per page setup differently. I have 4 pages now too.:D
Mines set for 50 posts per page.
I know, I have mine set for 100/page.
We should just write the algo now?
Well anyways, I show 4,
DaoK, your right, we should start on the algo, but, since I am new to game programming, whats that, AI?
As to the death thing... If you take away some cash, and an item, people will hardly care, because that can be regained with a minimum of effort. The reason to take away experiance is that it really has an impact. Something that takes a LONG time to gain is something precious, and if you want people to take care about dieing, you have to take away something that will make them stop and think.
As to chars with 0 stats in some areas... if you get a 0, you die. Thus, you dont have Infinite lives, but you dont have a finite amount of lives either, if you play it right. Stats are also precious to the player, so they wont go rashly into a dangerous undertaking.
Z.
I think we should show the number of time the heroes died. I hate to see that anyone can see that I am dead 253 times... you understand? :D
Quote:
Originally posted by DaoK
I think we should show the number of time the heroes died. I hate to see that anyone can see that I am dead 253 times... you understand? :D
Should we or shouldnt we show how many times someone dies, the way you worded it,
it makes it seem like both...
Hes saying that you should, and that he would hate to be seen to have died 400 times. Its a pride thing, to keep people from killing themselves.
Z.
we should write that number of time each player is dead and maybe later in the game we can hide that with a speacial item.
Hullo!
I'm interrested in joining you.... I can't do any coding for the game or graphics whatever, but if you need an experienced webmaster to build up your main site for the game, give me a reply. I know HTML and PHP. I could help creating the website with another webmaster who knows something else besides me, to get the best possible page.
Later!
Welcome Guy.brush Threepwood! :)
Hehe... thanks... do you use e-mail to communicate or ICQ?
or just this forum?
Anyway... keep me updated :)
Later