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Geek Culture / What do you look forward to in a MMORPG?

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Oneka
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Posted: 28th Feb 2008 23:12
Hey everyone, I am collecting ideas and a general survey of the playerbase to find out what interests players in a MMORPG

I am collecting this information for personal knowledge and to also help me with my game, Daikanu Online (Its not dead!, just C++lized)

I dont know if it "advertising" or against the AUP by having the post link to my forum which the question is located on. The reason that is, is because I want to keep track of it easier by having it there versus TGC forums, To all who participate thank you, it is a very short survey that can be done in less than 5 minutes


http://forum.onekaproductions.com/viewtopic.php?t=26


Making dreams possible, one line at a time...
Insanity Complex
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Posted: 28th Feb 2008 23:28 Edited at: 28th Feb 2008 23:29
I'm not registering at your forums to reply, so I'll just reply here.

To me, a clearly defined rule set is highly important. Let your players know what they can and cannot do in the game.

Don't allow players to directly buy items/skills for real world money. I've always been annoyed at games that do this, I guess it's just a personal pet peeve, but seriously >.< I like to be able to see someone with good levels and items, and know that they know what they're doing, have been around, and such.

A good community. While this isn't directly controlled by you, it can be influenced. If you allow your game to be anarchy, don't make clearly defined rules for scamming/hacking/rudeness, imo, the quality of the games community will be lower.

Be very, very straightforward and clear with your players, especially if they are paying you monthly fees. Don't make changes without telling them, keep them informed.

These are the main aspects that are important to me, as my online gaming is generally driven by the attitude of the community and the company running the game. I used to play RuneScape until the community seemed to go downhill, and Jagex went somewhat retarded. The gameplay and graphics weren't as important as the community when I played it.

That's just my 2c


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Libervurto
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Posted: 29th Feb 2008 01:00
Quote: "Don't allow players to directly buy items/skills for real world money. I've always been annoyed at games that do this, I guess it's just a personal pet peeve, but seriously >.< I like to be able to see someone with good levels and items, and know that they know what they're doing, have been around, and such."

I agree, if this is a commercial enterprise (considering the constant need for customer service it probably will be) apply restrictions to those who play for free; maybe their characters die at a certain age or they're stuck in one world and not able to go where paying members can, maybe it could be as simple as having direct roads that only paying members can travel on making the freebies take the long way round.

There shouldn't be a "pay $10 for 10lbs of gold" system, whatever benefits you give to paying customers they shouldn't be expendable in my opinion, or the richers will just throw more and more money at their character and so get an unfair advantage.

I agree with IC that there need to be strict rules on acceptable play. Think of the WOW south park episode where a high-level player massacres all the noobs, what would you do in that situation?

I think the best way to run an MMO is to govern from both sides of reality: If someone breaks the AUP, ban them. If someone goes on a noob killing spree, send some players to exact justice on them within the game.
Think about what law is being broken; a site law or a game law.

That's the way I'd do it anyway.

About the actual game: I'd like to see a game that is well integrated. MMOs always seem to have a lot of loose-ends, like ideas have just been stuck onto the original game.

The difficult thing is to make a world that is a "safe" learning ground for noobs but also an exciting challenge for the experienced.

sprite
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Posted: 29th Feb 2008 01:17
I feel that there needs to be a certain amount of harshness in any MMO. You die you loss your stuff and some skill points. By having this PVP means something.

Have a free market and make it player driven. No NPC production of items. That way high class items have more vaule and crafting/mining is a job not hobbie.

Make the game classless. When you change something in the game people just learn the skills not start a whole new avater.

I'll add something later on.
Libervurto
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Posted: 29th Feb 2008 01:38
Quote: "Have a free market and make it player driven. No NPC production of items. That way high class items have more vaule and crafting/mining is a job not hobbie."

I have a feeling that would be very hard to do.
What if you have only 5 players
But if you are clever enough to make a non-NPC industry then it'd be well worth it. It would make the game more responsive to the community, they would dictate how the world evolves (and the world could actually evolve!).

Insanity Complex
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Posted: 29th Feb 2008 02:45
I wouldn't say have no NPC productions of items, as they're helpful, especially with low demand odds and ends.

As for free market, definitely. Don't go throwing in price regulations, as it becomes a pain in the rear end for a lot of your gamers Supply and demand should work itself well, especially if you get a decent number of people.


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Osiris
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Posted: 29th Feb 2008 02:55
Quote: "Don't go throwing in price regulations, as it becomes a pain in the rear end for a lot of your gamers Supply and demand should work itself well, especially if you get a decent number of people."


But you then will draw the pricks who dupe items to your game, and they will throw the economy into disarray. Not to mention the gold miners. I have seen it many a time. Setting prices is a very good thing, especially to keep new players in the game. However it would work a little better if the prices were held in place for the lower level items and let loose for the people in higher levels, however then you will draw from the casual players game because they do not want to spend the massive amounts of time required to acquire the gold they would need to buy said item, and they would not want to buy it from a website, so they would leave the hardcore gamers only.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
Oneka
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Posted: 29th Feb 2008 03:52
Thanks for the input so far

As for the market idea, I was thinking about something along the lines of a free-market type thing, but have it be limited, because Asheron's Call 2 utilized a market with no NPCs and it flopped, so I was thinking of a system where NPCs have base items and user craft better items by modifying existing items or creating new from scratch so that players will not always have to rely on others for equipment.


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Gil Galvanti
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Posted: 29th Feb 2008 04:27
Go with a free-market, player run economy, Star Wars Galaxies did that and it worked great.


Matt Rock
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Posted: 29th Feb 2008 07:20
I just recently wrote this article for the MISoft Studios dev blog about some of my biggest issues with World of Warcraft. It's a general list of "don't do these things," lol. Every time I decide to play World of Warcraft again, these issues leap out at me as making the game unbearable to play. And the game is so bad that I've pretty much decided not to try other MMO titles in fear that they might infuriate me just as much. Please Oneka, make an MMO title that validates the genre for me!

Uncle Sam
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Posted: 29th Feb 2008 09:35 Edited at: 29th Feb 2008 09:37
One simple suggestion: DON'T MAKE IT LIKE EVERY OTHER RPG IN THE WORLD, PLEEEEEEEASE! I'm so sick of the same camping the npcs to get loot and skills, or typing /dig to dig a mine, over and over again. It would be so neat to see an MMO with different stuff you can do and not just click-to-attack (and the typical "combo" system, where you simply choose a combo and it recharges), and the whole overused level-up system! I mean, you probably think, "What else is in an MMORPG?", but those things aren't what make an MMO an MMO. They are simply a stereotype image of an MMO that about 99% of the world holds. This includes Guild Wars.

Something new, something different, and not just a slash followed by a new command. My kingdom for an MMO with a Lord of The Rings: The Return Of The King fighting system!

wh1sp3r
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Posted: 29th Feb 2008 11:09
Firstly... I like game with comfortable controling Its really important! For example, World of warcraft has absolutely great character controling. Secondly, I like worlds, which has rich enviroment . grass, lots of trees, stones, so, you must figure out dynamic loading of your world. Thirdly: You have to choose way of playing, if the will be about fighting or harvesting something,which is boring


PS: Real programmers aren't afraid of math!.
sprite
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Posted: 29th Feb 2008 14:14 Edited at: 29th Feb 2008 14:21
If you go for the free market have the game first start with items made and ready for sell so you don't have the "where the stuff problem". As more players join scale down the NPC market until there is no NPC made items just item parts. Overwise your have market dead. I talking about a very slow down turn like 10 player join 1 item is not created. Also have a max limit on items NPC make so you don't have billions of one item.

To do this the market system has to be good. If its badly made not easy to use the free market will crash and burn.

Yes you will have people selling items at silly prices. Someone will buy it and sell it at a highter cost else where or buy else where and sells it cheaper.

I'll add something later on.
Libervurto
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Posted: 29th Feb 2008 16:35
Interaction between players is key for an MMO, so many text games online are basically single-player with the knowledge that others are also playing, which seems to defeat the point
As long as people have the freedom to shape the world I'm sure it will be a great game

Krilik
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Posted: 29th Feb 2008 20:34
I don't see why people complain about the negatives to a free market (overpricing), as its controlled by supply and demand just like a real market. If people are overpricing, then in theory no one would buy the item, and therefore naturally lower its price until someone thinks its a reasonable price. People who do not think its a reasonable price, in theory, should enter the market and sell the product at a lower price to compete. Complaining about a unfair market, and not actively participating in it is more annoying than having to pay for overpriced items.

You could control the market by allowing NPCs to control the price of non-NPC made items. For instance, an NPC wouldn't naturally sell a certain item, but if the player chooses to sell it to the NPC the item is then found (limited) in the NPCs store. Based on the number of said items found inside NPC stores the price of the item would fluxuate, as would the price at which its bought in NPC stores. So if there is only one of said item the price would be high, and if there are thousands the price would go down, probably based on an equation that you can control directly. People would then have to constantly check the market prices of these things to see if they're overpricing their items or not.

There is a problem of oversaturation of certain items within the market too. If an item is not directly consumable, like weapons or armor, in some way or another then the rarity of items will become less and less and people who once had extrememly hard to find gear, now have something that is completely worthless. Which is why BOP/E (Bind on Pickup/Equip), Matt Rock, in World of Warcraft is a good thing. As if forces players to get rid of items they no longer use, as opposed to keeping it within the market. Technically you could control that with other types of methods, like making destructable weapons that will break and no longer be equippable if you don't repair them, but to me its just tedious and annoying to lose weapons/armor for no good reason. Or, something I thought about WoW that I think would help the market, would be to have a skill that can remove Bindings on BOP/E items so others can equip it. That way you have a service that players can provide for a fee to others, and it would help set the price for items being unbinded based on the unbinders ability to do so. WoW also has the disenchant which will consume items, removing them from the market, and creating new items, to help control the rarity of certain things.
Libervurto
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Posted: 1st Mar 2008 01:29 Edited at: 1st Mar 2008 01:30
I agree with Krillik on a lot of things, just because one player might be an ass doesn't mean you need a rule to prevent it, people are asses, if you want the game to be free you just have to accept it (or send out death squads of lvl.5000 players )

I think the binding is a good idea or have players only able to carry a certain amount of items or weight or weapon slots.

Oh, one thing (that isn't completely obvious {see my previous posts}) I'd like to see is items that are unique to certain areas.
I was playing Beowulf (surprisingly good) and stole a "shadow-spear" from a demon, it was a really good weapon and didn't break for ages (unlike the other tin-foil weapons), I later found out that I could just equip it again but those moments feeling that I had something unique and if lost it would be gone forever made it worth a lot to me.
Take from that what you will

gamebird
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Posted: 1st Mar 2008 04:45
In an mmo I like to have some power to change the game. For example, in Eve-Online a corporation can setup a player owned space station and effectively claim that area of space. These POS's are very powerful structures and have a lasting impact on the area they are in. Trade may be stopped entirely through the claimed system because of it. That is the kind of dynamic change I like to have the ability to cause.

I also like games that have events that really do effect the players. In Star Wars Galaxies, before it was ruined, there were random events where storm troopers led by Darth Vader landed in shuttles around a city and moved through the populace looking for rebels. Once they had decided the citie's populace was mad enough at them they left, usually leaving a somewhat large amount of dead players and npc's behind.
Oneka
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Posted: 1st Mar 2008 23:31
Well thank you for the input so far, so any other things that are liked in MMORPGs?

@Gamebird the idea of events of NPCs fighting the locale sounds very interesting and certainly would add to the level of excitement in the game


I plan on testing out my game online again for the like 5th version change of the online portion very soon and I used multiple tests lol
DBP server to DBP client
C++ server to DBP client
next will be C++ server with C++ + DarkGDK client

Sofar the new Daikanu Online is coming along very nicely


Making dreams possible, one line at a time...
BenDstraw
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Posted: 2nd Mar 2008 00:53
my main complaint about mmorpg's is that they aren't very story driven. I think they should have actual quests that mean something other than kill this and collect that kind of thing!

I like how diablo's economy worked. Items were worth alot if they were useful such as items for ubers.

I would also like to skills actually mean something instead of them just getting stronger they actually require strategy like the skill fireball2 is just as strong as fireball1 but shoots faster or something like that.

And also the game should be as hack proof as possible. Either by rewarding players who find hackers and rewarding anyone who can find vulnerabilities in your system. This part is common but I think they need to find some more effective methods because hacking dilutes gameplay and economy.

thats bout it

Dreams of Art Mastery Brought Me Here

NeX the Fairly Fast Ferret
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Posted: 2nd Mar 2008 01:11
I look forward to the time when I can press the close button on most MMORPGs. I just find the often uninvolving gameplay so boring!


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Matt Rock
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Posted: 2nd Mar 2008 01:59
Quote: "I don't see why people complain about the negatives to a free market (overpricing), as its controlled by supply and demand just like a real market."

The real market, fyi, isn't just controlled by supply and demand. There are a number of organizations belonging to just about every government on earth that regulate how products are priced and sold, because yes, some people are silly. There is legislation limiting what you can sell, how much you can sell, and how you can sell it. Assuming you can let people go crazy with an auction house in your game and it'll all somehow work itself out because people are fair is, well, silly and naive. If the world worked like that, there wouldn't be a zillion watchdog groups and government organizations working toward making the free market balanced and fair.

Quote: "There is a problem of oversaturation of certain items within the market too. If an item is not directly consumable, like weapons or armor, in some way or another then the rarity of items will become less and less and people who once had extrememly hard to find gear, now have something that is completely worthless. Which is why BOP/E (Bind on Pickup/Equip), Matt Rock, in World of Warcraft is a good thing. As if forces players to get rid of items they no longer use, as opposed to keeping it within the market. "

I have to disagree. Anyone who can afford an Aston Martin can go and buy one, yeah? Are there BOP/E items in the real world? Other than food, no, there's just really bloody expensive items, and if I take the time (and spend the resources) making some crazy purple level 70 weapon, "The Sword of a Thousand Truths" from South Park for instance, then I should be allowed to sell that item for a rediculous price. And when you get bored with it, you can sell it, just as you could sell the Aston Martin in real life (but then, why would you want to, I mean really, you'd have an Aston Martin). If they're "black market" items or whatever, then there should be a way to sell them through back channels or whatever. But then nothing in World of Warcraft is that innovative .

bitJericho
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Posted: 2nd Mar 2008 02:55 Edited at: 2nd Mar 2008 02:56
Because it turns out the item isn't all that unique

Also, the item would never be destroyed if it didn't have BOE. Same way a 1960 Aston Martin is pretty rare now-a-days.

I think they should have items wear themselves out and eventually are beyond repair. All items, including level 70 purple ones. That'd lower the price real quick, and make you work for stuff


Hurray for teh logd!
Oneka
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Posted: 2nd Mar 2008 03:04
Or purposely have a limit in the amount of an item in the world?

Say I made a certain item and the max times it can be created in the world is 50, then the value is already at a predefined amount and would increase if it were to be lost


Making dreams possible, one line at a time...
Osiris
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Posted: 2nd Mar 2008 04:49
@Oneka

If you need another tester throw me an E-Mail.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
Keo C
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Posted: 2nd Mar 2008 04:52
What do I look for in an MMORPG? Play Runescape for a while and don't do what they do.


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Gil Galvanti
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Posted: 2nd Mar 2008 04:55
Just do the complete opposite of everything in WoW, Guild Wars, and LoTR Online, and you'll have my interest .


gamebird
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Posted: 2nd Mar 2008 05:03
I really think that having an open market is a bad idea unless you have experience in implementing one. It is very easy to ruin it and therefore possibly ruin the entire game. There are many aspects of a market to consider. Will you allow players to make items? Will the market have default items placed inside it at default prices? Will prices change over time? Will loot drops change over time? Will people be forced to rely on the market, or could they buy/sell using npcs instead? All the parts must fit together, potentially leaving you with a very complicated final product. So, I think you should make the game without the open market and then, after enough players join for you to even have one, ask them if they even think the game could use one. You might not even be able to have enough players on.
Oneka
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Posted: 2nd Mar 2008 05:17
@Osiris when I am ready everyone can test it it will be a open test for a long time, I dont want to setup a deadline yet but before the summer it should be up


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AlanC
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Posted: 2nd Mar 2008 05:27
In an MMO, I enjoy meeting new people the most.

Oneka
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Posted: 2nd Mar 2008 05:41
These are some of what I plan to have or want to have in Daikanu Online



My first goal is to atleast get to a stage of near completion
but I am not aiming for the best MMORPG, but just a game modeled after what I want / like in a MMORPG

Brief story, Daikanu Online (DO) is a classless game system that involves skillpoints, modeled after the game Asheron's Call, I call it a loose class system as you need some skill sets to do certain things but you are not limited by a class like in most games, which I dislike.

The balance in this comes to where you allocate your points, if you spread out all your skills into many things then your character will be very versatile but weak overall vs someone who focuses on what they want. I like customisation, I think it is the key to a videogame or alot of them. I aim to have it so that you do not have to be a person who has to fight all day, though you may need to fight inorder to increase your skills, there will be things to do other than grinding all day. Ive been spending a while trying out various MMORPGs and finding my likes in them which include

Silkroad Online, Asheron's Call 1,2 Everquest 1,2, World of Warcra(p)ft, Luminary : Rise of Goonzu, EVE Online, Dark Age of Camelot, and many more lol

I like MMORPGs...and iam starting to ramble...

But yeah Iam working on it


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Numlock
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Posted: 2nd Mar 2008 06:07
I was REALLY REALLY looking forward to Star Trek online, but sadly that got canceled.
DB PROgrammer
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Posted: 2nd Mar 2008 12:10
Quote: "maybe auction system"


I don't think thats a good idea. Runescape did this and everyone I know quit playing almost instantly. Alot of people played just to rip people off and get rich doing it(I know I did) Anyway, I think its a very bad idea but i'm sure some would say otherwise.


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CoffeeGrunt
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Posted: 2nd Mar 2008 13:21
Not ripping off WoW.....

No grind...

No getting told to kill animals X, to obtain objects Y, for immobile idiot Z........

Ermm, that's about it, I've never really been a big fan of MMORPG's....

Preston C
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Posted: 2nd Mar 2008 15:51 Edited at: 2nd Mar 2008 15:56
Quote: "maybe auction system"


Quote: "I don't think thats a good idea."


I believe it is a very good idea, if it weren't for the problem of growing economies in online games.

You see, all games have some form of introducing money to the world. For example, FFXI allowed you to earn money in the following fashions: from a select few monsters (not every monster was stuffed with gold and potions), selling items to NPCs (which sold for very little in comparison to what a player needed when I first started playing), and beating events (such as quests, missions, Burning Circle Notorious Monsters, which are instanced challenges). Yet, the player base eventually became self sufficient. Very few items needed to be bought from NPCs, and money didn't leave the economy very quickly, resulting in massive inflation.

An auction house is an effective way for players to be self sufficient, so long as the money in the players hands is controlled and limited. Players could sell the items to other players for more an NPC would pay you for them, and likewise the buyer would pay less than an NPC would charge. This also supplies other players with items they couldn't find on NPCs otherwise.

But removing money from the economy is the problem. In FFXI, putting items on the auction house required you to pay a fee. Bazaaring items in the Grand Duchy of Jueno had a tax on them. Riding chocobos required a fee based on the rate people were using them. And, of course, the only really useful NPCs were the ones who sold cheap items for low level crafting which were inefficient to farm on your own. But this on its own doesn't remove enough money from the economy, and new players are quickly overwhelmed trying to keep up with the money required from them, with little experience to make it.

This problem also results into a major entrance for RMT, or Real Money Trade, where players, overwhelmed by the costs of items on the game, will pay real money for a certain equivalent in the in-game currency. On Lakshmi server for FFXI, before I quit, Gil was going for 1 Million for $24. Or 1 Million Gil for two months worth of a subscription.

Someone who had their crafting skills levelled up could make that easily. On one day, I decided I wanted to make a million, And I made a million (and flooded the market with cheap and oh so useful Meat Mithkabobs and Yagudo Drinks). But lazy players who don't want to work with the economy presented to them, or new players who are overwhelmed by the inflated economy they walk in to may turn to RMT quickly. Even a quick look at most MMORPGs show the player base generally hate the activities of RMT, and them being a prevalent force will quickly decline the quality of your game.

So, my point is, Auction Houses and a Player Base economy are perfectly viable ideas, as long as you have a way to balance the amount of money that enters and leaves the economy to keep inflation down.

Me, I would like to see a skill-based, classless system in MMORPGs, where numbers set by your items and armor have less of an impact than player skill.

I'd also like to see one that keeps you constantly involved. The possibility of NPCs or players to rob you, keeping you on your toes. Hell, I'd even like to see quick time events in crafting to determine success and failure, just to make it more than holding a button on a keyboard and taking a nap.



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Matt Rock
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Posted: 2nd Mar 2008 19:47 Edited at: 2nd Mar 2008 19:49
Quote: "Or purposely have a limit in the amount of an item in the world?"

See, that's brilliant in my opinion. If I ever made an MMO, rare items would actually be rare. For instance, again using WoW as it's the only MMO I have practical experience with: Gray items would be infinite, there's a never ending supply. White items, there could be, say, five for every single player in the game. Green items, there's two for every player in the game. Blue, there's be one, purple, there'd be one for every 2-5 players, and orange, there'd be one for every 10-20 players. When an item is destroyed it takes (n) days, months, years, whatever, for that item to respawn. Or maybe it simply never respawns, and players will have to learn to respect their equipment. To offset the loss of items over time, the developer would of course need to periodically introduce new equipment into the game world. Blend this with what Jerico said, equipment wearing out over time if it isn't taken care of properly, like the afformentioned 1960 Aston Martin (sooo gorgeous btw), and presto, you've eliminated the need for BOP/ BOE gear entirely, and did it in an intelligent way .

And equipment wearing out over time would be remarkably simple to implement. This example uses terrible math, but will show what I'm driving at:

You just got the "Battle Sword of the Eagle" (what's with the awful names in WoW?). It has a durability of 20, but it has a lifespawn of 10. If you allow the durability to drop below a certain point and turn yellow, the lifespan is decreased by one. If you allow the durability to turn red, the lifespan is decreased by two or three. You can repair the weapon's durability, but you can't do anything about the weapon's lifespan... eventually, it'll wear out, break into a million bits, and you're suddenly punching your way through an army of prisoners in the Stormwind Stockades with no sword. To make it more interesting, the rarety of items could play a role in the lifespan. For instance, a gray item would have a lifespan of 40, white = 30, green = 20, blue = 10, purple = 5, orange = 2.

Edit: If this shows up as a feature in World of Warcraft now that I said it, I better see a big fat check in my paypal account from Activision Blizzard, lol.

Chenak
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Posted: 2nd Mar 2008 23:34
SWG had an extremly low chance of spawning rare items, but in this mmo ALL items decayed. You could repair them but the condition will get lower and lower until eventually it dies. Also looted items sometimes had very little condition so you could probably get a few weeks use out of it before it died.

Once it reaches 0 condition it is only useful as an ornament. Unfortunately they kind of screwed up legendary weapons, some of them could have a condition of 55k (where a normal item would always have around 1000-2000) but they were so rare very few people had them. But when someone does have one you are screwed in pvp no matter what you do lol
Osiris
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Posted: 2nd Mar 2008 23:41
There should be almighty weapons for GM use. That can kill anything and anyone withing sight of the GM (just to mix things up).

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
NeX the Fairly Fast Ferret
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Posted: 2nd Mar 2008 23:43
Almighty weapons are just guaranteed experience ruiners for people who have just started out. I should know. When I tried Runescape a few years back, every time I spawned I was killed by some nutter with one.


I fail at life. No, really.
gamebird
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Posted: 3rd Mar 2008 04:01
Here is an intersting article on designing an online justice system for a multiplayer game. Maybe you could try implementing some of the ideas.
Oneka
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Posted: 3rd Mar 2008 04:47
@The idea with weapon durablility, I am not a bigfan of weapon degredation... So I more than likely will not have it in my game lol..


Making dreams possible, one line at a time...
bitJericho
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Posted: 3rd Mar 2008 05:01
A good question to ask is, if you don't know whether to have weapon degradation or not to balance the economy, perhaps you need to rethink what people will do in the game.

If I want to battle people with standard rpg items, then I might as well play wow or lotro.

Instead, what about making a world full of only spells. People have no need for weapons when they can zap you with lightening.

Perhaps a game where there are no weapons, because it's all hand to hand combat, something like a street fighter mmo

Or maybe it'll be a peaceful world where weapons are unneeded, and instead people battle in magical mini games.


Hurray for teh logd!
Bizar Guy
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Location: Bostonland
Posted: 3rd Mar 2008 15:28
I look forwards to a non automatic combat system- one where you actually have to have skill as a player and not just xp. I also like quests that are more than fetching of long text bubbles. I want quests as good as ones in single player games

Quote: "Almighty weapons are just guaranteed experience ruiners for people who have just started out. I should know. When I tried Runescape a few years back, every time I spawned I was killed by some nutter with one."

That doesn't even make sense. You could only get killed by players in the wilderness then, and now not even there.


BlockVerse-> Old School Beta Demo-> Dream-> Old School-> Guitar Platformer
Venge
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Posted: 3rd Mar 2008 16:14
What?? You can't kill people in the wilderness anymore? That was the best part!

Modelled and rendered in Blender. Free software ftw.
Seppuku Arts
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Posted: 3rd Mar 2008 18:50 Edited at: 3rd Mar 2008 18:52
Wasn't for me, it's good they've done, it's what stopped me from playing the game...not that I didn't mind the PK, it's the fact I took a detour in Karamja and somehow appeared in the middle of the Wilderness after being chased by some strong monsters, with all of my best gear, then was murdered by some wise guy.

I'd still play it, but decided it'd be too boring to try and retrieve all of the crap, plus I've probably grown out of it - after all that happened 3 years ago. Plus I find their runes incredibly inaccurate and rune blades are completely useless in the real world and don't have magical properties...if they did, then by reading my sig, a horse should appear before you with mead, but it doesn't.

Exit Pursued by man-bear-pig
Oneka
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Posted: 4th Mar 2008 04:27 Edited at: 4th Mar 2008 04:27
Well iam hard at work on my server, doing some testing







Making dreams possible, one line at a time...

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Keo C
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Posted: 4th Mar 2008 04:49
Light multitasking I see.


Image made by the overworked Biggadd.
Osiris
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Location: Robbinsdale, MN
Posted: 4th Mar 2008 05:26
Haha, "light"...

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
Roxas
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Posted: 4th Mar 2008 13:16
I wonder... How fast would the server be if its coded in assembly <_<


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Oneka
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Posted: 4th Mar 2008 22:18
I dont think it would be that much faster, since my program isnt running at full speed, running as fast as my processor, which runs exactly the same speed as my other computer lol, P4


Making dreams possible, one line at a time...
Roxas
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Posted: 4th Mar 2008 22:45
Thats great Oneka! Im sure you can do this if you dont lose the motivation


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