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THE BEGINNING - MMORPG needs your input

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
Welcome to life, you get ganked by the big boys. The solution is to make it not worth their while, mob up yourself with some friends/allies or run. If you have people on equal footing and perma death then even large gangs risk loss of life and attacking small numbers is still dangerous.

Also "ganking" on huge scales is what war is all about.
 

dunduks

Liturgist
Joined
Jan 28, 2003
Messages
389
Sovy Kurosei said:
By including city/nation-building into the game, how will you address larger guilds/nations overtaking smaller nations or cities? Even if you make it difficult for there to be any effective ganking at a 1 to 1 player ratio, you'll end up having ganking at a much larger scale between entities of unequal power.
Actually it would only add fun, even if your base and/or town is overtaken the guild/band/whaterver does not dissolve, then you could go and use guerrilla tactics, sabotaging their food/energy supply, attacking towns, citizens and so on. Also enemies of the big group could join together in temoprary alliences.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
Yup, that's' how I imagined it would be. It'd be a good drive for the player and community. Strife is the bread and butter of RPGs.
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
Location
Russia
So, I see that ideas on skill caps are accepted?
Well, the system we are planning to use in our MUD is like this:
1. Classless, leveless, exp-less (not sure about latter, but...).
2. Actual skill-learning is two-tier, so to speak.
a. You learn the skill in theory, whether from books, teachers, other players, etc.
b. You practice it - whether by using it, or by paying a sum of money to a trainer.
This way, stupid classes can be easily replaced by mutually exclusive guilds - with exclusive trainers and strict rules on NOT teaching your guild-specific skills to anyone but members.
Brief outline:
You learn a skill in theory, up to, say, 5 points. Then teacher ushers you off, explaining that you'll not understand anything else until you'll practice it.
You practice it up to 5, get back, it trains you up to 10, repeat. (Numbers are subject to change :)).
You CAN train your skills w/o theoretical background, but it'll be, like, 100x times slower (you have to invent everything yourself in the process). So, w/o guild membership and access to trainers your time to max a skill will be like several RL years. No really an option, I think... if it's still POSSIBLE. (Perfectly balanced system - is where EVERYTHING is possible, but everything has it's own "price".)
This way, macros and such will be of only limited effectiveness, no stupid classes and levels (HATE them, and not only I... there are people who love them, tho, but I just don't understand them) and perfect balance, provided you get the numbers right.
And some abilities should be ‘inborn’ - I’d recommend to look at Fallout trait system as a good system of char customization (while it’s common knowledge, of course, but I’d like to stress on that.).
 

DarkSign

Erudite
Joined
Jul 24, 2004
Messages
3,910
Location
Shepardizing caselaw with the F5 button.
Fez said:
Welcome to life, you get ganked by the big boys. The solution is to make it not worth their while, mob up yourself with some friends/allies or run. If you have people on equal footing and perma death then even large gangs risk loss of life and attacking small numbers is still dangerous.

Also "ganking" on huge scales is what war is all about.

EGGAGLY.

Playing SB for as long as I did, I was priviledged to see some insanely great political machinations. The kind that get your blood boiling and your heart pounding. Superior numbers ARE a valid tactic...despite what the weak may say.

Of course we will be having our own system call it honour/fame/karma...to deal with extreme griefing...as well as a system of area-wide laws set buy guilds.

But life in the wastelands and megacorp cities harsh...expect to be killed.
 

DarkSign

Erudite
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Messages
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Shepardizing caselaw with the F5 button.
Balor said:
So, I see that ideas on skill caps are accepted?

Yep.

Im liking what you've described Balor. I too am in favor of a class-less, level-less system.
I agree that you should start learning a skill from books, teachers, other players, etc. though Im not sure that in our game it would make sense to be so exclusive about being in a guild to get the training.

I was planning for players to first go to a trainer in one of the main cities to get trained in skills, then able to place trainers in their towns.

Certain skills would require quests to do just because of their nature.

And some abilities should be ‘inborn’ - I’d recommend to look at Fallout trait system as a good system of char customization (while it’s common knowledge, of course, but I’d like to stress on that.).

Oh definitely. Ive got a copy of the PnP Fallout bible and Im adapting that for our world. Having starting traits is a definite must to aid in the customization of one's individual character.

So a system is forming in my mind...

1. skill per use allows you to raise a certain number of skills with a maximum of 100% being the cap.

2. The total of all skills will be [arbitrary balanced number] so one must be wise as to how they are allocated.

3. Skills will have skill feats which may also have points put into them on a per use basis.

Simplistic, but its a start.
 

Human Shield

Augur
Joined
Sep 7, 2003
Messages
2,027
Location
VA, USA
Avè said:
Pure player interaction sucks, I honestly have never seen any sort of MMOG that hasnt been infected with griefers, exploiters, "hardcore"1337 pvp'ers.

And the game would accept their play style, only they won't get far as a crazy bandit.

In my system there would not be griefers:

1. Not open PvP, town citizens and wanderers can't fight among each other.
2. No high skill level advantages, one on one with equal equipment between vet and newbie is almost even.
3. Escape bonuses for weaker players (and you don't have to hold down run to get back to town, uses world map)
4. Slow caution movement mode to make it easier to escape or sneak past raider patrols
5. Easy to hire guards and forward scouts to avoid fighting, and if they fail their mission they will get hurt.
6. Mercy and deal-making system, avoid getting killed by offering deals. Raiders that kill non-threat targets will loss skill points.
7. Whenever raider is killed, they can't be a raider again for a month, that means no attacking people for a month.

Can't exploit if the best way to get stronger is to make trades. And TB combat with guns is easier to balance then real-time with 100 spells.

Can't be 1337 with dialog trees and limited name options.

DarkSign said:
Unfortunately Shadowbane proved that when given an MMO where the only content is player vs player ....the game will come up short.

You have to have PvE and PvP to make a thorough game these days.

....oh and the budget is 16 :twisted:

PvE is just fighting with stupid AI, why not humans oppenents (they have equal character skills) or good AI enemies?

Shadowbane had awful designs for PvP combat not limited to: City taken over with quick 2 AM attack, pickpockets running around, level grind, etc...

My game content is not just PvP, it is real PvE with players fighting against the entire environment. And there are lots of outlands and ruins to explore (with actual tough monsters). The game world moves forward in tech with more protection equipment allowing people to go farther to explore. Over time the game world would reset (and be altered) when final tech is reached.
 

Human Shield

Augur
Joined
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Messages
2,027
Location
VA, USA
DarkSign said:
Of course we will be having our own system call it honour/fame/karma...to deal with extreme griefing...as well as a system of area-wide laws set buy guilds.

But life in the wastelands and megacorp cities harsh...expect to be killed.

Does the game have perm-death?

Why do MMORPG try to have single player style advancement? Each player is not the chosen one, why do they magically become so strong? Griefing is caused by unrealistic uneven power-levels, why can't all the players be human level?

Having the focus on advancement just creates power-gaming. And having exclusive guilds just burns new players and isolates the community.
 

dunduks

Liturgist
Joined
Jan 28, 2003
Messages
389
Human Shield said:
In my system there would not be griefers:
1. Not open PvP, town citizens and wanderers can't fight among each other.
2. No high skill level advantages, one on one with equal equipment between vet and newbie is almost even.
3. Escape bonuses for weaker players (and you don't have to hold down run to get back to town, uses world map)
4. Slow caution movement mode to make it easier to escape or sneak past raider patrols
5. Easy to hire guards and forward scouts to avoid fighting, and if they fail their mission they will get hurt.
6. Mercy and deal-making system, avoid getting killed by offering deals. Raiders that kill non-threat targets will loss skill points.
7. Whenever raider is killed, they can't be a raider again for a month, that means no attacking people for a month.
So what you are offering is carebear paradise. Too bad that half of MMo players are carebears :evil: who whine when they are getting their asses kicked becouse they were too lazy to read up some info on how they are supposed to play their character archetypes/classes.

As for the level vs skill advancement, I would suggest a system similar to what Balor described or something in the lines of Vampire, where your hitpoints/mana dont change, but percentage/AP's of skill use decrease as your proficiency rises (Like when you are a begginer you use all your AP's for single hit, when you are a master - only 1/10th, or in case of damage resistance - you just becoume tougher, thus take less damage).
 

Human Shield

Augur
Joined
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Messages
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Location
VA, USA
So what you are offering is carebear paradise. Too bad that half of MMo players are carebears :evil: who whine when they are getting their asses kicked becouse they were too lazy to read up some info on how they are supposed to play their character archetypes/classes.

Except:

They starve to death if they can't get food.
Raiders can beat them, take their stuff, and leave them for dead.
Begging for mercy reflected in reputation, and only has raider skill-drop if they are non-combat class.

If you travel alone you will be beaten up or killed, unless you can bribe them off or sneak past them. Even with escape you will be wounded a lot, the more loot you have the harder it is to escape.

Oh, hiring guards and scouts are all other players.

How is that helping carebears at all? There is just reactions for every action and not huge power differences.
 

DarkSign

Erudite
Joined
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Messages
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Shepardizing caselaw with the F5 button.
Sorry Permadeath wont be happening. Although I do like the way Mourning is doing it (Im partial because I know their developers), we're not having it here.

There are too many problems, lag death, bad AI, ...I could go on and on ...that make permadeath untenable.

Besides that, who wants to put months of their lives up for grabs to be taken out by a lone sniper shot or some other foolish occurrance that penalizes a character for playing the game full-tilt?

In an attempt to think about why I might actually use PD, I had a thought in conjunction with the earlier mentioned Shadowbane.

BTW HumanShield, I heartily disagree with your opinion of SB, it had the best PvP since pre-ren UO. LOL How could you hate having pickpockets? That was part of the fun of the game?! Some of my favorite moments were stealthing into the middle of a group of 20 people and robbing them all blind. 2 am raids did suck, but that wasnt the majority of the game...more like 5% of all seiges.

Anyway...my thought was this. If part of the point is PvP and you wanted to allow PD, why not let players choose all their skills at the beginning...set their template...and then if they die...make a new character. Thats just brainstorming..not my primary thought on the subject.
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
Location
Russia
Ok, I'm unfamiliar with the setting, but reincarnation is a common knowledge anyway, so here is my 2 cents:
1. When you are killed, your soul reincarnates.
2. When you are reincarnated, you can reselect (and they gets zapped, of course) bodily traits and stats, but some traits (more like Talents) will carry over.
3. Your skills will drop... but you'll get a major bonus to relearn them to the point where you trained the in your 'last life'.
4. If your character not simply dies, but retires after a long, successful period of gaming (not that he just got his stats high, but raised in power, became a leader of the guild, etc) - he'll get a substantial bonus in selecting beneficial inborn traits - again, unique talents, great capacity in training of some stat, etc.
This way, with abovementioned system of penalties for killing, safe areas, mercy system, guards, etc will make the system fun (adrenaline!) and bearable when you are whacked after all. Remember Gothic, e.g.? Robbers there avoided unnecessary killing - they'd just pound you into unconsciousness, and then take your stuff.
Seems like a good idea to me. Why taking the sin of killing, when you can do the same without it?
And btw, that's why I dislike experience system (especially when it's coupled with levels).
One who gets final hit gets the exp - how stupid is that?
When it's only up to one's skills, actually killing anything becomes unnecessary - if it is fun for you - fine. If not, or simply too risky - why bother?
Remember, the closer the system to RL, the better it is in balancing and general fun. (if you do it smart).
In RL, very few bandits went killing-spree. They just ambush the victim, surround it (while wearing identify-hiding masks) and 'politely' ask for a 'passing fee'. If he agrees, they take their due and depart. If not - try to immobilize, and then take everything.
However, usual PKs can be only compared with serial killers, killing just for the pleasure of it.
However, such people usually get hunted down by guards or even army - in case the group gets too big and annoying. (Take Chechens in Russia).
I'd suggest hiring a few people whose job would be to oversee over the guards (NWN dungeon master style).
They’d have their own interface, more akin to one of a strategy (will be useful in case of player guilds too, btw).
Guards and their commanders, all highly trained men/women (at least, in areas that they need - track, subdue, and kill) will be lead strategy-like to the point where the gang was sighted, and attempt to arrest/kill them.
If their crimes are numerous, they’d just kill 'em off on the spot, as a lesson.
And, because of permadeath, that'll be rather detrimental to the PKillers, who'll have to train themselves up from the beginning...
Especially, being killed in such way (by guards... and perhaps, being captured and executed - great fun!) will reduce, or even negate skill-gain 'reincarnation' bonus.
Also, existence of player-run guilds that track murderers (with a bounty system) will also deal with that nicely.
And btw, I guess permadeath by AI should be somehow limited to more powerful and evil entities.
Animals (unless predatory, and then it’s rather rare for them to attack men - they know better) usually fight to defend themselves.
AI robbers - see above.
P.S.
If some powerful evil player will retire (like, head of assassin guild), he should get all kinds of bonuses for that too - but specific, ‘evil’ bonuses.
If someone is smart enough to be evil and stay in one piece - that should be rewarded too. Balance is all-important.
 

Human Shield

Augur
Joined
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Messages
2,027
Location
VA, USA
DarkSign said:
Sorry Permadeath wont be happening. Although I do like the way Mourning is doing it (Im partial because I know their developers), we're not having it here.

There are too many problems, lag death, bad AI, ...I could go on and on ...that make permadeath untenable.

Besides that, who wants to put months of their lives up for grabs to be taken out by a lone sniper shot or some other foolish occurrance that penalizes a character for playing the game full-tilt?

Without grind it is always a new experience. They would die from bad decisions, random snipers don't happen in modular TB combat. Death gives real turn around instead of carebears whining about their shiny items.

Go ahead and make death into more grind like everything else instead of something real that has impact on the world.

In an attempt to think about why I might actually use PD, I had a thought in conjunction with the earlier mentioned Shadowbane.

BTW HumanShield, I heartily disagree with your opinion of SB, it had the best PvP since pre-ren UO. LOL How could you hate having pickpockets? That was part of the fun of the game?! Some of my favorite moments were stealthing into the middle of a group of 20 people and robbing them all blind. 2 am raids did suck, but that wasnt the majority of the game...more like 5% of all seiges.

Pickpocketing is stupid in a harsh setting, players aren't careless nobles.

Anyway...my thought was this. If part of the point is PvP and you wanted to allow PD, why not let players choose all their skills at the beginning...set their template...and then if they die...make a new character. Thats just brainstorming..not my primary thought on the subject.

That is close to how I have it, but go ahead and force players down another level-up grind with respawning like every other piece of shit MMORPG.
 

DarkSign

Erudite
Joined
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Messages
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Location
Shepardizing caselaw with the F5 button.
Balor said:
I'd suggest hiring a few people whose job would be to oversee over the guards (NWN dungeon master style).
They’d have their own interface, more akin to one of a strategy (will be useful in case of player guilds too, btw).

We are definitely going to have that. A separate interface (either for hired players or game vets) will allow them to both jump into any NPC and play that character...

or they will also have an RTS style interface so they can control groups of mobs /characters efficiently to achieve the feeling of playing vs a real person and not cheap AI.

I also want to have people who keep up with the "storyline" of each server...not so much writing it out in literature format, but so that we can have GM events that are tailored to whats going on on the server. For example in SB, there would have been some great opportunities to shake things up on the servers if the GMs knew the politics and stuck a hand in them.

Keep it up.

@human shield: sorry im not in the cult of turn-based. your ideas are interesting and worth listening to nevertheless.
 

Human Shield

Augur
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Messages
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Location
VA, USA
DarkSign said:
@human shield: sorry im not in the cult of turn-based. your ideas are interesting and worth listening to nevertheless.

TB combat is just one element, everything else is real-time.
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
Location
Russia
Well, one must remember what lusts drive a human. Aside from reproduction desire, it's lust for money and power. Simple, heh?
But, usually, in games, money mean real little - since because economy there is about as shitty as one in Russia in the early 90th.
(That's a bit more indepth idea of Human Shield. While communism is feasible in some surcumstances, it's not communism. It's primitivism, society of hunters-gatherers from the stone age).
Money appear out of nowhere and go nowhere. (Unfortunately, I'm mostly familliar with MUDs, not full-scale MMORGs (I'm damn poor for them, and look at my coutry of origin), therefore, if there are some with full-scale economy system, forgive me).
Resources are infinite, you can take as much money as you want from respawning AI agents (provided you have experience and patience).
So, if you know basics of economy, it leads (believe me, we experienced that on our own skin) to inflation, money becomes worth the paper it printed on... therefore, what you get, in the end, is barter economy.
Is it fun? In a way, but...
There should be limited amount of money in the world, balanced by supply and demand. When money mass increases, inflation ensues.
Ok, here is a humouros example.
We have an area - Wall Street, full of rich mobs (AI agents). A powergamer comes, kills 'em all, takes their stuff. And, unless money is somehow returned into economy, mobs that'll respawn will not be called 'rich businessman' but 'filty beggar'.
But if he'll spend all the money in nearby "Bar, Casino and Striptease" establishent - the 'rich businessman' will start to respawn again.
Of cource, it's just a basic idea, and 'easier said, then done'... but in PA setting it's easier, since economy there tend to be more simplistic, or even simply barter from the very beginning.
Btw, about PA setting. Do you still accept ideas on that? I have one, rather realistic (I guess), it's one not involving global nuclear war for once, but mutation of nanites (No, it's not from Deus Ex, it's more from "Nanotech Network").
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
Location
Russia
Continuing my post...
Also, like someone pointed out, games like this must exploit 'hobbyist' nature of a man. Take SIMS. (don't play it, but I admire it's devs... in a way).
My proposal - allow EVERY player to have a 'starter' apartment (auto-generated).
Perhaps even complete with family, so on. Of course, again, easier said then done, but that'll give player a reason to get money - support aging parents, help his growing brothers&sisters (and perhaps later train them to be your NPC party members.. or 'incarnate' some fellow human player into them...or even yourself. Ponder that.), upgrade apartment, etc. (sorry, again, if it's already made somewhere). Now imagine that someone burns your house and kills your family! Now that's a good reason to go for some revenge-taking, butt-kicking quest, right? :evil:
Player appearing in the middle of the street, naked and alone - sucks. Bad for newbies, bad for realism, bad for game immersion.
Just item-hunting is silly. And besides, with no uber-magic (they can be easily replaced with high-tech stuff, tho... but not that readily) items, it's not as fun.
Unfortunately, I'm not sure about how power can be exploited... since in games it's more responsibility and less fun then in reality.
One suggestion, tho - remember that idea for separate interface? Also, remember Natural Selection (HL mod).
So, group leader will have such interface, he'll be able to select people and assign objectives.. but it woud be up to them to do it or not.
If you are not familiar (I'm not really too, but anyway) with such system, here it is:
Leader selects a player with a click, and give orders like - go there (and a marker appears on player HUD, with a direction and order), kill that, protect that, capture that. He’ll be able to control his own character directly using his interface.
Btw, it can be accompanied (for RP flavor and extra notification) with voice command - using synthesized speech. Too bad most of those sound like damn robots... but a lot of time has passed since I checked progress in that area - perhaps it's much better now.
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
Location
Russia
Ok, now more on stats and skills.
First and foremost:
Hard caps on skills SUCK. Big time. It’s strained and unrealistic, just like levels, experience-per-kill, and ‘you cannot wear this cape, cause you’re not a bard’.
Hard caps on stats do NOT suck, though. People are different - some born smarter, some stronger, some more dexterous - it’s natural (different bone and musculature structures, for instance).
So, here is my idea on stats:
In the beginning, you set not just starting numbers of those stats, you set your potential with them. So, if you starting STR is 10, you’ll be able to get it to 30. (It should affect your outlook too, btw.)
If 5 - to 15.
Mental stats are mostly untrainable - and should be traits.
However, learning - should be a skill. (Applies to collecting and properly remembering and categorizing newly learned info... theoretical one, of course.).
And actual skills success checks should involve stats + traits + Talents + skills.
So, if some will maximize all the skills (and it’s really hard with skill and stat rot, which I recommend implementing... along with skill focuses and all that stuff. Cause it’s good stuff :)), different stat maximums, different traits and Talents (Talent is some ‘soul-bound’ exceptional ability, like ‘born sniper’, ‘great musician or poet’, so on.) will make up for that more then nicely.
And for gaining new traits, stats maximums and Talents - geometrical cost increase should take place, like in Evil Islands. So, the more good traits and Talents you have, the more (much, MUCH more) you’ll have to earn to get more.
Stats, of course, should be raised by using the appropriate skills, or by visiting some gyms, or/and using cyber implants (with possibility of them malfunctioning, and of course, being really rare - so you may be actually hunted for the implant you have... and since you can’t just give it away when cornered...)
It can be countered, though, by bringing in BAD traits and even Talents, like phobias, incurable diseases, allergies, etc.
Again, the more realism there is, the easier this system to balance and comprehend using RL analogies.
It will also fix the ‘weak wimp as newbie - demigod as an experienced player’ issue.
And btw, an other idea from our MUD - injury system.
Every wound will be treated independently - so no more ‘death from 10 rat bites’ or ‘half health down after 3 times dragon bit you’. I’d suggest you to implement something like that.
But to make players more comfortable with an idea of being able to be killed with one hit, add something like ‘Morale condition’ (on our mod it’s simply called Combat Points... not entirely my idea, and I don’t fully like it, but anyway). It will provide you with some narrow escapes, but then you’ll completely lose will to carry on with the combat - that’ll start to reduce your skills, and unless you’ll surrender or flee, you’ll eventually get heavily injured and, perhaps, killed.
Btw, adrenaline system, like in E5 (it goes up when you are under fire, disrupting your aim and judgement) can be borrowed too. It will make ‘spray&pray’ tactics, along with intentional cover fire more useable.

And, for God’s sake, make good stamina system! It can be also two-tier:
1. Breath, oxygen levels in blood - you get it. Short term, easy to run out from, also easy to recover.
2. Long-term, mental weariness. Accumulated be learning new stuff and simply being awake (much slower, though). When limit is reached, you’ll get penalties to stats, develop a headache and cannot learn until you’ll get some sleep.
Of course, players having to sleep detriments gameplay... but there is one good way to turn this into advantage - interactable dreams (nightmares)!
Players drop into some weird, random-generated zones (usually quite empty of life, so no real drain of resources - with some exceptions, of course. It can be just de- re- populated already existing zones) where they explore, talk and fight while their real char is sucking Zs. Being killed their will make you wake up (in cold sweat, I guess :evil:), so you’ll have to get to sleep again - with a bit penalty to resting (remember waking from nightmare? It’s like you’ve not slept at all). Kicking ass in a dream will make you rest better, in turn.
It will also prevent players botting - since learning will require you to sleep from time to time, sleeping w/o attending will eventually get you into a nightmare and killed, disrupting your scripts.
Again and again it’s easier said then done... but sounds like a good idea to me.
 

DarkSign

Erudite
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Shepardizing caselaw with the F5 button.
Prive! and Maldietz!

I lived in Russia for 2 years (Samara, St. Petersburg, and Magnetogorsk) while I was doing an economic study of the government from 1994-1996. While I didnt share the full brunt of the hard times my friends were going through, I experienced them through friendship.

I always regretted never marrying a Russian girl...anyway...

And actual skills success checks should involve stats + traits + Talents + skills.
So, if some will maximize all the skills (and it’s really hard with skill and stat rot, which I recommend implementing... along with skill focuses and all that stuff. Cause it’s good stuff Smile), different stat maximums, different traits and Talents (Talent is some ‘soul-bound’ exceptional ability, like ‘born sniper’, ‘great musician or poet’, so on.) will make up for that more then nicely.

This is definitely how the game will play. We will have Fallout style creation traits and perhaps ongoing talents every so often (but thats not for sure). Checks will be based on a combination of skills talents and traits.

And for gaining new traits, stats maximums and Talents - geometrical cost increase should take place, like in Evil Islands. So, the more good traits and Talents you have, the more (much, MUCH more) you’ll have to earn to get more.
Stats, of course, should be raised by using the appropriate skills, or by visiting some gyms, or/and using cyber implants (with possibility of them malfunctioning, and of course, being really rare - so you may be actually hunted for the implant you have... and since you can’t just give it away when cornered...)
It can be countered, though, by bringing in BAD traits and even Talents, like phobias, incurable diseases, allergies, etc.

Definitely there will be bad traits to go with the good ones so someone can get the points to have what they want. This adds more grit and personality to one's character.


And btw, an other idea from our MUD - injury system.
Every wound will be treated independently - so no more ‘death from 10 rat bites’ or ‘half health down after 3 times dragon bit you’. I’d suggest you to implement something like that.
But to make players more comfortable with an idea of being able to be killed with one hit, add something like ‘Morale condition’ (on our mod it’s simply called Combat Points... not entirely my idea, and I don’t fully like it, but anyway). It will provide you with some narrow escapes, but then you’ll completely lose will to carry on with the combat - that’ll start to reduce your skills, and unless you’ll surrender or flee, you’ll eventually get heavily injured and, perhaps, killed.
Btw, adrenaline system, like in E5 (it goes up when you are under fire, disrupting your aim and judgement) can be borrowed too. It will make ‘spray&pray’ tactics, along with intentional cover fire more useable.

Can you explain more about this feature? Im not fully understanding what you mean.
Thank you!
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
I wish folks wouldn't rush to make every MMORPG a carebear paradise. Are there not enough candylands for you to sit and chat in yet?
 

Avé

Liturgist
Joined
Dec 31, 2004
Messages
468
Fez said:
I wish folks wouldn't rush to make every MMORPG a carebear paradise. Are there not enough candylands for you to sit and chat in yet?

MMORPG /=/ MMOPVPG

MMORPG /=/ MMOPVEG
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
Otaku_Hanzo said:
I'd love to see a Care Bears MMORPG! That would be fucking hilarious! :lol:

STAAAAAARE! :shock:

^For all those who suffered from that show. :)

With some of the people I've seen whinging I think it will happen. Then they can all sit and shine love beams at each other in their big gay orgy.
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
Location
Russia
Carebear paradise with permadeath?!
Anyway, anyone is stupid enough to think that RL is carebear's paradise? (In general, not in some places, at least... and I guess those places are VERY limited in area)
And we have it all in RL - penalties for crimes, army and police hunting down mass-murderers, guarded zones, simple robbers reluctant to kill people because of above and just because killing is bad, etc, etc.
But permadeath (with reincarnation) is a very good tool - once again, cause it's realistic. And the more real the system is, the easier it is to balance - cause the balancing is meant to emulate RL in it's diversity... and when the system is realistic and detailed, it will happed 'by itself'! Just because doing it otherwise would be ineffective and/or dangerous.
And note this:
http://www.rpgcodex.com/phpBB/viewtopic ... highlight=
Ouch, except for the fact about virtual families (and I got it first anyway! and more detailed, too) it's mostly doom and gloom masked as happy chat.
But anyway, Edward Castronova got it right:
These assumptions can be summarized in a simple economic model. Let S measure the emotional satisfaction a player receives from working on a puzzle, and let R and C indicate the available reward and the challenge level, respectively. Then we can capture the assumptions above with a simple function like this:
1) S = αR - β(C - Ω)2
where Ω represents the challenge level that is ideal for the player.
when games will start to get dumber (and easier) for masses, the 'more hardcore' crowd will start to become disinterested - cause, as it's seen in this formula, THEIR enjoyment will start pushing thru the... floor.
And btw, dumber does not always mean easier. Like I mentioned, when game get realistic, you can use your RL experience (and even the dumbest person can do this - in fact, it's easier then drawing some far-fetched conclusions like: I'll be able to wear this sword at a Warrior level 30, with Str 40... formula, where you have to count how you'll have to multiclass and plan to spend your levelup points is omitted, cause it's really BORING).
However, if the system is realistic, you can grab it and swing right away... but you'll quickly notice that it's:
1. Slow.
2. Your Breath bar drops down with escape velocity.
So, you get an idea that you are not skilled/strong for that sword - come back later.

However, introducing parts that are boring for sake of realism should be done with great care. Cause, no matter how hardcore the player is, and I kinda agree with that guy, people play games to have fun, it's normal.
MMORG with unusual training/combat/etc system, that has steep learning curve can still have an army of fans... but even easiest one, but BORING to play - will most certainly not.
The goal is to evaluate what is boring for everyone, and remove that parts from the game, or minimize, if removing them altogether is impossible for some reason.
So, trudging half an hour across a landscape (even it's a pretty landscape) is fun, right? First time.
Now, doing it 100th time is not that fun at all, it's simply BORING.
So, you gotta deduct when ‘boring’ factor will start to kick in, and give player some alternated, faster means of transportation a bit BEFORE it’ll happen.
Why there is level-based character progression in most games? Cause rising a level gives a certain sense of accomplishment, bragging rights, etc.
And simply firing at a marksman target is simply boring. But w/o it you'll not be able to hit targets from 2 steps away...
However, I guess I've picked a wrong example... Archery IS hard and boring to train in RL. It takes very long to learn, and require you to have VERY strong certain musculature groups... so, usually, people who want to become archers train from the very childhood. That's why it was replaced with crossbow, which is BY NO MEANS inherently more powerful or accurate... but takes 100x less time to get used to. Good arabic (composite) bows can fire an arrow for almost 1 kilometer! With ROF of about 30. And aiming distance of about 300-400 metres. That’s like a good low-caliber rifle!
Allright, anyway - but skill system with tiers that’ll open access to other skills/perks, with requirement to learn the skill in theory for faster improvement, and titles based on the skilllevel (like in UO) will give same level of accomplishment, bragging rights, and not as stupid as levels.
However, about boredom of training with use. Usually, that’s because people don’t really know what’s good for them! They train on easier targets for safe skill improvement, which is boring, but get’s the ‘job’ done. And while they forget that it’s their own choice to do so (at least, as much as I can understand from general complains), the sense of boredom remains.
So, how to counter that? Simple - add more realism! *grin*
Remember my note about adrenaline and morale? Shooting at a target is one thing. Shooting at someone who charges at you, or shoots back - completely different story.
And remember whom do we call an experienced warrior, for instance. He doesn’t have to be some kind of Blademaster or sniper... but when bullets/arrows/etc will start flying, he’ll not panic but act calmly and accordingly. Now, imagine a recruit with no prior experience in real combat, but a sharpshooter... at a shooting stand, of course.
In same combat situation, upon who you’ll bet - on seasoned warrior with no extraordinary talents, or green sharpshooter?
I’d bet my money on a vet, and be completely safe - cause no matter how good the other guy is, he’ll either freeze in fear, or start to panic, or his hand will shake so much that he’ll not be able to hit a an elephant from 2 steps.
So, what I propose - experience (combat experience, for that matter) should be an other skill! It will dictate your ability to act in live-threatening situations. This way, simply upping your shooting skill with botting will NOT be enough.
This way, patient botters and ‘daring swashbucklers’ will be counterbalanced by a fact that, while botters will have higher skill levels, ‘swashbucklers’ will have higher experience in actual combat, therefore putting their hard-earned skills at much better use.
 

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