Re: Great ideas, Unique gameplay Thats what its all about right?
Posted: Tue Dec 29, 2009 2:40 pm
you get the source with RC so you can edit anything and everything but unity is also very good.
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Mmm, yeah, but you need to pay for RC while Unity is free. Is RC better in anyway then?hallsofvallhalla wrote:you get the source with RC so you can edit anything and everything but unity is also very good.
I don't want to sound like a spoilsport, but have you looked at the design of EVE or some of the old school text MUDs? I say this because the shop/creature thingee is clearly a player convenience item intended for combat oriented achiever types. The problem is that it is in direct opposition to the economy part, as trade relies on local scarcity and worlds not being "spatially fungible". Fungible goods are ones where each is completely interchangeable with any other and it does not matter who the source was. Oil is used as the classic example of a fungible good in the real world. What I mean by "spatially fungible" is that any location is pretty much interchangeable with any other. And finding that shop with the armor... that is explorer oriented gameplay.jeroenV wrote: Finding the right NPC that sells armor for your class, your level, ...
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Economy, important feature
I find the Economy of a game one of the most important features because just gaining exp isen't everything, i want them to become tradesman or raiders, i want them to work for their money so they can buy the armor, mount that they have always wanted. Creating an good economy is difficult tough.
I agree with this concept.. but disagree also..jeroenV wrote:
Games that require skill to play
Many MMORPG's are Wow related, press a button and you cast your spell, skill, ... Go to the city to buy new armor, weapons, skils, ...
This.. I either don;t understand what your trying to say.. OR I completely disagree..jeroenV wrote:
Finding the right NPC that sells armor for your class, your level, ...
This kills the fun of the game, i know you got games that show you on the map where the NPC you need to find is but then it still is difficult. I want the players to just go to the menu, press "shop" choose armor and get a list of the armor they can get with their level, their class, ... Then when you found the armor you wish for, you just press buy and then a message pops up that says "summon your creature to buy the item" you press yes, and then you can see you're creature summon itself and run towards the city, gets back to you in 1-5 minuts and you have your item (Ofcourse the creature does not run all the way for real) But if you will only use this menu shop then it would be pretty boring because everbody would look the same. Thats why you will still have some sellers at (non city) places that sell items that you can't buy in the menu shop, like a trader on its way to a big city. And ofcourse you will be able to get special stats armor and weapons from monsters.
This is something I completely agree with, yet its the hardest thing for any given game to achieve.. How to make Economy real, but simple, fun but unable to be broken..jeroenV wrote:
Economy, important feature
I find the Economy of a game one of the most important features because just gaining exp isn't everything, i want them to become tradesman or raiders, i want them to work for their money so they can buy the armor, mount that they have always wanted. Creating an good economy is difficult tough.
If anyone remembers Asherons call, while not a browser game, it did have a unique spell economy and research system.hallsofvallhalla wrote:i like your ideas alot and me and you think a lot alike. I have spent much time on the economy of Urban Realms. Players have two choices on getting items they want.
1. Work your butt of to get the money needed then find a player owned shop that has one.
2. Build up your crafting skill and find the right materials and build one yourself.
Even buying shops in Urban Realms is something to strive for and takes a while. The economy is somewhat player run. Since they craft most of the items they set the prices.
I would love to see a game make the magic system as you said. Where each spell has its own requirements that are more than a button push.