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| | #16 (permalink) | |
| Fuck Art, Let's Kill Join Date: May 2002 Location: Hell
Posts: 7,244
| Quote:
My point is, you have to do some sanity checking on ideas like that. Or rather, retard checking followed by griefer checking. Lots of good and/or interesting ideas are going to fail one or both of those checks simply because MMO players are what they are. The only safe way to implement a lot of that kind of stuff is through instancing.
__________________ ...the whole world's going to blow up anyway. I might as well keep my pride. eRepublik Referral (PM me for assistance if you start up using my link) | |
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| | #17 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 3,364
+25 Internets | A somewhat simpler system would be just having PH's that depop after x time, while bosses don't. So that makes for a candy land for the first people to enter an area, it also means that under utilised areas become more valuable since if no one goes there, then they will have all bosses up. I would try and balance it so that once every 3 or 4 days if a good time period to go and check the dungeon and clear it. Any shorter then that and it becomes too farmable. |
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| | #18 (permalink) |
| Uberworlds Project Member Join Date: Oct 2005 Location: Switzerland
Posts: 359
| a great thing to avoid having static content would be to create "migrations" for outdoor populations, be it through static parameters (x time of the year, for animals; y boss getting killed by players leading to underdogs leaving for somewhere else); of course this would be mainly useful for wildlife and would bring some novelty to regions while also creating a kind of wide-spread terrain use.
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| | #19 (permalink) |
| Registered User Join Date: Mar 2002
Posts: 2,648
| the migration thing is a good idea. as to the evolving cities. it'll work with a Solid evolution plan setup in advance- setup 4 different levels of Main development (where Everything changes) and 2-3 intermediate levels of expansion between the main dev. have specific design of each city Done to it's max state (castle keep metropolis if doing medieval) down to the 4 building beginning village.... pain to do but it'd look so cool is village xxx after a year is now town xxx that has 4x the stuff that the village had...a year later, it has a castle, mansions, docks, leatherfactories, founderies etc.... |
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| | #20 (permalink) |
| Forza Roma! Forza Azzuri! Join Date: Mar 2007 Location: San Angelo, TX
Posts: 3,861
| For now, it may be a good idea to try and start making some of the basics work in game before getting too far ahead of ourselves, good ideas are great, but worth nothing if they don't get worked on and implemented. |
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| | #21 (permalink) |
| Registered User Join Date: Jan 2006
Posts: 1,003
| Well it's one thing to say that seasons are good. But what about morning/afternoon/night/day, and what effect will they have on players and NPC's. Are the cities going to be static places, with a couple "novelty" NPC's walking around? Or are they going to be vibrant places, with lots of pc/npc interaction as well as pc/pc and npc/npc interaction. At night are you going to see more shady merchants, and maybe recieve shadier quests? Or are you looking for day/night and seasons cyclesjust for looks or will they effect gameplay? Will inclement weather effect vision/status etc? |
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| | #22 (permalink) | |||
| R gis er d Us r Join Date: Apr 2004
Posts: 688
+3 Internets | Quote:
On topic: I know this sounds silly, but there appear to be a lot of different ideas here regarding gameplay. Is it possible for gameplay to change from one geographic locale to another? I know VG did this by vocally acknowledging the camp vs dungeon crawling schools of though, and populated their world accordingly. But is it ideal to have varying types of spawns, camps, dungeons across the world? I'm going to back in this thread to get some examples, and I'll edit this. EDIT: Quote:
Quote:
Last edited by ashatumar; 04-11-2007 at 04:13 PM.. | |||
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| | #23 (permalink) | |
| R gis er d Us r Join Date: Apr 2004
Posts: 688
+3 Internets | Quote:
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| | #24 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 3,364
+25 Internets | I want to see an rts / civ4 style city build up for the player cities. collecting resources, wether they be tradeskill based ot just melting down excess loot, to go towards the city for it to use in buying upgrades, which then benefit its citizens. |
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| | #25 (permalink) |
| is a little tea pot. Join Date: Jan 2004 Location: Carlsbad CA
Posts: 6,465
+75 Internets | should be simple to implement, just need to do the groundwork. It won't be on-the-fly dynamic, but as long as we code all the quests and the results, and have a system of deterioration if not upkept. It will be psuedo-dynamic. Have City Tiers and you need to have certain building requistes to expand. Could even have it where if you upgrade the barracks and sentry towers, the city will become more like a fort, rather then a place to live. |
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