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dejai
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Post by dejai »

So either work in real life or work in the game :p
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rogerborg
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Post by rogerborg »

krabbo wrote:This game is not typical mmo style, which I assume you are referring to. There is no grind, the gameplay is relative. Players of any level can have rewarding play with players of any other level. The idea is that if you don't want to spend the time playing, waiting for drops etc, you can purchase items/spells, katas, buffs, characters, levels etc. at a very minimal cost.

The gameplay is designed to make it fun for everyone, not just super high levels or the affluent.
Can you be a bit more specific about how you'll achieve that?

I mean, buffs have to be effective enough to be a compelling purchase, but can't be so powerful that free players get owned over and over by buffed players the moment they enter the game.

Those are fundamentally conflicting requirements, and I'm intrigued as to what your solution is.
Please upload candidate patches to the tracker.
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krabbo
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Post by krabbo »

rogerborg wrote:Can you be a bit more specific about how you'll achieve that?

I mean, buffs have to be effective enough to be a compelling purchase, but can't be so powerful that free players get owned over and over by buffed players the moment they enter the game.

Those are fundamentally conflicting requirements, and I'm intrigued as to what your solution is.
I'll try, but am the artist, not programmer. Varmint can explain better, if he has time. :)

With relative gameplay, leveling is a side effect of the game rather than the point of it. When two players, or player and npc, engage in combat, their level is adjusted, thereby requiring skill and chance to determine the outcome rather than simply the level of the player. I'm guessing he has something similar planned for buffs as well. There are different things such as timing, stacking, limitations and such that can be enforced. Buffs/powers/skills can be learned as well. We'll take these arguments into account when refining the business model.
Dorth
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Post by Dorth »

Ok, but then what does lvling gives you? What does buying the game/side products give you, if you gain nothing?
krabbo
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Post by krabbo »

Dorth wrote:Ok, but then what does lvling gives you? What does buying the game/side products give you, if you gain nothing?
Hours of interactive, actiony, character building, competitive, acrobatic animated entertaining fun.. on your own time.
The character and camera control are fun on their own, even.

Must get back to content creation so we can release this for testing. :)
rogerborg
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Post by rogerborg »

krabbo wrote:With relative gameplay
:? I'm not familiar with that phrase, unless it's like that one time when I got my cute cousin drunk at a wedding and ... uh... never mind.
krabbo wrote:leveling is a side effect of the game rather than the point of it.
Mmmm.
krabbo wrote:When two players, or player and npc, engage in combat, their level is adjusted, thereby requiring skill and chance to determine the outcome rather than simply the level of the player.
Image

I'm really confused. If level (ability, whatever we define advancement as) is always adjusted to even-up combats, then I don't really understand what the purpose of 'levelling' is, or even what 'levelling' means under such a model.

I'm not criticising - I'm not a fan of grinding at all - but it seems like your model doesn't have much need for 'levelling' in any sense, unless it's mostly to produce boasting rights, medals, visual pimps or similar.

[Just realised that Dorth spotted this as well ;) ]
Please upload candidate patches to the tracker.
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dejai
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Joined: Sat Apr 21, 2007 9:00 am

Post by dejai »

The whole point of an RPG, is to progress and have "Respect" amongst peers because you have the ability to sit on your ass the longest and are most likely paying subsription from the doll. I think its a really cool idea having dynamic virtual level adjustment for duel and recreational in game situations. Yet I think that for dungeon levels the higher level player must be the one to lose out helping the lower class player, unless you introduce a points scheme for helping lower level players. Adding the "Virtual" level degration to a dungeon / serious game aspect would keep it interesting for the higher level player but he may feel he has lost superiority. What needs to be done if for a form of regulation, either choice or reward system as I mentioned earlier. A possible extension of the ability tree by rewarding high level players with talent points instead of experience. This in the end will probably be more valuable to a high end player than anything else, becuase as you mention there is a high pvp aspect to the game.

I think if you introduced a talents system playters could learn new spells or talents to give them more options then their lower level opponent. These spells could be adjusted for level so they would not give the player a points points advantage but would give the higher level player a tactical advantage.
Adding to this it would make sense that the more experineced player gets more options... The major problem is stopping the abuse of a system like this, which would happen. I suppose the adjusment of level in a dungeon situation would act as a natural defence against abuse as the player wouldn't be able to solo the level anyway with a tag along...


Thats therotically what you should do if you want to make a balanced game. :D
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