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Tonakien

Alpha Tester
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  1. There is several points that need to be tackled here. 1) Players must have fun. Newcomers especially or they will hit the road. Offline defence in one way or another is must have for starters. 2) Players must have fun N2 How fun to know that there is no risk? Not much All this attack planning, preparations, time for first strike, all this meta features will be impaired. And they are fun, very fun 3) Justice! Or "my frustration must be explainable" Imagine you work hard, create things, weeks and weeks of good gameplay (and your money!), and then, in one day everything gone, destroyed. And you did everything right, you was online 18 hours a day to protect your game, but attackers was from other timezone... You had no chance. You wasnt able even to move your most expensive items to the safe location. Why? Because it is World Wide MMO, and timezone issue will be your pain in the... you know where Even for big organizations. So, something like EVE reinforcement is must have. 4) This is MMO. This is game about cooperation. Of course, organizations will and should have advantages, but, one of the corner stone of good MMO game is balance between risk and reward. Gamedesign should be build in such way that any attack should have cost. Even if attackers wasn't damaged, they must spend resources on attack (ammo, fuel e.t.c.) That will not stop attacks entirely, but that will reduce attacks on those who have nothing to take. Other thing in this regard - in some games gamedesign build in such way that players is strongly forced to cooperate. Example of this feature - Players can craft items only from resources that is specific for this Player craft recipe. In the same time collecting of resources is random and all players gather all variety of resources. Some of that resources have big value for this particular player, other resources have value for other players. That leads to resource exchange (cooperation) which is forced by game rules. This is just an example, Im not suggesting this idea straightly, but this example gives brief view on "forced cooperation" gamedesign pattern. Implementing of "forced cooperation" gamedesign pattern will lead to situations where it will be more profitable to cooperate but not attack.
  2. Greetings! My 5 cents: Logout: *) Anywhere *) Ragdoll stays in stasis for N minutes (10? 20?) *) If killed - player drop items *) After timer - dispawn with items (if not killed) Login: *) Spawn on available spawn point that is closes to log out position (Cryo/Bed/any_other_available_spawn_point) Dispawn timer needed to avoid exploits in combat Login in special spawn point for the same purpose - avoid exploits in combat. Continuous fights will require to protect spawn points. Spawn points restrictions&mechanic will require some specifics to balance usability in common gameplay and combat situations.
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