Author Topic: Mistakes You dont want to see Repeated  (Read 14323 times)

Watcher

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Mistakes You dont want to see Repeated
« on: June 19, 2004, 05:36:57 pm »
This isnt a suggestion so I dont think it should go in the wish list so I put it here, this thread is about you saying what mistakes you have seen in other games that you realy dont want to happen in planeshift. Mine is going to be quite simple

Never have unique drops (i mean on planeshift holdays) Runescap did this and it totaly ruined the econemy.

DepthBlade

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« Reply #1 on: June 19, 2004, 05:39:57 pm »
Are you on drugs? Dropping those party hats boosted the economy and continued to for sometime! They should have stopped with the santa hats and party hats but they didn\'t ruin anything! The only thing that began to ruin the economy was duping of the party hats!

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« Reply #2 on: June 19, 2004, 06:38:53 pm »
DepthBlade no takling about the game thta must not be named thats naughty :P, oh and for your information party hat prices have dropped alot because of gold and trimmed amours and are now only 3 million to 2 million each.

Xordan

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« Reply #3 on: June 19, 2004, 09:22:47 pm »
Um, \'click and wait\' style combat..... although there\'s not much that can be done about that ;)

mbahleda

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« Reply #4 on: June 19, 2004, 09:57:14 pm »
Have a point. Many games (Runescape and Morrowind to name a few) you run around aimlessly trying to gain levels as the main focus. This is fun for a few months, but interest soon goes down. There should be a main goal in this game that may take years and years to complete.

Princess Aelya

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« Reply #5 on: June 20, 2004, 12:36:25 am »
Games with bad economies (ex: ones that make it damn hard for newbs to do anything and damn easy for veterans to buy anything) are bad games. I am not a fan of economies period. Hell if it were up to me there would be no currency. Just the good ol\' trade market.
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Xordan

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« Reply #6 on: June 20, 2004, 12:52:39 am »
Quote
Just the good ol\' trade market.


lol, yeah that would be cool.

SWG has the best economy around in a MMORPG. 100% player driven, no NPC shops. :D

Kiva

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« Reply #7 on: June 20, 2004, 02:29:47 am »
[Edit: By the way, this is a wish list thread. You wish for none of these mistakes to be repeated.] :)

Quote
There should be a main goal in this game that may take years and years to complete.



No.


If you want goals to complete, play singleplayer. There is no \"main\" plot in an online game. There never was and there never will be. Diablo is another example of this... boring... gameplay style. Quest, quest, quest, done. New difficulty. Quest, quest, quest, done. This is not what is intended for PlaneShift. There will be multiple major quest plots, full of dead ends and even more trick questions and sub quests, that even if you hunted every day for 10 years, would never be able to complete, with more quests added all the time.

To make it simple, just for you:

Bad styles:
Diablo (complete the game, gain levels and items).

Good styles:
Still non-existant.


Quote
SWG has the best economy around in a MMORPG. 100% player driven, no NPC shops.


Have you ever played Project Entropia? Excellent economy system, not because people are able to extract their ingame money to real life money, more because people actually want and value the money they have, rather than throwing it away on something useless. And people actually think before they buy something, which is diffrent to many other MMORPGs where money is worth nothing to people. :)


Anyway, to get back on topic. A mistake I\'d like to see corrected in PlaneShift is the use of numbers. Numbers in games are bad, as they make people think they can \"win\" the game by getting their number higher than everyone else\'s. As long as there is a number they can compare, they can say \"hah I have 1 more than you so I win\", and that\'s bad. Very bad. No matter what it is. So the fewer numbers there are, the better.

Another mistake I\'d like NOT to see in PlaneShift is the occurance of magic items. You are not to go on a quest, kill monsters and find so many magic items that you have to actually discard some of them. That\'s bad. Very bad. Magic items are rare and their owners should praise them and protect them with their lives, not dump them on the ground for some other Obah Dood Axe of Doom +3.

Mistake number 3. No sane person would put a sword into his/her backpack. Nor an axe, or any other weapon for that matter. Talk about a back pain... A backpack is used to carry supplies, not weapons. Weapons are kept in the person\'s belt or in the person\'s hands, or in a sheathe designed for that kind of weapon. If a person cannot carry the weapon, he/she must drop it and cry about it, or put it somewhere safe and come back later for it.

Mistake number 4. Anything a monster or humanoid NPC drops when killed should be sellable and worth picking up, and dropped items should remain in the game forever, until picked up. Food and other things that rot, should rot after a given time period, such as an ingame week or two ingame weeks, depending on how fast such things would actually rot.

Mistake number 5. In most, if not all, other online games it is not possible to put away your weapon, whenever you wish. People should be able to sheathe their sword or axe, and city guards should enforce this. If you draw your sword on a crowded market place, you\'re asking for trouble.



That\'s about it... For now.
« Last Edit: June 20, 2004, 02:32:24 am by Kiva »
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dfryer

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« Reply #8 on: June 20, 2004, 03:47:52 am »
Grono, I agree with all your points, except I\'m not so sure about #4.  Presumably there are other scavengers who are not adventurers, although I agree that in general objects shouldn\'t be arbitrarily \"disappeared\".  Also, not everything should be \"worth picking up\" - the shattered shield, the notched sword?  I do think that this kinda junk should be left around for a while though.

I think that backpacks should be shed for effective combat, not that this would necessarily have a huge impact on gameplay, but it should be a little difficult to find some random potion in your backpack while fully engaged with the enemy.
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Seytra

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« Reply #9 on: June 20, 2004, 04:34:33 am »
Heh, if it weren\'t for server space, I\'d like to see damage to the environment(no, I\'m not talking about pollution) remain. I.e., if you hit a rock with a hammer, the scar should remain.

As for the broken sword: it still has material value. Why would it not be possible to recycle it? If you actually sell iron ore, why would you not be able to sell iron from a damaged sword? And if it\'s just somewhat bent, it might still be useful if you upgrade from a stick to a bent sword.

Xordan

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« Reply #10 on: June 20, 2004, 01:30:06 pm »
One thing I\'d really like to see is the full looting of killed enemies. If you kill somebody, then you should be able to take away ALL of his items, not just one or two.

Quote
A mistake I\'d like to see corrected in PlaneShift is the use of numbers. Numbers in games are bad, as they make people think they can \"win\" the game by getting their number higher than everyone else\'s. As long as there is a number they can compare, they can say \"hah I have 1 more than you so I win\", and that\'s bad. Very bad. No matter what it is. So the fewer numbers there are, the better.


Yes, I think that combat style should come into play heavily here. Even a newbie should be able to kill a super strong player with a well placed cut. For example; Strong player stands there swinging his sword about with no style, newbie rolls underneath the strong player, and thrusts his sword into the stong player. Newbie wins. I don\'t think that just because the stong player has better stats that he should be unbeatable by everyone. Some styles should bring instant kill if done correctly, and stats come into play to see whether the other person can block it quick enough/or deciding if the force of the blow can pierce the armour etc. (As an example)

Niber

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« Reply #11 on: June 20, 2004, 02:46:07 pm »
a mistake all fantasy games make IMO is when the artists tries to make characters less symetrical but they always overdo it, I\'m so tired of the gigantic shoulder pad warrior have on there right shoulder (BG:DA, NWN etc.).
Nothing big I just irretate myself on it. maybe you have no idea what I\'m talking about but now that I\'ve said it you will find it on every game
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RussianVodka

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« Reply #12 on: June 20, 2004, 06:05:56 pm »
Can you repeat that... i think you misstiped...

What i think you mean is a warrior has a giant spike on his right shulder and nothing on his left?



Q: How many Planeshifters does it take to expalin a simple concept to a newb?
A: Six. Five to argue on who\'s explanation is right, and Moogie to lock the thread.

Entamis

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« Reply #13 on: June 21, 2004, 12:22:48 am »
I agree with Xordan that very strong players shoudn\'t be unbeatable.
In some games damage from hit is based only on stats, what means every hit does similar amount of damage. It\'s bad, each hit is different, you can hit various body parts, hit well armored/badly armored place, hit weaker/stronger, predict or not your enemy\'s moves, or just be lucky/unlucky. Of course the stats should still play a great role, but having 7 strenght and your opponent 3 armor shouldn\'t mean you\'ll always do 4-7 damage (just a simplified example).

DepthBlade

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« Reply #14 on: June 21, 2004, 06:41:36 am »
So far the best economy i have ever seen is Final Fantasy 11 online they have that system down pat!  RS has a good economy to and 2-3 for those isn\'t bad depending on color :P