Update?

Author Topic: Update?  (Read 4785 times)

Don't think too highly of me.  I'll start getting an ego ;).  I just think my statement through before I post it.

You'll find simply reading over your post after typing it can prevent many mistakes.  Just ask yourself:  "Does this make sense?  Is it easy to understand what I'm trying to communicate?  Do the statements have coherency or do they ramble too much?"

Heck, that last one is something I'm guilty of, rambling on.

Uncanny you already have an ego. :P
I agree with you on tradeskills but not so much on fighting skills.
Most games fighting skills are based on time over actual skill, if a combat stat system was re-introduced Age of time will become another one of them  low MMORPGs the majority of which fail.

EDIT: I didn't read your large post carefully enough, its seems you didn't mention much of a combat stat system, infact you actually objected against one but I agree hitpoints do give certain players an advantage.
« Last Edit: December 27, 2006, 10:04:20 AM by Terror »

Of course I have an ego.  It comes with the snake.

If the game wants to focus on PvE, than the stat system for combat would be fine.  But this game has much more player interaction than your more common online RPG would.

If the game were to revolve more around a PvP system, with a few factions, than things would become more interesting.  Each faction could have a home town, and the different factions would naturally fall into a constant warring state for control of various resources.  Personally, I feel like 3 factions would be the perfect number, more would be redundant, and just 2 factions would remove some of the gameplay dynamics of a 3 faction system.

It might be even more interesting if certain awards were granted for PvP kills.  Maybe a third hook for someone that reaches their 200 kill mark or something.

Edit:

Ah, of course, magic.  I also feel like magic should be something that is studied and learned.  But, than how to balance it?  I mean, some magic will obviously be more powerful than others.  Magic should quite possibly be the hardest thing to train.  And someone knowing powerful magic should earn the right to be able to use it.  Wizards should be rare, and becoming a wizard should be a long and rocky road.  One, armor should hinder one's ability to use magic.  Only specific spells should be effective when someone is CARRYING armor (because of the obvious abuse that would be involved).  And maybe more powerful spells should be more tactical than damaging, maybe conjuring a wall from nothing to block a path, or teleporting someone to a location.
« Last Edit: December 27, 2006, 11:30:52 AM by Uncanny »

... You forget I have been saying many similar things about what an RPG such as AoT should use to add on, a few of you have peobably been engaged in my bashing of teh hitpoint systems in MMORPGs, and I have long preffered the idea of actual skill as opposed to time comittment(skill isn't everything, but neither is time).  I also mentioned a faction system earlier, in THe Development of Age of Time I think.

Off the tpoic of my ego, AoT is founded on player interaction, BS has stated(or so I have heard) that he wants it player-run.   I like the faction idea, but don't rigidly attach a person to it, also, at about... 11pm - 4am my time there is hardly ANYONE on the server, anyone who does login would have a field day screwing with the enemy, I think maybe a new city of two, WITH NPCs, or introducing crafting skills/a new way to do banks, would allow the PLAYERS to found factions by simply claiming a town and using it as a base of operations, making sure that spawning then attaches them to that town rather than port, unless it IS port.  Also, perhaps if the town is captured while they are logged off for the night or whatever, make them log back in at a refugee camp perhaps?

That was long, and I have more but I will post it as it becomes relevant to the discussion.

Oh, no..  I neglected that aspect.  I didn't mean to have towns as capturable outposts, or the NPC's to be targets for players.  Not at all.

Your home town would simply be the place you spawn, and bank your goods.  If you want to visit another faction's home town, you could, but you'd also be a target to all the players.

Heck, there could even be a system that would check the number of players on belonging to each faction, and determine if there should be peace between them (no PvP kills would count, and you'd get dems for PKing someone).  If there's only a handful of players on, than there's no war going on.  When there's 18 players on, you might see some blows traded.

I don't like the limited PK system, unless you keep the arena around(and make it batter), the problem if the towns aren't captureable people will sit on your spawn and thrown dyno, maybe it should be a choice to spawn outside of the town.

Hmmm... If we were to focus on different towns we could have different markets as other towns would have more access to  things, in a big village weapons and armour would be more widely available yet smaller towns focus on clothing, food etc..

Another concept is enlarging PT, and perhaps making another smaller town like SBT, then use guild halls instead of cities.  then each giuld could have a lock on the door, or maybe a teleport in that only works for members(there should be a way to sneak in for other people though) and they could have their banking and guild shop in there.  Still keep the shop and blacksmith already in existence.  The problem is this makes it more rigid.  But the map is only so big, cant add too many towns without a new map.

Another concept is enlarging PT, and perhaps making another smaller town like SBT, then use guild halls instead of cities.  then each giuld could have a lock on the door, or maybe a teleport in that only works for members(there should be a way to sneak in for other people though) and they could have their banking and guild shop in there.  Still keep the shop and blacksmith already in existence.  The problem is this makes it more rigid.  But the map is only so big, cant add too many towns without a new map.

This talk is all wonderful, but you have to remember one thing: Badspot.  There is a grand total of one person working on this game.  And he probably is'nt going to except help/ideas from anyone in these forums (a good example would be Yuki). If you really wand all of this, you're gonna have to make it with V3, by yourself.

This talk is all wonderful, but you have to remember one thing: Badspot.  There is a grand total of one person working on this game.  And he probably is'nt going to except help/ideas from anyone in these forums (a good example would be Yuki). If you really wand all of this, you're gonna have to make it with V3, by yourself.
DOOO ITTTT

@ TSN,  I view this as more of a discussion than actually something that will happen.

Yeah, I figured, but, what's the point is it's all for naught?

Because, discussing possibilities can be entertaining, and quite possibly productive.

More often than not, small development teams will take a few words of the community to heart when thinking of new ideas.

We probably won't seen anything like what we're talking about any time in the future in AoT, but we might see variations of one or two things we've mentioned.

Coming back to discussion, about combat, there is more than skill, the levels you gain should do SOMETHING for you, maybe in special attacks or the like, also, equipment will become MUCH more important in a larger game using these ideas.