| Blockland Forums > Modification Help |
| The Ultimate Blockland RP - A Theoretical Discussion |
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| Niliscro:
--- Quote from: Kaje on July 28, 2010, 05:40:20 PM ---I think an ammo system for weapons would lower the amount of killing sprees. You could have the ability to make arrows out of wood and cast bullets out of lead, etc. The more powerful and complex the weapon the more expensive or time consuming it would be to produce the ammo. There could be modifiers to the ammo as well, such different arrow tips would do more damage or be poisonous. I really hope something good comes from this thread, it would make blockland interesting again. --- End quote --- Ammo doesn't make much of a difference. It costs money at Diggy's server, or you can make it out of ore, and the price varies between 9mm ammo, rifle ammo, shells, and explosive ammo. It might pause kill sprees for a few minutes while the baddies refill their ammo supply, but it certainly doesn't stop it. Damage to weapons, however, could be more effective. If you overheat a gun or if it gets hit by another bullet, etc. Considering that it would be more time consuming to get a gun than to get ammo, most of the time the loss of a weapon dissuades spreers. |
| Bushido:
it could be harder to find ammo then find guns that would be somewhat interesting |
| laremere:
There are many times in game design that the solution isn't to come with a way to solve the problem, but instead just remove the problem. If it isn't a crime stopping rpg, remove the police and the ability to commit crime (ie: have weapons.) Make the goals of the game to succeed at the main focus of the game. Have people work so that they can get a house in the best neighborhood with the biggest lots. Or possibly own the sky scrappers in the middle of the town. Have people build, and make building well important enough that people will do it. It's somewhat a shame that the majority of add-ons are guns. Guns help with DMs. And personally, if you're looking for a good DM, go to some other game that's designed for it, don't bother with it on Blockland. Do something that only Blockland can do. |
| Treynolds416:
--- Quote from: laremere on July 29, 2010, 12:45:21 AM ---Make the goals of the game to succeed at the main focus of the game. Have people work so that they can get a house in the best neighborhood with the biggest lots. Or possibly own the sky scrappers in the middle of the town. Have people build, and make building well important enough that people will do it. --- End quote --- And the same for more "medieval" RPs. They need a greater goal, or maybe even smaller, multiple goals. I think the main flaw with those would be that the player is not truly entertained by running around and chopping down trees to get a minimal amount of money. There should be a number of mini-quests. For example, a ruby is hidden inside the "Enchanted forest". You go to the town square, check the quest board, and there is a flyer advertising the reward for the ruby. With many quests like this, players will probably get bored less easily. Another flaw in fantasy RPs would be the limited terrain for the players to explore. Some RPs have several 64 x 64 rooms in which there are different "areas", like desert, arctic, or a mine. These places rely on PlayerTransform events to get to, on account of them being closed off. Terrain in Blockland should be huge and flow together, to simulate a more natural feel. For example, instead of the grass cutting off and going straight into desert, the grass should turn into dirt, and then dirt to sand. Another example would be the mines. Have a cave, and make it a mine. None of this spawning inside a room to mine. |
| M:
--- Quote from: Treynolds416 on July 29, 2010, 07:24:54 AM ---And the same for more "medieval" RPs. They need a greater goal, or maybe even smaller, multiple goals. I think the main flaw with those would be that the player is not truly entertained by running around and chopping down trees to get a minimal amount of money. There should be a number of mini-quests. For example, a ruby is hidden inside the "Enchanted forest". You go to the town square, check the quest board, and there is a flyer advertising the reward for the ruby. With many quests like this, players will probably get bored less easily. --- End quote --- Actually, for this, I would let there be certain goals - randomly generated quests, such as wiping out some bandits, retrieving some lost item from them or somesuch - as well as the persistent goals such as being able to trade between settlements, there being some form of possible reward from wandering the roads and the like. Other players may tie into these quests, if say they're a bandit themselves, or they could post jobs on the job board - perhaps asking for caravan guards so they can safely travel between settlements. --- Quote from: Treynolds416 on July 29, 2010, 07:24:54 AM ---Another flaw in fantasy RPs would be the limited terrain for the players to explore. Some RPs have several 64 x 64 rooms in which there are different "areas", like desert, arctic, or a mine. These places rely on PlayerTransform events to get to, on account of them being closed off. Terrain in Blockland should be huge and flow together, to simulate a more natural feel. For example, instead of the grass cutting off and going straight into desert, the grass should turn into dirt, and then dirt to sand. Another example would be the mines. Have a cave, and make it a mine. None of this spawning inside a room to mine. --- End quote --- The main issue with this is population density, I think. If you have a large, flowing landscape, oftentimes there won't be anyone else in sight. While this is peaceful and somewhat surreal, towns should be bustling with life. Restricting players to smaller areas lets you know immediately who's around and what's going on, and simplifies things in that respect. If these rooms were, say, 512x512 or larger in size, and each one were a server (transporting players between each of these areas by reconnecting them to another server) that would allow for a nice hybrid system - especially if you could work out some kind of caching for datablocks to decrease loading times (and also if you ghosted the bricks to the client fully before spawning them, to prevent ghosting lag if applicable). If the mod itself is nicely optimized, you could easily run 32 or more players on each server, giving the feel of a lively world. Of course, wilderness areas might be a considerably larger area, to give it a feeling of vastness while keeping the cities still lively. I'm very interested in this particular idea, of server clustering. Global chat ("shouting" or general channels) could be relayed between servers, as well as some kind of alternate player-list used on these servers to let you see who is online on any server, as well as which server they're on. Chat could be managed as: - Channels (inter-server chat, these include general chat plus guild channels) - Shouts (in-server global chat) - Say (small-radius local chat, influenced by punctuation also - for example "Hello!" might carry further than "Hello." and trailing off like "Hello..." would decrease the radius to a whisper. No /commands, just type like normal. This could appear as 'Clockturn says, "Hello. How do you do?"' or 'Clockturn yells, "God damn! You're such a tard!"'... or 'Clockturn whispers, "I'm going to rape you..."') Oh and of course I personally wouldn't enforce in/out of character, however out of character chat would be provided using /ooc or just /o - with a clientside handler to prevent word limiting from being an issue with this, just integrating it nicely. |
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