Author Topic: City RPG, it's problems, and ways of fixing them.  (Read 3588 times)

I'm honestly sick of having to wait to do anything.

You know what I mean. Start out as a "Hobo" earning next to nothing, forcing you to sit idle/walk around aimlessly until you can afford a single EDU, which leads you to another low paying stuffty job.

Just give starting money for 1 EDU so you can at least start doing SOMETHING and contributing to the server instead of waiting for that moment to come. A lot of City RPs are practically empty, because I see a lot of people getting sick of waiting, and they never come back.

EDIT: Also unique benefits are needed for each job, because despite even though it looks like there is, there isn't.

Everyone is either a cop or a robber, with a small minor percentage being something else. A Cop can sell items, completely ruling out the need for the "Shop Keeper" career chain. Hell, most careers can buy a license to sell. Cops and arrest, Robbers can, well, rob. The Lawyer can pardon people, but that isn't a benefit to YOU. You can turn it into a benefit if you want to be dirty, but not everyone wants to. Also $5,000 for a pardon makes it a lot harder to be useful to make it your benefit. It does make it less abusive, which is good.

There's no real benefit for most jobs, a lot of revamping is needed
« Last Edit: December 26, 2014, 04:13:04 PM by AfterShock »

hey hey hey
you mean every rpg ever
Good RPG are never grindy.

I too find waiting at the start unnecessary and unenjoyable.
Why not let them take out a loan to start them off with their education?
You can even make it so education goes faster while 'mining' paper at school.
And for those who do not pay off their loan, the gangsters can come and rustle you up a bit.

Also the drug selling aspect of (I think it was Cromedome) was also uber fun.
My heart never pumped as fast when I broke into a crack house, watching as the cops didn't see you and slowly earning huge amounts of cash.

Lastly, I have seen lot's of complaints about builders being killed.
Why not make is to your plot is kinda like a safehouse?
You (and only you) will not be able to get damage but also unable to shoot, while still of course be able to get jailed.

if anyone will put in some work with me i will revive my old project. great script i have

it's getting away from that grinding stuff

the only city RPG i liked was icygammas, because you got money based off of how many bricks you owned, so it was a server more based off of building instead of grinding.
i remember i made a decorative 1x3 floor pattern and he told me to remove it because i was spamming

icygamma's wasn't even a city rpg, it was more like a city freebuild
the only thing i remember you could buy was the bricks
also
if you ran out of money for the bricks
then guess what
wait till' paycheck with nothing to do.

i remember i made a decorative 1x3 floor pattern and he told me to remove it because i was spamming
it was an interesting server. but since icygamma is a national socialist and he had the stupidass 12 hour "cooldown" period where the server was closed made the server horrible

it was an interesting server. but since icygamma is a national socialist and he had the stupidass 12 hour "cooldown" period where the server was closed made the server horrible
i liked the concept too, i think it just needs some more City RPG elements to it before we can call it a city RPG

Good RPG are never grindy.

grinding has an inevitable possibility of always happening

as long as you have resources that constantly renew themselves
not resources as in specifically ores, wood, ect

but as in foes to battle, weapons to gather

i mean enemies in a general sense provide items and experience in a traditional rpg

players will grind endlessly to better themselves against anyone else, and by making everything renewable, you just aid in their development

its not really about eliminating grinding, but pampering it to the point of it not feeling like grinding despite it actually having that characteristic

generally this may be taken care of by adding any number of content to the game

i mean just trading out various methods to gather resources makes the process more fun overall
axes, pixaxes?

how about dynamite, rocket launchers, chainsaws, tANKS

also adding more interactivity
i mean firing a projectile repeatedly @ a brick has a lack of creativity without a doubt, it gets repetitive

add random events such as
finding a birds nest in a tree that could have rewards like jewels
the tree actually turns out to be an ent, and you just set it off in a rampage
the tree opens up to reveal a hidden passage leading underground into its root system
the tree tips over and you happen to be right in the way
catching the tree on fire, which chars it and gives a new resource, but at the risk of causing a forest fire
cutting the tree down actually makes it larger, and requires a number of players to aid in chopping it down
the tree houses a beehive, and you accidentally let off the swarm
a magical tree teleports players that chop them, leading to players attempting different methods to whop it down
the tree turns out to be hollow and may be used as a hiding spot (great pvp opportunity)
cutting down the tree opens up a new area, since the base may be used as a bridge
the trees leaves act as hands and snatch away your hatchet, click spam to get it back
an evil tree uses its roots to field off a certain area / roots players down until it is chopped down
the tree occasionally whispers out a player's name, nothing more than making them paranoid
the tree sprouts legs and begins to wander a bit before deciding on a new spot

these sort of distractions alleviate the grinding aspect, but it still exists for players that wish to do so
also these are in addition to various other variables
such as weather, player activity, and bot activity

examples of each one:

lightning strikes a tree, leading it to catch fire
or a downpour of rain results in a rapid growth of a tree (quicker respawn rates)

player builds a tree house or secret based on said tree

a dragon sets fire to a forest after its precious gold has been stolen

just ideas, really

if anyone will put in some work with me i will revive my old project. great script i have

it's getting away from that grinding stuff

(fixed image)

I'm in.
« Last Edit: December 27, 2014, 09:53:24 AM by Dannu »

Pls add a rule with no snipers...
they are so goddamn annoying


I'm gonna really hope whatever you guys are doing works out

add random events such as
finding a birds nest in a tree that could have rewards like jewels
the tree actually turns out to be an ent, and you just set it off in a rampage
the tree opens up to reveal a hidden passage leading underground into its root system
the tree tips over and you happen to be right in the way
catching the tree on fire, which chars it and gives a new resource, but at the risk of causing a forest fire
cutting the tree down actually makes it larger, and requires a number of players to aid in chopping it down
the tree houses a beehive, and you accidentally let off the swarm
a magical tree teleports players that chop them, leading to players attempting different methods to whop it down
the tree turns out to be hollow and may be used as a hiding spot (great pvp opportunity)
cutting down the tree opens up a new area, since the base may be used as a bridge
the trees leaves act as hands and snatch away your hatchet, click spam to get it back
an evil tree uses its roots to field off a certain area / roots players down until it is chopped down
the tree occasionally whispers out a player's name, nothing more than making them paranoid
the tree sprouts legs and begins to wander a bit before deciding on a new spot
A lot of these would become really annoying.
You are just happily cutting down trees, one of those fall over and damage you enough to kill you. All your resources gone.
It teleports you to the other side of the city where a rampage is happening and you get shot down. All your resources gone.

Others are just plain impossible to add to Blockland.
Hollow trees, trees falling down to make bridges, trees turning into bosses, moving trees, ...

theyre really just added effects to gameplay, in which not all have the purpose of benefitting the player, but the negatives should have an indication before they happen

personally I despise repetitive, longacious gameplay
but theres ways to work around it

look at drpg

stat levels = grindable
crafting = grindable
items = grindable
combat = grindable
resources = grindable

similar to crpg, its ends up being pretty well received player number wise

theres nothing wrong with grinding as long as theres other routes of progression

grinding should be an opportunity to consider for those that enjoy that sort of play style

youre not required to grind for hours on end just to play city rpg, but will that benefit you? to an extent
« Last Edit: December 27, 2014, 02:24:17 PM by Im_AFK »

I'm gonna really hope whatever you guys are doing works out

we'll make a topic. If we end up using the script I have been working on for a while then we'll need help.

in the aforementioned topic i will be open to suggestions, i realize a lot of things need to be changed to make a quality gamemode. suggestions, good ones, help a lot