Author Topic: Best BL RPG You've Played  (Read 12210 times)

Although Gamefandan's is kinda repetitive and you need to grind a lot, I've had lots of fun on it.

the only rpg i've ever played is blockland adventure mode

maybe if it was very... action-cool-packed

with crazy enemies of all proportions and tons of players and no grinding or boredom or not having any idea what you're doing

i'm interested in how quests would work though

Someone should make a rpg based solely around combat. You gain xp towards the level of the class you're using and money each kill(can be cpu or pvp). Players would use their money to buy/upgrade weapons as well as armor and clothing. Every ten levels you unlock a new region and quest. I wouldn't mind that kind of grinding as long as the combat is fun and not repetitive.
Resources are an unneeded annoyance on Blockland RPGs.

Literally none of them. They all sucked, despite the amount of effort that was put into the builds/mods. Too much grinding and stuffty combat systems. Gamefandan's was fun for a few days because it had some decent combat, but the grind got old fast.
Yeah, thanks to the party exp. share system I was level 2000+ in a short amount of time.

Jorgur's RPG in pre-v21 Blockland. Those were the days...

Anyone got a link to the forum thread of that old Jorgur RPG? Interested to read about it.

I think resource collection can be fun if it's for a purpose other than reaching the next tier for yourself. It means you don't always have to be fighting to be experiencing the world.

Yeah, thanks to the party exp. share system I was level 2000+ in a short amount of time.
LOL same. I just joined in with my friends who were all high level and was caught up to them within a matter of a few hours
« Last Edit: May 23, 2016, 04:50:02 PM by Ravencroft· »

i think the key thing is content

most RPGs ran out of content after a few hours of gameplay. having new places to explore is a key aspect of retaining interest

gamefandan's was interesting for that reason: you knew there were places you couldn't get to yet cause you weren't high enough level, and thus grinded for a while to be able to explore such places without dying. But once you've reached the end of the lava caves, and got the super shotgun to kill rendermen without dying regularly, it became boring.

Content is always hard to provide, but if you have a bunch, having quest systems to make people visit secret areas they'd have missed the first time around would definitely retain player interest, both in finding these places to explore and to find the quests themselves.

Good builds, even without the RPG aspect, would be beyond excellent as an exploration server. resource gathering can be made less grindy by having them scattered around the environment rather than in very distinct places - ex. you can cut down trees wherever you find them, rather than only in specific predefined areas, and instead predefine areas you can't cut them down due to ruining the build's looks or whatever (or increase the growth rate of trees there)

How do you feel about time-gated content? Things like temporary festivals, boats coming and going, etc. I feel like that could be a good way to break monotony and make sure you always have somewhere else you could explore.

That would work, but time gated should span a weekend or so, like how Riot is doing their special gamemode for League of Legends from friday to sunday. Gives people the opportunity to try it without having to be obsessively on the server, which would create boredom over time.

The idea having resources spread out makes grinding even worse though unless you reduce the amount it takes to produce things.

How do you feel about time-gated content? Things like temporary festivals, boats coming and going, etc. I feel like that could be a good way to break monotony and make sure you always have somewhere else you could explore.
things like a daily challenge/quest would be good for that too

Someone should make a rpg based solely around combat. You gain xp towards the level of the class you're using and money each kill(can be cpu or pvp). Players would use their money to buy/upgrade weapons as well as armor and clothing. Every ten levels you unlock a new region and quest. I wouldn't mind that kind of grinding as long as the combat is fun and not repetitive.
Resources are an unneeded annoyance on Blockland RPGs.
I was actually going to do something like this, but, one thing to note is that I was going to have a very, very good reason for resources.
They were mostly going to be used for building. But of course, they were going to be done differently. They aren't just going to be littering the area, they would be mostly gathered from instanced dungeons filled with monsters.



Also, if Jervan is the one behind the RPG I'm thinking of, he had a pretty awesome plan for resources as well.

I think it was Polymer, back then he had a CityRPG with some drug dealing mechanics. The city was nice, and in the center was a walled-off neighborhood where only the rich and law-abiding citizens could build/live in. Outside was a complete hell-hole with the typical crime running rampant and people with the "Police" job scrambling to jail said crooks.

People would actually try to sneak into other people's houses to see if they were growing weed or opium, and if I remember correctly, the way it worked was if a law enforcement player destroyed these bricks that grew weed or opium, the player who built the drug-bricks would automatically attain demerit points or whatever.

I was a Laborer or whatever, meaning I could grind chopping down trees or mining ore to make money. On the side, I grew drugs in my house and whenever the coast was clear I would go to the designated area to sell my product. Made tons of money, and invested in some project as an "Inventor." Later on one of the admins saw what a nice house I had, along with all the money I was making from the "Inventor" job and gave me access into the high-end neighborhood.

I built another nice house in there, except this one had a hidden basement where I grew my stuff. Couple people slipped in by accident once but were none the wiser to the stuff below them. It was great.

i haven't played that many and i haven't played any that are really outstanding games

DRPG has some really good ideas though, mainly the experimentation with player-run factions, which is a pretty major part of any online RPG. the core gameplay left something to be desired, but i think it could've been pretty great if it were fleshed out a bit more.