Author Topic: Best BL RPG You've Played  (Read 12311 times)

Why do people keep bringing up CityRPG? It's barely even an RPG, if even one.



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.
The problem that DRPG had was basically, there wasn't any room to comfortably expand. I've tried to think of interesting things to add but almost every idea required completely reworking an aspect or few of the code.
It's so much work to improve it that you'd actually get it done quicker if you just trashed the whole thing and started fresh.
None of the original developers care for it and anyone else who has hosted it has only done menial content additions. Like adding magic and food. Which is just piling more things ontop of a poor system to try and make things better.

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 feel like what happens is people start to make such things, and then they eventually stop cause of how long it may take or they just take long breaks.

sadly thats what im doing, i shouldve finished this thing thats about 90% complete now after almost 3 years .-.

The problem that DRPG had was basically, there wasn't any room to comfortably expand. I've tried to think of interesting things to add but almost every idea required completely reworking an aspect or few of the code.
It's so much work to improve it that you'd actually get it done quicker if you just trashed the whole thing and started fresh.
None of the original developers care for it and anyone else who has hosted it has only done menial content additions. Like adding magic and food. Which is just piling more things ontop of a poor system to try and make things better.
i've never looked at DRPG's code but i can certainly understand the pain of working with code like that

which is why i sometimes overcompensate in my code and potentially make it even harder if you want to tinker with anything that i don't anticipate haha oops


I loved Comr4de's Space RP's because people actually RP'd.

Also enjoyed Jorgur's, I have that mod too someone should remake the map.

I loved Comr4de's Space RP's because people actually RP'd.
I believe this thread is specifically talking about RPGs and not RPs. There's quite the difference.

I believe this thread is specifically talking about RPGs and not RPs. There's quite the difference.

O right right, my bad

Gamefandan's RPG. I still remember when CapTmeat (or whatever her name is) would get the golden sword and kill everyone on the server

I don't really have a favorite, but i think i only played DRPG, just because i wanted to see what it was about.
Though i did join someone's RPG server a bit ago, but it was a mess.
My problem with DRPG was that it felt more of an MMORPG then an actual RPG.
Not sure why, maybe the grinding, maybe i just never got into it...

The RPG i joined a bit ago was just a giant mess.
The starting island having gates to missions which just had constant respawning bots.
Aside of this, the weapons were just thrown together and did not add to the feeling, the immersion i guess.

I would like to see a RPG less focused on one big server with like 100 players, but instead focus on small groups of players.
Like, people can host the RPG on their server and play with their friends, kinda deal.
I imagine that would take away the grind for things a bit since you would not have to deal with trying to keep every player balanced in some way.
PVP could still be done in like an arena, or something a bit like Dark Souls.
While the latter sounds weird when you think of Blockland, but something vaguely similar could be done i guess with a script opening the server temporarily for a couple people.
Or something like that, i don't know.

I totally get what you're going for lordician.
There's a couple of problems with that, though.
Scenario A: Players store their own progression. This allows them to bring their character into any server.
Problem A: Players are willing and able to cheat. Maxing out their character, or even stronger than max if not handled carefully.

Scenario B: Servers store players' progression, transferable.
Problem B: Same problem with scenario A. A player could easily just host their own server, call some commands or run edited scripts to instantly reach max stats.

Scenario C: Servers store players' progression, non-transferable.
Problem C: Players would have to start over each time they joined a different server. They could potentially lose interest in trying to progress at all.

Scenario D: No progression/no saving progression.
Problem D: This isn't very RPG-like at all and is pretty much just adventure mode. Not that this is a problem.

Why do people keep bringing up CityRPG? It's barely even an RPG, if even one.

stuff's been around forever. Especially back when people started getting their hands on Iban's version and modifying it, it became the go-to RPG in Blockland.

Scenario C: Servers store players' progression, non-transferable.
Problem C: Players would have to start over each time they joined a different server. They could potentially lose interest in trying to progress at all.
i think this is what he was getting at. if it were just a server with friends then i imagine it'd stay with that group of friends

and that's honestly the best way to design a multiplayer RPG when you're dealing with servers as small as blockland's (unless you're able to pull a ton of players at once, but this doesn't happen often enough to justify designing a game around that expectation). focusing on people working cooperatively as a party would be a good direction to take. and that doesn't really have to be done the way lordican is saying, but it'd certainly be easier to design it that way

You people hate the grind but unfortunately the grind is the only way to space out content enough to make the player retention high enough to justify the effort it took to make and host it.

The amount of content you'd have to drum up in order to meet the same amount of time you'd get from a grindfest RPG is large enough that it would take a massive amount of willpower to finish a project for free.

Truth is that the majority will be perfectly fine with a small amount of grinding. Turns out dull, monotonous tasks make achievements that much more satisfying. Finding and exploring new content thus feels more rewarding if you had to work for it. Since it's too much effort to make an RPG that's always fun and engaging from start to finish and people will be okay with grinding either way, it ends up kind of easy to figure out what kind of mechanic formula you're going to go with.

Along with that, resource gathering provides a very simple and easy to grasp gameplay concept that most people are already familiar with. It's easy to use familiar mechanics to ease players into your game, then you introduce the new content. This is why CityRPGs ALWAYS start people out as laborers and this hasn't been changed, because it works.

Finally, having combat being interesting enough to span out the whole playtime would be a monumental task in itself. The easy route here would be to make the combat revolve around PvP combat.

The concept I had for the "Perfect RPG" would be a large-scale medieval territory TDM. The resource gathering would be used to make new and improved weapons and armor, while the combat would be hunting for food and defending / attacking players. You would gain territory by capturing slayer points, in which then converts all vehicles to your team and allows you to spawn there. Set it up so this runs for weeks at a time before a side wins, and have it so there's enough tiers of content that it gives people incentive to return every day to continue where they left off and have enough things to do to justify spending time there.

It would be a lot of effort, but it would pretty much please everyone.

you defo have a point ike, and i think it's a pretty valid one. trying to create a constant stream of new and unique content is a major trap in game design, and it's something that ultimately doesn't even necessarily lead to a more compelling experience. really, though, i think we're talking about issues in pacing. i think a lot of designers deliberately craft grinding because it's a really easy way to slow down the pace of an RPG for a bit, but i don't think that's always a good choice.

it's good to avoid grinding as a fallback. or rather, it shouldn't be a primary aspect of gameplay, because by definition, grinding is repetitive. if a major part of your game is inherently repetitive, then at least some part of your game is going to feel very "samey" throughout the whole experience. this is pretty easy to avoid; don't make your main mechanics suck, and don't apply them in a bland and uninteresting way, and this shouldn't happen. (minecraft combat might be a good example of this, but you can compensate for that with interesting level and enemy design)

there is a definite need to split up the game and give players a chance to breathe, and grinding is a pretty good way to do that. however, i think it would be a bad idea to force players through it, because people like to play at their own pace. of course, as a designer, you have to be able to control the pace somehow, but i think this is absolutely possible through the way you design your world, levels, progression, combat, etc. you can slow down the game by giving players an out, letting them go back to town to level or something, giving them a nice hallway to walk down and rest in after fighting off some tough dudes, etc.

i think the souls games are pretty awesome examples of well-paced RPGs, and a lot of that pacing comes from smart level design, combat, and enemy AI. grinding is definitely possible in those games, and often times it's the best bet for progression, but i think the main difference is that the grind is entirely voluntary. it's a beneficial choice available to the player that they can choose to take as a temporary change of pace, and i think it's a particularly good way to do things because it's presented as an option rather than as a deliberate obstruction. a player would choose to grind on their terms if they believe that it's their best option to accomplish their own short-term obstacles. there's probably a lot to be learned from modded minecraft in this area too, but i've ranted enough about one kind of game.

i guess the main idea is that grinding should always be something tangential, an option that arises as a consequence of design choices rather than being a design choice on its own. which i guess sounds obvious now that i say it: it's a bad idea to intentionally craft repetitive gameplay. it's not, however, a bad idea to anticipate that players might decide to take this route on their own.

With all that said, resource collecting doesn't necessarily have to be considered a grind, either. As the wandering vagabond picks the berries from the bush, the player gobbles up all the resources and stuffs out a thousand shiny weapons.

But really the dividing point is that player retention is the singlehandedly most important thing to making a multiplayer RPG work. If you can't get this to stick, then everything is going to fall to pieces. This is why grinding is so commonplace because it's so easy to implement and it works up until everyone hits that content wall where it's either too hard to progress or they've exhausted all avenues of the server.