Author Topic: [WIP RPG] Land Of The Wind | (What themes of Dungeons do you want? Page:7)  (Read 16492 times)

You will never satisfy people when creating an RPG. Good luck my friend.

An RPG that ends. Almost all RPGs on blockland fail due to their endlessness, making it an increment game (a game where you accumulate some quantity indefinitely until you get bored). It would be nice to see an RPG that people advance in to reach a conclusion, where it promptly ends and resets, giving a different outcome with different ways to complete it again

I think this is the best idea I have heard from anyone yet jesus, I will be sure to look into this.

rip Elm

You will never satisfy people when creating an RPG. Good luck my friend.
What a negative reply.

Just kidding, feedback is appreciated, but we're already way to far into the build to pull out..

a dynamic world would be kinda cool too. seems a little farfetched since this is blockland, but players actions having a noticeable effect on the environment always makes the game more enjoyable. building off what perry said, a sense of accomplishment is what makes rpgs fun, and actually doing stuff in the game would make the server a lot more engaging for the players.

not sure how you could go about this, an economy system would be on example (drendrans made some scripts related to this i believe), and also something similar to the factions idea i mentioned earlier. players could capture towns/resource deposits/ect for their faction, and controlling those points gives that faction a benefit. for example, maybe factions have "faction points", and anyone in the faction can use those points to upgrade points controlled by a faction (turrets, walls, mines, bots guards). capturing a point would put a cooldown on how long before they can be recaptured by another faction (like half a day?), so you dont just have individuals running around the map always capturing points.

imo, this would add a pretty unique pvp aspect to the game. this wouldnt be the main point of the rpg, but it would make progression and leveling faster depending on whether or not a faction controls a lot of ore deposits and whatnot. would cater a lot more to the people who like combat in rpgs, but would have almost no effect on the actual quest part of the game.

also pm me when you guys have an open server, i dont get on bl that much so ill prob miss it otherwise. id love to help with the storywriting as well

What a negative reply.

Just kidding, feedback is appreciated, but we're already way to far into the build to pull out..


Haha I didn't mean to make it sound negative, the truth is, you can't satisfy everyone. The key is to look at existing RPGs and brown townyze what exactly about their model makes players play and keep playing. A lot of people complain about grinding, but there's going to be grinding in ANYTHING you do.

Take real life for example, you are going to school/work everyday, grinding. Do you play FPShooters? You are grinding to increase your mechanics/aim and playstyle. Are you doing quests/stories in some singleplayer game? Grinding. Are you learning a new language? Grinding. I can go all day, lol.

Grinding is inevitable, what I'd suggest, is once again - looking at some games that people play continuous and brown townyze the model they use and how grinding isn't detouring them from playing the game. You can also do some research on psychology and how humans process rewards.

Also, don't bring up LoB  :cookieMonster:, I wrote that fresh out of highschool with minimal game-knowledge. Good luck with your RPG man, I'd play a good one, if one was hosted.


Play some TERA on steam, they have a good idea on what you want

Play some TERA on steam, they have a good idea on what you want
yes, add lolis and everyone will play it

I think this is the best idea I have heard from anyone yet jesus, I will be sure to look into this.
Thank you. Games give people a sense of happiness if the player is able to win something. Where city RPGs fall short so badly is the fact that you don't really win anything, or you don't even have to try to win anything. You sit around, farm drugs, grind, earn money, advance until there's no jobs left, nothing left to do. Then what? Just keep earning money, waste your time building new property until the server shuts down and your saved things and hard work go to waste.

If you're developing a large-scale RPG, you should introduce a difficulty curve for players, so that every time they make an advancement, things get exponentially difficult. Famous RPGs like Oblivion and Fallout do this by making enemies harder as you level up, giving you a new challenge every time and making it so that things are always going to be a challenge. This is the best recommendation I can give.

A rogue rpg in BL would be fun. Especially if you add randomization at start or something

Wild Western seems cool, but one thing that shouldn't be in this is Grinding, grinding is never good

I'd like a wild west one. loving everyone does mideval or city rpg and it's old now. A wild west one would be fun.

Also the roleplay should feel like there is actual progression. In lots if BL rpgs that I've played, they feel very clunky and grindy

Wild Western seems cool, but one thing that shouldn't be in this is Grinding, grinding is never good
I'd like a wild west one. loving everyone does mideval or city rpg and it's old now. A wild west one would be fun.

Also the roleplay should feel like there is actual progression. In lots if BL rpgs that I've played, they feel very clunky and grindy
Read topic pls. Says we've basically settled on fantasy future type RPG with different elements mixed in

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There is a difference between RPs and RPGs.

There is a difference between RPs and RPGs.

Nice one Sherlock. An RPG is an RP combined with a G(ame mode). The RP part is still important.