[gameprogrammer] Re: MMO Idea

  • From: Ken Johnson <johnsk16@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Tue, 13 Dec 2005 14:44:30 -0700

Ultima Online did(may still do, haven't played it in ages) the skill
usage/atrophy setup. But you had a max pool of skill points you could
use, so you basically could only max out 3 skills to the grand
master(100%) level. You also had the ability in later patches to lock
some skills so they wouldn't atrophy, I think it was between 3-7 you
could lock, I can't remember. I enjoyed that system and think that
more games should utilize it.

On 12/13/05, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> I was kind of thinking for whenever i get around to my MMORPG with some
> friends (ha! we'll see if it ever happens!) of making it more skill based
> then numbers based.
>
>  for instance, the game should play like Quake or some other kind of FPS but
> should be very rich in RPG elements.
>
>  Some ideas i had:
>
>  *the more you use a skill the better you get at it, no leveling and
> experience to gain skills or make them better.
>
>  *in the case of magic, you might have to find or research magic to find new
> spells
>
>  *having a ninja class which has the ability to do things like grenade jump
> and such so they can jump over walls etc, but only if they are skilled
> enough in grenade jumping
>
>  *possibly making it so when you don't use a skill for a while it starts to
> atrophy
>
>  *hiding what level a person is and havign exp and level ups happen behind
> the scenes.  When a person levels, they get some more mana, more hit points
> etc.
>
>  *hiding all numbers, so instead of showing "you have 45/52 life", just show
> a life bar.
>
>  *with magic, have simple spells such as "fireball", "homing fireball",
> "explosive charge", "ice beam" etc and making a scripting language so if you
> want to do some complicated attacks with your basic spells you can script
> them.  This would make people who thought of smart ways to do attacks
> superior to those who just stuck to the basics.
>
>  I think with this stuff overall, someone who "sucked" could level up
> sufficiently and become powerful, but it would take a long time and they
> would always be fighting things below their levels and would get killed by
> PK's their own level.
>
>  Someone who had alot of skill could clean house.  You know those movies of
> people playing FPS's  doing amazing things?  Someone like that could take a
> level 2 guy and go fight dragons or PK poeple much higher level than them
> just cause they were more awesome.
>
>  This way, people couldn't hide behind their high levels and good equipment,
> the best man would truly win in combat.
>
>  I like your pyramid idea, i think that would be really good for a vampire
> class (or status?) since vampires kinda have that whole pyramid thing going
> on.  You could have it like for every minion in your tree, you'd gain "1
> vampire power point" and like have a skill tree or something of what powers
> you got.
>
>  When someone kills a vampire, all it's underlings could die too, even if
> they were off on different parts of the world.
>
>  That would be a cool way to be able to give vampires awesome powers, but
> limit them too by not being able to go out in the day, and always having the
> potential problem of having someone farther up the tree get killed and
> getting them killed in the process (:
>
>  Man, i think the MMORPGS out there do not do justice to what they could be.
>  I figure it's cause they are all done by heavily professional companies.
> For those of you that have played MUDs before and as game programmers, we
> know that the most awesome games often come from ameteurs so I think it's
> only a matter of time before someone makes a really really good MMORPG.
>
>
>
>
> On 12/12/05, Roger D Vargas <luo_hei@xxxxxxxx> wrote:
> >
> >
> > Chris Nystrom wrote:
> > > I was talking to a friend about MMOs, and I was I was thinking about
> > > how usually 2/3 of the players are at the highest level in the game,
> > > and how while I understand the people play fantasy games to be and
> > > achieve things that they can not or will not in real life, so everyone
> > > wants to be a top dog, it made me think of a new system.
> > >
> > > How about a system that is pyramid in design? For example, there would
> > > only be one person at the top spot, 2 people at the send highest
> > That remembers me the Invisible University rank of Discworld. there were
> > a few 8th level mages (and the ones from 7th level were trying to kill
> > them to get to the 8th level)
> > > level, etc on down. Also the level could be determined by something
> > > other than time in game, or number of orcs killed. Perhaps it could be
> > > the number of player character henchmen. So, for example, the guild
> > > leader of the largest guild in the game would probably have the
> > > highest spot, but if for some reason he or she made thier guild
> > > unhappy and they quit the guild, then that person would go down in
> > > ranks and someone else would be the top person in the game.
> > Well, I was writing a short story about a game and one of my ideas was
> > something like that. A player can get levels or respect by having other
> > players at his command, or by having a night club or special place.
> >
> > --
> > Roger D. Vargas
> > http://dsgp.blogspot.com | Linux, programación, juegos
> >
> >
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