[gameprogrammer] Re: MMO Idea

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Tue, 13 Dec 2005 12:45:59 -0800

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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