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Suggestions for ground breaking MMO design

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  • TalinguardTalinguard Member UncommonPosts: 676

    Originally posted by Ceridith

    Dynamic world progression.

    Towns and settlements grow if players stimulate it's economy, or shrink if they're neglected. If they're left unprotected they're pillaged, occupied, or even destroyed completely if left long enough... the more active the town's economy is, the more attention it attracts.

    Resources become scarce or drop in quality if over harvested in an area, requiring players to seek out new sources until the current area replenishes. Of course this can cause a cascade of events as well... such as clear cutting a forest could result in soil quality dropping which negatively effects growing crops, and in turn raises the cost of food for that area if not outright causing famine.

    Players work together to fight hostile NPC empires that actually fight back tactically and try to take over player friendly lands as much as players try to take land from the NPCs.

    Player actions having an affect on NPC's and the world at large.....I like it.  Not enough context here, but I can see this being an interesting part of a full game.

    Presentation for new MMORPG economics concept http://www.slideshare.net/talin/mmo-economics-concept-v-10

  • JB47394JB47394 Member Posts: 409

    Originally posted by Talinguard

    if a player is in slowmotion combat with another, what happens when a player from outside attacks?

    I don't want to derail this thread, so I'll reply once just to give a sense of the idea.

    The slowdown is a surrounding field.  If you and I are in combat, then there is a field around us that slows down everything around us.  The effect fades the farther something is from us.  So being within 5 feet of us means that something is in full slowdown while anything 50 feet away have no slowdown effect at all.  If a character rushes straight at us, he will start out at full speed and slow down as he reaches us.

    If everyone stops making attacks for N seconds, the field quickly fades away and everyone reverts to normal speed.  If somebody again initiates an attack, the field snaps up again and everyone near the attacker moves slowly.

    Ranged attacks follow similar rules.  An attack that involves an object such as a bullet or arrow following a path from attacker to target would involve a slowdown all along that path.  This is not a statement that anyone can dodge bullets or arrows, but that the game could allow for it.  An attack that only triggers an effect at the target, such as a magic spell, would trigger a slowdown around the attacker and the target.

    The short form is that any volume of space affected by a weapon in use would be in slowdown.  A swinging sword or an arrow in flight triggers a slowdown.  It could also be structured such that a loaded bow or drawn sword could trigger the slowdown.  In that case, folks would keep their swords sheathed and their arrows in their quiver.


    Originally posted by Talinguard

    What would a player in real time see when looking at players in slow mo?

    Slow motion combat.  If they want to participate, they will have to go near the combat and be slowed down as well.  If they don't want to be involved, they either stay clear of the slowdown field or they only dip into it slightly.

    I've quoted specific distances for the field, but I honestly don't know how far out they should reach.  I do know that I want a gradual onset of slowdown.  The slowdown ramp may start at full at a distance of 5 feet and drop to no effect at all by 10 feet.

    Note too that character reaction times can be factored into this.  The player may not be surprised by a guy suddenly swinging a sword at his character in slow motion, but his character may be completely unable to react and would simply stand there in shock while the sword comes at him.  No matter how furiously the player pounds the keyboard in an attempt to command his character to do something.

    If you want to discuss this further, let's take it to private messages.

  • TalinguardTalinguard Member UncommonPosts: 676

    Thanks for the response, and interesting concept that makes me say....hmmm, I don't know if it would work, no idea if it could be programmed and I can still see issues, but I'll give ya a serious: 

    Presentation for new MMORPG economics concept http://www.slideshare.net/talin/mmo-economics-concept-v-10

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