If your partner feels that some part of Runescape will work well in the game and you haven't played it then the best thing you can do is try the game to see what its like. The opinions of random people on a forum aren't going to help you make your game any better.
it will because the people on the forum are going to be the people playing it.
Ty! Someone who cares about their customers or potential customers! That's already better than WoW and Runescape. ^_^
Can we see on the other side? No, but can the other side see us? Maybe, maybe not, guess we won't find out until we're supposed to.
If your partner feels that some part of Runescape will work well in the game and you haven't played it then the best thing you can do is try the game to see what its like. The opinions of random people on a forum aren't going to help you make your game any better.
it will because the people on the forum are going to be the people playing it.
Yes, but like I said, you can't form your own opinion on it until you try the game. You won't be playing it for the community, you will be playing it to see if there is any part of the game that might work well in yours or to draw ideas from its systems. Somebody telling you the game is full of trolls shouldn't stop you from seeing if there is something in the game that is worth drawing from.
If your partner feels that some part of Runescape will work well in the game and you haven't played it then the best thing you can do is try the game to see what its like. The opinions of random people on a forum aren't going to help you make your game any better.
it will because the people on the forum are going to be the people playing it.
Yes, but like I said, you can't form your own opinion on it until you try the game. You won't be playing it for the community, you will be playing it to see if there is any part of the game that might work well in yours or to draw ideas from its systems. Somebody telling you the game is full of trolls shouldn't stop you from seeing if there is something in the game that is worth drawing from.
If your partner feels that some part of Runescape will work well in the game and you haven't played it then the best thing you can do is try the game to see what its like. The opinions of random people on a forum aren't going to help you make your game any better.
it will because the people on the forum are going to be the people playing it.
Yes, but like I said, you can't form your own opinion on it until you try the game. You won't be playing it for the community, you will be playing it to see if there is any part of the game that might work well in yours or to draw ideas from its systems. Somebody telling you the game is full of trolls shouldn't stop you from seeing if there is something in the game that is worth drawing from.
Oh I wasn't saying he shouldn't try it for those reasons. I was merely implying that if he used something out of it, he should at least see that he really needs to put up good protection against the kinds of people that are on it.
Can we see on the other side? No, but can the other side see us? Maybe, maybe not, guess we won't find out until we're supposed to.
If your partner feels that some part of Runescape will work well in the game and you haven't played it then the best thing you can do is try the game to see what its like. The opinions of random people on a forum aren't going to help you make your game any better.
it will because the people on the forum are going to be the people playing it.
Yes, but like I said, you can't form your own opinion on it until you try the game. You won't be playing it for the community, you will be playing it to see if there is any part of the game that might work well in yours or to draw ideas from its systems. Somebody telling you the game is full of trolls shouldn't stop you from seeing if there is something in the game that is worth drawing from.
did i ever say i wasn't going to try it?
Not literally, but your wording implied it.
well i am going to try it just so i can see what he wants from it.
Oh I wasn't saying he shouldn't try it for those reasons. I was merely implying that if he used something out of it, he should at least see that he really needs to put up good protection against the kinds of people that are on it.
we will try to keep gold farmers and other people who make the game less enjoyable out of the game
Oh I wasn't saying he shouldn't try it for those reasons. I was merely implying that if he used something out of it, he should at least see that he really needs to put up good protection against the kinds of people that are on it.
we will try to keep gold farmers and other people who make the game less enjoyable out of the game
Awesome.
Can we see on the other side? No, but can the other side see us? Maybe, maybe not, guess we won't find out until we're supposed to.
While it's good to get feedback, you're going about this completely backwards. If you're serious about making a game with just two developers, you absolutely cannot afford to have a poor sense of scope. You need to come up with a list of features and a realistic timeframe in which you can develop those features. And before you can even start that, you need a concept.
Concepts aren't hard to come up with. And, to tell you the truth... concept has very little to do with how good of a game you end up with. But if you don't fully own this concept, if it's not something you're wholeheartedly willing and able to build the whole game around, it can't succeed. Simply cannot succeed. You won't even come close to finishing.
As altruistic as it sounds to say "we want to make a game that is everything that the community wants", games aren't made by committee. And coming up with a concept by committee is right out. Putting together a hodgepodge of features and calling that your game is a poor starting point. Doomed to fail. Come up with a concept so that you have a starting point, sketch out a manageable list of goals that you think you can accomplish in a given period of time, and only then should you start to look for feedback on the details.
For an MMO you need both, to make either viable, and also understand that crafting is a form PvP. Through restricted or controlable resources determined through PvP outcomes, and to have PvP outcomes be reflective of the goods provided by crafting; better weapons, more availibility of consumables that would give advantage (potions, explosives, seige equipment).
If your not looking to develop this interaction, stick to just PvP within an arena setting, with more limited set of gameplay variables within the arena; (control points, terrain vantage points etc)
While it's good to get feedback, you're going about this completely backwards. If you're serious about making a game with just two developers, you absolutely cannot afford to have a poor sense of scope. You need to come up with a list of features and a realistic timeframe in which you can develop those features. And before you can even start that, you need a concept.
Concepts aren't hard to come up with. And, to tell you the truth... concept has very little to do with how good of a game you end up with. But if you don't fully own this concept, if it's not something you're wholeheartedly willing and able to build the whole game around, it can't succeed. Simply cannot succeed. You won't even come close to finishing.
As altruistic as it sounds to say "we want to make a game that is everything that the community wants", games aren't made by committee. And coming up with a concept by committee is right out. Putting together a hodgepodge of features and calling that your game is a poor starting point. Doomed to fail. Come up with a concept so that you have a starting point, sketch out a manageable list of goals that you think you can accomplish in a given period of time, and only then should you start to look for feedback on the details.
You should really listen to this person, because they basically said everything I was about to.
Also, for my two cents, I would add that if a game can be explained like 'It's basically WoW/Runescape/Rifts but...', the question becomes why would somebody play your game, instead of WoW/Runescape/whatever?
You need to come up with something that makes the game yours, that is a reason to play. You can't possibly make a game bigger than WoW or Runescape in scope, so you need to come up with some focused ideas that will allow you to program it in a reasonable time frame (Within your lifetime, say) and still have stuff people will want to do.
Both are important but from a head ache stand point I'd focus on crafting. Pvp leads to a list of other issues like balancing, nerfing, buffing, crying, rage quiting etc. where crafting is just crafing.
But please put some rational thought into your crafting system. I'd suggest a combination of UO resource gathering (enough of this node hunting bs) and Ryzom crafting (being able to really customize the gear you create is a nice touch).
Some other thoughts. There should be a chance to fail in crafting too. Put the challenge back into crafting and lessen the time sink that is resource gathering. Plus if you want to have a vibrant and thriving economy adding item destruction is a must have.
Good PvP adds years to a game's life span. Crafting, not so much. Crafting that fuels PvP is probably the best mix, and it helps balance the game.
What should we Do to balance it?
The great circle of life:
PvPers supply the materials for crafters to make stuff with <=> Crafters supply the items needed for PvPers to operate
By all means make this simple dilemma as complex as possible, but that's the core; both gamestyles are equally necessary and rely on each other. That will imply a high item turnover for PvPers (simplest way to do this is a partial full-loss system like eve where a percentage of your gear is destroyed, while the rest is dropped; that percentage is what keeps the crafters in business)
It's OK to have special item drops that are actually rare, but dont make it such that PvPers can reasonably equip themselves just from mob drops, or else you risk obseleting your crafters. Likewise, materials should be difficult and dangerous to obtain or else PvPers become pointless. You can phase this by making some materials hard to obtain, while others are relatively easy and safe. Thus giving a safe, low-value niche for low-level players. All crafted items should have at least a trace requirement for the difficult-and-dangerous stuff.
Comments
Ty! Someone who cares about their customers or potential customers! That's already better than WoW and Runescape. ^_^
Can we see on the other side? No, but can the other side see us? Maybe, maybe not, guess we won't find out until we're supposed to.
Yes, but like I said, you can't form your own opinion on it until you try the game. You won't be playing it for the community, you will be playing it to see if there is any part of the game that might work well in yours or to draw ideas from its systems. Somebody telling you the game is full of trolls shouldn't stop you from seeing if there is something in the game that is worth drawing from.
did i ever say i wasn't going to try it?
Not literally, but your wording implied it.
Oh I wasn't saying he shouldn't try it for those reasons. I was merely implying that if he used something out of it, he should at least see that he really needs to put up good protection against the kinds of people that are on it.
Can we see on the other side? No, but can the other side see us? Maybe, maybe not, guess we won't find out until we're supposed to.
well i am going to try it just so i can see what he wants from it.
we will try to keep gold farmers and other people who make the game less enjoyable out of the game
Awesome.
Can we see on the other side? No, but can the other side see us? Maybe, maybe not, guess we won't find out until we're supposed to.
While it's good to get feedback, you're going about this completely backwards. If you're serious about making a game with just two developers, you absolutely cannot afford to have a poor sense of scope. You need to come up with a list of features and a realistic timeframe in which you can develop those features. And before you can even start that, you need a concept.
Concepts aren't hard to come up with. And, to tell you the truth... concept has very little to do with how good of a game you end up with. But if you don't fully own this concept, if it's not something you're wholeheartedly willing and able to build the whole game around, it can't succeed. Simply cannot succeed. You won't even come close to finishing.
As altruistic as it sounds to say "we want to make a game that is everything that the community wants", games aren't made by committee. And coming up with a concept by committee is right out. Putting together a hodgepodge of features and calling that your game is a poor starting point. Doomed to fail. Come up with a concept so that you have a starting point, sketch out a manageable list of goals that you think you can accomplish in a given period of time, and only then should you start to look for feedback on the details.
For an MMO you need both, to make either viable, and also understand that crafting is a form PvP. Through restricted or controlable resources determined through PvP outcomes, and to have PvP outcomes be reflective of the goods provided by crafting; better weapons, more availibility of consumables that would give advantage (potions, explosives, seige equipment).
If your not looking to develop this interaction, stick to just PvP within an arena setting, with more limited set of gameplay variables within the arena; (control points, terrain vantage points etc)
This right here.
Retired: EVE, SWG, STO, EQ2, Ryzom, AO, LotRO, FFXI
Currently Awaiting: SWTOR, TSW, ArcheAge
You should really listen to this person, because they basically said everything I was about to.
Also, for my two cents, I would add that if a game can be explained like 'It's basically WoW/Runescape/Rifts but...', the question becomes why would somebody play your game, instead of WoW/Runescape/whatever?
You need to come up with something that makes the game yours, that is a reason to play. You can't possibly make a game bigger than WoW or Runescape in scope, so you need to come up with some focused ideas that will allow you to program it in a reasonable time frame (Within your lifetime, say) and still have stuff people will want to do.
Both are important but from a head ache stand point I'd focus on crafting. Pvp leads to a list of other issues like balancing, nerfing, buffing, crying, rage quiting etc. where crafting is just crafing.
But please put some rational thought into your crafting system. I'd suggest a combination of UO resource gathering (enough of this node hunting bs) and Ryzom crafting (being able to really customize the gear you create is a nice touch).
Some other thoughts. There should be a chance to fail in crafting too. Put the challenge back into crafting and lessen the time sink that is resource gathering. Plus if you want to have a vibrant and thriving economy adding item destruction is a must have.
Awesome yall are trying to make a new game...Hurry up and finish so I can troll how badly it sucks on yours and all forums
Just joking guys...good luck
No matter how cynical you become, its never enough to keep up - Lily Tomlin
The great circle of life:
PvPers supply the materials for crafters to make stuff with <=> Crafters supply the items needed for PvPers to operate
By all means make this simple dilemma as complex as possible, but that's the core; both gamestyles are equally necessary and rely on each other. That will imply a high item turnover for PvPers (simplest way to do this is a partial full-loss system like eve where a percentage of your gear is destroyed, while the rest is dropped; that percentage is what keeps the crafters in business)
It's OK to have special item drops that are actually rare, but dont make it such that PvPers can reasonably equip themselves just from mob drops, or else you risk obseleting your crafters. Likewise, materials should be difficult and dangerous to obtain or else PvPers become pointless. You can phase this by making some materials hard to obtain, while others are relatively easy and safe. Thus giving a safe, low-value niche for low-level players. All crafted items should have at least a trace requirement for the difficult-and-dangerous stuff.
Give me liberty or give me lasers