Game Pillars 3:
https://starsreach.com/stars-reach-game-pillars-part-three/ and additional "Vibe" post on Raph's blog:
http://https//www.raphkoster.com/2024/07/24/sr-pillars-three-the-vibe/ A very interesting part, about advancement, is confirmed.
- "And lastly, we need to level the playing field some between new players and old pros. The power accumulation curve of most MMOs results in friends being unable to play together as soon as one of the members has more or less time to play than the others. MMOs have long recognized this problem and built design hacks into the system that basically “undo” you advancement when playing in mixed-level situations. The first one of these was “sidekicking” in City of Heroes in 2004, but nowadays we have level scaling and other approaches, all of which are fundamentally about ignoring the level system that the game is designed around."
- "Since we favor horizontal progression, where instead of “numbers go up” we have “number of commands goes up,” we can avoid this issue. In our game, your hit points won’t go up noticeably. And you will do more damage not because you leveled up or your gear got better, but because you compounded tactics together that you unlocked with skills."
I wonder if these "compounded tactics" will have visual effects that we can recognize, even for PvE. I love the strategy of figuring out what your opponent is capable of (or favors), and then building your own to beat that.
I also like the comments (on Raph's blog) about the art and "vibe."
I don't want it too much in either direction. I want to see them hit that sweet spot somewhere in the middle. I don't care at all for the entire game to be dark.
Comments
This doesn't tell us specifically what he's designing, though.
- Classes are groups of Skills.
- Each item is defined under a Skill, so ma Carpenter's Hammer could be defined as a "Bashing Weapon", on top of hammering things to make items.
There are survival tools that act as a number of things, they are "multi-skill tools."
Maybe Raph is going to break it all down into "uses" rather than items or Skills, or even Classes.
This is just a wild idea. I'm basically saying that we don't know what he's up to. LOL
Once upon a time....
https://www.youtube.com/watch?v=fOBsbFZGGCQ
Once upon a time....
I applaud a game which says the future can be bright, I am beyond bored at the never ending dystopias we get from Film, TV and books. If you use anything too much it becomes banal and dystopias are so overused it is ridiculous.
I do detect some mixed messaging in theme though if this is "retro SF" (I don't really see it as retro, its just a different take on the genre). After "plundering" their home worlds species have a second chance on terraformed worlds so in game plundering will be punished and good shepherding rewarded. I will use mining here for the purposes of analogy.
First an historical note, if humanity had not mined every ore it could get its hands on etc we would not have a civilization, so "plundering" is a rather subjective.
But, there is a difference between open cast mining and abandonment and refilling to return the pit to its former landscape. So there is a better way of taking resources, but you still need to take them.
So it will depend on how these rewards and punishments are dished out, we shall see.
I understand why the game has not gone hyperrealistic, but lets be honest, hyperrealism is never "boring". The "minecraft" element of the game and wanting the game to not look dated in five years time are reasons enough. I also must challenge Raph on his assertion that hyperrealism "specifically chases away women players" I put that to some girl gamers in one of my guilds and they laughed.
The only issue I have with the graphics are that they are a tad too cartoony and very garishly coloured. I get the hope theme of the game, but we don't all need to be walking around in day-glow outfits for the game to resonate that surely?
I have to take a stand against the idea that Combat marginalises every other form of gameplay. It just depends on how you implement PvP and if he is saying PvE combat marginalises everything else I am not even sure where he is coming from.
I am not sure about the horizontal progression either, the game will miss out on if there is no vertical progression and very limited combat. I don't see combat as being detrimental to the community as Ralph does as long as the game is set up properly. Specific zones for PVP and so on, but clearly he is headed a different way with SR, only time will tell if his vision pans out.
Game promises to have "no skill numbers". Nice. Tell me what is real difference between two:
A) You earned 1000 experience - You get level 12 - You can use Fuzzball attack skill
You earned 1000 experience - You can use Fuzzball attack skill.
For me, they end in same result. They are the same.
But let us imagine that combat is skippable. By some unknown technology I can live peacefully: monsters won't attack me, players (who are worst monsters) too.
Resources are question. Game promises to punish griefers and encourage normal players. So - I apply fire to sand and make glass, because glass is needed for my Glass Palace. I need some 5000 glass blocks for it. Would you punish me for that?
At other biome griefer is turning all little desert into glass. Entire 5000 blocks. Punish griefer for that? How to make a differtence between absolutely identical actions?
Another easy example. I set up fireplace. You know, to feel warm, roleplay, or just see how it looks like. What a pity that I forgot about fireplace and forest fire started. Entire old oak forest is now ashes. Would you punish me? How would you realize it was not intentional?
Canibalizing planet is yet another mission impossible. If resources does not auto-respawn, it means player would have to turn part of his land into Mordor. If I need stone, I mine stone, if i need sand (for same glass), i mine sand. Problem is, that for my Royal Palace I must destroy 2 little sand deserts and some big island: all because of 5000 blocks of glass and 17850 blocks of stone. So, if players build, they are doomed to destroy their own lands. And if, say, Engraved Stone is made from 5 Simple Stone and 2 Pig eyes - what if my castle need same 17850 Engraved Stones?
Wait a second, we could form lakes instead of quarries! Which does not respawn resources. Instead of Mordor you get waterworld...and same area free of usefull building resources.
So far it looks like player would have two very simple choices: build some hut and leave landscape intact; or build some impressive palace and turn half his lands into desolated, lifeless Mordor.
http://www.mmoblogg.wordpress.com
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I don't mind SOME vertical progression but if you can got AFK, and my level X can beat on your level Y for 10 minutes and do no damage - well, that sucks.
I'd like to be able to see 2-3 well played noobs take out a poorly played vet - which in many games is literally impossible.
I like the idea of smaller, but noticeable progression.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Also, Kessie Swarms FTW. Well, they used to be, but I'm shocked to note it's been almost 3 years since I last played Eve Online. Maybe they aren't a thing any more?
That is ONE too many words, plus it is a manipulative word. We will determine what is fun.
At least I hope so.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
The other part is that if HP's don't go up much, then MOBs don't need to either.
This provides a stability amongst MOBs (as opposed to the "level grind" tiers), by which a player can see their character's development better.
We'll feel like we're getting stronger in a more "real" sense, rather than just bigger numbers against equally bigger numbers.
Once upon a time....
You then have new enemies that are stronger and you need to level up to best them. That’s why you can traverse formerly dangerous areas with no issues.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo