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 Post subject: Death
PostPosted: Sun Aug 13, 2006 8:22 pm 
Source Code Swashbuckler

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 41
(randomly my cookies started working again so i can see all new topics with ease)

Okay so i just wanted opinions on how your character should die?

In my opinion you should die instantly if you die solo, however you should have a timed KO if you die in party, and healing classes should have the abbility to revive(spell) or "Pheonix Down"(item) you (for u ff fans :wink: ).

Your opinion?


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 Post subject:
PostPosted: Sun Aug 13, 2006 8:47 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
That is a cool idea - I have never actually seen a game combine both of those, just one or the other. I have always thought that having people being able to be revived was a cool feature of games since it puts more use to the "White Mage" of the party besides just sitting back and hope they heal enough.

I have never been a big fan of the "Item Drop" idea of deaths. Maybe if it was a PK and both players are PKers, but on Player VS Monster, it can just piss people off to the point where they want to quit when they loose the best item they have from one slip-up.

This is a good thign to discuss - I'm interested in what people have to say. I'd love to see a unique approach to the death system. :wink:


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 Post subject:
PostPosted: Mon Aug 14, 2006 12:56 pm 
Source Code Swashbuckler

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 41
Item drops are crucial, but i think instant death in a party would ruin a game, they definately should be able to be revived (with a defined period of time), then of course after that time it is as if he were solo and drops dead along with item drop, butwhen hunting solo, it ups the risk factor, and it promotes being social :P .

Items should be marked in some way shape or form as items that will or will not, so that way it is not a surprise to the player.


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 Post subject:
PostPosted: Mon Aug 14, 2006 12:59 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
True, it is always good to promote partying in an online game seeing that is the whole point of the game being online. I have just always hated item drops, especially when some jack*** runs by and steals it. :roll:


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 Post subject: ..
PostPosted: Mon Aug 14, 2006 2:07 pm 
+3 Gloves of Agility

Joined: Fri Aug 04, 2006 4:00 pm
Posts: 163
Location: Canada
item drops suck. Enabling item drops basicaly kills the PvP in your game.


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 Post subject:
PostPosted: Mon Aug 14, 2006 2:10 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
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Location: Washington
How does it kill the PVP? I thought Item Drops would keep PKing going since it gives you some kind of reward. Then again, it can easily piss off the other persion very much, especially when followed by "OMG NOOB PWNED LOL THNX 4 TEH ITEM ^_^". :wink:

Most games usually have an "Arena" for lossless PKing.


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 Post subject:
PostPosted: Mon Aug 14, 2006 2:43 pm 
Site Admin

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 1230
Haha that reminds me of:
http://www.vgcats.com/comics/?strip_id=60
Caution there may be some objectionable language


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 Post subject:
PostPosted: Mon Aug 14, 2006 2:45 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Hahaha, that's awesome. 8)


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 Post subject:
PostPosted: Tue Aug 15, 2006 6:31 pm 
Source Code Swashbuckler

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 41
well that is where you make timed item drops, so that there are certain items that are given a time limit on when the owner can come back and pick up, the time limit depends on the size of the world, and also perishable items on death i think are another important factor.


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 Post subject:
PostPosted: Tue Aug 15, 2006 11:09 pm 
Hungry Zombie

Joined: Sat Jun 05, 1976 10:06 pm
Posts: 3179
Location: Auckland, New Zealand
I like the thing, after a certain amount of minutes it all becomes public domain XD That way you have a chance to get it back


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 Post subject:
PostPosted: Fri Aug 18, 2006 12:15 pm 
=^.^= Kitty =^.^=

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 926
Spodi I thought you played Ragnarok because they have that. I think that there should be an option of returning to the last checkpoint/kingdom for me, quitting, or paying a fee to revive.


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 Post subject:
PostPosted: Fri Aug 18, 2006 1:22 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
A fee to revive? You mean right there where you died? I could see a lot of problems arising with that. :wink:


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 Post subject:
PostPosted: Fri Aug 18, 2006 1:31 pm 
=^.^= Kitty =^.^=

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 926
lol yea I just changed my mind after I read it. :wink: I'll probably just stick with the saving checkpoint thing.


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 Post subject:
PostPosted: Fri Aug 18, 2006 1:32 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Well what you could do, too, if you really hate walking, is every time the user switches maps, keep their X/Y co-ordinate in memory directly after the map switch. Using this, when they die, you can send them back to the point where they came onto the map. :wink:


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 Post subject:
PostPosted: Fri Aug 18, 2006 1:34 pm 
=^.^= Kitty =^.^=

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 926
yea but I like them going all they way back to the kingdom so they can stock up on the potions they lost. :wink:


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