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 Post subject: Surely the best idea ever!
PostPosted: Thu Mar 06, 2008 11:46 pm 
=^.^= Kitty =^.^=

Joined: Thu May 24, 2007 10:18 pm
Posts: 1179
Location: England
Ok you all know i'm busy but i came up with a brilliant idea the other week and WOW it's foolproof and will allmost definately (with the right team) be sucsessfull, so since i really can't stay in this for mutch longer i've composed all the ideas in the game that make them foolproof, it's foolproof because theres barely anything to do ! you'll see what i mean below.

Basic backround.

See the old knights of england used to train in things called 'Tournements' but these were more babaric then you think, hundreds of knights were on a battle field fighting for either their 'Teams' or themselves, the goal of this so called game was to capture another knight and threaten to kill him....unless he gave you something in return for his life eg: A faster horse, or better armour.

Composed into a game?

The game version would see players fighting practically just the same, you'd chase down a player on your horse (and if they had one) kill their horse then proceed to kill the player, when player has one point of health he can't move and (just like trading) the killer can choose to ask for a reward or kill the player, now this player better hope he has something the killer wants because if you die you lose everything and go straight back to the start so, your account is 're-set'.

So we can see it can be a game but whys it so different?

I'll do these in bullets :P

- There are no leveling systems.
-Damage and health is instead determined by equipment

- Not many NPC'S
-I've thought about this and I can't see the need for NPC'S

- Death is scary
-Since you'll lose all of your items that you spent ages getting.

- Extremelty tactical, i will explain more about that below.

Systems of how the game will work.

After a long time i've decided no shops are not needed, items will enter the economy via moderators who will eventually be forced to surrender their armour over to a player and also some players can volenteer (sp?) to wear the latest and best armour making them a prime target yet still hard to kill. To heal a player must enter a campsite within the forest and wait there for a short while, there will be many campsites within the world map (more about that later),entering a campsite is a great risk because another player might be there healing like you allthough if the players lucky the camper might not want to fight, also campsites will be a valuable point for large teams of players hiding out waiting for an ingured player to come along and ambush him therefore getting an easy surrender.There will be unique one of a kind weopons that are scattered across the map, these weopons can be found and used by anyone but the only downside is that everybody will know whitch player wields the weopon making them a massive target, to stop players getting the weopons then leaving the game for ever they will re set back to their spawn point and out of the players inventory after a certain amount of days the player hasn't logged on.

World map
Suprisingly these tournements were massive and stretched across a hell of alot of land, the maps would consist of grass, trees, forests and camps
but these will be tactically placed to maintain interest.

One more thing..
Killing a player will give the killer 100 gold,and gold can be used to buy crest of arms flags, annd if you really want to inlude them..dare i say it...houses (shudders) i know i said no shops before but...yeah i lied :)

So anyone in on this idea, i will gladly pass it over to an experienced member of the forums but if your quite new you`ll somehow have to prove that you won't wreck this. :P


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 Post subject:
PostPosted: Fri Mar 07, 2008 3:29 am 
=^.^= Kitty =^.^=

Joined: Mon Jan 28, 2008 6:03 pm
Posts: 1545
Location: Behind you...
I kinda like this idea, but with gold being in it, wont there be a need for shops?
Also, I think that NPC's should be there, in order to give out quests that would allow people to get the new items, quicker, and then they would have to earn it. It also allows players to be able to train themselves instead of having to fight head on. I like the idea though I can be a mapper for you, tell me if you want to see screenshots of my work.


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 Post subject:
PostPosted: Fri Mar 07, 2008 3:50 am 
+7 Claymore of Slaying

Joined: Fri Mar 23, 2007 10:43 am
Posts: 575
Because items will spawn randomly and its mostly about hit-and-take a shop will be virtually useless. That aside, even if there is a shop, will you take the risk of buying things and let someone take that chance to knock you out cold?


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 Post subject:
PostPosted: Fri Mar 07, 2008 9:06 am 
=^.^= Kitty =^.^=

Joined: Thu May 24, 2007 10:18 pm
Posts: 1179
Location: England
Thedarktiger, assure me that you will not abandon (or do any other stupid things) and the game is yours :)
Edit:
We need a programmer to add
-Mounts

-The surrender item feature

-Get rid of levels

-Get rid of magic

-Code weopon damage eg: Normal damage = 1+weopon [X] modifier

-Campsite healing

and that appears to be it. :)

Nope...edit again :

I will gladly help anyone on the concept/game theorys on this project

AND..my freind MIGHT.... do the sprites for this game allthough i might have to pay him


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 Post subject:
PostPosted: Fri Mar 07, 2008 10:27 am 
Slave to the BB

Joined: Sat May 12, 2007 6:20 am
Posts: 3842
Location: Behind you!
Another thing you should add players that advance "too far" and become almighty a bounty system to send more players their way and eventually if the bounty system fails and the player still fails to die a team bounty system sending more than 1 player after them at a time the longer the live the more people allowed per party to go after them so eventually they will fall.


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 Post subject:
PostPosted: Fri Mar 07, 2008 11:44 am 
=^.^= Kitty =^.^=

Joined: Thu May 24, 2007 10:18 pm
Posts: 1179
Location: England
well the top players will be on a "Hit board" and this will ensure that everyone targets them


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 Post subject:
PostPosted: Fri Mar 07, 2008 11:57 am 
Slave to the BB

Joined: Tue Jul 31, 2007 8:45 am
Posts: 3273
Location: United Kingdom
Not the best idea ever.


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 Post subject:
PostPosted: Fri Mar 07, 2008 12:11 pm 
Cubic Root of 1

Joined: Thu Nov 29, 2007 10:40 am
Posts: 289
Location: Holland
Darkfrost wrote:
Not the best idea ever.


this.

a grief-fest determined by who is lucky enough to have the best items and in turn dominate all others, by teaming up with the other "best" becoue they know who they are through the "hit-board"...

so you get the top X players dominating everything, killing indiscriminatly becouse 1 - they are the "best"
2 - they already have the "best" items and dont need anything.
3 - they are more then one of them.

oh and did i meantion it'll be a grieffest? in the end people wil log in, play for 10 minutes - get killed, rince and repeat - one hour later a player logs of never to return.

people wil play, et some cool items, be griefed by the afore mentioned group, lose everything and quit becsoue they lost ALL their hard worked sutff.



so excuse me for saying: this idea is FAIL.


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 Post subject:
PostPosted: Fri Mar 07, 2008 12:16 pm 
Slave to the BB

Joined: Sat May 12, 2007 6:20 am
Posts: 3842
Location: Behind you!
"strong" people cannot kill people so much weaker then them unless they attack first


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 Post subject:
PostPosted: Fri Mar 07, 2008 12:40 pm 
=^.^= Kitty =^.^=

Joined: Thu May 24, 2007 10:18 pm
Posts: 1179
Location: England
Temko i don`t see that very likely as happening the 'best' items will be one of a kind, and if (in an unlikely series of events) all the Top players rank together and form an army it doesn`t matter because people will still be able to over throw them, and "grief-fest determined by who is lucky enough to have the best items" makes no sense as it isn`t detirmined by luck at all it all depends on your skill on getting a player to surrender, and to notexistant thank you for backing up my idea, do you think adding skills but NOT levels will add more of a risk to dieing?


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 Post subject:
PostPosted: Fri Mar 07, 2008 2:33 pm 
Cubic Root of 1

Joined: Thu Nov 29, 2007 10:40 am
Posts: 289
Location: Holland
if you make it work: Hat of to you, but to my very sad and overly large knowleage. only Ultima Online has ever implemented a FFA pvp system that worked for longer thenit took for people to exploit it (hell it stood for 2 years before sharding maimed it and pub 14 ripped it to shreds)

basicly what you have in mind is a good idea (even fun) on paper. but sadly not do-able wile maintaining satisfied players.

what you would need to make this work:

Extremly wel balanced gameplay. considering you are not using levels, skills or whatnot to determine the "strong" outside of items - the balance on who is classified as "strong" and "new" and "weak" needs to be very wel placed. saying a strong player can not attack a weak player ALSO is nice on paper. but what happens when 50 weak players keep waiting for a strong player to show up, and then - since he cant attack surround/trap him/her and THEN attack together. sure - you can call it tactics. i call it losing players.

further, wile saying "your skill on getting a player to surender" you state the following

Quote:
The game version would see players fighting practically just the same, you'd chase down a player on your horse (and if they had one) kill their horse then proceed to kill the player, when player has one point of health he can't move and (just like trading) the killer can choose to ask for a reward or kill the player, now this player better hope he has something the killer wants because if you die you lose everything and go straight back to the start so, your account is 're-set'.


there is no "skill" involved with getting a surender - you are killing someone and take a breather wile picking out his items and deciding if he has any UBERZZZ stuffs to steal or.. kill him...

which in the end will be what most will do considering:

Quote:
Killing a player will give the killer 100 gold,and gold can be used to buy crest of arms flags, annd if you really want to inlude them..dare i say it...houses (shudders) i know i said no shops before but...yeah i lied Smile


...so...

i'd love to see this (or at least something like this in a game instead of a seperate game,) and in fact i am working out a system for laurantine cronicle that will allow PvP and Looting but exclude/punish harassing/farming and griefing. it's a lot harder then it sounds.

the way i'll do it mostly is as follows:

Controlled free for all tournaments:

each player when entering the "battlefield" will be striped of all items exept one of their choice. this item is the "stake" they place when entering the battlefield. When they kill another player they recieve the item the player put on stake, and that item is placed in their bag.
the player that got killed is teleported outside the battlefield, minus the item. takes no normal death penalties.
the player that got the item, now has 2 items at stake. if they die the killer gets to pick one. the player who had more then one item at stake gets to respawn inside or outside the battlefield. inside they continue like before, outside they can leave with the item they still had on stake back in their bag.

a player that leaves can not enter again for 30 minutes
a player that has 10 or more items can not get any more items from other players for 2 hours.
a player that has died more then 10 times in <10 minutes is barred from the battlefield for 30 minutes.

the player that did most of the damage AND is still in combat (did damage/got damage from said player in the last X seconds) has rights to the item.

the killer that did not get the looting right gets 50 gold pieces as a reward, these are instantly added to their total and can not be lost during the battlefield.




i think adding skills would make it more then a gank-fest. it would give it dept (read up on Ultima online, which was basicly a PvP free for all Skill based game)


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 Post subject:
PostPosted: Fri Mar 07, 2008 4:39 pm 
=^.^= Kitty =^.^=

Joined: Mon Jan 28, 2008 6:03 pm
Posts: 1545
Location: Behind you...
Exactly how do you want me to prove I wont mess your game up? Just ask around on the Xtremeworld forums, I usually help them out a lot because its easy to mape on their engine, havent messed up any games. Also, With more and more people posting here, I am begining to see flaws within the game, In turn, losing everything would make a player really agrivated, make a bank of X items. Make a 1 vs 1 battle OR make it so there are clan wars, which are 3 x 3 or 2 x 2 and such up to 5 x 5... This way, teamwork would be nice. Special items being dropped doesnt seem like a good idea to me bacuse think about it, if there is a spawn rate, then players could keep camp at the respawn place and get a lot and sell... Btw if there are no shops, what is the point of gold? Just for crests and flags?
I think stores should be placed in the game. Next, there should be a way to level without JUST killing, running errands and stuff.
Basically the game should have more to it then just kill, and I got a really good idea, I pmed it to you.


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 Post subject:
PostPosted: Fri Mar 07, 2008 11:31 pm 
=^.^= Kitty =^.^=

Joined: Thu May 24, 2007 10:18 pm
Posts: 1179
Location: England
It`s obvious that the concept has some minor flaws but 10 minutes of re thinking should sort that out and Thedarktiger, feel free to use this concept, within your own game or as a whole new game. I shall be back later tonight to re-work this.


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 Post subject:
PostPosted: Sun Mar 09, 2008 12:42 pm 
Hungry Zombie

Joined: Sat Jun 05, 1976 10:06 pm
Posts: 3179
Location: Auckland, New Zealand
Okay so you say stats are determined by equipment...but then you say people will hunt the people with the best equipment...well those people would always lose because it's totally dependant on equipment? Seems silly to me.


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