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Revolutionizing Visual Basic ORPG Development
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 Post subject:
PostPosted: Sat Oct 07, 2006 5:53 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Yeah I lost my d2 CD key, too.

Probably someone on here with a spair one, though. :wink:


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 Post subject:
PostPosted: Sat Oct 07, 2006 6:09 pm 
Site Admin

Joined: Tue Aug 01, 2006 4:00 pm
Posts: 567
Well I do know some programs that generate a key but thats no fun becouse d2 is only d2 if it is online.


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 Post subject:
PostPosted: Sat Oct 07, 2006 11:44 pm 
TANSTAAFL

Joined: Mon Oct 02, 2006 11:51 pm
Posts: 658
Location: Turlock, CA
I have D2 and the expansion, I had WC2 but lost my key :(

- Justin


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 Post subject: Re: Death
PostPosted: Thu Feb 15, 2007 2:38 pm 
Triskaidekaphobia

Joined: Thu Feb 15, 2007 2:20 pm
Posts: 13
First off, my apologies for the necropost, but as there's only one page in the Game Design Theory/Discussion, I figured it would be okay.

Yossarian wrote:
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: ).


Although I see how this is an interesting idea, I would suggest not implementing it. I foresee the following situation occurring:

Warrior, Healer and Mage are in a dungeon.

W: Alright, I'm pulling!
M: Okay, I'll DPS that guy ... Oh shit I pulled aggro!
-Mage Dies-
W: Okay, I got aggro back, but I'm dying fast!
H: Okay, don't worry, I'm healing you.
-Mage's "resurrection timer" runs out-
M: %#$& YOU ASSHOLE! WHY DIDN'T YOU REZ ME??! NOW I HAVE TO PAY FOR REPAIRS AND WALK BACK HERE!
H: I was busy healing Warrior, sorry!
M: I DON"T CARE!!!! DUDE! @#$ U! U BETTER PAY FOR MY REPAIR!!
H: Ahh... What a wonderful life it is being the healer, you get all the blame and none of the praise!

Well, you get the point. Healers already take a ton of heat if someone in the party dies, but if the person dies and the healer can't resurrect them in time they'll take double the heat.

Quote:
item drops suck. Enabling item drops basicaly kills the PvP in your game.


I agree and disagree with you at the same time. Item drops have no business in PvP, as too often PvP is merely a stronger player beating up on a weaker player or a group of players ganging up on another player.

However, I believe that it does have a place in a PvE environment. Death has become too weak of a deterrent in recent MMORPGs. Hell, in World of Warcraft you are expected to die numerous times before successfully downing the end game bosses.

Can anyone else think back to Everquest where you might do the level cha-cha for hours before finally escaping it? Or, for those of you old school 2D MMORPG players, NexusTK - dying lost you experience, "break on death" items and left a death pile on the ground that was only guarded for 15 minutes. Death used to be something that was feared, as it should be. Item drops make this fear real for the player who has just purchased his Sword of WTFPWN.

-MGP


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 Post subject:
PostPosted: Sat Feb 16, 2008 12:49 am 
Source Code Swashbuckler

Joined: Tue Feb 12, 2008 1:15 pm
Posts: 25
Location: Australia
hmmm my idea for the death system would be take off an amount of levels because they died this should also take any spells that needed the level and any stat points achieved during the levels but doing this would mean you would have to increase the amount as the player levels up its like taking off exp but in a more dramatic way what does everyone think on that idea


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 Post subject:
PostPosted: Tue Feb 19, 2008 8:39 am 
Cubic Root of 1

Joined: Thu Nov 29, 2007 10:40 am
Posts: 289
Location: Holland
the way i'd do death:

Solo and party should have different actions, but both end up the same way:

SOLO:

You die - You have 1minute timer to be rezzed by a Player, NPC healer or other means.
after that 1 minute timer, your corpse goes into "death flag" meaning you now have 10 minutes RL time to get back and loot the corpse. after 10 minutes not being looted by yourself, the corpse goes into "open death flag" meaning anyone/thing (mobs :P) can loot the corpse, but will turn criminal for it. (criminal means you are KoS possible)
also, the player after 1 minute is ported to the death plain where they have to either pay a Xp penalty a Gold Penalty or beat the reaper in a riddlegame, which all 3 get you back to live at the SAME SPOT you died. (excluding certain areas) and you are invincible for 30 seconds, but can not attack anything or cast spells.


PARTY:

you die and have a 3 minute flag before being ported to the death plain,
same rules apply - you die your party (Should you allow it in party options) gets to loot your corpse. or target your corpse to rezz it.
if you are rezzed you wake up with 1 HP and are invulnerable for 10 seconds. your ARE target able for your party, so they can heal/buf/whatever you.

if you are not rezzed within 3 minutes, your corpse goes into "death flag" mode and you are ported to the death plain.



in both cases, corpses decay (with any items) in 30 minutes, or 1 minute after being completely looted.


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 Post subject: well death huh?
PostPosted: Thu Apr 17, 2008 3:18 pm 
Fresh Meat

Joined: Thu Apr 17, 2008 2:40 pm
Posts: 21
Location: grass valley CA
well when you die instead of dropping your items or anything you carry because thats just lame, you should just respawn within a limited distance away. But when you respawn everything is in grayscale and you have to walk back to your craped out dead body. Then some cool looking spell doodle would pop up and you would arise from the grave.

what du ya tink?


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 Post subject:
PostPosted: Thu Apr 17, 2008 4:06 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
All that is doing is making death a punishment by just making the player do something incredibly boring like walking back to their corpse.


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 Post subject:
PostPosted: Thu Apr 17, 2008 4:39 pm 
Hungry Zombie

Joined: Sat Jun 05, 1976 10:06 pm
Posts: 3179
Location: Auckland, New Zealand
jhnnycsh wrote:
well when you die instead of dropping your items or anything you carry because thats just lame, you should just respawn within a limited distance away. But when you respawn everything is in grayscale and you have to walk back to your craped out dead body. Then some cool looking spell doodle would pop up and you would arise from the grave.

what du ya tink?

Greyscale and the spell is like UO ;) otherwise it sounds okay I guess :P

My idea for a simple game is just to send them to the "underworld" where they collect points by doing various tiny quests/puzzles then the guardian lets them go..other players who have died are there too.


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 Post subject: kinda wowish huh
PostPosted: Fri Apr 18, 2008 1:11 am 
Fresh Meat

Joined: Thu Apr 17, 2008 2:40 pm
Posts: 21
Location: grass valley CA
I know it's kinda WOWish but death should be lame and excruciating like dam it f#@%, now I have to walk back to my dead body. Ehhh just an idea, could you do that with vbGORE? when you die it goes to grayscale and then you have to walk back and then some spell activates when you get close enough or you click ok like in WOW? jw


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 Post subject: Re: kinda wowish huh
PostPosted: Fri Apr 18, 2008 3:19 am 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
jhnnycsh wrote:
I know it's kinda WOWish but death should be lame and excruciating like dam it f#@%, now I have to walk back to my dead body.


I disagree. Its still a game even though way too many people treat it like a job. You can still make the death fun while being a punishment on the character and not pissing off the user. The stupid thing about WoW's death system is its not even a challenge. You can not be hurt on the way and your body just sits there. In an old online game I used to play, when you died, you dropped your items. People couldn't touch it, but monsters could. It also acted like any little loot pack (represented by a little tombstone) and vanished in 7 minutes. This meant that if you died far off, you had to get a bunch of friends to rush down and kill a bunch of monsters who by now are probably wearing your armor and weapons and using your buff items. It was actually a challenge and people actually had to have skill to be able to pull off such a quick recovery... these days its all about who can stand killing the same crap over and over again until they hit the highest level and get all the best items, or who is equally pathetic enough to just buy it all instead of playing for it. Those are the true champions of modern MMOs.


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 Post subject: so true
PostPosted: Fri Apr 18, 2008 3:25 am 
Fresh Meat

Joined: Thu Apr 17, 2008 2:40 pm
Posts: 21
Location: grass valley CA
which game was it? I'm just 22 so I probably dont know what it was, maybe I do ya never know?


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 Post subject:
PostPosted: Fri Apr 18, 2008 4:12 am 
Aleron Coder

Joined: Fri Jan 05, 2007 5:36 am
Posts: 2964
Location: Germany
You can have multiple servers.
Aleron will probably feature a Hardcore Server,
which means 1 death = dead.

HOWEVER, you will have time for someone to res you

On the normal Server it will probably be like in the Game priston Tale
Mass Dying = no exp gain at all, infact youll be goin back to 0% exp >_<


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 Post subject: Re: so true
PostPosted: Fri Apr 18, 2008 4:38 am 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
jhnnycsh wrote:
which game was it? I'm just 22 so I probably dont know what it was, maybe I do ya never know?


Still a few years older than myself. :wink:

Mercenaries of Astonia. Its been down for a few years, replaced by Astonia III: The Conflict. I don't think the death system is the new version since it took a more MMORPG style and the system did pose quite a series of challenges to prevent abuse. Many of us liked to kill ourselves and let our items get looted then let the now super strong monster approach a player, kill them, then get their items looted so you can kill the monsters and steal the player's looted items. There was also two monsters, probably the strongest in the game, next to each other that, when they grab some good loot, required a collection of high-level players all to get together just to kill them. There was also an area with a bunch of Golems who used the kung-fu skill for fighting so they could do some serious damage with no weapon. If you stashed up on a ton of pick-axes, which counted as a two-handed weapon and had nearly no damage, they would loot it and wear it since they don't have anything else, making them insanely weak by making them do little damage, low accuracy and low parry.

But as you could probably tell from my ranting, these were some of the more memorable parts of the game. They were abused gameplay mechanics, but they were never fixed because they could be so damn fun. It really breaks you out of the highly defined, linear style of gameplay and allows you to apply some tricky tactics that, with some effort, allowed you to do tasks not previously possible.


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 Post subject:
PostPosted: Fri Apr 18, 2008 5:16 am 
Fresh Meat

Joined: Thu Apr 17, 2008 2:40 pm
Posts: 21
Location: grass valley CA
This looks like the game you were talking about and I guess they have a premium service, yep $95.00US for 1 year. Here's some pics they look really neat. To tell you the truth, I've never heard of the npc's taking your items and using them against you. Is that just really great coding or what?

http://www.astonia.com/
http://www.stratics.com/newspics/astoniaiiisc2.jpg
http://urd.astonia.com/screens/screen003.jpg


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