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    NiketNaidu

    @NiketNaidu

    TF#1 - WHISPERER

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    Best posts made by NiketNaidu

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    Latest posts made by NiketNaidu

    • RE: Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one)

      @Gothix Yes, This is a pretty good system. However a thief tag can be hidden I hope. If I loot a person and I get a thief tag and then the guard NPCs attack me that would be a little unfair since the guards dont know that I am a thief yet (they havent seen me rob anyone).

      I guess a bounty system can be set in place, if I loot a set number of players my bounty increases and when im well known in the crowd the guards can attack me on sight.

      posted in Discussions & Feedback
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      NiketNaidu
    • RE: Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one)

      @Drekkennought said in Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one):

      There are some interesting ideas in there, but some seem a little extreme.

      Yeah, These are as per the Webnovel and were explained quite well in the story format.
      The extreme parts are balanced through other mechanics.

      If you can list a few mechanics which you found extreme maybe we can discuss them here 🙂

      posted in Discussions & Feedback
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      NiketNaidu
    • RE: Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one)

      @Roccandil said in Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one):

      @NiketNaidu said in Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one):

      Combat system

      • Another MMO problem is that we are progressing towards hack and slash.
      • A combat system that requires skill to execute would be ideal rather than just smashing your combos or powers
      • Both Mages and Melee could have keyboard combinations or any other mechanic that is easy to pick up but hard to master. (Similar to Kingdom Deliverance or Sekiro)

      I prefer thought-based skill to twitch-based skill. 🙂 "Slay the Spire" is a recent game I've played with good thought-based combat (deck-building, but hey!).

      Death

      • Failing higher ranked missions would cause crippling of user stats
      • Death would result in a loss of XP
      • Death inside a dungeon would have a lesser XP loss

      This is something I -don't- want to see. Punish people for playing, and you'll have fewer people playing.

      Generally, I find that loss of gear and map position is punishment enough.

      PLAYER BASED TOWNS

      • Player established towns would have various benefits as well as responsibilities
      • Hiring NPC guards, Seige weapons installation and fortification against PVP or PVE
      • Player Auction houses and stores would sell player based items (Competitive Sandbox Economics)
      • Player bought houses would offer benefits when sleeping (20-30 percent extra XP gain when well rested)

      NPC BASED TOWNS

      • Depending on Player population can be upgraded when money spent goes above a threshold. This would make a town more prosperous upgrading it from town to city to empire
      • NPC Based Towns can be raided by Players and captured.

      I'd rather NPCs were part of player towns, and actually a part of what players build in their own towns. This could give player towns a distinct flavor even when players aren't logged in.

      For instance, I'd love to be able to craft dialogue and responses into NPCs I've hired in my town, such that players visiting my town get a unique experience, even if I'm not playing at the moment to greet them.

      I'd also want to be able to craft defenses that would be always online, even if I'm not. I don't like offline-raiding; it pushes people away, and is also immersion breaking.

      In short, I really don't like player towns/villages being largely empty because people can't be online all the time. Player-crafted NPCs could help.

      Player Controlled Towns

      Hey, I do like the idea of NPCs being part of player towns. It could also be said that players can hire NPC guards from the various guilds.
      In Player Controlled towns, Yes the defences and fortifications would be always stay online and the defence systems could notify those guild players that their town, city or empire is under attack.

      Death

      You are right about that. Dropping of loot can be penalized though.

      For example. Red Players who kill other players needlessly would have a higher equiment drop rate if they are killed by other players.

      This would have a bounty system in place where red players can have various bounties on their head (player driven)

      posted in Discussions & Feedback
      N
      NiketNaidu
    • Game Mechanics that I encountered in a Webnovel and would like to see incorporated into MMOs (including this one)

      Key mechanics that I liked in Sword God

      Skills

      • Only basic skills are alloted to the player classes in the start
      • The advanced skills need to be obtained via questing or during adventuring.
      • In all current mmos the skills are already pre assigned to the classes, there isnt any HUNT for the skills. This makes almost all the players having the same class have technically the same skills.

      Lifestyle players

      • Almost ALL mmos currently have a lot of emphasis on fighting and action oriented combat. Other aspects of MMOs such as Crafting (Weapons, Armor, Potions, Tools) is all but redundant.
      • Having an emphasis on Player crafted items having a significant impact will really help with player based economy
      • Lifestlye players should also have their own class based fighting style AND or some unique bonuses
      • Lifestyle classes can include Crafters(Weapons, Armor), Alchemy (Potions, Scrolls), Engineers (Tools), Tamers (Pets and Mounts), Cook (Food Items)

      Combat system

      • Another MMO problem is that we are progressing towards hack and slash.
      • A combat system that requires skill to execute would be ideal rather than just smashing your combos or powers
      • Both Mages and Melee could have keyboard combinations or any other mechanic that is easy to pick up but hard to master. (Similar to Kingdom Deliverance or Sekiro)

      Dungeon Raid

      • 5, 10, 20, 50, 100 Man dungeons which requires skill AND strategy to conquer.
      • The Bosses must have their own ability to wipe out large teams with their AOE and Beserk Skills
      • Dungeon raids can also have ranks (EASY, HARD, HELL modes)

      Questing

      • Quests should have ranks (common, hidden, legendary, epic etc)
      • Except for the common Quests the other quests should not be repeatable
      • Hidden quests are unlocked when you meet certain prestige requirements (For example: You might need to be a count or baron of an area)
      • Legendary and Epic Quests would have the ability to massively change the region areas. (For Example: Legendary Quest: Demon Invasion would impact all the players. Failing the quest would have a higher penalty that usual)

      Death

      • Failing higher ranked missions would cause crippling of user stats
      • Death would result in a loss of XP
      • Death inside a dungeon would have a lesser XP loss

      PVP

      • PVP inside Arenas would help improve skills and would be encouraged
      • PVP outside arena would cause the player would become a red player. Following which guards and NPCs inside a TOWN would attack and arrest said player on sight. This would reduce toxicity in PVP oriented games

      PLAYER BASED TOWNS

      • Player established towns would have various benefits as well as responsibilities
      • Hiring NPC guards, Seige weapons installation and fortification against PVP or PVE
      • Player Auction houses and stores would sell player based items (Competitive Sandbox Economics)
      • Player bought houses would offer benefits when sleeping (20-30 percent extra XP gain when well rested)

      NPC BASED TOWNS

      • Depending on Player population can be upgraded when money spent goes above a threshold. This would make a town more prosperous upgrading it from town to city to empire
      • NPC Based Towns can be raided by Players and captured.

      These are few of the mechanics outlined in the Webnovel https://www.wuxiaworld.co/Reincarnation-Of-The-Strongest-Sword-God/ . Read about 50-100 chapters to gain more insights on these systems and many more (if you read the entire series). A lot of these systems make a LOT of sense and can make an MMO truly great if implemented in the right way 🙂

      If you guys want to create a MMO Manifesto, Regarding all the game mechanics that you want to see in Upcoming MMOs taken from various different Webnovels we can probably make a Github Repository to work on and grow (Please put a +1 here if you'd like to see that happen).
      This will enable future developers to have a template of sorts which they can mix and match, add and update to create MMOs using various mechanics that would make the RPG world a very player driven MMO.

      posted in Discussions & Feedback
      N
      NiketNaidu