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Characters staying in game after logging off? (Becoming npc's and opening up more interactions, kidn

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Comments

  • IsturiIsturi Member Posts: 1,509
    Originally posted by Xobdnas

    I beta tested game called Knight online ages ago that had a similar set-up for your character to setup shop and become a merchant when you logged off. It was interesting.

    Idea has potential to do some neat stuff but I would be very against it giving your character XP or cash or gear etc.

    lol I remember Knight Online my first MMO experience. And acualy that is why I did not play it  very long. Basicly at the time I did not realize that this was gold bot framing all I ever saw in chat screen was item X for sale. Got old fast.

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  • SorninSornin Member Posts: 1,133

    The concept of potential "offline play," or your character persisting in the world in some form, is quite neat. However, a word of caution - implemented incorrectly it can enslave you to a game in the worst way.

    How, you ask? By allowing you to do things when offline, like work on a craft, etc. Then it turns into a mobile Facebook game where time becomes a currency, and as fun as all that sounds, it is terrible. Really terrible.

    Imagine if your character could craft while you were offline, and there was a way to control it via an app or browser. The catch is that when a task finished, you would have to start another; if you did not, you would be essentially "wasting" time, which, like I said, is now a currency. Now you feel obligated, on some level, to continually check a stupid webpage to play what is essentially a Facebook game to not get behind. No thanks. I want to play a real game when I sit down in front of my PC, not fiddle around all day while at work or the gym so my character is making a sword for me while I do cable rows.

    However, implemented correctly, I am all for it! If my character could sit in a tavern and walk around or do something interesting, cool! I would not want to really risk anything, especially in an RvR game. By that I mean, if my character could be killed or something while I was not there, then that system is sort of silly. It needs to lack serious consequences due to us not being able to avoid them.

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  • StilerStiler Member Posts: 599
    Originally posted by aRtFuLThinG
     

     Oh that's sounds okay then.

    But if that's the case what is the actual gain then for the kidnapper? Cuz you get hostile rep as well right?

     

    The kidnapper can sell that person and gains money for doing it. The money is dependent on the person they sell (IE a new player is not worth as much as a higher skilled player).

     

    You also gain evil rep, which in turn has both advantages/disadvantges (Certain things opne/close depending on your rep, you gain access to miracle quest and special rewards from sucht hings, items/crafitng receipes, etc) as well as titles you can gain for it.

  • StilerStiler Member Posts: 599
    Originally posted by Sornin

    The concept of potential "offline play," or your character persisting in the world in some form, is quite neat. However, a word of caution - implemented incorrectly it can enslave you to a game in the worst way.

    How, you ask? By allowing you to do things when offline, like work on a craft, etc. Then it turns into a mobile Facebook game where time becomes a currency, and as fun as all that sounds, it is terrible. Really terrible.

    Imagine if your character could craft while you were offline, and there was a way to control it via an app or browser. The catch is that when a task finished, you would have to start another; if you did not, you would be essentially "wasting" time, which, like I said, is now a currency. Now you feel obligated, on some level, to continually check a stupid webpage to play what is essentially a Facebook game to not get behind. No thanks. I want to play a real game when I sit down in front of my PC, not fiddle around all day while at work or the gym so my character is making a sword for me while I do cable rows.

    However, implemented correctly, I am all for it! If my character could sit in a tavern and walk around or do something interesting, cool! I would not want to really risk anything, especially in an RvR game. By that I mean, if my character could be killed or something while I was not there, then that system is sort of silly. It needs to lack serious consequences due to us not being able to avoid them.

    Yes, I haiven't played Age of Wushu a lot (just started the past few days, free trial has a time limit to it, game isn't fully released until april the 10th I believe, in which case it's free to play then) so I might not be aware of how some things work fully.

    When you logoff int he game you can train your skills instead of taking up a job (which gains you money), it's mor ea choice to make.

    I am not sure how I'd feel about training exp whiel logged off, I know Eve uses a time-based skill system and I have'nt really expeirenced itto know that.

    The way I see it is to amek it work best is to reard actually playing/being logged in a faster/better means to reward you (in regards to exp/money) whereas ofline provides you with rewards, but nto as mufch (so it's not like logging off "plays the game" for you.

    I highly doubt CU would even have exp gain while offline though, you never know though.
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