In my game, I wish to have a lot of elements such as fire, water, earth etc., choose among them and use them to your advantage. However, if you want them all you'd have to have certain item/s. How would you all feel about that?
Interesting, I thought you were saying buy skills in a cash shop though.
Originally posted by laokoko "if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
This game doesn't have a cash shop, but it does have in-game currency. Um, also, I've never mentioned anything about a cash shop before this post, ahaha.
Originally posted by strawhat0981 Interesting, I thought you were saying buy skills in a cash shop though.
Yeah, I got that impression too.
I guess it comes down to either player preference or Pay to Win. I'm "all for" having more options as long as it isn't any type of unfair advantage. I don't care for the whole PtW thing myself, but I'm sure there are plenty who are.
Personally I like elements in a situation where monsters can be aligned with one element, I have access to all the elements, and the tactics of the battle involve choosing a spell of the correct anti-element to use against the monster's element. I don't like elemental stances, and I really don't like spells attached to weapons or clothing.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Originally posted by BobcatSnowblitz This game doesn't have a cash shop, but it does have in-game currency. Um, also, I've never mentioned anything about a cash shop before this post, ahaha.
It is the way you said it (for a price). Makes it sound like I would have to pay money for skills.
Originally posted by laokoko "if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
Originally posted by BobcatSnowblitz In my game, I wish to have a lot of elements such as fire, water, earth etc., choose among them and use them to your advantage. However, if you want them all you'd have to have certain item/s. How would you all feel about that?
You need to give more information than that.
If you mean, if you have a lightning based weapon you gain lightning based melee attacks, then it isn't a new idea. I believe Asherons Call 1 was the first MMO that did that, and it was a great feature. But if you want to do it right and make in meaningful then you need to give mobs in game weaknesses and strengths to those elements.
Then again, if you mean you need a lightning wand to cast lightning based spells, that isn't a new idea either. A game in very late beta that is still under NDA is doing that and it is a bad feature. I really hate games that place spell casters in such limited rolls as Fire only, or Ice only at any one time. Magic should be free form.
"People who tell you youre awesome are useless. No, dangerous.
They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster http://www.raphkoster.com/2013/10/14/on-getting-criticism/
Originally posted by BobcatSnowblitz I meant that the price the in-game currency, ahaha.
Anything that shakes up this stale mmo world is fine by me. Just make it sci fi .
Originally posted by laokoko "if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
In terms of PvP, I feel it would be easily taken advantage of, whether it be in cash shop or with in game currency (i.e. gold sellers paradise) If your game is strictly a dunngeon running PvE game then I think it could work well.
I can appreciate the fact that you are trying to think outside the box, but i wouldn't recommend this one. You would be putting your game in a niche market and limiting your potential for a huge playerbase. However if it is a game to get your company up and running you don't need a huge playerbase, just a dedicated one. You can target a larger demographic with your companies following games.
If those elements are really difficult to obtain and if it is possible to put it in a weapon together with enemies that have a certain element, giving your elemental weapon an advantage or disadvantage...then for me, having an elemental weapon is almost not worth it BUT if obtaining those elements are quite easy to obtain or if the option for putting it in a weapon is readily available then that's just fine...though it might look odd having a fire water weapon, if weapons can have elements that is.
You may choose a few spells at the start of the game, but those spells vary depending on which elements you choose. You normallly get your skills bought from commanders or trainers but the most effective spells are either not shown or cannot be bought unless certain conditions are met.
Items meaning like, um, certain objects that unlock your potential of learning another skill. I'm still coming up with names and alternatives.
I see, am I putting my ideas at risk here? Haha, I didn't notice.
Can anyone help me think of questions that doesn't put my game being copied? Um, I don't know what else to ask, haha. I only wanted someone to give me opinions about game mechanics and skills. I'm focusing on them you see. .
Also, I know that I may or may not intentionally use stuff other MMORPGs have done before. I'm aware of that. But is this worth the risk? Am I being foolish? I dunno, ahahah.
Weapons in my game do not have skills embedded in them, you learn those skills and channel them through your weapon, or cast the spell through your hands, there are no requirements in wielding a weapon, but you manually have to learn from certain NPCs, how to use your weapon properly, otherwise you're gonna have a hard time using it. I'm still finding a way to balance all the elements' skills so no element will be too overpowering or too weak.
Doesn't Path of the Exile have this in it? I'm not sure I'm a huge fan of your abilities being tied to your weapon or items inserted to your weapon, but to each their own. If you like the idea then I would say build the game you want.
Originally posted by BobcatSnowblitz You may choose a few spells at the start of the game, but those spells vary depending on which elements you choose. You normallly get your skills bought from commanders or trainers but the most effective spells are either not shown or cannot be bought unless certain conditions are met. Items meaning like, um, certain objects that unlock your potential of learning another skill. I'm still coming up with names and alternatives. I see, am I putting my ideas at risk here? Haha, I didn't notice. Can anyone help me think of questions that doesn't put my game being copied? Um, I don't know what else to ask, haha. I only wanted someone to give me opinions about game mechanics and skills. I'm focusing on them you see. . Also, I know that I may or may not intentionally use stuff other MMORPGs have done before. I'm aware of that. But is this worth the risk? Am I being foolish? I dunno, ahahah.
Anyone making an MMO already has plenty of ideas, they have no reason to copy yours. Heck I will give them mine if they want some, just to see mine get produced. Also, currently your ideas sounds similar to the way Wizard 101 does elements, so it's not ground-breakingly original, meaning they'd be more likely to copy the same ideas from Wizard 101 than you. It's also not a problem for your idea to be a bit similar to an existing one, since the details are going to be different.
I'd call your items "consumable tuition items" assuming that you pay them to an NPC to learn whatever spell. Sounds like a good boss drop for a dungeon.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Well, I seriously do not know if I'm copying anything or not, ahaha, I've only played 2 MMORPGs so far, I think. But not the titles most people talk about, so I can honestly say that I may not have much experience like some other people do, ahaha.
Originally posted by BobcatSnowblitz Well, I seriously do not know if I'm copying anything or not, ahaha, I've only played 2 MMORPGs so far, I think. But not the titles most people talk about, so I can honestly say that I may not have much experience like some other people do, ahaha.
No offense intended at all here, but, I do not think someone who has only played two MMOs has enough experience with MMOs to design one. Maybe you should consider spending like 3 days each playing several MMOs that have free trials. Playing for only a few days won't give you a true understanding of how an MMO works past its newbie levels, but it would at least help you build a mental map of all the basic minds of MMOs and how features are mixed and matched between them. Or maybe you should consider joining one of the many MMO-making projects currently happening, so you can work with a more experienced designer.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
This reminds me of Original Everquest with "clickies" they were items that allowed you to cast a spell/skill that was out of your class. Some came off mobs, some through quests, most you could buy off other people who had gotten them. I loved clickies.
Not having a lot of experience with mmos may also help them be more original also. If you get caught up in what everyone else is doing, you will probably make something that is like what is popular and not original.
I know nothing is probably going to be all original, but saying it could work both ways.
Comments
Originally posted by laokoko
"if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
Yeah, I got that impression too.
I guess it comes down to either player preference or Pay to Win. I'm "all for" having more options as long as it isn't any type of unfair advantage. I don't care for the whole PtW thing myself, but I'm sure there are plenty who are.
To each 'is own.
Yes, I've read a poem. Try not to faint.
What kind of items?
Personally I like elements in a situation where monsters can be aligned with one element, I have access to all the elements, and the tactics of the battle involve choosing a spell of the correct anti-element to use against the monster's element. I don't like elemental stances, and I really don't like spells attached to weapons or clothing.
It is the way you said it (for a price). Makes it sound like I would have to pay money for skills.
Originally posted by laokoko
"if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
You need to give more information than that.
If you mean, if you have a lightning based weapon you gain lightning based melee attacks, then it isn't a new idea. I believe Asherons Call 1 was the first MMO that did that, and it was a great feature. But if you want to do it right and make in meaningful then you need to give mobs in game weaknesses and strengths to those elements.
Then again, if you mean you need a lightning wand to cast lightning based spells, that isn't a new idea either. A game in very late beta that is still under NDA is doing that and it is a bad feature. I really hate games that place spell casters in such limited rolls as Fire only, or Ice only at any one time. Magic should be free form.
"People who tell you youre awesome are useless. No, dangerous.
They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster
http://www.raphkoster.com/2013/10/14/on-getting-criticism/
If you're talking about a F2P cash shop game it would make me feel like I would throw up on my keyboard.
lol, just read a post up that you meant in game money, It would pretty much be like buying a skill in any other game.
Anything that shakes up this stale mmo world is fine by me. Just make it sci fi .
Originally posted by laokoko
"if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
In terms of PvP, I feel it would be easily taken advantage of, whether it be in cash shop or with in game currency (i.e. gold sellers paradise) If your game is strictly a dunngeon running PvE game then I think it could work well.
I can appreciate the fact that you are trying to think outside the box, but i wouldn't recommend this one. You would be putting your game in a niche market and limiting your potential for a huge playerbase. However if it is a game to get your company up and running you don't need a huge playerbase, just a dedicated one. You can target a larger demographic with your companies following games.
Items meaning like, um, certain objects that unlock your potential of learning another skill. I'm still coming up with names and alternatives.
I see, am I putting my ideas at risk here? Haha, I didn't notice.
Can anyone help me think of questions that doesn't put my game being copied? Um, I don't know what else to ask, haha. I only wanted someone to give me opinions about game mechanics and skills. I'm focusing on them you see. .
Also, I know that I may or may not intentionally use stuff other MMORPGs have done before. I'm aware of that. But is this worth the risk? Am I being foolish? I dunno, ahahah.
Anyone making an MMO already has plenty of ideas, they have no reason to copy yours. Heck I will give them mine if they want some, just to see mine get produced. Also, currently your ideas sounds similar to the way Wizard 101 does elements, so it's not ground-breakingly original, meaning they'd be more likely to copy the same ideas from Wizard 101 than you. It's also not a problem for your idea to be a bit similar to an existing one, since the details are going to be different.
I'd call your items "consumable tuition items" assuming that you pay them to an NPC to learn whatever spell. Sounds like a good boss drop for a dungeon.
But not the titles most people talk about, so I can honestly say that I may not have much experience like some other people do, ahaha.
No offense intended at all here, but, I do not think someone who has only played two MMOs has enough experience with MMOs to design one. Maybe you should consider spending like 3 days each playing several MMOs that have free trials. Playing for only a few days won't give you a true understanding of how an MMO works past its newbie levels, but it would at least help you build a mental map of all the basic minds of MMOs and how features are mixed and matched between them. Or maybe you should consider joining one of the many MMO-making projects currently happening, so you can work with a more experienced designer.
Not having a lot of experience with mmos may also help them be more original also. If you get caught up in what everyone else is doing, you will probably make something that is like what is popular and not original.
I know nothing is probably going to be all original, but saying it could work both ways.