Feb 14 2004, 7:12 pm
In response to Akiihisa
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That's what we're talking about. All they're doing is saying they don't like Seika, and in many cases, saying why. That deserves bad karma in your eyes? I'm sorry we all have different tastes, didn't know it was a sin.
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In response to Hedgemistress
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No, no...I was saying how they have the big thing with competition, you know? Saying that another game "sucks" and to come play Seika. I don't stand behind those players. I don't care if another person doesn't like Seika...no big deal, it's getting enough play.
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In response to Akiihisa
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Ah, then I'm sorry, I'm the person who made the faulty assumption. I stand with my reasoning, though. I'm not fond of either game, but if they think MJ sucks, they think it sucks, and I'm not going to tell them not to say so... negative opinions are as worthy of expression as positive ones, and hardly merit bad karma.
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In response to Hiei_688
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Hiei_688 wrote:
I think seika and MJ are two total differant games and i have 5 different ways off the top of my head What is Seika? A idiotic supposed RPG, where you do things you could easily do in real life and think your going to get somewhere by doing it. Its Runescape all over agian, after playing 5 minutes of that i quit as it was full of noobs and people who seem to play so much they can kill anything in sight. And to your 1st point, games arent supposed to be extremely repetative and boring, they are supposed to be fun, not just hack and slashing, mining, cutting, they need a little variety, like FPS games, they give all fun, and they are challenging, but not that repatative. |
In response to InsayneWrapper
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Silence, infidel.
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A few things that could be improved. Most of which will be passed off with "but gameplay is more important and Seika rules when it comes to gameplay", but the bottom line is gameplay is the most important thing but if you royally screw up another area gameplay doesn't mean squat.
Also, these are just my thoughts, not iron clad rules of game making. Poslishing: The game seems like it is stuck together with stick tape, even though it is probably rather solid. It leaves me feeling like features have been thrown in instead of placed in. Differnce being placing a feature involves maintaining and a little work after the feature is in to get it working 100% "in tune" with the rest of the game, while throwing in is just a simple case of "it works, it's in, let's move onto the next feature". On that note, the stat panel had no real structure to it. It was nothing more then a pile of words. It had "Actions", then everything else under "Options". Now you're probably thinking "You'd have to be an idiot not to figure out how that works", and you're right, it's blindingly obvious, however it's about being mess not hard to use. You're probably going to say "well we don't want to clutter the stat window with a bunch of tabs" which is fine, but you don't need to increase the amount of tabs to sort this out. Just compress what is there. For example, Equip and Unequip could be merged into one verb. Auction Big and Auction Item could merge. Suggestions, comments, bugs and complants could merge. You could also throw a few of those actions onto the screen as buttons, I'm sure players would like that. Another thing you could do, hide most of the verbs and use macros to access them. The stats are another thing, they have some structure, but it looks like one big string of numbers. I'd suggest either using seperators (ie, stat("-------")) or moving half the "Stats" panel onto a second panel. Then you could make "Stats" the important stuff you always want to know (Hunger, Health, Magic, ect), and all the stuff you don't need to see to play. Getting rid of player terms. You use terms like wsay. Which is fine for players since they don't want to be constantly saying "World-wide say", but you should be refering to stuff like wsay as the full name. Even if you don't call it world-wide say and go with something like OOC Say, World Chat, ect. The game is ugly, no offence intended to whoever created the icons since they are actually rather good, but they don't go together. I really couldn't stand playing because the graphics threw me off that much. It sucked the will to play right out of me. It didn't have anything to tell me what to do. It had a HUGE chunk of text telling me all about the game, but nothing that said "Welcome to Seika, this is the point of the game". I was dumped in the middle of a town with a news browser window in front of me. Even if you made it so that Help in the browser window had a two paragraph introduction to Seika above it. I'd get rid of that little "Info" bit in the News window upon login. I'd keep it somewhere, probably at the bottom of the initial Help browser window, but I wouldn't throw it at players straight away. It just gives off a bad vibe, like you're bragging or think you're something special. It also doesn't really fit in with the rest of the news browser window. Anyway, that's just a quick bunch of stuff I noticed when I tried it out. Please don't disreguard my suggestions because I didn't actually get into game play, you could have the greatest game play in the history of games and these problems would still be here. |
In response to Akiihisa
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Do you know what karma is? You keep using that word. I don't think it means what you think it means.
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In response to Foomer
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Ironically, that's the case with almost every single console RPG. When was the last time you were playing one and said "Oh boy! A random encounter! THIS will be fun!"
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No game is built for the tastes of every person. You can't say someone is stubborn because they don't like your game over another. Also, if you can't take a bit of criticism, you really have no business making a game.
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In response to Nerevarine
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Yes, I know what it means.
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In response to Garthor
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If you don't like random encounters, you shouldn't be playing a game that is primarily based on them. :P
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In response to Foomer
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Most games with random encounters has some method of getting around them later in the game, usually an item that prevents them.
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In response to Garthor
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Garthor wrote:
Ironically, that's the case with almost every single console RPG. When was the last time you were playing one and said "Oh boy! A random encounter! THIS will be fun!" Actually, to this day I enjoy the original Dragon Warrior game for NES. Primarily BECAUSE I enjoyed levelling up in that game. It was time consuming, and fairly repetitive, although I enjoyed it for whatever reason. I also enjoy levelling in Zelda 2: Adventures of Link. Mostly because there is an element of skill involved. It would be a little better if the game was remade with better enemy types and enemy AI. I would love to see a side-scrolling Metroid-style RPG, with levelling and all that jazz. At any rate, everybody knows that I am weird. ~Polatrite~ |
In response to Garthor
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Garthor wrote:
Most games with random encounters has some method of getting around them later in the game, usually an item that prevents them. EarthBound does something similar to that. If at the start of a battle, your party is a certain amount stronger than an enemy, you simply defeat the immediately and outright. Of course, exp from these enemies is low, since you're so much stronger, so there's not much to gain by running around and insta-winning battles. |
In response to Jon88
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Seika seems like a job, where you have to defeat enemies to advance your character. See, when I try to create games, I work for the Fun factor and the skill factor that will be involved. That kind of system will be implemented into Dragonball Online, and I hope it inspires the BYOND community to create games with that kind of system.
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In response to Mrhat99au
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And to your 1st point, games arent supposed to be extremely repetative and boring, they are supposed to be fun, not just hack and slashing, mining, cutting, they need a little variety, like FPS games, they give all fun, and they are challenging, but not that repatative. In the end any good game is going to be repetative since if the game kept throwing entirely new challanges with no relation to the previous ones there'd be no way to get better. And part of what makes a good game good is the sense of accomplishment you get from completeing the various objectives either set by the game or yourself. The trick is to make the repetative tasks get progressivly harder so there is something to work towards or some scoring system to distinguish players skill. |
In response to nick.cash
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Harvest Moon. But people love it, go figure. No clue what you work toward that's more entertaining than the base gameplay. I liked most the Harvest Moon games because they are simple, aren't frusterating, and yet leave you with many ways to improve through better time managment and organization. The only problem with the series is that most of it sequals are only minor changes to the previous ones. |
In response to Jon88
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With games like Harvest Moon, there's a storyline. Uhh... The plot is practically non exsistant and what's there isn't very interesting which is a plus as far as I'm concerned since dialog scrolling isn't interesting to me. You're also not forced to farm the *entire* day. You can also go and do other stuff in other places, like the wilderness area, or the town area. Well the other areas are generally empty and only provide means to get quick small amounts of income if you're running short and there isn't anything interesting to find in the various locations other than maybe power berries. The prime gameplay is the farming and as far as I'm concerned it's well set up and entertaining. |
Wow..I stopped looking at these forums for a while, and come back to read every what... *Counts*...81 replies!
Goodness....I didnt think people would go all wild and crazy and post all this stuff. Hope some Administrator closes this thing before it gets way out of hand..Ive been hearing all these discussions about the basic systems of RPGs and well..Just way out of hand, Ive gotta say. The worst things I heard were "mj ripped seika's". |
In response to Zaole
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Before it gets out of hand? At what point does it deserve being called 'out of hand'?
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