ID:194022
 
In one-two words, PowerLeveling.

Most DBZ games in my experience involve killing things to increase your character's power. Apparently this appeals to DBZ people, because they've flocked to other games that are basically the same thing. Killing stuff to gain levels, gold, experience, power, whatever. If killing makes you surperior to other players in anyway, that's what they're going to play.

So, the conclusion, if you don't want DBZ people playing your game, don't make a game where you kill things to gain power. It's that simple. Games that have that tend to have lots of DBZ players, while in games without it, they log in and logout at amazing speed. Clearly labeling your game as not having this would probably detract from the number of players interested in killing stuff.
Excellent.

Any way, though, some games want to attract that kind of player. Operation Xero sure does! It's all about shooting first and asking questions later. If it moves, chances are that you can kill it!

PowerLeveling?

Oh yeah!

Ranks are very cool. Not only will top ranking players be displayed on the official website, they will get all sorts of bonuses! With gobs of ranks to earn, depending on your style of play, you can go any way you want to!

If you get to a certian rank level, you even switch colors to show the world that you're a high rank! Normally, your're black and grey. Rank up, and you can earn colors like Blue, Red, Yellow, and other flashy costumes. Everyone will know that you're nobody to mess with!
In response to Lord of Water
Ranks are very cool. Not only will top ranking players be displayed on the official website, they will get all sorts of bonuses! With gobs of ranks to earn, depending on your style of play, you can go any way you want to!

Hmm. Massive emphasis on powerleveling AND open-ended strategy. Yeah, that works really well.
In response to Leftley
Whatever happened to the "With power comes responsibility" thing? Nowadays the more power you've got the more stuff you can blow up, and the more you have to blow it up with. When this generation starts leading countries we're all doomed :oP
Foomer wrote:
In one-two words, PowerLeveling.

Most DBZ games in my experience involve killing things to increase your character's power. Apparently this appeals to DBZ people, because they've flocked to other games that are basically the same thing. Killing stuff to gain levels, gold, experience, power, whatever. If killing makes you surperior to other players in anyway, that's what they're going to play.

So, the conclusion, if you don't want DBZ people playing your game, don't make a game where you kill things to gain power. It's that simple. Games that have that tend to have lots of DBZ players, while in games without it, they log in and logout at amazing speed. Clearly labeling your game as not having this would probably detract from the number of players interested in killing stuff.

Agreed, and thatl work for the first 4/60 levels in my game. Then youl notice stuff hits you hard, and you have no money for spells, and your skills are lacking (low skill lvl, low chance to succeed), and you die very fast. Im guessing thatl chase away most super powerlevellers. You WILL have to resort to more then kill that Orcish Grunt for phat loot and massive levels to advance in my game.

There are 2 kinds of plevelers (In my opinion). The first kind, want max level, and all the shiznad within an hour. The other kind, wants it, nomatter what it takes, if they have to use days on it.

Neways, back to coding them quests!
In response to Leftley
Let me go into a bit more detail. I thought I just wouldn't trouble you with it, but here it comes:

If your calculated "Prefered weapon" is a sniper rifle for a long time, you will start earning sniper ranks. The higher sniper rank you have, the more sniper bonuses you have:

slightly less time to lock onto an enemy. This may sound unimportant... but when you have a sniper rifle that will kill any player in one hit, a faster target lock is an awesome advantage.

The same would go for granadires, and other rankings. Advantages and special uniforms will be dished out, and your trooper will become more and more powerful.


Now, this is not to say that all of my games are focused around PowerLeveling. But Operation Xero is!
Here is what attracts players to almost any games.
Go all out in character customization, Hair, clothes, eyes... etc.
This seems to be key.
Another thing is many quests and a variety of opponents/places to visit on your map.

Also if you can find a great background music and have it play sounds for various occasions
www.vgmusic.com is a great place to get overworld music.
I find that the problems with common dbz games is not really that there is anything wrong with working on a character and building strength, that's one of the things I enjoy most, the dbz game problem is that the way you get stronger is retarded! Most games just involve somebody macroing a punching bag and leaving the computer for hours. That's not even fun in my opinion, I want a character that I can build with different strengths and weaknesses, I don't want a character that is the same as everybody else.
Dbz is all about fighting other characters, and the dbz games just suck because there is no strategy to building characters and fighting.
I am a cs major in the university of rochester and I happen to love dbz, so I got into byond by finding the dbz games for it. I'm actually working on a dbz game now (although it is a little shameful, I am working hard to not make my game a piece of crap), and I have designed a character and technique development system that makes it stupid to learn every skill or macro a punching bag, instead your char will learn and develop in areas and powers you push them in. I am a little proud of the progress I am making, plus learning the language has been cool

Foomer wrote:
In one-two words, PowerLeveling.

Most DBZ games in my experience involve killing things to increase your character's power. Apparently this appeals to DBZ people, because they've flocked to other games that are basically the same thing. Killing stuff to gain levels, gold, experience, power, whatever. If killing makes you surperior to other players in anyway, that's what they're going to play.

So, the conclusion, if you don't want DBZ people playing your game, don't make a game where you kill things to gain power. It's that simple. Games that have that tend to have lots of DBZ players, while in games without it, they log in and logout at amazing speed. Clearly labeling your game as not having this would probably detract from the number of players interested in killing stuff.
In response to SonVegitto
SonVegitto wrote:
Here is what attracts players to almost any games.
Go all out in character customization, Hair, clothes, eyes... etc.
This seems to be key.
Another thing is many quests and a variety of opponents/places to visit on your map.

Also if you can find a great background music and have it play sounds for various occasions
www.vgmusic.com is a great place to get overworld music.

Here is what attracts a majority of players.
Good music,
An "attack" verb that can be pushed repeatedly to eliminate an enemy,
Atleast 3 maps to explore, just so you have a variety of monsters to kill (When your tired of killing 600 orcs, go kill 600 bats)
Cool names for armor, that are rather easy to get. (Who would want cloth armor, and a rusty sword, over a Shimmering Runic Sword of the Ashkevlon)

Thats what attracts most powerlevelers in my opinion.

Alathon
In response to Alathon
Cool names for armor, that are rather easy to get. (Who would want cloth armor, and a rusty sword, over a Shimmering Runic Sword of the Ashkevlon)

Hey, I'd be happy with that in any game :oD
In response to Foomer
Foomer wrote:
Cool names for armor, that are rather easy to get. (Who would want cloth armor, and a rusty sword, over a Shimmering Runic Sword of the Ashkevlon)

Hey, I'd be happy with that in any game :oD

As I said :P But, in my case atleast, I get a LOT more joy out of something like that if it took hard work and skill to get it, a lot of people disagree with me on that though, so might just be me.
In response to Alathon
Alathon wrote:
I believe what you just wrote takes the point out of role playing, starting with the best stuff instead of working for it gives a game no point, you want to start weak and work up, thats what makes it a challenge, or else you have nothing to work for and soon just killing bats or orcs becomes nothing but a rutt and you have nothing els to go after. I would never use your philosophy in any of my games, and i seem to be a great attraction.
In response to SonVegitto
SonVegitto wrote:
Alathon wrote:
I believe what you just wrote takes the point out of role playing, starting with the best stuff instead of working for it gives a game no point, you want to start weak and work up, thats what makes it a challenge, or else you have nothing to work for and soon just killing bats or orcs becomes nothing but a rutt and you have nothing els to go after. I would never use your philosophy in any of my games, and i seem to be a great attraction.

SonVegitto I would NEVER write a game with the things I wrote above, those were examples based on my experience in MUDs, not what I would do..(On what people have done, where I have seen lots of players)
In response to Alathon
Thats good, i just hope no one takes your advice :-p that will suck! hehe
In response to SonVegitto
SonVegitto wrote:
Thats good, i just hope no one takes your advice :-p that will suck! hehe

Many, many people already have.