In response to Kaioken
Just like real life!

preciesly, and to tackle the problem of the jerk bob

once you die, you gotta pay a price, like, reduced str, reduced spirit force ... whatever, and if you die too many times, without the required stat to reduce, you ave to remake

making the game, a little tiny bit more realistic

i want this game to be hard, cause im sick of all theese games were they are made too easy and the noobs take over

if noobs come in and make the monster stronger, the better, the better rewards i will give


basically, the game, will be a huge battle between villages, there will be 5 to begn with, later on in the storyline, as updates come, more villages will be established

the villages are run by the village clans, there will be a requirement to make the clan, so there isnt too many one man clans

the leader of the clan can call meetings, organise the villages treasury, demand taxes, etc etc

once every 3 weeks, the clans can engage in clan wars, the winner becomes the controller of the village, until taken over again

each clan in the villages can elect one person, to be their representative, most likely the leader, they will attend the meeting run by,the village leader

vilage leaders can organise a meeting with other village leaders, the GM's are involved with this meeting


once every week, depending on how i want the story to run in that week, i will tell all village leaders how many commodoties have been made, ie

"10,000 units of iron have been mined this week, such a bad week"

they can bid on a certain percentage on them, the system will work by a silent bid

"
V1 has placed 1mil on a percentage of the iron
V2 hasnt placed any
V3 has placed 900K on a percentage of the iron
V4 has placed 2mil on a percentage of the iron
V5 hasnt placed any
"

only i will know what has been bid, so others cant keep bidding

"V4 has placed highest on iron they gain, 40% of iron
V1 has placed 2nd highest on iron they gain, 35% of iron
V3 has placed 3rd highest on iron they gain, 25% of iron"


villages can engage in battles to show who is the strongest village


then, ontop of that, you can set up your own shop, showcasing things you have found on your battles, like ... "ogre eyes"

they can be used in things like potions, then, certain people will be employed by the GM's (who get their own village, but dont participate in ALL events) to be police, FBI etc

police get payed by the gov, this is taxes, its taken out of the treasury, they just keep the peace, i dont care if they are corrupt, it adds to the storyline

FBI (most likely gonna be GM run), create bountys on the highest lvl'ed monsters or enemys of that specific village, they also gain a cut of the village treasury


i can also create events, like ... dragons are invading, zombies are invading, or natural destaters etc


i would personally play the game, if any1 has some suggestions, tell me
In response to Kaioken
Kaioken wrote:
But, again, that is no issue if you prevent any difficulty problems in the first place,

Lots of things aren't an issue in magical fairy land.

Even assuming you COULD start with a perfectly balanced situation, because the system is a semi-random feedback loop, any noise (from the semi-randomness, you see) is going to get reinforced into major imbalances. This is like trying to serve ice cream on the pointy end of a cone. Yes, it's THEORETICALLY possible to be perfectly balanced, but it's almost certainly going to fall off. And it'd be so much easier to just do it the other way around.

and then this system only adds advantages such as variety and unpredictability. That is good.

Would you prefer to be tortured at random intervals using a variety of methods, or have a sandwich?
In response to Shiniru
Shiniru wrote:
Just like real life!

preciesly, and to tackle the problem of the jerk bob

once you die, you gotta pay a price, like, reduced str, reduced spirit force ... whatever, and if you die too many times, without the required stat to reduce, you ave to remake

Why does Bob care? He'll just create a new character.

making the game, a little tiny bit more realistic

You should also permanently ban anybody that dies, remove "monsters", remove magic and any sort of superhuman abilities, and just have all players work in a cubicle from nine to five.

i want this game to be hard, cause im sick of all theese games were they are made too easy and the noobs take over

That's your prerogative, but do it by actually tweaking the game yourself, rather than creating a system whose sole purpose is to make things worse.

if noobs come in and make the monster stronger, the better, the better rewards i will give

If your system depends on you coming in and periodically fixing it, IT IS NOT A GOOD SYSTEM.

basically, the game, will be a huge battle between villages, there will be 5 to begn with, later on in the storyline, as updates come, more villages will be established

the villages are run by the village clans, there will be a requirement to make the clan, so there isnt too many one man clans

the leader of the clan can call meetings, organise the villages treasury, demand taxes, etc etc

once every 3 weeks, the clans can engage in clan wars, the winner becomes the controller of the village, until taken over again

each clan in the villages can elect one person, to be their representative, most likely the leader, they will attend the meeting run by,the village leader

vilage leaders can organise a meeting with other village leaders, the GM's are involved with this meeting


once every week, depending on how i want the story to run in that week, i will tell all village leaders how many commodoties have been made, ie

"10,000 units of iron have been mined this week, such a bad week"

they can bid on a certain percentage on them, the system will work by a silent bid

"
V1 has placed 1mil on a percentage of the iron
V2 hasnt placed any
V3 has placed 900K on a percentage of the iron
V4 has placed 2mil on a percentage of the iron
V5 hasnt placed any
"

only i will know what has been bid, so others cant keep bidding

"V4 has placed highest on iron they gain, 40% of iron
V1 has placed 2nd highest on iron they gain, 35% of iron
V3 has placed 3rd highest on iron they gain, 25% of iron"


villages can engage in battles to show who is the strongest village


then, ontop of that, you can set up your own shop, showcasing things you have found on your battles, like ... "ogre eyes"

they can be used in things like potions, then, certain people will be employed by the GM's (who get their own village, but dont participate in ALL events) to be police, FBI etc

police get payed by the gov, this is taxes, its taken out of the treasury, they just keep the peace, i dont care if they are corrupt, it adds to the storyline

FBI (most likely gonna be GM run), create bountys on the highest lvl'ed monsters or enemys of that specific village, they also gain a cut of the village treasury


i can also create events, like ... dragons are invading, zombies are invading, or natural destaters etc


i would personally play the game, if any1 has some suggestions, tell me

My eyes glazed over as I read this. So, here's a lesson I learned and you aren't going to listen to it until you learn it yourself but I'll say it anyway so that later I can say "I told you so" but I won't be cause I won't actually care enough, but you'll know that I knew better and it'll always shame you just a little bit:

No, it's not fun. "Realism" for the sake of "realism" is not fun. Bureaucracy is not fun. Taxes, governments, and screwing around with being forced to play are not fun.

If you want to make a game, make it a GAME. Figure out something that you can make FUN - like, say, whacking monsters with various sticks - and focus players into that task. Add variety to it: new sticks, new monsters, new methods of interfacing sticks with monsters, but don't add other meaningless crap in, because 99 out of 100 random ideas you come up with in your head aren't fun.

You need to actually yourself, "will performing these actions be ENTERTAINING?" before deciding to put them in something that is supposed to be, you know, entertainment.
In response to Garthor
If you want to do a more realistic game, maybe try something similar to Sims / Harvest Moon in a different or even the same setting maybe (which I found to be a lot of fun, even tho explaining the concepts might make it seem like it would be boring)
This would make NPC variation and the idea of zones unrealistic. I believe this is a terrible idea. If monsters are already strong, then why not leave them strong?
In response to The Naked Ninja
but by the time the person realizes they have to kill that monster (cause i am stealing wow's idea of instances, you enter the specific one for your lvl, to lvl up, so, at the start they may be a little stronger, aslong as you use a variety of attacs to kill it, you will lvl, if not, the next time someone or you go to that dungeon to attack it, it will be stronger) you will be ready
In response to Shiniru
Wait, so now you're putting the idea of "instances" into this ($5 says you can't figure out how to do it) to turn it into nothing except a way to make it harder for people to learn the game?

Do you just not understand what the purpose of a game is?
In response to Garthor
not neccesarily instances like in wow, were a raid or party enter same instance, everytown will have their own portals to their own instances, and its up to the gov to doecide who is ready to go through
It's easy enough to do, feel free to give it a try. In fact, I think I played a game that did it before. Ragnarok Online, maybe? Whatever it was, it didn't seem to have any problems from it.

There are design challenges to surmount, but then, there's design challenges to surmount in just about any feature one can add to a game. In this case, off the top of my head, I can see these issues:

* A griefer can go out and deliberately die several times to the same monster so it'll go kill newbies for them.

* It's unlikely anyone's going to be defeated by a weak monster, so the chances of having leveled up monsters running around are slim.

* Higher level players might resent the retread involved in having to go back to lower level zones to eliminate higher level mobs.

* Players who don't pay attention are likely to accidentally attack a higher level monster, perpetuating the cycle of that monster getting stronger and stronger.

And so on. But, you know, none of these are insurmountable.
Digimon rip games had this system. When player used to loose to monster at newbie area, monster used to become aggresive and stronger, it was ruining the whole place when some newbie attack what he can't handle, then die, then come attack else and die, and soon it becomes huge mess
In response to Geldonyetich
Geldonyetich wrote:
It's easy enough to do, feel free to give it a try. In fact, I think I played a game that did it before. Ragnarok Online, maybe? Whatever it was, it didn't seem to have any problems from it.

There are design challenges to surmount, but then, there's design challenges to surmount in just about any feature one can add to a game. In this case, off the top of my head, I can see these issues:

* A griefer can go out and deliberately die several times to the same monster so it'll go kill newbies for them.

* It's unlikely anyone's going to be defeated by a weak monster, so the chances of having leveled up monsters running around are slim.

* Higher level players might resent the retread involved in having to go back to lower level zones to eliminate higher level mobs.

* Players who don't pay attention are likely to accidentally attack a higher level monster, perpetuating the cycle of that monster getting stronger and stronger.

And so on. But, you know, none of these are insurmountable.

And I'm sure if you hired team of world-class chefs, you could make a palatable meal out of old boots.

But why would you want to?
In response to Garthor
I do not see much of a problem in this idea at all. If monsters were aloud to go stronger, and it were limited to about 1-4 levels above regular level, it wouldn't really yield any negative effect. Many MMOs are like this. It is hard to find a field of monsters in any MMO the same exact level. The only difference is that in the MMOs, the monsters spawn with a certain level, instead of growing to it.
In response to Garthor
Garthor wrote:

And I'm sure if you hired team of world-class chefs, you could make a palatable meal out of old boots.

But why would you want to?

This is a pursuit of entertainment we're talking about. If practicality was our focus, we'd not be wasting our time playing games to begin with.
NPCs shouldn't level. Nor should they always have the same exact stats.

The Dragon Quest series does this well - a monster's stats have a set range each stat can be. (some can be much stronger then the first you encountered, and some can be alot weaker, etc)
In response to Garthor
Garthor wrote:
Bunny destroys world.

"his power is over 9000!"

but seriously, i can't think of a reason why non-players should not be able to level up just like players. if anything your programming will be a lot simpler. this is what Object Oriented Programming is all about.

the only differences between pc and npc is that the computer is controlling the npc. why not let them get better/stronger/faster the same way that pcs do?
In response to digitalmouse
digitalmouse wrote:
Garthor wrote:
Bunny destroys world.

"his power is over 9000!"

but seriously, i can't think of a reason why non-players should not be able to level up just like players. if anything your programming will be a lot simpler. this is what Object Oriented Programming is all about.

the only differences between pc and npc is that the computer is controlling the npc. why not let them get better/stronger/faster the same way that pcs do?



i want the storyline to evolve, cause i find games that stay the same, are boring
In response to digitalmouse
digitalmouse wrote:
Garthor wrote:
Bunny destroys world.

"his power is over 9000!"

but seriously, i can't think of a reason why non-players should not be able to level up just like players. if anything your programming will be a lot simpler. this is what Object Oriented Programming is all about.

the only differences between pc and npc is that the computer is controlling the npc. why not let them get better/stronger/faster the same way that pcs do?

As already explained: because this would ruin the balance of the game, create a whole bunch of previously-unnecessary work, and serve to add almost nothing to the game that a random number generator couldn't do. That which it COULD add to the game does not outweigh the amount of extra work required in order to keep it from screwing up the game (which could be spent adding more stuff to the game).

However, this thread is rather pointless as Shiniru has already revealed that he's not actually interested in any discussion so much as soapboxing his so-far terrible ideas.
In response to Garthor
Please do not take this comment as offence, since it is not intended as one, but for being interested in discussion, you kind of blunt out ignored most of Kaioken's arguments as well and just kept iterating your point.
I think you are mistaking balance for pampering.
By no means does a monster have to be in a fixed range, nor is a monster that gets stronger through combat an immanent threat.
Tibia used to have monsters that grew stronger (slowly), which kind of made training with them fun, since you could not stand there and keep hitting a healing creature for hours on, without risking the monster growing too strong, just to name an example (for a somewhat successful game using a similar mechanism).
You asked what kind of benefits such a system would yield and there have been points listed, if you read through the thread carefully, however, like I said, you simply ignored them.
In response to Schnitzelnagler
Schnitzelnagler wrote:
Please do not take this comment as offence, since it is not intended as one, but for being interested in discussion, you kind of blunt out ignored most of Kaioken's arguments as well and just kept iterating your point.

I ignored most of his arguments because they were not grounded in anything even resembling reality. Arguing that there wouldn't be any problems if the game was literally perfect is absolutely insane.

I think you are mistaking balance for pampering.

No, I know what balance is. The only person making this mistake is you.

By no means does a monster have to be in a fixed range, nor is a monster that gets stronger through combat an immanent threat.
Tibia used to have monsters that grew stronger (slowly), which kind of made training with them fun, since you could not stand there and keep hitting a healing creature for hours on, without risking the monster growing too strong, just to name an example (for a somewhat successful game using a similar mechanism).

See, this would be a problem with the idea of it being beneficial to stand still and beat the crap out of a monster for hours on end. If you made a game that was based around a game rather than a punching bag simulation, there wouldn't be an issue.

You asked what kind of benefits such a system would yield and there have been points listed, if you read through the thread carefully, however, like I said, you simply ignored them.

No, I refuted them. There's a difference. There is no benefit from this crap that would not be achieved better through other means. Hell, I don't even think the second half of that sentence is needed.
In response to Garthor
Garthor wrote:
I ignored most of his arguments because they were not grounded in anything even resembling reality.

Shouldn't you, instead of ignoring, provide arguments on why and how his arguments do not resemble reality?
I heard that people usually do something like that in discussions, at least in the non monologue ones ;)

Garthor wrote:
Arguing that there wouldn't be any problems if the game was literally perfect is absolutely insane.

He never mentioned a perfect game or environment, but rather one that takes care of specific given facts.
That is hardly insane.


Garthor wrote:
No, I know what balance is. The only person making this mistake is you.

I'm sorry, I won't play the 'No you are wrong' game.
If you want to provide facts and argue, I'm gladly join in, if you just say that you're right and I'm wrong, I'm too old for that.


Garthor wrote:
See, this would be a problem with the idea of it being beneficial to stand still and beat the crap out of a monster for hours on end. If you made a game that was based around a game rather than a punching bag simulation, there wouldn't be an issue.

I could now argue that Tibia is a big commercial MMORPG, which brings in a couple million Euro a year and that in a capitalist environment people deliver what has customers, but that would not prove my point as well as I want to.
Instead, I think that we maybe should find a common ground as what we like to see in a game and argue from there.
I find the 'gain experience and then raise your skills' concept boring and sad, since I never understood why you get more versatile in healing someone by punching a beast, or rescuing a lady from a dragon.
Now, some games 'restrict' gaining experience on a skill through certain limitations (like you don't gain anything after the xth hit).
While I see this as one solution to a problem that comes with the benefits of a nice system, I see it as a bad one.
I like a roleplaying solution much better for a roleplaying game. Such as... exactly. Monsters getting stronger like you do!
Nobody claimed that you'd have to hit a monster all day, but I want to decide what I do! Freedom of choice is something I greatly value with games I play.
If that means that I want to spend a day hitting a ghoul, so be it.



Garthor wrote:
There is no benefit from this crap that would not be achieved better through other means. Hell, I don't even think the second half of that sentence is needed.

Yes, you seem to be certainly interested in arguments and discussion. Constructive feedback is always such a nice thing.
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