ID:154525
 
I was reading over the ranter.net or whatever website with the bazillion pages of rants about everything having to do with Online RPG design, and I stumbled on something that would be interested for a game I've had intentions to work on soon, but I'd have no clue how to impliment it.

The system involves changing character stats while the character is not online, depending on the amount of time the character is logged out. This time represents 'non-adventuring' time, or some such uninteresting stuff that all characters inevitably have to but that players don't really care about. Like sleeping, paying bills, etc, whatever.

Anyway, basically I'm wondering if anyone has thought of a way to change a player's save file when they log in, depending on how long they have been logged out. It would be an interesting element to have in the game, but I have no Idea how it'd work.
On 6/26/01 12:00 pm Foomer wrote:
Anyway, basically I'm wondering if anyone has thought of a way to change a player's save file when they log in, depending on how long they have been logged out. It would be an interesting element to have in the game, but I have no Idea how it'd work.

Save the world.realtime that they logged out, then look at it when they log in and make changes accordingly.
In response to Deadron
On 6/26/01 12:13 pm Deadron wrote:
On 6/26/01 12:00 pm Foomer wrote:
Anyway, basically I'm wondering if anyone has thought of a way to change a player's save file when they log in, depending on how long they have been logged out. It would be an interesting element to have in the game, but I have no Idea how it'd work.

Save the world.realtime that they logged out, then look at it when they log in and make changes accordingly.

Yup, I do just that in CATs. Every day that someone isn't logged in, their accuracy depreciates by 1% (down to a minimum of 10%). That means you have to practice, practice, practice to keep yourself a sniper and not just an average grunt.
In response to Spuzzum
On 6/26/01 12:50 pm Spuzzum wrote:
On 6/26/01 12:13 pm Deadron wrote:
On 6/26/01 12:00 pm Foomer wrote:
Anyway, basically I'm wondering if anyone has thought of a way to change a player's save file when they log in, depending on how long they have been logged out. It would be an interesting element to have in the game, but I have no Idea how it'd work.

Save the world.realtime that they logged out, then look at it when they log in and make changes accordingly.

Yup, I do just that in CATs. Every day that someone isn't logged in, their accuracy depreciates by 1% (down to a minimum of 10%). That means you have to practice, practice, practice to keep yourself a sniper and not just an average grunt.

what game is that?
In response to jobe
On 6/27/01 8:30 am jobe wrote:
On 6/26/01 12:50 pm Spuzzum wrote:
On 6/26/01 12:13 pm Deadron wrote:
On 6/26/01 12:00 pm Foomer wrote:
Anyway, basically I'm wondering if anyone has thought of a way to change a player's save file when they log in, depending on how long they have been logged out. It would be an interesting element to have in the game, but I have no Idea how it'd work.

Save the world.realtime that they logged out, then look at it when they log in and make changes accordingly.

Yup, I do just that in CATs. Every day that someone isn't logged in, their accuracy depreciates by 1% (down to a minimum of 10%). That means you have to practice, practice, practice to keep yourself a sniper and not just an average grunt.

what game is that?


CATs - Covert Assault Troopers
A mercenary combat MUD. Players go on cooperative missions with each other, and use the money they earn to buy better weapons, equipment, gadgets. Includes a full-featured security/trigger system.

Yet another of my games that won't get finished for another 20 years or so. It's playable now, but I want to keep it under wraps. Besides, it was locked away from the Great Zipping, and I'm not going to resurrect it and waste even more of my time.
In response to Spuzzum
It's playable now, but I want to keep it under wraps.

And it was playable, if minimalist, over a year ago. Spuds gets a sadistic kick out of drumming up enthusiasm for his games, then yanking them out of sight.

(Yeah, I know, let he who is without sin cast the first stone.) :)
In response to Gughunter
And it was playable, if minimalist, over a year ago. Spuds gets a sadistic kick out of drumming up enthusiasm for his games, then yanking them out of sight.

Indeed I do! It's very fun. >=D


I just like to take things off the docket when they're unplayable. I had it playable, then I revamped one heck of a lot of things, and made it unplayable, and later on I made it playable again, but systematically lacking a lot of important features.
You know what I think happens when you're offline? The mobs all gather together and have a giant keg party. That's would explain lag; it isn't that your connection is slow or you're downloading anything, it's because the mobs are so drunk they stumble around.