I am just curious. If a new game were to come out in a year or two, what would you like to see?
All DBZ games were squashed, so we don't have to worry about that.
ID:266025
Apr 18 2011, 6:28 am
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Master rla wrote:
I am just curious. If a new game were to come out in a year or two, what would you like to see? Games that have a serious emphasis of roleplaying a character. Not being a player in an RPG, but being a character in a unique world. Stats and skills don't appear as numbers to the player (rather they appear as descriptions), permanent player death, active RP staff when player count is low, no static quests, everything in the world (politics, economics, story) is determined between interactions with players as well as RP staff. No grind and no levels, just skill advancement - but the mechanics should be designed so it makes it pointless for the player to attempt to grind and instead focuses on RP and only uses and improve their skills when its ICly realistic. |
In response to Gtgoku55
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Gtgoku55 wrote:
Hmm... Maybe a RPG... One with platforms elements. Good one. |
In response to Duelmaster409
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LoL...
I've never played a good DBZ game.. sorry... |
Well... I've been pondering making a cyberpunk, grid-combat turn-based with action points, heavily-customizable character, advanced crafting system RPG. It's only on the drawing board right now.
Some key concepts: * Players can make unique characters. * Crafting system limited by player imagination rather than coder imagination. (What I had in mind was a part-based system, where you mix and match for millions of combinations, each part having its own pros and cons) * Tactical combat. * Player to player economy * Main storyline, as well as randomized missions, including pvp ones. An example on how the crafting system could look: You're building a gun, so you need: a stock/handle, a reciever, a barrel, sights, possible optional pieces. IE: you want to build a pistol, you could opt to go with a full sized handle(-2 recoil, +1 accuracy), semi-automatic .45 calibre reciever(say 15 base damage, 4 recoil, 7 AP firing speed), 5" .45 calibre barrel(+1 accuracy, -1 recoil), and match sights(+2 accuracy, +1 AP cost) and you'd end up with a 15 damage, 8 AP, 1 recoil, +4 accuracy pistol. Recoil in this case would be an accuracy penalty on followup shots. Or you could go crazy and build something outlandish: 10 gauge reciever(50 damage, 10 recoil, 10 AP firing cost, 16 strength req), shotgun pistol handle(+2 strength req, -3 accuracy, +4 recoil), 10 gauge 10" barrel(-2 AP cost, -5 damage, -3 accuracy), front grip(-1 strength requirement, -3 recoil), and you'd end up with a 45 damage, 8 AP firing cost, 17 str req, -6 accuracy, 11 recoil monstrosity. All numbers pulled out of thin air to demonstrate the idea. |
In response to Kaerius
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Hey I just wanted to say I really liked the idea of your crafting system. You could basically define components and each component would essentially be a function with inputs and outputs that are connected to other functions.
It would kind of be like legos on steroids. There would be all kinds of emergent possibilities that the developer would never be able to predict. I hope you go along with a crafting system like that, games need to get back to allowing the players to be creative rather than just allowing the player to see only what the developer wants them to see. I'm imagining all different types of classes for inputs and outputs from the components and then each component could modify a variable, or several variables of that the object from that class. For example one class could be light. Some variables of the light class might include energy, intensity and velocity. If you had a light source it could emit light at a specific velocity (direction), intensity, and energy. A certain type of lens could increase or decrease intensity, a mirror could change velocity, other materials could change energy. Just looking at the lens alone your crafting system could allow many different type of lenses where each one could have a different effect on intensity, energy, and velocity of light striking it depending on what materials it is derived from. If light ever comes into contact with a person you have could figure if it has no effect on them or if it hurts them based on the amount of energy at the point of contact. A bullet class would have an energy variable associated with it too so it would be easy to relate all objects in the game after they are modified by the "functions" that are the components in your crafting system. Ok, I think I'm just rambling now...but I think its a really cool idea. |
And not all the DBZ games were bad, I'd say some were alot better than most of the original games on byond, if not all.