Stephen001 wrote:
I suggest you take a bit of a look at the audience available to you, see what their other interests and commercial game preferences are etc.

Assuming you are building for that audience of course, and not another audience you intend to market for. If the latter applies, why do you care either way? The current players won't be the ones playing presumably.

I know, I just found it amusing how people were trying to play and reacting to things is all.

The game is designed with an audience in mind, which is not BYOND (but I don't care if they do or don't play).
There is plenty of references in the game right now that no one has commented on yet, which is saddening :[
I'll be honest, I haven't read anything that particularly inspired me to even take a look. That shouldn't be an issue though, given I'm not your target audience.
You should probably make it have consequences that are slightly less steep (pay tons of money to get back on their good side, or stay away for a while).
add reputation missions that will involve killing a lot of whatever to get back on their good side
I'm not adding any easy ways to get lost reputation back, if it is even possible to get it back at all.

As I said, the consequences for your actions are yours to deal with.
This is not suppose to be an easy game that babies you when you do something wrong.
If you do something wrong, you have to work hard to put it right, if it is even possible. Not grind a bit of reputation or money.
"that babies you when you do something wrong."

wut?

Either way, permanent in a game is usually not a good idea. Ever.
there was some old DOS game or something that, when you died, literally deleted the game itself off your harddrive.

for some reason it only sold like 3 copies :(
Haven't you ever played Oblivion, Morrowind, or Fallout 3? That is usually my goal by the end of those games to kill every NPC. If they are kill-able players will kill them. Especially guards or figures of power, you got to show the man who's boss.
Ulterior Motives wrote:
Haven't you ever played Oblivion, Morrowind, or Fallout 3? That is usually my goal by the end of those games to kill every NPC. If they are kill-able players will kill them. Especially guards or figures of power, you got to show the man who's boss.

That is technically impossible in all 3 games.
In Morrowind you can kill all NPCs, but generic guards respawn.

In Oblivion and Fallout 3 it is flat out impossible. If you kill a semi-important NPC, they simply do not die, just become unconscious.


Also, have you people never heard of Roguelike games?
You die in those, and it is permanent. A lot of stuff that happens to you in them is also permanent (losing items, stats, having people try to kill you and so on).

Also, this game is designed as a single player game.
If you mess up, you reload from your last save point. This is generally how single player games outside of BYOND work, or did most of you forget this?
Excluding children, Fallout 3 has an amazingly small amount of invincible characters. They're invincible because it would be impossible to advance the plot without them.

If you want people to quit killing guards, make them stronger.
SuperAntx wrote:
Excluding children, Fallout 3 has an amazingly small amount of invincible characters. They're invincible because it would be impossible to advance the plot without them.

If you want people to quit killing guards, make them stronger.

Part of the game is that at a later date, if the player wants to become... "Evil", they can.
Which may involve killing guards while working for evil people.

Guards are strong enough as they are though. Can kill a new player in 2 hits with long range weapons (possibly 1). There is 13 of them, which I have yet to see a player kill without dying a lot.

If you make them permanently aggressive towards you, it is almost impossible to escape the safe area.
Recharge their health once they're out of combat.
SuperAntx wrote:
Recharge their health once they're out of combat.

They have, and use a variety of healing items both in and out of combat.
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