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Not exactly. I do not want them agonize over "first death" (the one when you fight monster and lose all HP). What I want is to make them not die several times without doing some "health maintenance" in the meantime.Players will lose to monsters, no way avoiding it. There can not be harsh punishment for this or players will play cowardly way. What I want to do is to make them start being caucious when they lose too many times.So, when you fight a monster you receive light injury which is immediately healed for free after fight.When you lose fight (max light injuries received) then you receive 1 heavy injury. You can remove heavy injuries for a reasoanble price and inconvenience.If you neglect tending heavy injuries and let them accumulate to 5 you face harsh negative consequences (what exactly these consequences should be?)
Ah but you said before that each death was going to be a permanent injury...And is that now your "harsh injury"?
And the whole point of dying is that you want to make it hurt so to speak.
Do you have a good reason for healing? It's just that it's so boring... If you need to force players to heal on time, maybe that's an indication that yu could try something different? Healing is a an established mechanic and accepted by (almost) everyone. You can't do anything wrong with it. That doesn't change the fact that it's boring though. You are in the position to try something different so, if you don't have a good reason for healing, try something else.I would make a suggestion if I knew more about your game but since that's not the case this will stay a very abstract statement .
I would make a suggestion if I knew more about your game but since that's not the case this will stay a very abstract statement Smiley.
It's important though on that game you can try and run from the monsters. Even with free healing you do have to survive the fight to get to the healer.
Ive never played a game where inflation didnt take its toll, the amount that you need to heal will probably be pocket change after the game is played for a while.
-Cannot continue to progress until a long, difficult quest is completed (need to pay back the powers that helped you survive)
What if the quest is difficult and cause further injuries?I'm worried about snowball effect...
Quote from: codestryke on February 09, 2010, 01:29:47 PMIt's important though on that game you can try and run from the monsters. Even with free healing you do have to survive the fight to get to the healer. I do not wan't to give player any bchnce of interfering during the fight because I do not want to store in DB the combat_in_progress data It is so much easier to dump a page of various maneuvers descriptions and in the end only store HP level QuoteIve never played a game where inflation didnt take its toll, the amount that you need to heal will probably be pocket change after the game is played for a while.$healcost=min(0,$level*$level*10-100); Quote-Cannot continue to progress until a long, difficult quest is completed (need to pay back the powers that helped you survive) What if the quest is difficult and cause further injuries?I'm worried about snowball effect...That's also why I hesitate to make stats loses (the more you lose the weaker you become, but the weaker you become the more you lose and then the weaker you become so you lose even more often )
I cant believe so many post's and nobody thinking of the WoW death model, you die and and tada you get a nice debuff for -10% on your stats which will reset if you managed to get your body and died again.Mind you the debuff only lasted 10 minutes but 10 minutes can be quite a long time if say someone repeatably dies because the counter would always rest to 10.Or could always go with "Wounds" say you lose a fight and have a random script that picks a injury based on severity of your loss, say like if they had 10hp left and they got a final hit for 15, thats only a difference of -5 which would be say a small injury aka "you have sprained your ankle,agility(insert stat here) reduced (insert percent here) for ( amount of time).The last setup I am partial to only because its realistic, if you got ya butt whooped ya would sustain some kind of injury.On the same token you could also use a similar method to slow down the hardcore grinders by establishing say "if user x does x amount of fights in x amount of time" then say "from all the vigorous fighting you have pulled a muscle" using the same formula from above,or say like you must stop for a breather or a drink whatever, would be something that ties along with the game theme.
As far as i can understand, a great game causes only the foolish to die
Right now we're in the "wimpy" generation of players and I believe a lot of the pinprick death consequences really do take away from game experience. I remember old school Ultima Online, still the best MMORPG I've played to date. Die? You lose nearly EVERYTHING on you.
lol, I agree with that 100%. I think the developers are trying to appeal to that crowd in order to entice new players and hence a deeper market. The more challenging games attract a smaller crowd, but that crowd tends to have greater staying power and greater loyalty.
(WoW makes further efforts to "help out" the casual player, with small details like "rested experience" which gives a little experience boost to those who don't play often, to help them catch up with the hardcore players.)