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Restricting the number of skills you can level just creates a system where players make crafting alts. So I need a way to make it valuable to specialize.
Quote from: AltarofScience on November 17, 2011, 11:14:41 AMRestricting the number of skills you can level just creates a system where players make crafting alts. So I need a way to make it valuable to specialize.I don't understand how "making it valuable to specialize" discourages people from making additional accounts? No matter how I look at it it seem as something that promotes it even more...
I assume what chris is saying is you'd create a main account, and then one for This Particular Skill and then one for That Particular Skill and then they'd give the main account the goodies they were specialised in making...
Of course it will save you time, since the bot would play the second account for you. It's a browser game, it is trivial to write a bot that craft simple things or collect resources using greasemonkey for example.
There is a huge difference between one account that is boting and multiple account that are boting and send resources to the main account I'm trying to say that your "unrestricted transfer of goods" is a deadly combo with "ability to setup a bot on multiple accounts". In my games I simply disallow direct trading, so the damage from a bot is highly reduced (at most it can act as a very dedicated lone player), so even if I completely mess up with catching multiaccounts the game is not completely broken. In your system if you neglect multiaccounts tracking you are totally and completely doomed.
No, not every game ever has this problem. Farmville has not for example, and it is one of the best (most popular) games ever. Also, I don't make "most every other browser game" You are fixated on doing all things the one, traditional, way. It's not bad, but well, you could acknowledge there are great games/mechanics made in a way you loathe and could never play (like WoW, an excelent game I would agonize to play).Anyway, I don't understand why are you trying so hard to persuade others. We are not in a team with you making this game, you are doing it yourself. What we think is irrelevant...
Example 1: WoW (ok its not a browsergame, but it has Farmers, Bots) the added an Item to game which you can buy for real money to get Gold(this pet think)
take a look at other games and watch how do they solve it. Example 1: WoW (ok its not a browsergame, but it has Farmers, Bots) the added an Item to game which you can buy for real money to get Gold(this pet think)Example 2: tribewars , after making some actions, you have to type captcha but not too much. Botting would be still possible , just not as much as before.Example 3: Sevenlands. They designed the game that it useless to have more accounts + you have restricted amount of actions so it doesnt matter if a bot klick once every 2 min or you do it.The best way to solve Problems, is to play games, which are similar to yours. the developers might already thought about Problems and solved it on their way;) Best regards BlackScorp
Ok since everyones tipps which are posted here are crappy for you, i have another example.Perpetuum Online. In this game a character gains every hour exp to skill up their skills. doesnt matter if youre online or offline, if youre online you dont get faster exp.if you dont want to add bot protection and destroy your game play, then try to do some other stuffs like your books they could have somethink like amount of using time. so player research for such skill book and this book can be used only x amount of times. you can say, that each user can has one book once in his inventory or stuff.
i dont really know, i saw an anouncment that Blizzard will create new pets which you can sell for Gold and buy for real money, this pet costs about 10$ and you get the equalent gold like from china farmers, just on legal way.. cant find the blog anymore.. but anyways thats another story;)ahh here is ithttp://eu.blizzard.com/store/details.xml?id=221004877