Author Topic: Tactical Web ORPG  (Read 4019 times)

Offline Chris

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Re: Tactical Web ORPG
« Reply #25 on: July 31, 2008, 07:42:03 AM »
I like it when you think about my game all day long, that means that you'll login and play longer when you can get back to it. And that's what it is all about aint it.
I have an opposite attitude, I want the player to login, do their stuff quickly and then logout (saving precious server resources and the player's time), then come back next day, and next day and next day :) Some of my players follow this pattern literally for years already, also I have a low 'burnout' rate of players and low hardware fees. Win-win situation I would say. Of course there are some players that want to hang out in front of computer all the day, so I miss them, but you can't have everything, can you? :D

Offline MrBones

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Re: Tactical Web ORPG
« Reply #26 on: July 31, 2008, 10:32:56 AM »
To stop NPCs and Monsters from killing you while logged off, you must set up camp.
This will allow for your character to be removed from the map and just puts up like a small tent image.
Players can still attack these tents, in which case AI could kick in?
Camping will also give a bonus to you getting rid of your fatigue over time.

I'm currently addicted to www.fallensword.com
They start you off with 600 stamina
You can find items that add to your maximum stamina or stamina regain.
Because it's quick to burn my stamina I run out quick, making me have to wait 8 hours for it too fill up.
Basically to do this efficiently I wake up 10am, burn my stam so it's gone it will be back by 10pm I sleep, repeat.
Then again fallensword is a game with unlimited levels. :/
So I gotta think of a way to keep players hooked even while at high levels.

I'm trying to figure out the best way to do weapons still.
I'm undecided on specific grids, or if I just want range bubbles they make things easy.
« Last Edit: July 31, 2008, 10:58:34 AM by MrBones »

Offline saljutin

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Re: Tactical Web ORPG
« Reply #27 on: July 31, 2008, 01:24:00 PM »
my 50 (euro) cents :)
I think complex MMO(RPG)s don't attract so many users (there are many such games with great gfx), I wanted to create some RPG game which would be unique and different but when we had first alpha stage players said it WOULD be better as client MMORPG and not BB. Also some were disappointed because I didn't develop it further on, but I am looking to create a game where thousands of players would enjoy playing, and not game where 100 fanatics would play it 24/7.
That my friends I think is the problem with battle forces; it is unique but it lacks players because if they want to play something like that then they play different client MMOs.
if I take some of Chris thinking I can make conclusion: ideal bb game would be such where players can play for 15,20min per day OR 24/7 but those with lack of time but good tactics, strategy can be nearly as good as those 24/7 players. Good example of such games are sport simulations where people can login for 10min per day, study opponent set tactics, choose who will play and then log off. For 24/7 players there is market which is always alive, so such players can search market for good offers or lets say stay on forums, chat and talk about game.

Offline mobeamer

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Re: Tactical Web ORPG
« Reply #28 on: July 31, 2008, 04:06:47 PM »
That's actually a very good point. I could write a book on this subject. But to summarize:

There seems to be certain genre/types of PBBG. And yes some are geared for 15 min of play at a time and others are geared at longer periods of time.

I think that the games where a play session might last an hour are more "immersive" then the ones that take shorter periods of time.

Neither way is better then the other, but you definitely need to know which game you are focusing on. Because that will dictate a lot of the features that you build into the game (IE this camping business)

I would have to disagree that a Client/Server based system is better then a browser based system. I think that it is easier to create an immersive expierence in a Client/Server game but I like to think it can be done on the web as well. (Plus I hate the whole download to play thing....but that's a personal preference)

Again, it's ok to build either but you definitely have to know which you are building.

BF is not built to have 1,000 of people on at the same time...although it would be nice. That's not how it was original designed. (Of course the design has wondered from the original but which one doesn't)

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Offline MrBones

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Re: Tactical Web ORPG
« Reply #29 on: August 06, 2008, 02:08:49 AM »
Sorry for the lack of activity from me there guys.
I went on a spur of the moment camping trip.
I really wish I brought a notebook or something with me so I could write down what I was brainstorming. D:

Offline MrBones

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Re: Tactical Web ORPG
« Reply #30 on: September 02, 2008, 05:54:03 PM »
Time for a graphical update. :]




The avatars have gotten much smaller.

Offline MrBones

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Re: Tactical Web ORPG
« Reply #31 on: September 03, 2008, 10:29:31 PM »



Offline MrBones

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Re: Tactical Web ORPG
« Reply #32 on: September 08, 2008, 03:40:16 PM »

Graphical update!

 


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