Idea for an MMO-esque forum game, brainstorming welcome
Moderators: Timedude, Olothontor
@knolli
But different actions have different risks or costs to the player. Moving to another region is risk free and costs nothing. Trapping animals is a safe way to get food, and should therefore be less attractive in other aspects. Fighting can get you killed, so it should have a chance of bigger rewards.
About food: Farming would be a completely safe and rewarding way of getting food, but also time-consuming and requiring preparation (you need a mill to grind the wheat into flour, then bake the flour into bread).
@Olothontor
Well, so far the GM job hasn't been that bad. The combat system is actually pretty easy to use, even if it doesn't look like that. But if someone can come up with a way to let the players do some of the work, that's great of course, but I don't know how to do that.
@mgb519
Yes. I think it's easiest to just slowly expand the beta into the full game.
But different actions have different risks or costs to the player. Moving to another region is risk free and costs nothing. Trapping animals is a safe way to get food, and should therefore be less attractive in other aspects. Fighting can get you killed, so it should have a chance of bigger rewards.
About food: Farming would be a completely safe and rewarding way of getting food, but also time-consuming and requiring preparation (you need a mill to grind the wheat into flour, then bake the flour into bread).
@Olothontor
Well, so far the GM job hasn't been that bad. The combat system is actually pretty easy to use, even if it doesn't look like that. But if someone can come up with a way to let the players do some of the work, that's great of course, but I don't know how to do that.
@mgb519
Yes. I think it's easiest to just slowly expand the beta into the full game.
- knolli
- Dimmy
- Posts: 582
- Joined: Wed Sep 08, 2010 9:30 am
- Location: the world that never existed - home
That's what I meant with "HP are resources". Each action you do can be described by a set of parameters, likeArkbrik wrote:@knolli
But different actions have different risks or costs to the player. Moving to another region is risk free and costs nothing. Trapping animals is a safe way to get food, and should therefore be less attractive in other aspects. Fighting can get you killed, so it should have a chance of bigger rewards.
About food: Farming would be a completely safe and rewarding way of getting food, but also time-consuming and requiring preparation (you need a mill to grind the wheat into flour, then bake the flour into bread).
- - whether you roll or auto success,
- which kind of skill and/or item bonus is used,
- how much resources, HP, items or structures you can earn, heal, craft or build,
- how much resources you can/have to spend,
- how you affect the region's parameters,
- the rate of danger,
- chance to earn XP (although I want that to be equal for all kinds of actions),
Since we are working with dice, balancing would require some heavy statistics. I could try to come up with some good numbers.
Ross_Varn wrote:Knolli is awesome.
- *CRAZYHORSE*
- Mega Blok
- Posts: 1348
- Joined: Fri Feb 29, 2008 6:10 pm
- Location: Procrasturbating.
Hmm I think I missed that thread or it was so serious and boring that I didn't care about it.Rody wrote:wasn't that the oriental federation vs everyone thread?*CRAZYHORSE* wrote:This might be the most serious and longest on topic thread ever in the history of the Brikwars forum.
stubby wrote:You were inb4beluga.
never, mind.*CRAZYHORSE* wrote:Hmm I think I missed that thread or it was so serious and boring that I didn't care about it.Rody wrote:wasn't that the oriental federation vs everyone thread?*CRAZYHORSE* wrote:This might be the most serious and longest on topic thread ever in the history of the Brikwars forum.
I didn't read the "serious" part of your post, that thread was not serious in any way. (kinda like KotH without adding "my hill" to each post.)
Actually since we are working with dice, the statistical math can in principle be kept relatively simple.knolli wrote: Since we are working with dice, balancing would require some heavy statistics. I could try to come up with some good numbers.
Act first, then think, then try to find a way to cover up the horrible mess you made.
Si Hoc Legere Scis Nimium Eruditionis Habes
Si Hoc Legere Scis Nimium Eruditionis Habes
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact:
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact:
Exactly.
And while on the subject of XP: If your character dies, your next character starts with half of the accumulated XP (rounded up), possibly letting you start with more than 10 skill points.
EDIT: I've also been thinking a little about animals: there are too many of them, it's too hard to hunt them to extinction. So far every slain animal have reduced the Animal parameter by 1, from now on it will be 1d6.
And while on the subject of XP: If your character dies, your next character starts with half of the accumulated XP (rounded up), possibly letting you start with more than 10 skill points.
EDIT: I've also been thinking a little about animals: there are too many of them, it's too hard to hunt them to extinction. So far every slain animal have reduced the Animal parameter by 1, from now on it will be 1d6.
- thade
- Cannon Fodder
- Posts: 358
- Joined: Mon Jul 06, 2009 7:23 pm
- Location: permanantly trapped in my own twisted imagination
Hrm. The only idea I have is that some actions could be based on the d100 system, which gives room for a lot more options and probability tweaks.
Also, would you be interested in an automated dice roll system? It wouldn't be that hard to do.
Also, would you be interested in an automated dice roll system? It wouldn't be that hard to do.
I don't level the playing field, I level the playing field.
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact:
So, here's the deal. I'm about to walk into a 5-6 day dogsitting job that involves me staying at someone else's house for most of that time, so I have NOTHING to do other than work on my spriting commissions.
I figure, why not add to the pile? If anybody wants a character portrait done for the MMO (a la my avatar to the left, there), please let me know and I'll be happy to make him for you.
Also, Arky, if you want any of your BBE monsters sprited up for added epicness, PM me and I'll try my hand at it.
Cheers,
Olly
EDIT: Here's a quick sketch of Baynir (my character in the MMO, for those of you not following along). Might touch him up later, but he's about done.
EDIT 2: Fiddled with his posture a bit (moved his right arm to a more natural position and adjusted his hand on the halberd up a bit). Also gave him some wristguards and updated the shading on his pauldrons slightly.
EDIT 3: Messed with the shading on his pants to make them look more clothlike (added a color in the process, but it was worth it). Also jived around with his armor to make it more interesting, and then adjusted the shading there to make it less clothlike.
EDIT 4: Why am I doing a step-by-step update? You guys only care about the finished version. Also just realized that his belt makes it look like he's going around bare midriff. UNACCEPTABLE, d a p p e r OR NOT.
EDIT 5: Fixed. Also tried to add a banner to his halberd, but no luck there. Going to need to do some studies on cloth flow before I can get there. I'll try again tomorrow after some research.
I figure, why not add to the pile? If anybody wants a character portrait done for the MMO (a la my avatar to the left, there), please let me know and I'll be happy to make him for you.
Also, Arky, if you want any of your BBE monsters sprited up for added epicness, PM me and I'll try my hand at it.
Cheers,
Olly
EDIT: Here's a quick sketch of Baynir (my character in the MMO, for those of you not following along). Might touch him up later, but he's about done.
EDIT 2: Fiddled with his posture a bit (moved his right arm to a more natural position and adjusted his hand on the halberd up a bit). Also gave him some wristguards and updated the shading on his pauldrons slightly.
EDIT 3: Messed with the shading on his pants to make them look more clothlike (added a color in the process, but it was worth it). Also jived around with his armor to make it more interesting, and then adjusted the shading there to make it less clothlike.
EDIT 4: Why am I doing a step-by-step update? You guys only care about the finished version. Also just realized that his belt makes it look like he's going around bare midriff. UNACCEPTABLE, d a p p e r OR NOT.
EDIT 5: Fixed. Also tried to add a banner to his halberd, but no luck there. Going to need to do some studies on cloth flow before I can get there. I'll try again tomorrow after some research.
That's awesome! Could you make one for my character? Something along the lines of an archer/hunter.
My brute
"Having enough Dakka is an illusion created by those too weak to stomach true warfare."
"A river of blood begins with a single drop."
"Having enough Dakka is an illusion created by those too weak to stomach true warfare."
"A river of blood begins with a single drop."
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact:
Coming right up. Check back this post, and I'll edit him in when he's finished. I don't want to clog this thread with art.solvess wrote:That's awesome! Could you make one for my character? Something along the lines of an archer/hunter.
If I get enough requests, I'll probably move all of this business over to the Artwork forum. We'll see how many people bite.
Solvess
He's mostly done, although there need to be some touchups in his posture.
EDIT: Added hood, changed his vest and bracers to green, changed background for better visibility.
EDIT: Darkened outline for better visibility.
EDIT: Adjusted the pose to be less awkward.
Last edited by Olothontor on Fri Jul 22, 2011 6:47 pm, edited 1 time in total.
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact:
What's the rule for having multiple characters at the moment?
Last I checked it was "not during Beta," but I wanted to make sure of that.
EDIT: Somebody really needs to compile all of these rules into a text document for easier viewing. As it is, anyone who wants to find anything has to dig through this thread to find that one post that he thinks it was mentioned in.
EDIT 2: John the Blacksmith
Last I checked it was "not during Beta," but I wanted to make sure of that.
EDIT: Somebody really needs to compile all of these rules into a text document for easier viewing. As it is, anyone who wants to find anything has to dig through this thread to find that one post that he thinks it was mentioned in.
EDIT 2: John the Blacksmith
- knolli
- Dimmy
- Posts: 582
- Joined: Wed Sep 08, 2010 9:30 am
- Location: the world that never existed - home
So now I introduced coal into the game. It would make sense if you actually needed coal to fire your furnance because wood just doesn't produce the necessary heat. If you abstract the game in the way that you don't need coal, it should provide other benefits, i.e. it could reduce the amount of fuel you need drastically. Otherwise it would be a huge waste of time what I am doing there.
On another note: What is needed to produce leather? IRL you would need a bunch of chemicals, but somehow I don't feel like collecting my own piss.
On another note: What is needed to produce leather? IRL you would need a bunch of chemicals, but somehow I don't feel like collecting my own piss.
Ross_Varn wrote:Knolli is awesome.