Thank you for your comments ! :)
Rook > Indeed, randomly generated quests are usually very boring in games "go to dangerous place, get item, come back, give item". Im still far from having a clear definition on how things would be, but this would be quite related to 'NPC life'. I didnt made much game design so far but for now Im only working on the game engine, checking what is possible and what is not, thinking of structures to make it easy to manage and improve. Once the engine gives me enough tools to build up the game, ill filter the tons of ideas I get =).
Lieutenant > In a game, when a task you have to do feels like a chore, it means its jsut wrong. Games are supposed to be fun, not chores, and Im trying to avoid that. :)
Im planing to do a player houses system, but I have to think of ways to have this system not to be a constraint for the players ("I dont want to go hunt so far, cause I have to go back all the way to home after that ...", you see ...) and be interesting.
Houses can be used for quite a lot of things, but I think making it the only place you can store your stuff & money would be wrong, that would mean you have to go back to your house everytime you need something.
Actually, realism sounds good, but can easily be a pain to the fun ... if thief-class players were actually able to steal from you anytime, that would be quite boring. You would die from almost any sword hit that touches you, or have to heal for days if you survived ...
I think 'realist' things should be applied in games only if they can be actually fun to do, or should be adapted to the fun ...
Thats why, while Ill try to add more possibilities in my game than there are in usual MMORPGs, Ill keep some of the simple, non-realists, well-proven efficient game systems, like Kafras in Ragnarok (NPCs available at city gates, managing your item store & used as save points ...*), the fact that all merchant NPCs buys the crap from your hunts (Flower selling NPC sure are interested in buying all your wings of bats) at the same price*, saving you from having to find as many NPC as you have different items to sell*, the fact that monsters are living on specific maps and not traveling* , the fact that they respawn somewhere once killed* ...
(*)That might sound not so original to keep those old systems, but dont worry I plan on improving those and adding cool features as well, however and I plan to do ALOT of things, and as I said its still far from well defined, so I wont mention all of that here (and Im already losing too much time writing that instead of working on the project ! @_@).
And about the price of houses, balance of economy and general balance of stuff, Im not planing the game for a really big community (a hint for in the game title : NSMM stands for "Not-So Massively Multiplayer" :P ...), wich means not many rich people, so not many extremely expensive stuff. If ever the community gets bigs (let me dream !) it can still evolves. =)
Enay > You pronounce the name as its written. :)
Ok, dont worry, its just the working title :P
Cygnus > I might have understood for FF7, but FF8 ? o_o Anyways thats quite flattering, even if its just because of a color xD.
Again, thanks for your comments. Any ideas, toughts about the good and bad points you can foresee, problems that I might encounter & other stuff is always welcome.
Rook > Indeed, randomly generated quests are usually very boring in games "go to dangerous place, get item, come back, give item". Im still far from having a clear definition on how things would be, but this would be quite related to 'NPC life'. I didnt made much game design so far but for now Im only working on the game engine, checking what is possible and what is not, thinking of structures to make it easy to manage and improve. Once the engine gives me enough tools to build up the game, ill filter the tons of ideas I get =).
Lieutenant > In a game, when a task you have to do feels like a chore, it means its jsut wrong. Games are supposed to be fun, not chores, and Im trying to avoid that. :)
Im planing to do a player houses system, but I have to think of ways to have this system not to be a constraint for the players ("I dont want to go hunt so far, cause I have to go back all the way to home after that ...", you see ...) and be interesting.
Houses can be used for quite a lot of things, but I think making it the only place you can store your stuff & money would be wrong, that would mean you have to go back to your house everytime you need something.
Actually, realism sounds good, but can easily be a pain to the fun ... if thief-class players were actually able to steal from you anytime, that would be quite boring. You would die from almost any sword hit that touches you, or have to heal for days if you survived ...
I think 'realist' things should be applied in games only if they can be actually fun to do, or should be adapted to the fun ...
Thats why, while Ill try to add more possibilities in my game than there are in usual MMORPGs, Ill keep some of the simple, non-realists, well-proven efficient game systems, like Kafras in Ragnarok (NPCs available at city gates, managing your item store & used as save points ...*), the fact that all merchant NPCs buys the crap from your hunts (Flower selling NPC sure are interested in buying all your wings of bats) at the same price*, saving you from having to find as many NPC as you have different items to sell*, the fact that monsters are living on specific maps and not traveling* , the fact that they respawn somewhere once killed* ...
(*)That might sound not so original to keep those old systems, but dont worry I plan on improving those and adding cool features as well, however and I plan to do ALOT of things, and as I said its still far from well defined, so I wont mention all of that here (and Im already losing too much time writing that instead of working on the project ! @_@).
And about the price of houses, balance of economy and general balance of stuff, Im not planing the game for a really big community (a hint for in the game title : NSMM stands for "Not-So Massively Multiplayer" :P ...), wich means not many rich people, so not many extremely expensive stuff. If ever the community gets bigs (let me dream !) it can still evolves. =)
Enay > You pronounce the name as its written. :)
Ok, dont worry, its just the working title :P
Cygnus > I might have understood for FF7, but FF8 ? o_o Anyways thats quite flattering, even if its just because of a color xD.
Again, thanks for your comments. Any ideas, toughts about the good and bad points you can foresee, problems that I might encounter & other stuff is always welcome.