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Old 01-23-2012, 05:52 AM   #10
KaVir
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Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
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Re: Longtime mudder with ADD puts on his mad scientist hat

If there are no classes, and everyone ends up with 100 in each stat, doesn't that mean everyone will be identical? You can't have a strong guy, or an agile guy, or a smart guy, because all the top characters will have exactly the same stats.

How will you break down skills/spells/powers/etc? Can people learn them all? Or will you have some sort of skill tree/web?

Many players love being able to customise their characters. What options will they have for making their character different from everyone else?

If everyone ends up with 100 in all their stats, won't they all fight with the same degree of effectiveness?

If combat is automated, what does the player do while their character is fighting?

As I mentioned , "Mechanics may be the meat of the game, but cool cosmetics provide the flavour. Even the most well designed of games can feel lifeless and barren without the appropriate cosmetic touches."

I like random magical items as well, but be aware that if not designed very carefully.

What will be the incentive for players to look for new equipment, if their old stuff is always cutting-edge?

If the mobs and items are scaled to your ability, what's the incentive for players to explore new areas?

Won't they just walk into the first area they see, and stay there until they hit 100 in every stat?

Sorry, but no, it doesn't. It sounds like players will remain in the first area they find, and grind their way up until they've got 100 in every stat. As combat is automated, and the messages extremely basic, there won't even be any incentive to watch the action - they might as well just set up a bot. Then once they've finished, they'll have a maxed out character that's identical to everyone else.

1. Allowing people to max all their stats isn't necessarily a bad thing, but most players hate cookie-cutter builds, so at least give them some other way to customise their characters.

2. Automated combat doesn't have to be non-interactive. Even the typical Diku-style combat (which many people already consider boring) allows you to execute manual commands such as kick and disarm.

3. Cosmetics can make or break a game. It's one thing to offer terse combat messages as a configurable option, but if players only ever see "you win/lose", combat will be completely flavourless.

4. If players never need to find better equipment, or areas with harder mobs, they'll just stay where they are...and complain that the game is repetitive and boring. If you're adding new content, there needs to be some incentive for players to go and find it, or else only the most hardcore explorers will bother.
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