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Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Oct 13, 2009 5:10 pm
by Ryme
Of course personalization also = 'a thousand-hour nightmare for Ryme trying to make it work'

Personalization also means 'the more options you put in, the smaller fraction any one person actually gets to enjoy' -- part of the reason there aren't that many class-specific items yet.

It sounds cool. As a player I'd like the options, I can see that. Figuring out how to put lots of different options in, make them all fun, interesting, and balanced? Much easier said than done.
Hes actually not that big of a comics fan. :? All I heard back was a "it would be nice" kind of reply.
Reading comics isn't really related to that; It *would* be nice. Actually doing it isn't something I can promise any time soon.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Oct 13, 2009 8:45 pm
by MagiNinjA
It's alot of work, yeah, but I think it's worth it if it gives that much more connection to the player. And it doesn't necessarily have to be skills (seems like your first idea was for items?).

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Oct 13, 2009 8:52 pm
by Cristiona
Perhaps, but I don't fully understand what's even being asked for. It's like there's half of a proposal here. What's being requested by "splitting"? Starting as an Elemental and then branching to only using fire or ice? Works well for Elementals, but not so much with the other classes. And how much customization is enough? Four subtypes per class? Essentially creating 16 classes? Or will you be able to bounce around every level between all 16, essentially creating 256 classes?

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Oct 13, 2009 9:39 pm
by Ryme
MagiNinjA wrote:It's alot of work, yeah, but I think it's worth it if it gives that much more connection to the player. And it doesn't necessarily have to be skills (seems like your first idea was for items?).
Didn't say it wasn't worth it. As long as you don't mind there being a big "eventually" at the end.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Oct 14, 2009 6:05 am
by Harry Dresden
They also have a multi-million dollar budget and a huge team of programmers....

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Oct 14, 2009 10:19 am
by Satan
... new skills and customization = game mechanics.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Wed Oct 14, 2009 11:51 pm
by MagiNinjA
Ideas are generally free.

Graphics, AI and sound, etc., are not.

Just because a multi-million dollar game did it, doesn't mean that it's out of reach for TH. Indies do it.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Oct 15, 2009 4:44 pm
by Carygon Nijax
kaiijy wrote: Tecnovirus: Psion loses 5%HP per turn. +50% spell damage (Aura; costs PP)
At least the name mkes me think about gadgeteers

and some of those look waaaaay to powerful...

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Oct 15, 2009 8:44 pm
by Carygon Nijax
kaiijy wrote:Can you please be more specific?
Why should I do that? Cris is much more capable to do that than me

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Oct 15, 2009 9:08 pm
by Cristiona
Cris was also more snarky than she needed to be.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Oct 15, 2009 9:19 pm
by Carygon Nijax
I thought she was quite specific.. as the writter demanded...

Re: Creative player ideas for in-game items, zones, etc.

Posted: Thu Oct 15, 2009 9:55 pm
by Cristiona
Well, I'll address one thing here:
Most of them must be more powerful than actual skills because they're stuff for high levels (50~100 i don't know how Ryme would deal with this issue). But, ofc, shouldn't be THAT powerful
Level 50 requires 1.2 million XP while level 100 requires roughly 20million XP. Also, there are only roughly 10-15 players total who have reached level 100. And, the scope of the retcon game will be the levels 1-11, which makes class paths for 50+ less than necessary.

Also, we have plans in the work for finishing the skill gaps and tweaking as necessary. While multiple paths may be neat, I don't know if they'll necessarily improve things so much as change things. KoL has gotten pretty far with only 6 classes. I'm concerned this will add complexity as opposed to improving things. Keep in mind new players, too.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Oct 16, 2009 9:33 am
by AldenteVonTino
Right off, let me say I apologize if anyone gets offended by this post, but truth is more important than just sitting back, saying nothing.
I have to chime in for a moment here and say in MY humble opinion comparing TH to KoL is strange. I've played a little of KoL and I do mean a little.
Sure there might be some interesting stuff later on in KoL, but the ONLY comparison that's worth mentioning (as any basic user would see, not one that's "in the know" of behind the scenes info) is it's browser based and rather simple. Oh and maybe that you don't know what to expect next.
TH has FAR more intrigue and "enjoyment factors" than KoL. Period. Just my two cents, which is worth more than 100 meat!
I haven't been back to KoL in days, and my silly little Level 4 Starch Savant can just sit there and wait for me...
**smirks**
...I've got bigger fish to fry!
8) :| :roll: :| :lol:

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Oct 16, 2009 11:01 am
by Satan
The appeal of KoL lies in ascension. Once you beat the game, you play it over with new content/variations in gameplay. That's what TH portends to do. Also, KoL has a lot more to it than you realize- years and years of work, tons more skills, items, sidequests, etc.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Oct 16, 2009 11:52 am
by MagiNinjA
To say that the attraction of KoL is any one element is wrong and horribly incorrect. It changes from person to person AND it changes even just for one person (hello, living proof here).

That's something KoL is okay at.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Oct 16, 2009 5:35 pm
by Carygon Nijax
you will notice that when Cristiona stops playing it

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Oct 16, 2009 5:44 pm
by Ryme
Blink wrote:I just hope TH doesnt become known as "that game thats like KoL".
Funny. My initial primary reason for creating TH was to BE "that game that's like KoL."

Of course since then I've gone through phases where I've thought, "how can I differentiate myself from KoL?"

And later, "how can I just do whatever ought to be fun for me and players?" without any consideration of whether or not KoL resembles or disresembles the idea.

I like to think that's a sign of the game maturing.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Fri Oct 16, 2009 5:45 pm
by AldenteVonTino
Blink wrote:I just hope TH doesn't become known as "that game thats like KoL".
I doubt that will ever happen, from what I have seen. In fact it's more likely that TH will be known as the game similar to KoL. (Again, my own opinion.)
Ok, so KoL has been around a while, and it appeals to different people, and obviously has a good following. All this is granted, and I mean not to take this away from it.
I guess I just expect more than "simplicity" in a game, even if it IS complex as you say, there really wasn't anything grabbing me and saying, "Hey Al, you like this!" or "Al! Check this out!"
Similarities between the two (TH and KoL) are easy to spot, but the BIG differences are in the start of a char for me. KoL got dull FAST, whereas TH had me, from the start, by the proverbial "sack" and wouldn't let go!
Maybe I expect too much? Could be. Should I keep playing in hopes something might change my mind? Doubtful. (I tried okra several ways, thinking I might like it this way or maybe that, but I got tired of trying and just stopped eating it since I didn't like it's taste any way I had it...)
But like I said, it's just my opinion...
**hangs head**
...So you guys like it, and that's all that matters really. I'll just be happy with what I like.
TH FTW!
:? :( :?

Re: Creative player ideas for in-game items, zones, etc.

Posted: Sun Oct 18, 2009 7:20 pm
by AldenteVonTino
About females and gaming
Worth a look-see...
...Topic related to the last post about females within the game!
8)

Re: Creative player ideas for in-game items, zones, etc.

Posted: Mon Oct 19, 2009 4:20 pm
by Ryme
Blink wrote:Can there be a way to toggle all our messages into the delete? Ive kept all my messages and Ive got some from all the way back from when I first joined.
Just click the checkmarks. It's really not that hard. I delete dozens every week. If you get tired halfway through ... save the other half for later when your stamina's back up.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Mon Oct 19, 2009 10:01 pm
by Ryme
Maybe it's simply because I don't have the luxury of deleting all, because I've always got to keep notes around, or because I fear the bug reports every time someone accidentally selects all instead of individual messages, but I'm just not sold on this. The size of the game doesn't change any one person's ability to make a couple of quick clicks now and then.

I'll probably get talked into it one of these days, but in the meantime, if you want a clean room, you've got to clean your room yourself. I'm not going to invent a magic room-cleaning device for you right now.

Re: Creative player ideas for in-game items, zones, etc.

Posted: Tue Oct 20, 2009 6:10 am
by Satan
But Rymeeeeeeeeeeeeee.... :p