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Starting Up a Project
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Post #108053 Re: Starting Up a Project

Do you guys think level requirements would be good? I noticed it keeps the players busy for a while and then it becomes a goal to them to get that requirement haha.

13 years, 32 weeks ago
Post #108057 Re: Starting Up a Project

Sorry im not trying to high jack your topic but if you do want lvl req if you will use #warps with req and cost https://tehsausage.com/paste/0aba

13 years, 32 weeks ago
Post #108107 Re: Starting Up a Project
lolss posted: (27th Sep 2011, 03:00 am)

Do you guys think level requirements would be good? I noticed it keeps the players busy for a while and then it becomes a goal to them to get that requirement haha.


I was planning to implement regional level requirements based around a storyline with my server, and the theory is that if players have benchmarks to work towards, the feeling of achievement will be greater and your game will have an overall cohesiveness that people can get into, much like what you said.  You do kinda have to balance it out though, since people also like an easily-opened game world.

Also, with regards to high numbers and such, you can still have the 10 points/level and 10k high attack values.  The only catch is that your mobs will have to have much higher defense and HP values as a result.  Likewise, with higher EXP rates, you'll want to consider reducing the maximum level while maintaining high maximum EXP values.  In the overall sense, larger numbers give greater percentile bonuses, which if implemented would be great for temporary bonuses, some equipment, and perhaps events.  Without those, however, insomniac's right - you'll want lower rates and numbers for balance purposes.  The upside to lower numbers is that you can make it so certain builds really excel at what they do instead of being just a sliver ahead of everyone else.  As well, it leaves a lot of room for you to gradually accelerate stats from 0 to cap.  And as long as you aren't hitting the physical limitations of the client and/or database with capped players, you can still create new content for capped players.  For instance, if your final cap is 100 and players are just doing 2k damage tops, you've got lots of room to improve.  Just remember that as a result of being capped out, players aren't earning EXP nor are they getting more stat points from leveling, so new equipment would have to compensate for that.

I could go on and on about game balance and such, which is why I'm making a guide on it.  These tips should help refine your basic server goals into something more appealing to the average player.
13 years, 32 weeks ago
Post #108113 Re: Starting Up a Project
StarBlaze posted: (27th Sep 2011, 05:33 am)

lolss posted: (27th Sep 2011, 03:00 am)

Do you guys think level requirements would be good? I noticed it keeps the players busy for a while and then it becomes a goal to them to get that requirement haha.


I was planning to implement regional level requirements based around a storyline with my server, and the theory is that if players have benchmarks to work towards, the feeling of achievement will be greater and your game will have an overall cohesiveness that people can get into, much like whatyousaid.  You do kinda have to balance it out though, since people also like an easily-opened game world.

Also, with regards to high numbers and such, you can still have the 10 points/level and 10k high attack values.  The only catch is that your mobs will have to have much higher defense and HP values as a result.  Likewise, with higher EXP rates, you'll want to consider reducing themaximumlevel while maintaining high maximum EXP values.  In the overall sense, larger numbers give greater percentile bonuses, which if implemented would be great for temporary bonuses, some equipment, and perhaps events.  Without those, however, insomniac's right - you'll want lowerrates andnumbers for balance purposes.  The upside to lower numbers is that you can make it so certain builds really excel at what they do instead of being just a sliver ahead of everyone else.  As well, it leaves a lot of room for you to gradually accelerate stats from 0 to cap. And as longas you aren't hitting the physical limitations of the client and/or database with capped players, you can still create new content for capped players.  For instance, if your final cap is 100 and players are just doing 2k damage tops, you've got lots of room to improve.  Justremember thatas a result of being capped out, players aren't earning EXP nor are they getting more stat points from leveling, so new equipment would have to compensate for that.

I could go on and on about game balance and such, which is why I'm making a guide on it.  These tips should help refine your basic server goals into something more appealing to the average player.
Very well put! My last server with the 10k+ attacks and 10+stats per lvl some rely enjoyed the problem was the balance the economy was threw the roof and reborns up the a$$, people like gaining lvls but to achieve the next thing if you have a wep that can deal 2k dam + str of 300 you best have themonsters to match its like gaining % a monster that was 100 hp /100 exp before could be 1000/1000 but reborns would be a must and you would have to find ways to implement reborned characters doing certain quests/maps etc or I think the balance would be lost and if im correct the cap on the clint is65353 int so thats something to consider as well!

13 years, 32 weeks ago
Post #108198 Re: Starting Up a Project

I'd be happy to help lolss, with anything i can. Maybe

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Siggy
13 years, 31 weeks ago
Post #108199 Re: Starting Up a Project

*cough* Lolssstopstealingourideas *uncough*

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Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
13 years, 31 weeks ago
Post #108200 Re: Starting Up a Project
Wildsurvival posted: (27th Sep 2011, 09:38 pm)

*cough* Lolssstopstealingourideas *uncough*


 Need some water? lol

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If at first you don't succeed; call it version 1.0
13 years, 31 weeks ago
Post #108201 Re: Starting Up a Project
Wildsurvival posted: (27th Sep 2011, 09:38 pm)

*cough* Lolssstopstealingourideas *uncough*


let him keep stealing, lolss can doooooo it /failstyle. 

lol just kiddin'. 
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http://www.ctronic.ga
http://www.tsu.co/Deltro
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13 years, 31 weeks ago
Post #108202 Re: Starting Up a Project
Minerva posted: (27th Sep 2011, 09:41 pm)

Wildsurvival posted: (27th Sep 2011, 09:38 pm)

*cough* Lolssstopstealingourideas *uncough*


 Need some water? lol


Ohyes, thank you :)
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Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
13 years, 31 weeks ago
Post #108209 Re: Starting Up a Project

I've listened to any of that projects ideas, I just couldn't deal with no work in proccess. Nor did you have any ideas to steal from. Most of the people there were very imature. Starblaze, thanks for the tips ;D

13 years, 31 weeks ago
Post #108211 Re: Starting Up a Project

No problem, lolss.  Glad to be of service. :)

13 years, 31 weeks ago
Post #108217 Re: Starting Up a Project
lolss posted: (27th Sep 2011, 10:20 pm)

I've listened to any of that projects ideas, I just couldn't deal with no work in proccess. Nor did you have any ideas to steal from. Most of the people there were very imature. Starblaze, thanks for the tips ;D


Lawl, we had work in process* you only joined when we were just coming up with ideas. Also, how were they immature*?
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Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
13 years, 31 weeks ago
Post #108218 Re: Starting Up a Project

actually we work on the server EVERY night small changes and tweaking and as i said everything worth waiting for takes time. we are not rushed and we like to have our fun and discuss things while we work and become better friends with each other you apparently dont notice many things.

13 years, 31 weeks ago
Post #108221 Re: Starting Up a Project
dijirocks posted: (27th Sep 2011, 11:24 pm)

actually we work on the server EVERY night small changes and tweaking and as i said everything worth waiting for takes time. we are not rushed and we like to have our fun and discuss things while we work and become better friends with each other you apparently dont notice many things.


How could he with the one hour he spent on the server :P
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Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
13 years, 31 weeks ago
Post #108222 Re: Starting Up a Project

you faggot stole ideas from project sanctum, GET SOME ORIGINAL IDEAS LOLSS

13 years, 31 weeks ago
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EOSERV Forum > Lounge > Starting Up a Project