| 06-10-2003, 08:31 PM | #1 |
Admitely I loved Diablo I to death. However all the cheaters ruined the game, and when I found out DII wasn't as pure as claimed I lost intrest in it. So here comes some things I've done in terms of RPGing...just so you don't think I have no history in RPGs. 1) I've made a somewhat enjoyable 3 player RPG in SC. 2) I'm a DM often whenever I play a d&d DM map on SC:BW. 3) I made SRPS which was a much cruder version of war3 for SC way before I knew WC3 exsisted. Featuring 3 spells that had 3 levels, and 3 units you could build. Unfortuantly it became impossible for the map to became 4 players (The real goal of the map) as I found I hit some wall. It was buetiful to play, but just not really anything worth doing outside of a simple 20 minute duel. (Hard mode for me only! Easy is for pansies). Unfortuantly, most people would choose to use Easy advantage (Lower XP req for level 2 (meaning getting to vultures much faster)) and the Helper (an aid for easy players) to quickly with the help of fireball level 2 to clear the bridge and quick rush me when all I had was my Bullet shield (err. Dark assassin). Thankfully creeps constantly were spawning so if the enemy struck you vultures died...easy. (Vultures were horrible against the masses of zergling but were suprisingly powerful at killing the commander as they could walk right past the line of ghost which was the main unit.) If they didn't knock your commy dead it would eventually get to level 4 quickly and it was hell to fight 4 siege tanks perched on a hill everything except for a very good microed amount of vultures wasn't able to take enough damage. (Supply limit was 8 until level 4 which is doubled to 16 so you could now an army of siege to protect your base and keep killing lings for xp.) And if the game actually reached level 5 (The secret level 10k exp above level 4 which was 7.5k above level 3 which was 5k above level 2 which was 1.5/2.5/3.5k (depending on your dificulty) fighting siege with upgrades was beyond nuts (siege gained ups at level 5 a VERY important up much better then the 25 mana you gained per every other level). While SRPS became a bit of impossible to win at end game depending on the quality of the players, The spells were alarmingly balanced. The Bulletsheild was great at level 1 but as it reached level 3 it only served one purpose quick killing of the commander or just utterly raping bases (a 70 hp 30 damage fully upped zergling going against a 300 hp Ghost or a 500 hp building). The fireball might of sucked at level 1 (it died to friggin lings before it reached it target), at level 3 its insane splash and high duration (10 seconds vs 5 secs of level 2) made it a very useful spell. And the Rapid fire, useful at level 1 as a way to creep better (it split into 2 ghosts) and remained very useful once it reached level 3 where you turned into a jimmy rine. But what have I done for War3? Well to be true...not much. I lost intrest in war3 around august, Only reasoN I came back was beta. But my track record is Dialog Test III which shows stat attirubtion like Diablo I, and that bag thingy. So what do you want to see in an RPG suggest anything you'd like |
| 06-10-2003, 08:41 PM | #2 |
Well let's see... How about something different... It's the same old thing everywhere.. You have your self some melee units that at least two wield a sword and you have yourself your basic spell casters and a healer. This of course is the basic... But it's way overdone. Every single RPG I've played has gotten boring because of that.... Try to think up entirely new ideas.. I myself am coming out with a RPG in an entirely new setting type and the characters done in a new way... How about making a RPG where you almost play as if it were dm'd.. Not mrp1.. But say.. You can buy a builder to build you a castle to live in.. Or a small hosue if you can't afford it.. You live in a world that's ever changing and quests appear instead of being told. How about having some alchemists who need to combine items together to make potions or spell casters who can get spells like spider climb and hover... Stuff like that.. Make it something cool.. Like how about a hero that takes care of a dog by his side... The dog would be able to do things the hero can't.. Like maybe see invisible units.. And be able to track the nearest item by pointing towards the direction?! How about making a farmer hero.. Yeah farmer.. WHo has to get his crops done.. Has extreme ingenuity and everything else... Just contact me for new ideas... I make millions of em ;) [email protected] I'm open for hire.. I'm awesome at triggerring and I lvoe making "unique" ideas and maps. |
| 06-10-2003, 09:31 PM | #3 |
well When I meant was more along the lines of features. -Like Weapon Equiping (so you can't have 6 uber weapons on your guy only 1). But I do like the idea of having property and building. I was pondering to do a house system but I was wondering why you would buy a house early game as you'd probably want to move to one of the cities in the end game (therefore negating its usefulness until you reach the uber last city) Heroes seem to be alot of them atleast 10. |
| 06-10-2003, 09:50 PM | #4 |
Just promise me you will make a good story or get someone to make a good story for you if you do make an RPG Weaddar. Im sick of people who are brainless making rpgs that have neither interesting triggers nor any story. For features: Guild system would be nice, dynamic characters that depending on the guild you are in determines class. Stats stay same when you first switch class with the stats you had as old class, but every time you level adds to your stats which will carry on when change jobs. You would need to switch classes at times because certain classes would require specific minimums for stats (or maybe for one or two maximums) so you would have to change jobs to jobs that will improve stats your low in. ie: Wizard gets +.25 str +.25 agil +1.5 int, Thug gets +.6 Str, +.6 Agil, +0 int. Also other then needing certain stats for better classes you might have to do a quest for a guild to be accepted. Another cool feature you could add is relic parts. You can find pieces of relics in places and when you can combine for relics, but certain relics require same parts so have to be careful in what you really want. Quirked items, make items give advantages and disadvantages each. |
| 06-10-2003, 10:00 PM | #5 |
Orbs of Energy- Each hero has a button which in effect does nothing when clicked. Whenever the hero has an orb (or you could make them useable and have ability replace last) the spell the hero has runs a trigger for a spell influenced by orb. Say if you find the Orb of Nullation when you use your skill button a trigger would anti magic every unit in area enemy or ally. Artificing- Various resources found in land, which you can combine with items you have already by going to a forge. When you artifice you have a amount chance of success depending on how hard the thing you are making is. Maybe an item or two in the world that make it easier, and hero level could improve percent chance. Army- In towns you can grow in popularity and subvert some of the populace, or gain control of the city and some of the army to help you fight. These troops follow as computer controlled and fight things around you but you have no full control over them. |
| 06-10-2003, 11:05 PM | #6 |
Rune System- (Idea arrived from the original Dungeonmaster) Magic is done an entirely different way. Instead of normal skills, there are 10 runes. Using a dialog menu you choose runes up to a maximum of 5 runes and then click Cast Spell. If you have a correct rune set up you will cast a spell, if its incorrect either nothing will happen at all, you will hurt yourself, or you will waste mana for nothing. At level 1-2 you can use any 2 rune combinations to create a spell, as the more runes the more power 2 rune spells are pretty weak. Examples §Þ Heal - Next unit you select heals 100 points, or ╓è casting a fire spell straigt in front of caster all units caught in way take 75 points of damage. 3-4 you can now do 2 and 3 runes in a combination. 5-8 2,3,4 rune combination, and finally 9-10 where you can do all rune combinations. When you find a combination that works you can set it to be activated when you click one of two quick spell icons on hero (So you can have 2 quick spells at any one time) This system allows there to be alot more experimentation, and player incorporation as he must keep track of what spells to use. Since some spells are very useful in certain situations it encourages players to think. Normal hero abilities would just be combat skills like bash, crit stirke, or storm bolt. Power Up: (kind of like gay Dragon Ball Z) Every hero has a icon which allows him to power up to a super form to a short while (like demon form) he can do this begining with level 1. When the spell ends his speed is cut down by 40%, if you can mana and life regeneration turn off, (maybe some permanent effects like lost life or stats) the effect can only be removed through going to an inn. This adds alot of strategy as heroes need to conserve their power, and use these and key times. Bosses would require using the power up ability normally to fight them well so you would have to figure out when its best to use it. |
| 06-10-2003, 11:09 PM | #7 |
Not all of these will be able to work together, it really depends what type of rpg you decide to make. -The ability to hold more then six items. -Carry capacity- you can only carry a small finite amount of gold, with another item you can carry more. -The ability to 'store' items -- Different style of game-play (perhaps a puzzle or two -FF10-); one thing I learned from my sc campaign, is not to make puzzles to challenging. -The ability to trade items with NPC merchants. -Treasure chests, some of them are booby trapped, so you must use if a lock pick, if you do not defuse a trapped chest it will cause some damage effect. -Tough bosses that can not be simply killed by brute force, it will actually require some thought to defeat them. (Zelda 64 had some of the boss battles I ever played). -Being able to name your characters. If you were doing a turn based rpg, it would be neat to emulate Legend of Legia's system. That being where you have to type in combinations x, circle, triangle, square to do an attack. A rpg is not a rpg without huge worlds, and traveling to the wrong damn town with no clue where to go next. |
| 06-10-2003, 11:15 PM | #8 |
To summarize, a "good" RPG nowadays is grade B (Gravano's one I think), but a "great" RPG is going beyond and thinking of more original ideas. |
| 06-10-2003, 11:18 PM | #9 |
A nice thing would to make the 6 slot item section for heroes actually a backpack. By that I mean only for items, and things you aren't wearing. Items should automatically change stats when equipped so a broadsword adds 10 to attack dissapears right away, and untill you unequip it exists only in text. you would have equipment set up so actual equiping makes sense ie: one set of plate armor, player can't have more then on. Though I don't know if its possible to remove things like attack after you add them. You could add them the same way Dakan added them in his Hero Quest SE map. |
| 06-10-2003, 11:38 PM | #10 |
make it non-hero based... party customization is what made the first FFs truly great. |
| 06-11-2003, 02:32 AM | #11 |
Well... I'd have to say this then.. Didn't know you just wanted features... Why not have a travelling mule by your side.. Like an unmounted horse that can carry up to 6 of your items.. In your basic inventory system... You could carry one weapon, one helmet, one armor and one pair of boots. Along with two others.. The two others could be necklaces, gems, rings or potions.. Etc etc etc... This way the mule can carry the extras along your side if you needed.. But you'd have to actually buy a mule... Don't start em out with one.. As for the house system.. It would be more for a huge multiplayer map.. Where everyone started in their own little town or section.. And had to work their way through a system of events... When people met up with each other thaey could form a group or carry on their own way. This way.. Having a cottage set up could provide the user with added storage and provide him with a place to securely sleep. Say... If unit is loaded into house... hp regen is 400%. Something like that. Make a dynamic weather effect model and night and day model... Make it feel like a role playing game... Where you are walking and suddenly it starts to rain.. Limiting the person's travel's at a 80% efficiency.. Some things like that. As for the rune system.. That would be kind-a neat.. But how about having the person type it in?! Like say... %@^#& Would cast a fireball but %@^#* Would cast a fireball upon self and dmging yourself. But.. You'd tell the player to only use the number pad code symbols and the such... Would make spell casting a wee bit faster.. :ggani: |
| 06-11-2003, 04:05 AM | #12 |
is it possible to have custom her names? |
| 06-11-2003, 04:40 AM | #13 |
A good RPG has to go for a lot of originality. Or at least something that makes it shine. Even something as little as a little bit of skinning and a couple renamed custom spells gives the map a big boost in terms of interest. One of the things I like though, is a decent plot. One that's not predictable, but not long-winded either. Spend time working up a plot, and cool special effects. Even if the story's good, bad grammar can really kill a good plot, and its often a big letdown. People are unusually impatient nowadays, so the plot has to flow through the map smoothly. (IE Not a 5 minute cutscene explaining why you killed all those monsters and bosses, but a few short and sweet cutscenes and stuff). An optional thing which would be cool, though a LOT of work, is giving a hero choices and conseqences. I mean, you save the mother's child, then when the quest is done you carrion swarm her drove of children. Who cares? No one! Annoying town structures blocking your path, or that guy who talked to you gave you a funny look. I want consequences for waltzing around town and slaughtering random people. If a shopkeep has something I want, if I were evil, I'd try to kill him and take his swag. (Though he'd have a lot of guards or something). Consequences in a game can bring about a bit of realism and fun. Though its hard to put that in a map intended for a linear conclusion, its still a fun thing to do. |
| 06-11-2003, 12:28 PM | #14 |
Welll.... Make a RPG similar to Morrowind with the leveling up system and guilds and stuff. That would be cool in warcraft III. wow this is one of the shortest posts here. As for plot something to do with an evil overlord that has been raiding towns and villages??? |
| 06-11-2003, 07:03 PM | #15 |
The rune system would be done though a dialog menu. when you open it with esc you there is a button for each rune, then an enter button, and a set last cast spell to hotkey. Only problem is it is a bit tedious as you would probably want 20 spells or so and about 60 combinations that cause reprecusions, and the rest of the combinations would do nothing at all. The dialog menu is slow thats why there would need to be a hotkey, and if you do it through typing which I guess would work to would kind of suck. As you are typing madly while the unit charges you oops you typed something wrong nothing happened. |
