Re: I need data logs for stat re-balance.
Posted: 05 Apr 2011, 11:47
You seem to have the right idea. But when stating you have a problem with part of my quote you should give more detail of what is wrong with it. I'm sure you have more concerns than just those. These idea's are just concept for now but I would like to get something going and a good team soon.Zutan wrote:this seems to answer the wrong overall question, this can add some variety but will still result in the same problem.meway wrote:There are 8 random items that unclear what to do with besides sell it as a new player.In order to fix this I propose making monster drops map sepcific. People in the past just reused the monster recolord them and named the something else. I think this would be acceptable and make questing in one area simpler.This seems the crux of the issue, how do we engage the player so they feel a reason behind their actions or even better a sense of anticipation.Currently we have to run all over hell and there is no apparent story line or point to the game besides grinding.What Ian does, interacting with a player encourages the player to interact with him. If this can be triggered on proximity then the npc's can be made to prompt the players. Another way is when npc's participate in local chat, if "Get your weapons here!" along with other messages could be called out by Neko every 5 - 10 minutes along with others in the Market areas it would give a feeling of a market and in general indicate to the players that the npc's are ready to engage with them. If NPC's could whisper a message on proximity "Psst. Got any Scorpion Stingers."(this would also encourage use of the chat system) In theory if a player wanted they should be able to ignore an npc's chatter. These kind of changes would be able to be used to drive story lines and as a result player engagement with the environment.Some of this information is based on grinding alone without questing. Npc's should be more nuby friendly and direct new players in the direction and give description of the pathway to where there going.
A variety of rpg's use the in game chat system as part of quests, needing to send a specific message to some npc when at a particular location for instance
Oh and a quest log/journal would help too.
"That shield looks a bit worn, you should speak to Jack about a new one"
"Not using a shield, eh. Well if you come to your senses, talk to Jack about making one for you."