Suggestions: "k-style", "arena 2.0", etc
Posted: 22 Oct 2007, 12:32
These are some suggestions, from my recent experience in The Mana World.
1) "k-style" refers to the ability to rapidly press keys (or hold them down) in order for the server to think that a weapon is ready to go, more or less constantly. Basically you bypass the weapon interrupts or natural delays.
You "lucked" into this style of play with a programming error, but this is easily the most "fun" part of the training experience as the game currently stands. I'd definately call this more of a feature, than a bug.
Another game, "Gunz the Duel" had a similar experience. With a similar programming error, they also enabled this feature. When they corrected it, there was such a negative player outcry, that they re-implemented it as a feature of the game. It is from this game, that the term "k-style" originated.
K-style makes the game more player-skill based. The player needs to be more "interactive" in a k-style game. Monsters tend to be dangerous and in large numbers, and survival is based more on rapid movements and anticipating which monsters to give priority on a second by second basis. This is much more satisfying than "level-based" systems, where you level so you can squash your opponent, press control-A, and watch the game do all the work for you.
2) I recommend bringing skulls and poison skulls back, but have a few of them spawn in the arena. This will give players a nice motivation to go down there, and compete for the limited resources.
3) I highly recommend reconsidering "clearing the db" as you move from eAthena to your own server. Persistent games are just that .. persistent. Maybe, not everything can map 1:1 on the new system, but please try to bring as much over as possible.
Overall, you'll have an easier time maintaining your community if you are able to preserve some player progress, in spite of your server move.
1) "k-style" refers to the ability to rapidly press keys (or hold them down) in order for the server to think that a weapon is ready to go, more or less constantly. Basically you bypass the weapon interrupts or natural delays.
You "lucked" into this style of play with a programming error, but this is easily the most "fun" part of the training experience as the game currently stands. I'd definately call this more of a feature, than a bug.
Another game, "Gunz the Duel" had a similar experience. With a similar programming error, they also enabled this feature. When they corrected it, there was such a negative player outcry, that they re-implemented it as a feature of the game. It is from this game, that the term "k-style" originated.
K-style makes the game more player-skill based. The player needs to be more "interactive" in a k-style game. Monsters tend to be dangerous and in large numbers, and survival is based more on rapid movements and anticipating which monsters to give priority on a second by second basis. This is much more satisfying than "level-based" systems, where you level so you can squash your opponent, press control-A, and watch the game do all the work for you.
2) I recommend bringing skulls and poison skulls back, but have a few of them spawn in the arena. This will give players a nice motivation to go down there, and compete for the limited resources.
3) I highly recommend reconsidering "clearing the db" as you move from eAthena to your own server. Persistent games are just that .. persistent. Maybe, not everything can map 1:1 on the new system, but please try to bring as much over as possible.
Overall, you'll have an easier time maintaining your community if you are able to preserve some player progress, in spite of your server move.