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Author Topic: Common goal for everyone  (Read 6133 times)

Solar

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Re: Common goal for everyone
« Reply #45 on: December 04, 2010, 10:28:55 pm »

This is what we did with the crafting, people just complained and things are being reversed all over the place.

Forcing people into doing things isn't the answer.
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avv

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Re: Common goal for everyone
« Reply #46 on: December 05, 2010, 12:09:18 pm »

This is what we did with the crafting, people just complained and things are being reversed all over the place.

That's because pvp dudes got pissed because they couldn't pvp enough since crafting CA and avenger took so long. Besides, nothing was forced even back in those times. Nothing happened if player chose not to craft. Forcing means that something bad happens if you don't take action. Think of it as a forest fire that you have to keep escaping.

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Forcing people into doing things isn't the answer.

Alright not forcing but encouraging.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Solar

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Re: Common goal for everyone
« Reply #47 on: December 05, 2010, 03:42:29 pm »

Even if it was just the PvPers, its pointless forcing people to do what they don't want to do.

It would work if it were optional though. To use two FNV examples, you could opt in to a hardcore mode, which would mean you always gain X% extra xp, or create a system similar to being well rested, so whenever you were "well hydrated" you would gain X% extra xp. This way you create a reason to fight, or run a water pumping station (or if you extend it to eating , why you would run a farm) and those that have no interest in it could ignore it withouth losing anything.

Still, these things are not goals :P
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avv

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Re: Common goal for everyone
« Reply #48 on: December 05, 2010, 04:42:40 pm »

Even if it was just the PvPers, its pointless forcing people to do what they don't want to do.

But some players just want to fuck with the world or achieve their personal goals through shady gaming styles. Most players want to get along in this game. So far it hasn't mattered much what it takes to do good, as long as its not unbearably boring. Crafting wasn't particularly exciting (however it can be if implemented right), that's why it was scorned. Farming encounters is moderately exciting and pretty damn necessary when it comes to amassing stuff, it's also somewhat rational when it comes to fallout world. That's an example what necessary features should be like: exciting and related to the gaming world's background story. When players use these features, it starts to look like they are part of the world and role playing without wanting it or not.

So if everyone had to have water, it'd fit both requirements of a good feature. If it was implemented well, it'd be exciting and automatically it would fit the background story. In addition you devs could manipulate the water output so that players playing the game in the wrong way from your point of view could not get access to water.

It would work if it were optional though. To use two FNV examples, you could opt in to a hardcore mode, which would mean you always gain X% extra xp, or create a system similar to being well rested, so whenever you were "well hydrated" you would gain X% extra xp. This way you create a reason to fight, or run a water pumping station (or if you extend it to eating , why you would run a farm) and those that have no interest in it could ignore it withouth losing anything.

It could work like this except additional xp isn't really necessary. I brought up the water idea because it suited as an example about constant requirement for everyone. If it was only optional, it wouldn't be strong enough encouragement for players to play the game how you devs want it to be played. I mean I suppose you wish players to play fonline in a way that it looks like they were wastelanders and after wasteland related goals.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Common goal for everyone
« Reply #49 on: December 05, 2010, 04:52:13 pm »

We should follow the path EVE Online did. No clearly specified goal but lots of things to do. Epic sandbox game.
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Eternauta

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Re: Common goal for everyone
« Reply #50 on: December 05, 2010, 05:42:34 pm »

We should follow the path EVE Online did. No clearly specified goal but lots of things to do. Epic sandbox game.

I agree.
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avv

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Re: Common goal for everyone
« Reply #51 on: December 06, 2010, 02:05:15 pm »

We should follow the path EVE Online did. No clearly specified goal but lots of things to do. Epic sandbox game.

By all means. However you gotta keep in mind that we're not playing in distant future as some space ship pilots. Our chars start from scratch as wasteland beggars with rather differend initial desires. You can suit lots of things to do with constant requirement like water together. If you manage to uphold a constant water supply, you're free to do whatever you want. For example if you take over redding and get access to its water pump, you are free to play whatever role you want. But if you work for vault city and get your water from them, you aren't allowed to play the role of raider because that'd upset VC and they would cut off your access to water.

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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
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