FOnline Development > FOnline Projects

Fonline Origins

<< < (11/15) > >>

JovankaB:

--- Quote ---it can get depleted if there's too much farming
--- End quote ---

I can already imagine the shitstorm.

But I think the problem with depleting resources is not that it limits farming but that casual players (people who don't have time to check mines or scan the worldmap all day long) are penalized a lot more than than the "serious gamers".

I think farming shouldn't be effortless but it should be at least somewhat predictable. If I put x effort I get y result on average. I mean there can be some minor variation, but if I go to the mine and there is 0 ores there, or I try to find encounter and I can't find anything for 30 minutes because everything is being constantly depleted by pr0 players with army of alts, and then I have to log out because I don't have time to play anymore ...then I think something is wrong with the system.

Lexx:
By now I think that this idea is taking on the issue from the wrong side anyway. There is a reason people farm in that very spot- if you really don't want players to farm it, then fix the issue instead of trying to come up with a super complicated system that basically only tries fixes the result of the issue (and probably fails anyway).

In the end, it's still an MMO and people farm in them. Like it or not, farming will always be a part of it.

AnarchCassius:
Those are valid concerns. Limiting the overall loot will let in concetrate in veteran players hands.

I think to work mechanically and realistically the system would have to be limited to scavenge loot specifically. Literal farming and mining wouldn't be affected, only looting pre-war goods from maps. Overtime the server would move from a looting economy to a production one. That would make sense except in practice I think the system would be gamed and cheap produced goods would be "seeded" en mass to accommodate looting in key areas which would just be weird.

All in all I think I will hold off on pursuing any variant on this system unless a good idea strikes me.

Ghosthack:

--- Quote from: AnarchCassius on October 31, 2016, 11:11:17 pm ---Those are valid concerns. Limiting the overall loot will let in concetrate in veteran players hands.

I think to work mechanically and realistically the system would have to be limited to scavenge loot specifically. Literal farming and mining wouldn't be affected, only looting pre-war goods from maps. Overtime the server would move from a looting economy to a production one. That would make sense except in practice I think the system would be gamed and cheap produced goods would be "seeded" en mass to accommodate looting in key areas which would just be weird.

All in all I think I will hold off on pursuing any variant on this system unless a good idea strikes me.

--- End quote ---

I think the problem in a game (especially multiplayer) is that you have to strike a perfect balance between all systems. It becomes hard when you have PvE, PvP, solo players, faction players and so on. You also want to avoid hurting new players as much as possible which such a system easily can do.


--- Quote ---But I think the problem with depleting resources is not that it limits farming but that casual players (people who don't have time to check mines or scan the worldmap all day long) are penalized a lot more than than the "serious gamers".
--- End quote ---
Agreed, again this is where the problem of making a game for "everyone" comes in.


--- Quote ---In the end, it's still an MMO and people farm in them. Like it or not, farming will always be a part of it.
--- End quote ---
I'd change "farm" to "people will find the way that gives most return for least effort", that can be repeatable quests/task also.

http://www.raphkoster.com/games/laws-of-online-world-design/the-laws-of-online-world-design is always worth looking at when you are designing an online RPG.

fonliner:
So, what is current state of the project? How is going? What did you complete/implement? What are you going to develop?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version