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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Drakemoore on January 28, 2011, 08:25:09 pm

Title: Thoughts about NPCs, Bases, PVP.
Post by: Drakemoore on January 28, 2011, 08:25:09 pm
I am quite new here so most likely many will take this with a grain of salt, considering what I saw in game and within the forum I just had to post about it all.

Considering my own personal experience in game design and balancing in a few MMO projects which have similar obstacles to FOnline 2238.

When considering game projects without a subscription you simply have no hope at all to balance the game based on the idea that you can control multi-logins. It simply cannot be done because of the many ways to bypass any method of blocking and then abuse it for ill gain.  Even if FOnline were subscription based these loopholes would still be available, it would just cost the user currency as a prevention for every multi-logged account which weeds out most people.  But FOnline will never be subscription based unless the Developers someday break off and make their own completely independent project away from any IP concerns and that's a whole different discussion.  Quite simply however nothing can be done about multi-logging so everyone might as well stop ranting and raving in most of the threads I've viewed and discussions within game thinking that something can be. You can only balance the game in the hope that you can reduce the effect in some fashion from multi-logging.


Considering the limited scope of FOnline 2238 in that it is primarily PvP oriented I would suggest the following.

Mercenaries and other NPCs:


Map & Gameplay changes:



This still does not solve the core issue of Grind versus Power however that simply is something that is never going to be satisfied among the player-base, in any MMO which has a lot of customization and PvP aspects that have to be balanced.

It does however make the possible abuses in the game much less likely to happen. NPCs for hire become much more rare and you have to outfit them all yourself, if someone kills one then that NPC takes a lot of time to recover along with limited supply and regrowth of NPC stocks you will easily begin to run out of them if you do not plan your strategy properly.

For those that simply have no hope of obtaining NPCs to help defend your bases, you still have the ability to defend your bases by properly developing your base and planning for possible attack approaches.

On both sides, offense and defense most of the harsh side of the matter can be prevented if maps are designed properly. The worst aspect of all of this that I have witnessed is the rampant abuse of spawn farming, some players hate it, some love it, from my perspective it's a very poor design and should be changed.



In the end the main point I want to get across is:  Most players in every MMO hate the idea of losing their standing in a game especially if players grind very much to achieve that goal which I fully understand. However if you really love the game, FOnline you have to be open to look from the perspective of what is balanced to make the game fun and at the same time not abused. This is a hard line to cross for many MMO players but if you want your game to grow and have a strong community you have to be open to the possibility of a balance that both sides can agree on to some extent, and not just a "I Win!" button for either side.
Title: Re: Thoughts about NPCs, Bases, PVP.
Post by: avv on January 29, 2011, 11:42:13 am
Thanks for well written report. However you listed too many issues under one thread. It's pretty hard to even get started due to the resulting mass-quote fest.

For example only this one would demand its own thread
Quote
Every town in the game has a limited supply, with a ceiling cap along with a dynamic growth rate based on a variety of factors. For example you may only be able to get a handful of mutants out of a recruiting area every tick period if the town is in fairly ruddy shape.

In addition your lack of experience of the actual gameplay is shown here

Quote
There should be strategy involved, not "Everyone the moment we enter you click click click before they click click click then we'll storm it again after gearing back up!

TC is about strategy, it's prolly the only thing where strategy actually has a major role.