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   gameplay vs. playing the game
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   Author  Topic: gameplay vs. playing the game  (Read 299 times)
dognapot
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gameplay vs. playing the game
« on: 09/04/03 at 20:49:27 »
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ok, it's been stirring for awhile now. the game cannot become balanced in it's current state. it's simply set up too easy for having an unlimited timeline and resources. alot of us have been here forever, and most of us keep churning out more crits, gold, items etc. at a steady, if not increasing pace. so what's the big deal with that? the big deal is that it never ends. nightmist is a heaven, you never die, you always come back, and you have an eternity to accomplish whatever your goals are. so put simply, nightmist needs to up it's game.
 
now how do we do this? everyone's 'worked hard' (or simply a lot of thier time) for what they have and won't want to lose it. so any kind of drastic measure will face huge opposition and probably be revised to such a point that it offer no change. so when addressing this issue, improvements should be more complex, and not more harsh.
 
one thing that could do wonders to improve gameplay would be room capacity. because of certain characteristics of areas there should be limits to how many people you can cram through it along with monsters. in a desert it would be no problem to control an army but when spelunking through a subterranean cavern you may not be able to fit 10 people + monsters through a corridor. the same would be applied to paths in the wilderness and even streets in town. we're not all formless, floating, entities; we take up space. if your party walks into a room where not everyone can fit, some of your party will be left one square back, or your party will simply have to wait until the way is cleared. to make matters more livable, party formation may be neccessary, i.e. single file, rows, standard (same as now). that way, parties could enter smaller rooms and still fight in the first row, cast in the second row, or in single file, only the leader can engage in melee.
 
another thing, bounty hunting. the present system, although well meaning, is worthless. in the spirit of making things more exciting i propose that criminals earn bounties. these would be earned by attacking, killing or being caught stealing in town. the culprit's name would quickly change color after then and he finds that he's a wanted man. not only does the town issue a bounty on his head but the criminal, when killed (outside of competition), is set back some levels for his crimes. murder would be a complete reset, attacking someone could be 10, and stealing from someone could also be 10. it would be wise to type /nokill when in town.
 
that's just a little bit. the goal i'm talking about here is making the game more difficult without making it more cruel. as time goes on we build on our accomplishments with greater ease and something has to level things out eventually. elsewise, nightmist will become an attendance based game and lose much of it's value to most. so what are your thoughts guys? critique, contribute, flame.  
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Eternyte
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Re: gameplay vs. playing the game
« Reply #1 on: 09/04/03 at 21:04:13 »
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One word Ted.
 
Brilliant!!
 
Edit: Perhaps we could even limit the amount of crits per account. Then limit the amont of accounts per cpu.
 
This however is a step in the right direction in my opinion, and something needs to be done.
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Re: gameplay vs. playing the game
« Reply #2 on: 09/04/03 at 21:59:18 »
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Some excellent points, but unfortunately some are very difficult to apply to a non-visual game. You cannot see the order of what is in a room, and every 'square' represents an area, sometimes a few feet or sometimes a huge room or area of jungle. The general aim to make the game more complex is entirely valid and we are constantly working to address this situation. When a conclusion is reached and implemented you will certainly see.
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Eternyte
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Re: gameplay vs. playing the game
« Reply #3 on: 09/04/03 at 22:24:34 »
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I understand that it would be very difficult. Even if a plan was coded the current square would probably takes forever and a day to update with the new information.
Although all we can ask is for you to try your best, but atleast you agree (I think) that something needs to be done about the numbers, ease of playing etc. that Ted brought up.
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Re: gameplay vs. playing the game
« Reply #4 on: 09/05/03 at 01:22:26 »
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YES!
 
Im really glad that pandilex agrees this has to happen..
 
I would really hate to see this game turn into something like phantasia 4...*I had upwards of 100 lvl 1000+ characters on that game...*
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dognapot
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Re: gameplay vs. playing the game
« Reply #5 on: 09/05/03 at 06:49:17 »
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thanks guys, i'm glad to see that we're on the same page here. it's been more and more plain to see that in the battle between gameplay and playing the game, playing the game has been walking all over gameplay.
 
i knew the area thing would a be a toughie. but jlh and pan are clever guys and i don't count out thier ability to overcome the problems presented by reworking something like that.
 
i wouldn't put a lot of faith in an alt 'limit' simply because it will piss off people. even though it could work to benefit the game it would be better if nightmist could arrive at the same point through different means. right now people use alot crits simultaneously because it gives them large advantages, and instead of removing thier ability to exploit thier stable of crits it would be better if thier stable of crits weren't worth using in great numbers because it wouldn't offer any advantage over using two crits at once (as aversed to 5+).
 
that's why i used crit capicities as an example. however, nightmist may have gone too far in one direction for it to be entirely feasable, but it illustrates the point.
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Re: gameplay vs. playing the game
« Reply #6 on: 09/05/03 at 16:00:34 »
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I like everything except the suggestion to limit accounts per cpu. Not all of the accounts on my computer at home are mine. Out of four accounts only one is mine. One belongs to my boyfriend and the other two belong to my friends. It's not common for one of them to play NM at my house.
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Re: gameplay vs. playing the game
« Reply #7 on: 09/05/03 at 17:09:05 »
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Just got off work and I'm dead tired, so if this idea sounds a little off, then it probably is... anyway, seams to me that the simplest way to curb the "problem" would be to put in a daily time limit per alt.. 4, 6, maybe 8 hours game play allowed per day.. altho the people with unlimited time will just log on different alts after their time has expired, this may cut down on the number of arch's on at any given time, reducing the gate/pub sitting, and increasing actual game play.
 
 I know Oppinions are worth about as much as a rabbit fur around here, but there's mine on this particular subject.
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