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The RPG Theory?  XML
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KohanX

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Joined: 03/04/2006 13:40:23
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I want to know exactly what the RPG System is proposing to do. Is it trying to limit the capabilities of players? Is it trying to keep enhancements categorized? Is it trying to specialize their talents? Is it willing to penalize other attributes to do so? I want to know the theory behind the whole idea, so that I may better understand what it is trying to accomplish. Only then, I think, will I be able to not be a pest.

You see, it is much easier for me to know that adding numbers is a + b = c, rather than knowing 1 + 1 = 2, 1 + 2 = 3, 2 + 2 = 4, et cetera, individually. Instead of trial and error suggesting ideas, it would be much easier for me to run them through a theory filter and know beforehand if it is something that would contribute to the RPG Theory or attempt to break it.

So...?

PS: By the way, if it wasn't inferred, this was mainly directed toward Druid and/or Shantara, but others are welcome to comment.
TheDruidXpawX

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Maintain game balance. This server was originally Invasion only, no rpg. RPG has probably only been running for 2/3 of the communities life.

We added RPG only after we figured how to tune it to maintain game balance within our environment.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
KohanX

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Okay... What is the purpose of adding new features, such as classes?
TheDruidXpawX

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KohanX wrote:
Okay... What is the purpose of adding new features, such as classes? 


To limit the amount and type of skills that a player can purchase to maintain game balance.

The first division of skills to WM and AM was done after a player illustrated how abusive adrenaline skills were in combination with weapons master skills.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
KohanX

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Alright, I'll try to keep that in mind. I'll let you know if any general questions come up pertaining to that.
Spike

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I know that this was for Dru/Shan... but I've been playing RPG games for a long time (longer than many on this server have been alive... ugh!) The general theory behind RPG is that specialized characters/players can accomplish more than individuals or generalists. Therefore, as Dru stated, you need balance in classes and skills to ensure that no one class is dominant but complementary to each other.

Sorry for sticking my nose in, but I thought it would be good to define the principle of RPG. Of course, there are "solo" RPG games... and while some are very good, they tend to lack the "party" dimension which stems from complementary classes.

FYI: yes, I can code and I like to follow the development of Druid's RPG mod but I'm not actively involved so I hardly ever reply to threads here. My apologies if it is considered out of line.

"Not all those who wander are lost" -J.R.R.Tolkien
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KohanX

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Spiker wrote:
My apologies if it is considered out of line. 

Oh, heavens, it's quite alright. I did say others are welcome to join in.

Where does the specialization of classes stop? Exactly where is the logical line that classifies a group of skills and their calibers worthy of being contained in a class? What criteria must they meet, and what can they not exceed?
TheDruidXpawX

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KohanX wrote:
Where does the specialization of classes stop? Exactly where is the logical line that classifies a group of skills and their calibers worthy of being contained in a class? What criteria must they meet, and what can they not exceed? 


I wish I could point to some mystical mathematical formula, such as the Valenzetti Equation and say, "that's how we balance it".

There simply isn't one.

The closest we've got is that by level 100, you should be a fully functional whatever. By 120, you should have all the core skills and can simply purchase ancillary ones. Originally, I never ever planned for people to go past level 100, and the skills from that time show that.

Weapons Masters were the first. Really the only two tweaks they've really received since Loaded Weapons came on the scene was to remove the adrenaline skills, and to add enhanced damage.

Adrenaline masters were created because I didn't want to loose the adrenaline skills, which were quite cool, but we simply couldn't allow the overkill that was going on using those skills. We watched a player clear the top of the list of people who had been playing here for more than two years, in only a couple months. The concept of how the skills worked was cool, but it clearly had to be tempered.

Medic were created, because the idea of the medic weapon was cool, but not powerful enough to make someone an effective healer. Monster master seemed to round out the skill nicely, and giving other players pets has always added too much load to the server. We also wanted to increase the team aspects of the game, as well as be able to increase the difficulty without leaving everyone out in the cold.

Engineers were the original idea of a guy I work with. He suggested a class that could construct vehicles and defensive fortifications. I really liked the idea, since on some maps, vehicles and defensive fortifications could be lots of fun. I especially like the idea because it adds more elements of the original game into invasion.

I've been meaning to write it for almost a year now. Szlat decided to take the idea and run with it, and from what I know about it, it's going to be awesome

The reason we're running a preview event on the engineers, is to get a feel for how they work, and what skills are overkill and need to be tuned down, what skills are too weak, and what costs to assign the various skills. From there we'll tune it... how? by evaluating all the skills very carefully.

Even after the event, It's likely we'll run a "beta" period for the class, during which we may pull or adjust skills on players mid stream, as we continue to tune the set.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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Oh, and in case you didn't know, the results of the Valenzetti Equation are 4 8 15 16 23 and 42

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
 
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