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#1 (permalink) |
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Hi! I just accidentally noticed MO today and was instantly intrigued.
I've a few questions, I haven't found answers for: First, how's the PnP RPG influences in the dev team? I come from PnP games and as such I'm always excited the more influences I find in a CRPG/MMORPG. Anyway, due to this i'm always interested in game mechanics, and I'm hoping MO will represent a lot of raw character data in numbers, so us number crunchers can enjoy them The other questions pretty much continue on the same theme: -How do you handle Health? There aren't levels, which is great, but are there skills that can increase your health? Will the increase be on a logarithmic or more linear scale? Do wound effects/injuries e.g. limping and bleeding occur and is it dependant on damage type and/or The dependence on health in computer rpgs is what bugs me mostly. I'd personally like to see a game where every hit that lands is bad, and instead of just shrugging off blows your character (or you controlling the character) actually parries and evades the blows instead of just taking a beating and just soaking the effects away. Small difference in practice, but huge in "immersion". -I've never played UO (too early for me) or any other full-loot mmorpg, but as a PnPer I find it very exciting idea. However, considering the death consequences, which appear to be of rather high severity, and especially if health is low in numbers (not increasing logarithmically with levels), it would be good to see a feture in PVP to leave your victim incapacitated instead of killing them, if you want to. I mean that when the health runs out, the target would fall down and not be able to move, but would still be breathing, but he would be just one more hit away from dying, so you could trade dramatic last words before deciding to give the killing blow - or not -Relating items: I'd like to know if items are actually built from different parts instead of just being a sword-type x with special effects n1, n2, n3. What I'm talking about is procedurally created weapons and armor - pretty much the fantasy equivalent of what Borderlands claims to have. So you'd have a bunch of different basic item types with basic stats, but e.g. with swords the end result would vary in what metal the blade is crafted from (copper, bronze, iron, steel, anything), and perhaps the pommel, armguard, grip, sheathe even and then variables such as crafting quality and condition. Properly done, with everything having their own graphics tied in, every character could have a unique weapon or several even, that function and look unique. -Does the game have a real functional ball-and-chain weapon implemented/on the works? -Will weapons have a stat called "Damage per Second"? I will be greatly anticipating Mortal Online *salutes*. |
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#2 (permalink) | ||||||
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All weapons have this stat. All you need to do is determine how long it takes for you do swing that sword, and swing again. And have the damage divided by the time it takes. But as I said it all comes down to player skill.
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#3 (permalink) |
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Join Date: May 2008
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damage per second 'dps' im knowing in SWG, but thats the normal autofight, every weapon does in one second different damage.
But here its realtimecombat and so it depends on the player if he can hit every second, if he can place a hit. And then the opponent is able to prevent the hit. So, its surely a difference in the possible interval if you want to do a strike with a halberd or with a dagger, but if hitting well its surely not as important which deadly weapon will hit. But thats something i demand, no toy-weapons, no useless scrap for our warriors. Different weapons means anyway all are weapons. for p&p also i'm playing p&p i dont think especially for combatresults p&p can be an idol for MO. If you only read something like full pvp world, first person view and realtimecombat i cannot imagine gameplay will be created for statistical calculation and then diced results.
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#4 (permalink) | |||||
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#5 (permalink) | ||
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#6 (permalink) |
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When it has a chain, it should not be called a morgenstern/morning star, it's a flail.
And I'd like both As for the topic title, I hope StarVault is inspired by pen&paper RPGs too, just not D&D please
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"All things being equal, the simplest solution tends to be the best one." - William of Ockham Last edited by admiralnlson : 24th June 2008 at 21:14. |
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#8 (permalink) | ||
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#9 (permalink) |
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In German the term Morgenstern only describes the ball with the spikes (it looks like a 'morning star'), the flail the handling. So a Morgenstern could be fastened for a flail or only on a shorter or longer pole. But on a (war)flail also a kind of club could be fastened with or without spikes.
So in english also for some other weapons often different terms, if you would translate word-word.
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the happy jester tells anytime his truth |
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#10 (permalink) | |
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In that sense, D&D is pure RPG. Here's an interesting read for you.
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#11 (permalink) | |
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D&D is not game that emphasizes on roleplaying the most. That's what we were saying. Only if you have actually played other pen&paper RPGs can you understand. |
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#12 (permalink) |
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I've played (just pen&paper);
D&D through AD&D 3.5 Vampire: The Masquerade Vampire: The Dark Ages Shadowrun The amount of Role Play that any of these games "emphasizes" is entirely dependent on the DM/GM/ST. Some DMs are hack-n-slash... so the game (any of them) will focus on combat. Some DMs are social... relying a lot heavier on Role Playing.
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#13 (permalink) | |
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You can't deny that D&D has a strong emphasis on hack&slash. The system motivates players to focus on their stats. |
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#14 (permalink) | |
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Many of the campaigns my group ran were city-based and had more to do with culture and prejudice. Combat was more about tactics than simply running in and hacking away at your opponent, when it happened. We ran 2 days straight with no combat whatsoever. Like I said, it's completely dependent on the DM. So, yes, I can deny that D&D's emphasis is on combat. Though combat is where you'll need the most rules set, as almost everything else is completely up to the imagination.
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#15 (permalink) |
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And what about the focus on the stats?
Yes, a DM can change the game experience. But D&D still has a focus on hack&slash. I can honestly say I have played RPGs without any systems. And it was good.
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"All things being equal, the simplest solution tends to be the best one." - William of Ockham Last edited by admiralnlson : 24th June 2008 at 23:46. |
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#16 (permalink) |
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How does having stats make it combat-based?
A character of limited strength can only lift so much... Some people are more nimble-fingered than others (Dexterity)... etc, etc... Stats are just a representation of your character's strengths and weaknesses. But it's the Player that plays the role, deciding what this character will do in the given situation, how to react, what to say... yadda yadda...
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#17 (permalink) | |
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There's also a difference between presence of stats and focus on the stats. Yes, you can have good roleplay in D&D. What I was trying to say is that there are other games which try to emphasize on this even more, like a game who uses a journal instead of 4-page character sheets, full of numbers and stuff I won't go further. We're already out of topic.
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"All things being equal, the simplest solution tends to be the best one." - William of Ockham Last edited by admiralnlson : 25th June 2008 at 07:18. Reason: grammar |
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#18 (permalink) | |
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Although being the first PnP I played, the DoD (Drakar och Demoner) or more accurately the expansion "DoD Expert" ruleset has stayed with me until now and been the base for 90% of all my campaigns. I'm actually not sure how much of the original rules I'm still playing with though, as I have expanded them with I don't know how many pages (books?). Most importantly however is that for a very long time now I've felt that too much dice-throwing and numbers take away from the actual role-play, immersion and action. The rules of DoD Expert where very basic at first sight, but as it was more of a base and a thought-through system for how to expand them yourself, I've never felt the need for another system. Even if I wanted a completely custom skill like "History of Ritualistic Architecture" for some purpose, it was obvious how to implement it and how it should work. And as I know the rules by heart, if I ever wanted to play in a Star Wars or Lord of the Rings setting, all it took was a couple of their rulebooks for inspiration (creatures, ships, type-of-skills, and the odd chart for thermal-grenade-efficiency-falloff etc), and then we played DoD-SW or DoD-LotR, which in my opinion worked in a much more logical way than the original rules did. I remember saying in some post that I've never read the Dungeons and Dragons manuals, but that's not completely true. Of course I know the basics (from the PnP, not to mention the flood of digital offspring based on the same type of rules) and I've tried the game a few times as a player. However, I've never understood or liked them, at least the old ones I played. Levels? Classes? "Dragon Fire"- "Spell"- and Whatnot-resistance? Detailed die-throw charts for how the skill "Lockpicking" works, but no mentioning whatsoever of immersive skills like Fencing, Anthropology, Heraldry or Mathematics? And if I wanted to invent those skills myself, where should it put them? Next to the imaginative "Armor Class"? I've read quite a lot of PnP rulebooks as I'm interested in the lore (but not DnD's, as already DnD-books with titles such as "Knights of the Silver Dragon" or "Key to the Griffons Lair" scares the hell out of me). Due to its grossly exaggerated setting, it is interesting to read the massive amount of lore in the Warhammer PnP universe, but due to the same reason I find it hard actually playing it. I like most of my fantasy worlds and campaigns to be grave, believable and marked by sober sincerity. That's not to say there can't be humor, huge beasts or heroes in them: what I think is most important is to have contrast in the world - for me putting a dragon in every cave, or having all towers be a mile high doesn't mean that the world becomes more "epic", rather the opposite. Also, in most of my PnP campaigns, I make huge efforts to give my players the feeling that they are living in a world that is alive and that would exist without them, as opposed to them being the center of the world and the whole campaign. A book like the masterpiece "Thieves World" would be a great example of all of the above. (And for Mortal Online, seeing the slum-quarters of Vica Caducus in Tindrem become like the setting in the book would be a dream coming true.) I would say my main fantasy influences comes from twisting our own world and our history. Movies, books, games and art, often of fantasy or SF nature but not necessarily, that can be fused into my PnP setting. For instance, I may borrow an idea from Miyazaki's anime Princess Mononoke but turn it into something "real" that would fit the visual style of the movie Gladiator. So, I'm sad if I disappoint you, but I really haven't tried that many PnP's. I'm sure many players feel that the specific ruleset for a game is tied to the lore and setting (even if it's Star Wars PnP), and perhaps it's therefore they have played so many of them. But that's never been the case for me or any of the groups I've been GM for. "Damage per second"? How horrible.. |
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#20 (permalink) | |
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that was... actually quite revealing.
i'd only add that as a GM if you know what would make things more interesting or better to the story you don't really need a dice throw. sometimes as a GM you think "i hope he manages it so we can move on" or "i hope he doesn't hit the arrow before things become interesting", so why not just trust your instincts and forget about the dice throw? the best way to intreduce it is to have a "secret ruleset" which the players don't know about and throw the dice at random... god i hope non of my players know i'm on this forum and find this. second- regardless of gameplay, you just raised my hopes up regarding world design a couple of notches above wht is expected from most MMOs: Quote:
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