Many games have that indeed, for a reason. Its just logical, this is how reality works.humanalien wrote:its not only runescape with such a game play, most games are.ZephNecro wrote:Ive never played Runescape, but I think that is how Runescape worked.I personally would love a system where you improve the stat according to the task you do
Do people here have a bad experience with that game?
the why i like this lp system, you can do what everything to gain the exp you can assing to what you want.
its kinda boring if you have to do always the same to get better in one skill.
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warrri
- Posts: 1033
- Joined: Fri Aug 28, 2009 5:55 pm
Re: Game Development: Inventories.
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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firemage
- Posts: 76
- Joined: Fri Jun 12, 2009 7:00 pm
Re: Game Development: Inventories.
I agree with humanalien. Runescape has this system, Ultima Online has, the Elders Scrolls series has, for an offline example... And I'm not exactly familiar with more modern games. 
It's not exactly original and not necessarily more fun.
Using items to increase skills could be interesting, but also not much different than getting xp. You just have to choose if you use the item to increase skill, to use it yourself or to sell it. The only difference is, that you can both increase your skill and use the crafted item with an xp system.
I would like to keep LP for the raisable skills. Getting craft recipes by quests could be interesting though, if they kinda worked as a tutorial.
Would also be nice, if some kind of story could be woven around those.
It's not exactly original and not necessarily more fun.
Using items to increase skills could be interesting, but also not much different than getting xp. You just have to choose if you use the item to increase skill, to use it yourself or to sell it. The only difference is, that you can both increase your skill and use the crafted item with an xp system.
I would like to keep LP for the raisable skills. Getting craft recipes by quests could be interesting though, if they kinda worked as a tutorial.
Would also be nice, if some kind of story could be woven around those.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Inventories.
If I wanted reality, I wouldn't play a game. The nice thing about numen points is that they rely on access to high quality everything, which encourages cooperation and trade.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Development: Inventories.
warning: fallacy detected!! danger!! danger!! danger!! sound the alarms, man all battlestations!! alert!!warrri wrote:After all, thats exactly how real life works.
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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Game Development: Inventories.
RS is fucking super grindy. It makes you preform a FUCKTON of worthless items just to getj anywhere worth producing shit.humanalien wrote:its not only runescape with such a game play, most games are.ZephNecro wrote:Ive never played Runescape, but I think that is how Runescape worked.I personally would love a system where you improve the stat according to the task you do
Do people here have a bad experience with that game?
the why i like this lp system, you can do what everything to gain the exp you can assing to what you want.
its kinda boring if you have to do always the same to get better in one skill.
The reason H&H current system is better is simply because while you earn LP for whatever you need it for you can ALWAYS be doing SOMETHING USEFUL. This ability to vary ones own task is what makes H&H like %90 less grindy than runescape.
Realism!!!! Dumbass.warrri wrote: Many games have that indeed, for a reason. Its just logical, this is how reality works.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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firemage
- Posts: 76
- Joined: Fri Jun 12, 2009 7:00 pm
Re: Game Development: Inventories.
Yes! YES! That's exactly IT!Chakravanti wrote:
RS is fucking super grindy. It makes you preform a FUCKTON of worthless items just to getj anywhere worth producing shit.
The reason H&H current system is better is simply because while you earn LP for whatever you need it for you can ALWAYS be doing SOMETHING USEFUL. This ability to vary ones own task is what makes H&H like %90 less grindy than runescape.
In those "realistic" games, you usually begin with producing vendor trash.
If you are mining, you go from normal, unmagical iron to the highly magical Unobtainium. Every miner has to mine iron first, so it's plentiful. It's the worst metal, so it's only useful for noobs - who can easily mine them themselves.
When you are smithing, you first make a low DPS dagger to the high DPS claymore (or whatever). Every weaponsmith has to make daggers first, so they're plentiful. It's the worst weapon, so it's only useful for noobs, who can easily make them themselves.
When you are tailoring...
I hope you get the drift.
(Yeah, no idea about the items in Runescape, but you get the principle)
In H&H you only need to make wicker baskets for a few hours or so, until you get hearth magic. After that, you can basically start to make something useful by building your own camp!
You don't need to hunt Lvl I foxes until you can hunt Lvl X bears.
You don't have to plant low Q wheat to raise your farming, until you have both high farming and high Q wheat.
You could do that, but you don't have to! You could as well farm, until you can kill Lvl X bears!
It's this flexibility that makes things interesting and somewhat stabilizes the prizes!
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Reynolds
- Posts: 118
- Joined: Sun Oct 25, 2009 9:21 pm
Re: Game Development: Inventories.
Keep lp. Just make it better.
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Delamore
- Posts: 1234
- Joined: Mon Jul 13, 2009 9:11 am
Re: Game Development: Inventories.
If improvement of items QL was added, improving could give more XP gain to the skill than the initial creation.
So instead of producing tons of vender trash, the player produces a few items that they improve as they gain skill to even higher QLs.
The crafted items would be of value, and the player gains skill.
So instead of producing tons of vender trash, the player produces a few items that they improve as they gain skill to even higher QLs.
The crafted items would be of value, and the player gains skill.
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niltrias
- Posts: 1559
- Joined: Sat May 30, 2009 10:19 am
Re: Game Development: Inventories.
Do you mean a system where a player could quickly craft a low-q item, or take more time and materials to slowly produce a masterpiece?Delamore wrote:If improvement of items QL was added, improving could give more XP gain to the skill than the initial creation.
So instead of producing tons of vender trash, the player produces a few items that they improve as they gain skill to even higher QLs.
The crafted items would be of value, and the player gains skill.
If so, that would be an interesting idea.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Game Development: Inventories.
I think there is something to this. I'm the last person to make a realism argument but it would be pushing suspension of disbelief to just throw fucktons more shit onto something and that, somehow, making it better.
EDIT - Wait how about this. Let say i have 5 plant fibers, or 5 lures or whatever. Now, this process would have to be unlimited (but not necessarily unaffected by) skill but i could take those 5 items apart, identify the best components, and remake them into one. THe Ql of all items would be averaged, and assuming that result is =>my relevant skill the result would add 1-5 Ql points above that average. The gain would be minor, the product not useless, and prevent abuse of high level rarities. Also, this could have to not apply to base resources, or base resources would have to be capped somewhere.
This would, however, nerf the intense trade push that localization of resources gives. Some items still couldn't be affected. Like tree seeds. In fact, it could apply to finished products only. Not to mention is would be a serious break from realism to be able to do this to baked goods. Not that one would want to do it to them anyway.
Also, still EXTREMELY grindy. Again, I think there is something to this, maybe there just needs to be a balance, but I'm not quite sold.
EDIT - Wait how about this. Let say i have 5 plant fibers, or 5 lures or whatever. Now, this process would have to be unlimited (but not necessarily unaffected by) skill but i could take those 5 items apart, identify the best components, and remake them into one. THe Ql of all items would be averaged, and assuming that result is =>my relevant skill the result would add 1-5 Ql points above that average. The gain would be minor, the product not useless, and prevent abuse of high level rarities. Also, this could have to not apply to base resources, or base resources would have to be capped somewhere.
This would, however, nerf the intense trade push that localization of resources gives. Some items still couldn't be affected. Like tree seeds. In fact, it could apply to finished products only. Not to mention is would be a serious break from realism to be able to do this to baked goods. Not that one would want to do it to them anyway.
Also, still EXTREMELY grindy. Again, I think there is something to this, maybe there just needs to be a balance, but I'm not quite sold.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!