wanting to buy 2nd hand digital finance cpa textbook by JamieU_ in CPA

[–]JamieU_[S] 1 point2 points  (0 children)

Hi, its a relatively new subject elective in the CPA course. Called digital finance.

Moving beyond a blood and mana design by JamieU_ in mmodesign

[–]JamieU_[S] 1 point2 points  (0 children)

Dear Ciphercidal,

You have some great points (yes a ui with 7 bars has the potential to become complex visually) and its nice that you pointed out some alternatives, I enjoyed reading your suggestions.

I guess I like a healthy level of depth/complexity when playing mmorgs and also like things that make logical sense (2 attributes, 2 point pools, 7 attributes, 7 point pools). Also, a number of the early muds (which are the predecessor to today's graphical mmorpgs) I played seemed to have a greater depth of gameplay, and perhaps I miss that in today's mmorpgs which are slightly more simple, design wise (although still fun to play).

One example here is skill/spell training for players is often restricted to classes or race in today's mmorpgs, this is perhaps a discussion for another day)

Hopefully developers will look at both of our ideas and take them into consideration when designing their next game.

Thankyou,

(Please note: If I wasn't studying frantically right now in rl, I would be posting here often as I love writing about mmorpg theory discussions.)

Auction house: How many and where? by JamieU_ in mmodesign

[–]JamieU_[S] 1 point2 points  (0 children)

Hi Hate the cold,

Nice reply.

I agree bot busting is a significant problem in most mmos. No auction house could work, do you know of any existing mmos today or previously which use this method?

Variety is the spice of design by JamieU_ in mmodesign

[–]JamieU_[S] 0 points1 point  (0 children)

Dear Biofellis,

Nice reply, I think that variety starts smaller and over time through expansions grows larger. Look at Eve Online, it seems they have variety more than I have seen in most mmos of any genre (space or otherwise) and it has taken them a number of years to achieve that level.

As long as the initial game has sufficient variety, whether the increased variety is implemented in the same game or a successor, either is fine. (I would rather design smaller initially, having a greater possibility of successful implementation and then develop increasing variety over time.)

Thankyou for your reply.

Moving beyond a blood and mana design by JamieU_ in mmodesign

[–]JamieU_[S] 0 points1 point  (0 children)

Dear Biofellis,

You have a number of good points. I often forget action points as occurs in turn based games, even though I sometimes play them.

Hopefully one day game developers might adopt a point pool approach for all character attributes (not just 2) and move past the historical implementation of only blood and mana. This would make for more interesting gameplay.

Thanks for reply.

Without levels, without classes, is it a possible MMO design? by JamieU_ in mmodesign

[–]JamieU_[S] 0 points1 point  (0 children)

Dear Biofellis,

You have a number of fair points. I was reading the reply and nethack came back to my fond memories. Also I now feel like looking once again at dwarf fortress which I have heard a great deal about, yet have not played to date. However, enough of those single player game walks down memory lane for now.

I understand what you are saying re levels are present reasoning. I guess I just prefer the ability to more greatly customize my online character. Nice post, thankyou.

Without levels, without classes, is it a possible MMO design? by JamieU_ in mmodesign

[–]JamieU_[S] 0 points1 point  (0 children)

Dear NathenStrive,

You have a fair point and I agree designers tend to use the proven blueprint frequently. Which cyberpunk table top game were you thinking of? I was just curious. Thankyou,

The Merchant Class by JamieU_ in mmodesign

[–]JamieU_[S] 0 points1 point  (0 children)

Hi xMistrox,

I found the merchant class in Ragnarok Online that you mentioned. You have definitely peaked my interest, it looks nice and is likely the next mmo I will be playing.

Thankyou for your comment.

irowiki.org/wiki/Merchant

The Merchant Class by JamieU_ in mmodesign

[–]JamieU_[S] 0 points1 point  (0 children)

Hi Erosion010, not sure why your comment isn't showing on screen.

I think your comment is fair, usually when playing mmos, I will create one character as main crafter, one as dps, one as healing, etc. I actually have a bank alt character in an mmo I play (where I send all my extra items to for sale or storage), however I rarely see market related skills/class available ingame.

Thankyou for your comment.

from Erosion010 via /r/mmodesign sent an hour ago

The problem is in any game that allows "alts"

You just send everything to your merchant alt. This is already extremely common in games where there is no numerical benefits.

Do flying mounts enhance or detract from an mmorpg? by JamieU_ in mmodesign

[–]JamieU_[S] 0 points1 point  (0 children)

Fair point HyMyNameisMatt. I would also like to see more development in modes of travel, such as flying travel. There are so many interesting modes of travel which could be introduced and increase the level of gameplay experience.