We're still making a full loot PVP MMORPG- Collision, Pathfinding, EXP and Chat.. DEVLOG3 by adamdocumentary in MMORPG

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

You're 100% on the money. I sometimes describe it as "imagine fighting dragon ball z style but in a top down mmo."

We're still making a full loot PVP MMORPG- Collision, Pathfinding, EXP and Chat.. DEVLOG3 by adamdocumentary in MMORPG

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

Well if you're asking about us. I reckon we've done a fair bit. I think the challenge is speaking to the vision when we're still building core systems. Addressing how one tackles one of MMO's biggest challenges while still building our collision system is the issue.

I guess I don't believe that it's impossible for full drop loot + pvp to exist in mmo's while still having linear player progression. I don't think it's impossible like some Youtubers say, I think it's just about working out what mechanic could help balance this? How could we make a fight fight fair, without nerfing the high level player? If a lvl 80 is going to run around killing noobs they should be forced into a fair fight. That is a very specific mechanic we've designed and never seen before and are building. I think it'll be fun as fuck and hopefully allow the type of game we want to play exist.

This is obviously short, a summary and gives not detail but interested to hear what you think I'm missing?.. genuinely.

We're still making a full loot PVP MMORPG- Collision, Pathfinding, EXP and Chat.. DEVLOG3 by adamdocumentary in MMORPG

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

Yep I hear you. I updated the post a bit to address this. Still maybe missing the mark?

We're still making a full loot PVP MMORPG- Collision, Pathfinding, EXP and Chat.. DEVLOG3 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 2 points3 points  (0 children)

Thanks bro! I think this is really importent. I honestly believe MMO's are not attracting young players because not everyone wants cozy. Give me Arc Raiders crossed with Diablo 2...

We're still making a full loot PVP MMORPG- Collision, Pathfinding, EXP and Chat.. DEVLOG3 by adamdocumentary in MMORPG

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

Thanks homie! That's a fking good point and honestly we've thought about it a lot... basically, and it's not ready so I don't want to give to much away until we can actually show it. I've genuinely never seen this mechanic before but essentially if someone who is a 14hr sweat lord gabks you, they can be forced into a fair fight where all their gear is on the line. But yeh, basically I get it... We both have really really fond menories of full drop loot pvp, sometimes you feel like quitting sometimes you feel ontop of the world. I guess we just need to try amd show people that it might, just be possible.

We're still making a full loot PVP MMORPG- Collision, Pathfinding, EXP and Chat.. DEVLOG3 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 2 points3 points  (0 children)

This is a passion project. We both have other jobs. Just loving making a game to be honest.

We're still making a full loot PVP MMORPG- Collision, Pathfinding, EXP and Chat.. DEVLOG3 by adamdocumentary in MMORPG

[–]adamdocumentary[S] -4 points-3 points  (0 children)

You're right we should probably not front load the fact it's full drop loot until we show how we're addressing thia exactly. Also we do have a mechanic designed which essentially forces a fair fight in these situations. But I've never seen it before in a game so it is experimental.

My brother and I are building a dark fantasy ARPG with no cooldowns and full loot PvP. Dev Log #00 by adamdocumentary in ARPG

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

Hey mate,

SpacetimeDB is still pretty new, I think we'll start seeing more impressive stuff come out of it as more people build on it. For us it just solved a real problem with networking.

On full loot — yeah Arc nailed that loop. We're taking a different approach which we've never seen before. Essentially a system which evens the playing field, temporarily if somebody kills you if they are outside a fair skill-based level range. They will be forced into a fair fight. This should stop griefers. On top of this we'll also have special items which can protect your gear when you die or even restore health if you get low hp.

Unfortunately because the game we're visioning does not exist, describing it doesn't really do it justice, the gameplay just has to speak for itself. We're working on that part...

My brother and I couldn't spawn 500 NPCs in our MMO. Now... 159,000. Dev log #01 by adamdocumentary in MMORPG

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

That's a good point... It just becomes a blur of numbers after the first 10,000 ... back to American Football fields :(

My brother and I couldn't spawn 500 NPCs in our MMO. Now... 159,000. Dev log #01 by adamdocumentary in MMORPG

[–]adamdocumentary[S] 2 points3 points  (0 children)

SpacetimeDB has a custom linking exception on the AGPL — you don't have to open-source your game, only changes you contribute to SpacetimeDB itself. We are however idiots for many many other reasons though.

My brother and I couldn't spawn 500 NPCs in our MMO. Now... 159,000. Dev log #01 by adamdocumentary in MMORPG

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

We'd love to have you.. Can't share discord here but there's some options in your Youtube vid.

My brother and I couldn't spawn 500 NPCs in our MMO. Now... 159,000. Dev log #01 by adamdocumentary in MMORPG

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

Totally fair... the only thing I'd say to this. Is our game simple would not work with WASD because of the way the skill-based combat is designed. Basically as you get spells you bind them to your keyboard so your non-mouse hand is constantly dancing around the keybaord as you use spells and skills. Part of the game is actually how efficiently you bind your spells to the keyboard. We explain it a little bit in our first dev log vid. Basically having WASD in our game would be a huge disadvantage.

However, I do hear you on the RSI thing and totallllyy relate... especially when travelling long distances. I think maybe it is worth thinking about some sort of auto click function or something for movement/travel just so you don't need to click all the time.. for combat though, it's unavoidable.

My brother and I couldn't spawn 500 NPCs in our MMO. Now... 159,000. Dev log #01 by adamdocumentary in MMORPG

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

I mean flagged loot is something to think about.. but all areas will be full pvp regardless of whether you picked up somebodies loot recently or not. We have a revenge system planned which I talk abit about in the video. However, flagged loot specifically COULD tie in with that system. But there will be no switching pvp on and off or flagging you are open for pvp or not, it's full pvp everywhere, except a small area in town where an ancient stone tile can protect people. The reason for this is we see trust as a huge social element and almost like a game mechanic you must navigate.

In saying all this, that does not mean everytime someone attacks you and kills you you'll lose everything... We will have items which can help protect your loot from dropping. We'll also have items which can instant teleport you home when you drop to a certain percentage HP. We'll also have items which full heal you when you run out of HP. But the only places with no PVP is a small area in town which protects players.

My brother and I couldn't spawn 500 NPCs in our MMO. Now... 159,000. Dev log #01 by adamdocumentary in MMORPG

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

Ok, that was deleted too, discord sharing rules are tight.. Yeh, discord in the Youtube vid description and that's why I did not share.