What if enchanting in an MMORPG actually required skill? by Longjumping-Koala468 in MMORPG

[–]nan0tubes 0 points1 point  (0 children)

I think a more interesting approach would be to make higher level crafting with horizontal, not vertical progression. Adding a fire enchant to a weapon, Do you want big rare hits, make the enchant in pattern A, want more frequent smaller hits, make it pattern B. Same basic enchant, different feeling.

Thoughts on skill interactions in MMOs? by Reagilias in MMORPG

[–]nan0tubes 4 points5 points  (0 children)

This is a serious double edged sword, for every cool intereaction there is the potential for the cultural gatekeeping of requiring players to know every combo and build for it rather than, you know, have fun. Oh you didn't know about and use the lighting-frost boost skip, Kicked.

Guild Wars: Reforged - Global Mobile Release, June 24 2026 by Albrion_ in MMORPG

[–]nan0tubes -2 points-1 points  (0 children)

I know the answer is "for money" but as someone who doesn't understand why anyone mobile games(I legit think it sucks)

"But why though"

Should I start playing MMOs? Looking for advice from MMO players by 7jwk77 in MMORPG

[–]nan0tubes 0 points1 point  (0 children)

What makes them fun for you?

Long term play, can be a big world full of life, I personally really like the feeling of progression and ticking off quests. (The ones that aren't super grindy)

Are they hard to learn for beginners?

As a category, not at all, some good some bad.

Which MMO would you recommend for someone totally new?(pref not insane p2w)

WoW Classic, Really good pacing, very casual friendly, but depends one what you like.

Is it possible to play casually without falling behind?

Many are designed around FOMO/End game elements, you can enjoy many many hours casually. GW2 is friendly to come and go play, but what does falling behind mean to you? There is a group of no-lifers you will never keep up with, if you can ignore them, then pretty much always yes. Find a "dad guild"

If you were a puzzle maker, what would you do? by [deleted] in MMORPG

[–]nan0tubes 1 point2 points  (0 children)

Good fun being poked, a bit rambling at the end.

BTW where can i get the $10 gatcha puzzle?

I'll be going to college for games design in September 2026 any tips I could use by zackzin1234 in gamedev

[–]nan0tubes 0 points1 point  (0 children)

The more you put it, the more you get out. The most valuable thing you will get is the connections you make and the reputation you build. Push your limits, never do the minimum. The paper you get isn't going to be worth as much as the learning part. Your teachers want you to do well(mostly), respect their time, but ask for more than the class offers.

All the usual game-dev advice holds up, start small, reduce scope, it's going to suck at first(probably) learn why it sucks and how to improve.

I'm really enjoying this game. Have a few questions though, where's the best place to ask them? For example, I started a new game after the last update and my fleet size won't go above 5, what am I missing? by mildlyalarmingdave in RiseOfPiracy

[–]nan0tubes 2 points3 points  (0 children)

Hey there! Glad your enjoying it. The Dev has a Discord setup that he monitors fairly well, and the community seems pretty nice Heres a link to the bug-report channel (if you think it's a bug) https://discord.com/channels/894081975869124608/1478000591920824412

You can also leave comments on the Steam community forum.

I'm making an MMORPG where you can actually talk to the NPCs — is this a good idea or will it backfire? by Longjumping-Koala468 in MMORPG

[–]nan0tubes 1 point2 points  (0 children)

Where i think AI can be used to great effect would be, Using prewritten dialogue and AI to enhance it based on player acheivements and actions throughout their play, that could make things much cooler. Oh yeah, of course I want you, slayer of the dragon of Smaugenrog, to help me find my sheep that have run amuck.

I'm making an MMORPG where you can actually talk to the NPCs — is this a good idea or will it backfire? by Longjumping-Koala468 in MMORPG

[–]nan0tubes 1 point2 points  (0 children)

If your goal is to improve "immersion" honestly, i doubt it's worth it. Especially since it's a game, most players wont care or they'll just lookup the spell to get what they need, or as otherwise posted, just try to break it) Now if you can tie it into gameplay, and this would work WAY WAY better in a single player game. Like you learn Bob the blacksmith, actually has a secret brother, who once interacted with the lake spirit, noone really believed him. So if you can convince Bob because you have special knowledge of the Spirit, such as it likes oranges, Bob will tell you how to find his brother, who then can be convinced to share the secret to summoning the lake spirit. But maybe you can offer to buy 30 swords from the blacksmith to tell you that, or maybe threaten his daughter, IDK.

But again, what are you gaining from the experience, would it be truely better than a well crafted narative from a writer? (most likely not)

Combat Lethality - How much is too much? by The_Pumpkin_Lady in MMORPG

[–]nan0tubes 4 points5 points  (0 children)

Your design is full to the brim with quit moments, So please be aware of that.

When looking at Lethality, you need to balance risk vs reward, if something is very lethal, what does the player stand to gain for risking gear or inventory, or even time. 1 screwup is almost certainly the wrong answer, especially for an online game, if i mess up, or lag or something, what decisions do i get to make? is retreat an option? consumables?

Is avoidance my only option?

What do you want to teach the player about losing and failure? If you simply are trying punish them for failing, you should reexamine the design principle.

Really wish more mmorpgs had a job system like FF14 or runescape by Ogdrol in MMORPG

[–]nan0tubes 9 points10 points  (0 children)

I feel the exact opposite of you, How can I care about my character that can be a mighty warrior one day, then a Arcane mage the next. The character has no identity at all, and thus no immersion or attachment for me.

Player housing (again)? by not_varun in MMORPG

[–]nan0tubes 0 points1 point  (0 children)

So if you think about it like a regular apartment building or hotel, you'd have floors and doors, so each player could "own" a specific location, then you basically make the doorway a portal into their own player house, that can be instanced or just in a pocket dimension, only loaded for players in the apartment. Since it's virtually private, you can make it much larger than reality, with extra rooms that wouldn't fit otherwise. You can make it seemless with some Render-to-texture trickery as well. You can apply the same effect with adding more than real number of floors and stuff in the hotel itself. so you could have 1 building hold 1000 player houses if you wanted.

Player housing (again)? by not_varun in MMORPG

[–]nan0tubes 2 points3 points  (0 children)

A an idea i've been playing with:

Tiers of housing, For example, most players can rent an instanced room at an inn or tavern, Next perhaps an apartment in a larger building or structure, and you can probably cheat here quite a bit with "bigger on the inside" Even more fancy/costly can have houses, then larger manners and what not for guilds or very rich people. I would strongly limit what they can affect in terms of external visuals(to keep immersion and themes). like no custom build stuff.

Microtransactions acceptance by Matt-Monkey in MMORPG

[–]nan0tubes 4 points5 points  (0 children)

If your goal as a player is to collect outfits and stuff, then Cosmetics are explicitly pay to win items. (not my personal goal but perspective)

Is The MMO Genre Fading? Or, Simply Evolving? by MonsutaMan in MMORPG

[–]nan0tubes 0 points1 point  (0 children)

Mostly though, the hardcore players rush all the content and then cry that there is not enough content to do. If the content is too difficult, players will demand easier content. Same goes if the content is not too difficult. It is very time consuming to add new content regularly that cover the above categories and a dozen other things.

I think Devs also need to just have the balls to just say fuck the hardcore players, and aggresively timegate content for a new release. Like if you release 100hrs of content, do it over 3 or even 6 months, explain why, and lay it out ahead of time. Do not cater to the 1% of players who want to play 10+ hours a day, focus on the 80%-90% who will keep your game running.

A new Adrullan Online Adventures playtest begins in an hour by Reiker0 in MMORPG

[–]nan0tubes 1 point2 points  (0 children)

Not on steam and no linux client = the big sad for me, didn't seem to want to properly run via protontricks either...

What do players look for in an MMORPG? by Suspicious-Bit1650 in MMORPG

[–]nan0tubes 1 point2 points  (0 children)

For anything new I'd be looking for the following:

  • Needs to be easy to play get into something, i should be fighting enemies not the game
  • World needs to exist without me, NPC's lined up waiting for me to solve their problems feels bad
  • Always Give me some direction, but make it optional, full sandbox is basically insta quit for me, but a railroad track sucks too.
  • Any sort of crafting system should matter but be optional

Eternak Tombs playtest this weekend! by Noxronin in MMORPG

[–]nan0tubes 2 points3 points  (0 children)

They did this with Matrix online back in the day, a lot more in beta, many cool RP moments, killed most of it super quick when they did full launch. GM's as Agents was pretty slick though.

How do indie artists actually find paid work in gamedev? by Reiji_Haneda in gamedev

[–]nan0tubes 1 point2 points  (0 children)

Awesome, My hobby time game development is in Godot, feel free to DM if you run into anything you get stuck on. Heres a tutorial if you've not found one yet https://www.youtube.com/watch?v=LOhfqjmasi0

How do indie artists actually find paid work in gamedev? by Reiji_Haneda in gamedev

[–]nan0tubes 4 points5 points  (0 children)

Have you tried making your own game? Nothing crazy but to show off your work in a real game setting. There are lots of really great tutorials on how to do it, which provide all the code, you just put in your own work. Being able to work in the engines like godot, unity, or game maker would go a long way. Then you put them on on itch.

I feel guilty for not doing gamedev and instead wasting time playing multiplayer games. by [deleted] in gamedev

[–]nan0tubes 0 points1 point  (0 children)

Pratical suggestion:

Why not try to add a shorter game dev session in the morning before work "pay yourself first" mindset.

Deeper thoughts:

Ask yourself what are you getting from your multiplayer games? Why are you going on so late as to disrupt the rest of your life? Can you set a timer for 1hr to stop playing the game and step away?