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How do you like to play in an ORPG?

In an ORPG, I want:


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Level 17
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Nov 4, 2008
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1,603
A group of us are in the process of creating an open roleplaying game, and I was wondering what a person looks for in their characters. Do they look for a unique backstory, the ability to choose their own abilities, lots of heroes, a small amount of heroes with a talent tree and abilities, etc.

My apologies for the misleading thread title.
 
Level 6
Joined
May 9, 2010
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127
I'm not so much in ORPG only because of the save/load, I'd prefer an RPG where
you can start from level 1 with everyone with tough creep so you absolutely
need to play with others.

I hate to waste my time creeping, if you manage to make the game about
killing 3 mob then a boss, and I mean a boss, real ones with good ability.

Druu
 
Level 9
Joined
Aug 21, 2008
Messages
533
I want:
A small number of unique heroes,which fun to play.
The ability to choose from a HUGE range of abilities.

i dislike:
afk creeping. I hate if im forced to boring farm creeps by just staying at a place, wait for repawn and use a healing spell from time to time.

Curently i dilslike that there isnt a really good rpg out there. Some rpgs are made quite good(Gaias for example), but still missing something. Something which would make me play it again and again.

So what is missing? right game design i guess. It would be good if you look at some MMORPGs or Action rpgs which currently at the market and try to find out wy they are succsfull.
 
Well, I think the key is a combination of following:

A brider variety of possibilities to enhance your character (Talent Trees and such)

+

The Item Hunt (Aka Diablo2).

If the game motivates you sometimes with unique items, and doesn't fear you away with horrible gaming (boring classes for example), and lets you design your hero how you want, you will play it again, because you will have found items on your journey which are not useful for your current character, so you create new characters which are inspired by your found items...

That is PURE replayability.
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Well, I think the key is a combination of following:

A brider variety of possibilities to enhance your character (Talent Trees and such)

+

The Item Hunt (Aka Diablo2).

If the game motivates you sometimes with unique items, and doesn't fear you away with horrible gaming (boring classes for example), and lets you design your hero how you want, you will play it again, because you will have found items on your journey which are not useful for your current character, so you create new characters which are inspired by your found items...

That is PURE replayability.

That's called nerding.

What I dislike in most of ORPG's is that you need to spare most of your time grinding, to find the very-special item that is designed only for your class, but in the end, the mob that only has 0.0010% chance to drop it, drops something else.

I like to pick up my equipment from the shop, not just some overpowered items, but items that are suitable only for my class/character and will help me in further to accomplish a series of quest in order to exchange (for example) that equipment to get something better.

Overall, GRINDING SUX.
 
Level 17
Joined
Nov 4, 2008
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1,603
This poll is to determine how I will structure heroes for the project I am working on.

I agree what you all say about grinding. I have been a victim of endless grinding myself, and in truth, there is no real solution. However, I am designing a system (for Tukki to implement, of course) that keeps grinding and makes it entertaining, has the element of teamwork and rewards you for what you have done. These are quests, or specifically, event quests.

To elaborate, event quests are various events that occur in the war that you may be apart of. There are probably a dozen or more around the map, some repeatable, and some that involve a player vs. player aspect. The pros of this are that some are repeatable, you and your party can explore the world and grasp the tragedy that is war, good experience and rewards when you finish, grinding that is not boring and that you can't AFK with and that a few involve the opposing faction's players. Event quests vary from castle sieges/defenses, phased boss fights, arena's and mini-games. The aim of these quests is to decrease AFK grinding and immerse players in a setting torn by war.

I am currently designing how the game will be structured, and so far I can tell you that you will progress through chapters, beginning with a prelude to your adventure.
 
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