- Joined
- Aug 7, 2013
- Messages
- 1,338
Hi,
For finding random leveled utility items, I am having them appear randomly in the places players explore on the ground (if you've played Phase Killer you know what I mean). Of course the areas where items can spawn are also areas populated by creep spawning, so it's not completely "free" per se.
I am thinking of giving each player their own spawn (so more players = linearly more items appearing), but I have some worries.
1) What do I do to prevent players from farming these items? I imagine there could be one guy in a 10 player game who just goes around grabbing everything (people have virtual inventories, so they can get many items besides the vanilla 6).
I plan on making getting currency very hard in this map, and also players can't pawn items or sell them (they either have to use them or throw them away). So I think that would deter some item farming, but nonetheless that won't discourage it completely (people love items, especially picking up free ones, and everyone on WC3 is an item ninja).
I suppose I could somehow put in a cooldown for how often you can grab items? This isn't a problem in say a single player game (because items will be harder to come by), but if in a 10 player game one guy has grabbed 20 items in 5 minutes, something is quite wrong.
Problem is too that if there's too many of something, it gets valued less and doesn't become as exciting or stimulating. I want people to always be excited about coming across items as they explore, rather than ignore it. This obviously would encourage exploring and playing. And I especially want people to "fight" over items too (because then items always have some relevance or value).
For finding random leveled utility items, I am having them appear randomly in the places players explore on the ground (if you've played Phase Killer you know what I mean). Of course the areas where items can spawn are also areas populated by creep spawning, so it's not completely "free" per se.
I am thinking of giving each player their own spawn (so more players = linearly more items appearing), but I have some worries.
1) What do I do to prevent players from farming these items? I imagine there could be one guy in a 10 player game who just goes around grabbing everything (people have virtual inventories, so they can get many items besides the vanilla 6).
I plan on making getting currency very hard in this map, and also players can't pawn items or sell them (they either have to use them or throw them away). So I think that would deter some item farming, but nonetheless that won't discourage it completely (people love items, especially picking up free ones, and everyone on WC3 is an item ninja).
I suppose I could somehow put in a cooldown for how often you can grab items? This isn't a problem in say a single player game (because items will be harder to come by), but if in a 10 player game one guy has grabbed 20 items in 5 minutes, something is quite wrong.
Problem is too that if there's too many of something, it gets valued less and doesn't become as exciting or stimulating. I want people to always be excited about coming across items as they explore, rather than ignore it. This obviously would encourage exploring and playing. And I especially want people to "fight" over items too (because then items always have some relevance or value).