• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

ORPG Poll

Status
Not open for further replies.
Level 5
Joined
Dec 12, 2006
Messages
128
In my opinion the most important feature in an ORPG is early game content. Often I create a character and realize i don't know where to go to level or the creeps are to hard, so i have to let a higher level boost me.

A rare feature would be to have dungeons (like wow) in the map.
 
Level 2
Joined
Aug 23, 2008
Messages
25
Good terrain, at least 8 diffrerent playable classes, Hard Dungeons, many bosses and a huge number of items.
 
Level 12
Joined
Oct 18, 2008
Messages
1,199
A good ORPG definately needs an excellent terrain.

Well-thought out classes, whose skills are all well balanced and reflects the role of the classes are probably a good idea. Try to make the abilities unique, and make it stand out.

What I really hate in ORPGs are when descriptions and abilties are badly done, filled with typos and when hotkeys clash, as well as spell IDs, although this is probably a more minor factor.
 
Level 2
Joined
Jan 10, 2006
Messages
33
I like when ORPGs don't have too much shit going on like a:
super multiboard, million professions, hideout plans/base plans, 15 different camera options, weird quest with dialogs and shit, millions of dialog quests, items systems that makes you unable to carry sertain items making you unable to pick up that super staff for wizards when you are a warrior but you need it for you economy, orpgs with a screwed unbalanced economy, shit terrains, hero classes with unfitting abilities, orpgs with no story behind it, extreme level difficulty, the start is to hard and slow, unbalanced abilities/heroes, orpgs with no goal like it's only level and become level 100, to high max level like 8560, to time taking orpgs, an ONLINE rpg should be quite easy and fun that might take a few hours of you life but not life wasting like it takes time because its a BIG AND COMPLEX map wo0Oo0ooO..., I could probably go on all day ;P
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
Thanks all for the comments so far.
So if I summarize it right, most-wanted/important features of an ORPG are:
* Good terrain with much height variation.
* Good thought out hero's which abilities have some connection with the hero (e.g. a Necromancer has a raide dead skills, a druid can morph into different beings, a Cleric has abilities which benefit hit points etc.).
* Correct texts and tooltips. Tooltips should also be clear enough.
* To option whether you can choose to fight in more difficult areas or less dificult areas (freedom).
* Strong and several Bosses.
* A good amount of items to choose from.
* Not too many different things, stick with RPG elements and keep it simple.

You guys think this is a good feature?;
*Simple to learn, hard to master.
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
Yhea that sounds like a good feature, simple to learn, hard to master.

Maybe some kind of PvP would fit in so there is more incentive to level.
, thanks. I was planning to make the ORPG a coop one, cause monsters become stronger the more players are in the map. I could make a challange system. How should I make it that, people won't anoy others (so just like in WoW both must accept the challenge) and without using an ability? I want to leave the ability UI as empty as possible for unit abilities.
 
Level 3
Joined
Jun 23, 2008
Messages
44
- Good custom systems (like attributes, additional jobs [ex: blacksmithing], inventory [fast and with many slots, ex: FSI], skills [ex: many ways to get a spells / lots of them], mounts,
- Very well scripted fights/quests. Lots of polishement/balance
- PvP and good balance between PvE (example arena with possibilities to duel, 2v2/3v3/4v4/PvE), and ranks in PvP (every few fights won / or / killed players u get a special title like Champion/Lord/Novice/Fighter [rank must be shown under player name).
- Item combining system - (recipes - like in TBR - u are able to link Item A with Item B and Item C [where A is Sword, B is for example some Gem, C is another Gem] to get a better one. The better title u have (PvP title) the better item u can combine for example.
- Epic terrain with LOTS of dungeons
- LOTS of items and attachement system (helmets, weapons, shields, and more), chance based drops
- traveling (example portals/zeppelins/ships)
- well, lots of things :D the thing is - a size cap of the map :(
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
- Good custom systems (like attributes, additional jobs [ex: blacksmithing], inventory [fast and with many slots, ex: FSI], skills [ex: many ways to get a spells / lots of them], mounts,
, good ideas but I'm going to stick to simple to learn and not to expanded cause I prefer to have a few less good points than many less good points.

- Very well scripted fights/quests. Lots of polishement/balance
, while I'm not the best terrainer, this map will feature decent terrain and eye candy more in the way of a very dynamic and living world.

- PvP and good balance between PvE (example arena with possibilities to duel, 2v2/3v3/4v4/PvE), and ranks in PvP (every few fights won / or / killed players u get a special title like Champion/Lord/Novice/Fighter [rank must be shown under player name).
, it's Coop but I plan to add a challenge system so you can test your skilz against other players if they also want to.

- Item combining system - (recipes - like in TBR - u are able to link Item A with Item B and Item C [where A is Sword, B is for example some Gem, C is another Gem] to get a better one. The better title u have (PvP title) the better item u can combine for example.
, the game will definantely feature it and you'll need at least 3 components and some components can only be found at creep- and enemy corpses'.

Epic terrain with LOTS of dungeons
, terrain size is 480x480(yeah already finished the terrain by at least 25%), note that this is a feature from JassNewGennPack and normal WE can only have 256x256 at max (so you'll get a huge map).

- LOTS of items and attachement system (helmets, weapons, shields, and more), chance based drops
, sorry to disapoint you but it will not feature a attachment system (yes you see the effects of orbs aura's but no weapons/armor, I did it with enemies though). All items will be custom and you will have an good amount of items at your disposal (not insane much though).

- traveling (example portals/zeppelins/ships)
, heroes move fast and have a teleport skill which let's them teleport to an ally/friendly unit or to the center of the map.

- well, lots of things :D the thing is - a size cap of the map :(
, size map will probably be around ~2,2 mb (cause of the big map, many units and custom imports) but I will try to make it lower (it mostly depends on how much optimizer will decrease it).
 
umm, please stop double posting.

An good ORPG makes the following things:
It can't be fnished,
every upgrade brings big changings,
terrain needs to fit to the whole concept,
story must be good,
spells must be good,
items must be original,
map should be scripted perfectly,
laggs are so worse,..

and last but not least.

An ORPG is never epic.

Whatever you do, some of the point will ever become bad.
 
Level 8
Joined
Jan 23, 2008
Messages
334
A variety of classes ex. (Dps + Healer Class), ( Dps + tank Class), etc.

Decent Terrain (I don't think it has to be too crazy but good enough so that people wont cut it up every second, possibly some monuments with godly terrain)

Rock, Paper, Scissors Balancing: This means that every class has its nemesis when it comes to PvP, they must have a class that they fear. But Don't make one class the bitch class.

Yes Dungeons which crazy boss scripts is always a good one.

It can't be fnished,

Who says it can't?


There isn't much you can do to make an ORPG really really bad, unless you add really confusing features or only have stuipd features.
 
Level 4
Joined
Sep 18, 2007
Messages
104
-Mabye have the dungeon(s) have a different setup every game, or maybe every 10 min or something. Like it's terrain is randomly generated.

-Mabye have multiple co-op parties, grouped by levels or something? Then the parties can challenge each other, or some competitive minigames
 
Level 6
Joined
Dec 22, 2008
Messages
209
I find the storyline the most important aspect of any RPG. Then again, I am a little crazy.
I always want to know the story and/or lore of the game. Always.

EDIT - Also, creativity is essential.
 
Level 2
Joined
Jan 10, 2006
Messages
33
I just agree on the people saying story line does it all.
Give a story line, a start for the orpg.
a lot of different things to do WITH reasons that has to do with the story line.
and last but not least the end of the story.

whats so great about orpgs in my opinion is that either how simple your storyline is, the options how you can become a great strong hero in your orpg has A LOT of different roads aka freedom.

In the end you can be all the same hero but with all different items and such making it a different experience everytime.

something like a specc-tree-style (wow)
I say keep the orpg not too big, start medium size, focus on a non-complex storyline and make sure there is A LOT of different uniqe, items, heroes, abilities, encounters of creatures etc.
A less big map with a lot of more content.

like "it's not the size of your work, it's whats in it that counts"
many huge orpgs, really huge, looking like an "epic" orpg, but when you play its just ...meh, what a waste..
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
Well you can never finish any RPG, because wc3 is to buggy. If you finish, the players will find the bugs and the new players will hate your map :p
, that's not always true. I've added a victory condition and you can choose to continue to play or exit, if you choose continue to play the map will just work normally.

like "it's not the size of your work, it's whats in it that counts"
many huge orpgs, really huge, looking like an "epic" orpg, but when you play its just ...meh, what a waste..
, that's true. The reason why I made such a big map is that you have more freedom and that enemy parties are more far away from each other which gives less a "squish" feeling.

And I will do my best on the storyline, though it hasn't got anything to with Warcraft 3 itself.

Also I thought of implementing these 2 systems;
* Hireling costs gold overtime. You can send them away if you want to get rid of them.
When you die, hireling are send away.
*Summonings are uncontrolable, target enemies automatically and move around the caster (diablo style). Also summonings will cost mana overtime, the more and more expensive (in terms of mana cost) summonings you have, the faster your mana drains (Spellforce 1 style). Please note that your mana regeneration still continues, so if you have not many summonings you'll still get some mana regeneration.

Rock, Paper, Scissors Balancing
,
At the moment, I've these ideas for preventing from having one uber character (the finger shows that's the unit before is good against the unit after it);

* Fighter hero, has a chance to dogde projectiles.
* Area Spellcaster, all his spells effect a larger area of effect than commun spells.
*Summoner, can summon many loyal pets.

Fighter:fp:Area Spellcaster:fp:Summoner:fp:Fighter
 
Level 36
Joined
Jul 1, 2007
Messages
6,677
I like it when there's more to a game than just killing creeps and leveling up. It's stupid and boring. I prefer dungeons with fun boss fights, and as many dungeons with lots of bosses as possible so at any level there's always a dungeon I can go to.

Some dungeons should be for 2 or 3 players and some harder ones should require 5 to 8 and end game "raid" dungeons should even require 12 players of the maximum level with decent gear.

Oh, and lots of cool items. If you are just finding shitty potions and crappy items way below your level once you've killed certain bosses, well that just sucks. There should always be more items to find or make.
 
Status
Not open for further replies.
Top