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Opinion please?

NeomaorgNeomaorg San Rafael, CAPosts: 2Member
friend and I are making an mmorpg and my friend wants to take armor out of the game all together and everything will be based on skill and trait points. There will still be clothes and armor would still be available but for decorational purposes instead. Also if there is anything you would like to see in a mmo please feel free to leave any suggestions. Thanks a bunches!

Comments

  • AmarantharAmaranthar OhioPosts: 2,810Member Uncommon
    Originally posted by Neomaorg
    friend and I are making an mmorpg and my friend wants to take armor out of the game all together and everything will be based on skill and trait points. There will still be clothes and armor would still be available but for decorational purposes instead. Also if there is anything you would like to see in a mmo please feel free to leave any suggestions. Thanks a bunches!

    I think it's a lousy idea. Armor is expected in any game except for odd sorts (like a underwater world or something). And armor is expected to do something, to have meaning.

    However, if you want both armor and skills, then allow faster attacks and greatly enhanced dodge skill if not wearing heavy armor. Basically add penalties for armor based on that armor's strength. A light penalty for leather armor, a heavy penalty for plate armor.

    Also you can add penalties to dexterity and agility based skills for heavier armors, maybe just on speed based weapons.

    Do this in a "realistic" fashion that seems to make sense.

    I'd say give a penalty to movement too, except that creates more problems. So it depends on nif your game can make that work or not.

    Once upon a time....

  • NeomaorgNeomaorg San Rafael, CAPosts: 2Member
    bump
  • blognorgblognorg Roseburg, ORPosts: 643Member

    Certainly that can be done, and done well. However, removing the functionality of armor also takes out an element of depth. It really depends on what other systems you have. If it suits the design choice, then why not. I don't think that question can really be answered without knowing anything else about the game.

  • VarossVaross Posts: 3,211Moderator Uncommon
    Moved thread to the Dev Corner, seems a bit more appropriate in here.
    To give feedback on moderation, please contact mikeb@mmorpg.com
  • RydesonRydeson Canton, OHPosts: 3,852Member Uncommon

    Good Idea.. 

         A number of years ago I did a spreadsheet on possible idea for MMO progression..  I havent' looked at that spreadsheet recently, but as I recall I made it so that 90% of all progression was level skill based, and gear only gave you 10% more.. Furthermore, I made it so that more advance characters were not combat gods to newbies..  I think generally speaking it was a 3 to 1 split in power..  This means that if 1 "max" level chaacter went PvP'ing in a newbie zone, 3 newbies could take him down..

  • necoonecoo hayward, CAPosts: 16Member
    Originally posted by Vaross
    Moved thread to the Dev Corner, seems a bit more appropriate in here.
    Good Lord... o.O   YOU RUINED IT!... nah just kidding

    anyway back to the topic at hand

    In my opinion taking out armor is generally a bad idea, especially for a skill based game. If anything should be taken out it should be lvs, or at the vary least done a bit differently. For example limiting the lvs or making it hard to lv (not hard as in you have to grind a lot but rather making it so that you have to complete certain achievements to lv up like killing a boss or something like that,) but i digress.

    Instead of ridding yourself of armor you should expand on the ideology of armors. Here is a few ideas: Armors should (generally) be no stronger or weaker then other armors, you don't want to make it a grind fest for the best stuff do you. Instead you should give armors focus on other stats like some increase speed and other increase strength, oh and give some armors obscure abilities, like a scarf that can pulse wind pushing an enemy back and other things like that. Further more it might be worth while to allow the player to build upon already made armors and further customize them creating truly unique equipment for them to play with. Adding and removing parts and creating a set of armor that not only looks good but is perfectly catered to their character.

    Anyway, the point is that armor can open up a whole new world of customization for a character if done right, and this can be very important in a game about skill. creating you own character and armor builds adds its own element of skill and thought that can not be seen in that many other places. it will also increase the longevity of your game, which to a game developer should be very important. In the end, a game with an emphasis on player skill should also have a large emphasis on character customization. Being able to play the game in a large variety of different way to cater to a players taste can add a whole new world never before seen.

    But, of course this all depends on what the core concepts for the game is, and in the end this is your game and not mine. You should focus on how you want your game to be and build it based on that.
  • anemoanemo Posts: 978Member Uncommon
    Completely doable.   Armor is just another form of trait points/investment/whatever.   The only expectation difference is that gear has variable behavior reinforcement, which actually makes it a little more addictive.  

    Practice doesn't make perfect, practice makes permanent.

    "At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."

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