I'm about to make an ORPG. But I stopped to think considering a lot of rpg's are crappy in some area's or another. So basically what do you like to see in an rpg?
EDIT: I can hardly read jass right now, so coding will probably be pretty bad for a while, but I intend to learn it, and am trying to at the moment.
What do you look for in an ORPG?
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Re: What do you look for in an ORPG?
No teams, work your way up alone and alot of PvP
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Re: What do you look for in an ORPG?
oh ok, nice idea that would be pretty sick, and take care of power levelers xD
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Re: What do you look for in an ORPG?
Non-repetitive quests, like having a bunch of quests that are "Kill 50 of these mobs" gets pretty boring,
and people tend to patrol-AFK those quests. Also, try to intertwine the quests with the general background
of the story. Obviously you will have the main points of the story be quests, such as defeating the enemies,
but try to remember that a lot goes into building a character; this includes the type of town they were born
in (is it an independent town or not), what their location is (is it civilized, such as a city, or a remote village),
and the practices of that town. For example, if the character is born in a village that is isolated, there is a
good chance everyone knows each-other in that village, so maybe some of the quests could come from the
local folks who need help with dire tasks. Whereas in a city, you don't know everyone and it's expected that
there are too many people to be helped, and that they likely wouldn't have the problems as someone who
lives in a village surrounded by a forest. To sum it up, I guess I'm trying to say don't have quests like,
"Go find and kill 20 gnolls". Why? They don't have much meaning in the bigger picture of the actual story-line
of the RPG, whereas maybe killing some bandits that are trying to ally with your enemy definitely draws in
closer to the story-line.
Another nice thing to see in an RPG is differing gear, which, yes, means having quite a bit of items, but
it helps keep the balance between classes. As an example, I will use Paladins from World of Warcraft.
They are completely fucking over-powered because as a Ret paladin, you deal some of the best DPS
in the game, but you can heal yourself AND, as a paladin, you are enabled to wear Plate-armor, which
has the best defense/strength/stamina (health) in the game, making a wrecking ball that heals itself.
(Edit) So what I'm saying is; maybe have healers use certain gear, hunters/rogues/whatever use
certain gear, and tanks/warriors use other gear, and make them not allowed to equip other classes'
type of gear.
Thats all (I think), good luck on the RPG. PM me if you need help with anything at all.
and people tend to patrol-AFK those quests. Also, try to intertwine the quests with the general background
of the story. Obviously you will have the main points of the story be quests, such as defeating the enemies,
but try to remember that a lot goes into building a character; this includes the type of town they were born
in (is it an independent town or not), what their location is (is it civilized, such as a city, or a remote village),
and the practices of that town. For example, if the character is born in a village that is isolated, there is a
good chance everyone knows each-other in that village, so maybe some of the quests could come from the
local folks who need help with dire tasks. Whereas in a city, you don't know everyone and it's expected that
there are too many people to be helped, and that they likely wouldn't have the problems as someone who
lives in a village surrounded by a forest. To sum it up, I guess I'm trying to say don't have quests like,
"Go find and kill 20 gnolls". Why? They don't have much meaning in the bigger picture of the actual story-line
of the RPG, whereas maybe killing some bandits that are trying to ally with your enemy definitely draws in
closer to the story-line.
Another nice thing to see in an RPG is differing gear, which, yes, means having quite a bit of items, but
it helps keep the balance between classes. As an example, I will use Paladins from World of Warcraft.
They are completely fucking over-powered because as a Ret paladin, you deal some of the best DPS
in the game, but you can heal yourself AND, as a paladin, you are enabled to wear Plate-armor, which
has the best defense/strength/stamina (health) in the game, making a wrecking ball that heals itself.
(Edit) So what I'm saying is; maybe have healers use certain gear, hunters/rogues/whatever use
certain gear, and tanks/warriors use other gear, and make them not allowed to equip other classes'
type of gear.
Thats all (I think), good luck on the RPG. PM me if you need help with anything at all.
Made by the late ILikeHacking
My quote from SKillER
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Re: What do you look for in an ORPG?
thanx mate, ill make an in depth story line then
EDIT: and make healers not completely useless, because in most games nobody uses them because they aren't very good in the damage aspect of play.
EDIT: and make healers not completely useless, because in most games nobody uses them because they aren't very good in the damage aspect of play.
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Re: What do you look for in an ORPG?
I was thinking if i made a map, make one with a CP and a normal one, or just putting cheats in it.
EDIT: making a Story line right now, pm me with suggestions if you want
EDIT: making a Story line right now, pm me with suggestions if you want
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Re: What do you look for in an ORPG?
Also: Bosses you can only fight once you've reached very high levels, who are nigh impossible unless you have a party of 4+ people.
And they give you items that make anything weaker than themselves be easy as 123, ABC and so on.
And they give you items that make anything weaker than themselves be easy as 123, ABC and so on.
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