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Author: Subject: GameMethod.com Roundtable Week 2: Realms of Torment (Total Views: 371 / Total Replies: 12)
WonderBrick
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posted on 27/1/2004 at 22:40 Reply With Quote
GameMethod.com Roundtable Week 2: Realms of Torment

Dionysis of GameMethod.com brings us this...

Week 2: Realms of Torment

Don’t confuse Realms of Torment with ‘just another fantasy game.’ Unless every fantasy game you’ve played has, in the words of the lead designer, "...Skill based PC's system, bloodlines, full PvP, permadeath situations, master and apprentice system, dynamic faction system, dynamic alignment system, fame, new combat system and so on..."

To get a better idea about how this game will really be, I asked Dan Antonescu, the lead designer of realms of torment a few questions. A quick glimpse of what’s to come can be summed up by Dan’s feelings on permadeath, "As a more than necessary ingredient to put the danger and accomplishment feeling back into were it belongs: player's hearts!" I can only say one thing: Amen!

Without permadeath, the act of dying in an MMORPG is only a time-sink mechanic. You lose a bit of experience, you lose a piece of equipment, big deal. After a short time, you’re back on the treadmill...going where again? Without a harsh penalty for messing up (because, death is you messing up) the world loses its feeling of Action vs. Consequence. Permadeath isn’t the only way to give the players an exhilarating feeling, but with increases in stability of networks and that sort of technology it seems like a more viable solution. Of course, there is always that problem that when you lose your uber warrior Sir-Destructo you won’t want to start again. Realms of Torment (and other upcoming PvP/PD games) alleviate this problem with a family system. Your character may be dead and rotting, but his family is back with vengeance. You can play as a family member who has similar skills and the same family name (or something along those lines). It’s only a matter of time until the family mechanic is merged with RTS or "The Sims Online" idea to make a full life simulator. You play your character, your girlfriend plays your wife. You make some virtual babies and your friends play them. There’s more to do than just beating ants over the head with swords and sticks, you could do all those fun "Sims Online" activities as well; talk about cross-genre marketing.


I asked Dan a set of similar questions as last week’s discussion to be able to compare/contrast between the different games I’m talking about.


For more, including an interview and pictures, please check here.

Thanks Dionysis!


[Edited on 27/1/2004 by WonderBrick]







"... I don't like blind bitching any more than I like blind praise." -Boyar

"If your game lacks balance or doesn't have a vision that the developers are working towards, such as in the case of UO, then you're going to get a hodge-podge mess.
Instead of "Hey, that looks cool. Let's try it in our game," we need to hear more of "We're here. We need to be there. Let's get to there." Doing more of the latter approach you'll hear the true sound of contented fans: coins dropping in the till." -Tymaron

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Mezoban
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posted on 28/1/2004 at 03:51 Reply With Quote
Perma-death is an interesting concept, but the key problem I'd probably never play a MMORPG that uses perma-death is because, as we all know, the majority of the time we die in these games usually ends up being because of other people.

Be it the cleric of the group forgetting to heal, or losing connection, or some putz pulling a whole dungeon on top of you thus saving their own ass but having you pushing up daisies.

No thanks, I couldn't even imagine the asses in games like this knowing that they can cause someone to die forever. Most of them wouldn't think twice about whacking someone and dying in the process if they knew they could really cheese someone off. It'd be a new form of sport for the griefers.

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Dionysis
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posted on 28/1/2004 at 04:54 Reply With Quote
Sure sure, that would be the case IF they could get away with it. In rot permadeath is only circumstantial. You can incur PD by going to a crazy hard dungeon, or challenging somebody to a duel to the death. Usually you 're-spawn'.

If Permadeath is on all the time it isn't a very good solution, what if you ISP goes down or something? that would make me want to quit. PD would bring up a really interesting game model that i beleive you could tweak to the point where players 'actually care' about their avatar beyond the stats and #'s.


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ThurstonofGL
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posted on 29/1/2004 at 00:05 Reply With Quote
I agree with PD all the way.. but it does need some tweaking. Imagine this for a moment:

in UO, if you flag and are killed, you are perma-deathed. In addition, there are areas of the map where any time you die you are PD'd. Oh, and there aren't any bugs that let you flag someone else aggressor.

Now there is a genuine risk vs reward system in that would allow theiving and murdering and looting, because while the daily life of a farmer might lead to you getting jumped, your stuff being stolen, and you having to get resurrected somewhere.. if you happen to defend yourself succesfully, the would-be assassin is back to childhood training.

This would limit the number of anti-social characters.. while certainly not eliminating them. This would also allow for hard-core players to have areas where they could risk it all for greater rewards.







There are 10 kinds of people in the world - those who understand binary and those that don't.

The Dante's Inferno Test has banished you to the Eigth Level of Hell - the Malebolge!
Here is how you matched up against all the levels:
LevelScore
Purgatory (Repenting Believers)Very Low
Level 1 - Limbo (Virtuous Non-Believers)Very Low
Level 2 (Lustful)Very High
Level 3 (Gluttonous)High
Level 4 (Prodigal and Avaricious)High
Level 5 (Wrathful and Gloomy)Moderate
Level 6 - The City of Dis (Heretics)Moderate
Level 7 (Violent)High
Level 8- the Malebolge (Fraudulent, Malicious, Panderers)Very High
Level 9 - Cocytus (Treacherous)Moderate

Take the Dante's Inferno Test

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WonderBrick
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posted on 29/1/2004 at 14:13 Reply With Quote
I like the situationmentioned in the interview, where someone could challenge their guildmaster to fight, at penalty of permadeath. Alot of creative situations could make permadeath work, yet still keep the safety all of us currently are used to.







"... I don't like blind bitching any more than I like blind praise." -Boyar

"If your game lacks balance or doesn't have a vision that the developers are working towards, such as in the case of UO, then you're going to get a hodge-podge mess.
Instead of "Hey, that looks cool. Let's try it in our game," we need to hear more of "We're here. We need to be there. Let's get to there." Doing more of the latter approach you'll hear the true sound of contented fans: coins dropping in the till." -Tymaron

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Slick
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posted on 29/1/2004 at 18:27 Reply With Quote
After reading this I went to their website to check this game out more. It looks really cool. But I found out that not only are there PD situations but also every char is doomed from the start. They are going to have an aging system and your char will die after so many in game hours. Also chars can suffer severe wounds that never heal completely that they carry with them the rest of their lives.
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Dionysis
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posted on 29/1/2004 at 19:53 Reply With Quote
If you dont think your gonna live forever, maybe you won't hoard all that useless shit in your house and get out and play for once eh? i think that's the mentality behind it.
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ThurstonofGL
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posted on 29/1/2004 at 20:21 Reply With Quote
quote:
Originally posted by Slick
After reading this I went to their website to check this game out more. It looks really cool. But I found out that not only are there PD situations but also every char is doomed from the start. They are going to have an aging system and your char will die after so many in game hours. Also chars can suffer severe wounds that never heal completely that they carry with them the rest of their lives.


Yeah.. long-term wounds.. another great idea. I like these guys so far.







There are 10 kinds of people in the world - those who understand binary and those that don't.

The Dante's Inferno Test has banished you to the Eigth Level of Hell - the Malebolge!
Here is how you matched up against all the levels:
LevelScore
Purgatory (Repenting Believers)Very Low
Level 1 - Limbo (Virtuous Non-Believers)Very Low
Level 2 (Lustful)Very High
Level 3 (Gluttonous)High
Level 4 (Prodigal and Avaricious)High
Level 5 (Wrathful and Gloomy)Moderate
Level 6 - The City of Dis (Heretics)Moderate
Level 7 (Violent)High
Level 8- the Malebolge (Fraudulent, Malicious, Panderers)Very High
Level 9 - Cocytus (Treacherous)Moderate

Take the Dante's Inferno Test

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JBStrider
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posted on 30/1/2004 at 00:57 Reply With Quote
You guys fucking kill me.
Most of you pissed and moaned so bad UO removed stat loss.

NOW you LOVE PD?????????????

What the fuck is the difference?

Risk vs Reward. All the Fel reds wanted nothing to do with stat loss (risk) for killing blues and stealing their shit (reward). Now you are going to embrace Permadeath? That’s the ultimate stat loss!!!!!

PvPer = Fickle

While I agree that no PvP allowed does make for a boring game I have always said the risk for player killing should be VERY high. If the potential reward is high (no insurance) then the potential risk shoudl be high. No in UO (both Tram and Fel) there is no risk for high rewards.

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ThurstonofGL
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posted on 30/1/2004 at 16:23 Reply With Quote
Excellent point. I'll make another one.. the people in SWG who were the primary impetus for moving from a PermaDeath to a Skill loss system were people who wanted to use their uber-characters (Jedi) to PvP. In other words, we want the advantage without the risk. We want to be able to PK without the risk of losing our characters.
I think PermaDeath is attractive to any PK who thinks they will be able to PD other players to their heart's content and keep other players from becoming more powerful than them by griefing regularly. It becomes less attractive when they realise that it is specifically tuned so that a PKer has the most to lose.







There are 10 kinds of people in the world - those who understand binary and those that don't.

The Dante's Inferno Test has banished you to the Eigth Level of Hell - the Malebolge!
Here is how you matched up against all the levels:
LevelScore
Purgatory (Repenting Believers)Very Low
Level 1 - Limbo (Virtuous Non-Believers)Very Low
Level 2 (Lustful)Very High
Level 3 (Gluttonous)High
Level 4 (Prodigal and Avaricious)High
Level 5 (Wrathful and Gloomy)Moderate
Level 6 - The City of Dis (Heretics)Moderate
Level 7 (Violent)High
Level 8- the Malebolge (Fraudulent, Malicious, Panderers)Very High
Level 9 - Cocytus (Treacherous)Moderate

Take the Dante's Inferno Test

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Slick
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posted on 30/1/2004 at 17:25 Reply With Quote
Good point but I see a few differences between UO stat loss and RoT PD.

In UO stst loss was more or less a punishment for playing the game in a way that OSI didnt want you to. If you played a PK then you were forced to deal with facing stat loss. In RoT (details are sketchy of course), it seems that you have to choose to be in a PD situation. Its not so much a punishment more like a very high added risk factor for attempting something that can yield great reward. Like trying to seize control of a guild or plunder a high level dungeon.

Also, in UO, char building is a major time consuming pain in the ass. Going from what I read, in Rot char building will be much easier. So if you do lose a char your not doomed to macro and 8x8 for the next 2 weeks.

I dont know how this game will turn out or how PD will work but I can envision some interesting scenarios. Your main char is getting old and may be dead soon. Knowing this you decide to gamble and take him to a PD dungeon. You have a few heart pounding close calls but you make it out with a kick ass magic sword. The next morning that char wakes up dead but you play on as his son weilding the sword his father risked his life to get.

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ThurstonofGL
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posted on 30/1/2004 at 17:38 Reply With Quote
The stat loss in UO was also doubly an issue because you were marked as permanently aggressor (red). Since people could attack you with no repercussions, but any fight you were in had the stat-loss posibility, it was a matter of having double-risk added. Now, if stat loss required you to be the aggressor and applied whether or not you were red, that would have been a little more reasonable. Of course, the problem there was the bugs that allowed you to make someone else flagged as aggressor.
I don't mind the idea of an aggressive player having more to lose in the forms of skill or stat loss. I think that is very reasonable given the advantage a PK/theif/looter player has over the rest of the community. But I am not sure that every other player in the universe should be able to PD that character any time that they wish to. Nor do I think the average farmer should live in fear of being PD'd by any wandering jerk.
However, the dangerous dungeons, duels to the death, and PD as risk for aggressive players are all very reasonable uses of PD that would make the game more fun and balanced.







There are 10 kinds of people in the world - those who understand binary and those that don't.

The Dante's Inferno Test has banished you to the Eigth Level of Hell - the Malebolge!
Here is how you matched up against all the levels:
LevelScore
Purgatory (Repenting Believers)Very Low
Level 1 - Limbo (Virtuous Non-Believers)Very Low
Level 2 (Lustful)Very High
Level 3 (Gluttonous)High
Level 4 (Prodigal and Avaricious)High
Level 5 (Wrathful and Gloomy)Moderate
Level 6 - The City of Dis (Heretics)Moderate
Level 7 (Violent)High
Level 8- the Malebolge (Fraudulent, Malicious, Panderers)Very High
Level 9 - Cocytus (Treacherous)Moderate

Take the Dante's Inferno Test

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Draxous
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posted on 30/1/2004 at 18:21 Reply With Quote
quote:
Originally posted by ThurstonofGL
I agree with PD all the way.. but it does need some tweaking.


Yeah.. especially in the "you lose connection because your ISP is being stupid atm" situations. Other then that, I like it. I think that would be the most frustrating thing...

You attack someone.. lose conn.. come back and have to start all over. That is the one aspect of permadeath I don't like in online gaming...

but otherwise I'm with ya







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