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Tuesday, June 13, 2006

What is a good game, Part III

Welcome to part three of our discussion on “what makes a good game.” Last time we discussed how an extensive skill system, can help foster role-playing and allow players to stay true to their characters, while still changing their individual skills. In this article we will be discussing our “dodge” system, and how it will help curb excessive player killing.

PvP can be a very good addition to generate more role-playing but it can also kill it. Then of course there is the issue with players "grieving" or repeatedly killing one person. Some places, such as Achaea, have gone to an almost lawyer like system to handle this... something no player enjoys, nor do we really want to deal with. Other games, such as Lusternia, have come up with a mechanical system, hard coded, to try and deal with excessive PK. It was good, in theory, but proved to be almost impossible to really control things as planned.

Keeping those two things in mind; we designed our "dodge" system. The way it works is fairly simple, and based off real combat. The more you fight someone, the more you learn the little "quirks" in their fighting. For example, your opponent might raise his elbow before striking with that arm. A good fighter will notice this, and use it to his advantage. All of our players are considered "good" fighters for this purpose.

As you fight against someone, you will gain "dodge points" against them, slowing increasing your chance of dodging their attacks. Over time these "dodge points" will decay, and if you kill that person you will instantly lose all of them. If someone kills you, you will gain a substantial amount of "dodge points" against them, in addition to anything you gained during the fight. We feel this type of system is more flexible than other more arbitrary systems. It does allow you to kill the same person more than once, but it will become increasingly harder. Not only does it serve to curb unneeded player killing, but it adds another dynamic to combat!

Stay tuned for the next article in this series, where we will be discussing more about how our combat system will help make Ilyrias the best game around.

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Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.

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