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Eh, wot
Super Slim
Vampire


Joined: 16 Jul 2007
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HP: 20 MP: 1 Lives: 0



PostPosted: Sat Dec 27, 2008 2:08 pm   Reply with quote



I think we should have a form of currency that does not have anything to do with your normal coins, this way the rich users wouldn't be all-out gods right when they start to play.


I'm thinking you get rewarded game coins by finding secrets and fighting other players, and no over-powered items.
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Toad Town Shop    
Elite Nerr
Francis



Joined: 16 Apr 2007
Posts: 6974

HP: 50 MP: 3 Lives: 0



PostPosted: Sat Dec 27, 2008 2:13 pm   Reply with quote

I disagree. The game itself would impose limits, so you can't be "all-out gods". Fighter's would have points assigned to different capabilities, but they all have the same number of points to work with.

If each fighter can hold one item, then the best you could with all your riches is give all your fighters a -99HP item.

But maybe items have "weight", so a -99HP item would be really "heavy" and slow you down.
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Francis' Fort Garage Sale    
Eh, wot
Super Slim
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PostPosted: Sat Dec 27, 2008 2:15 pm   Reply with quote



I don't understand, if you have a heavy item, and you move on space every turn, what difference would it make?
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Toad Town Shop    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
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PostPosted: Sat Dec 27, 2008 2:16 pm   Reply with quote

Being able to buy more powerful things the more you win wouldn't really work. It'd be too hard for new members to get into because everybody else would be too powerful.
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asdf    
Elite Nerr
Francis



Joined: 16 Apr 2007
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HP: 50 MP: 3 Lives: 0



PostPosted: Sat Dec 27, 2008 2:19 pm   Reply with quote

Slim wrote:


I don't understand, if you have a heavy item, and you move on space every turn, what difference would it make?


Because normally (for example) you would be able to move 5 spaces without that heavy item.

So you have this powerful item, but you never can get up next to someone to use it (unless they stop next to you). Unless maybe you have a high "strength" ability, letting you carry powerful items further.
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Francis' Fort Garage Sale    
Eh, wot
Super Slim
Vampire


Joined: 16 Jul 2007
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HP: 20 MP: 1 Lives: 0



PostPosted: Sat Dec 27, 2008 2:20 pm   Reply with quote

Francis wrote:
Slim wrote:


I don't understand, if you have a heavy item, and you move on space every turn, what difference would it make?


Because normally (for example) you would be able to move 5 spaces without that heavy item.

So you have this powerful item, but you never can get up next to someone to use it (unless they stop next to you). Unless maybe you have a high "strength" ability, letting you carry powerful items further.


Wait, but if you were able to move 5 spaces on a 7 by 7 grid...


That's a little too much :p
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Toad Town Shop    
Elite Nerr
Francis



Joined: 16 Apr 2007
Posts: 6974

HP: 50 MP: 3 Lives: 0



PostPosted: Sat Dec 27, 2008 2:24 pm   Reply with quote

Slim wrote:
Francis wrote:
Slim wrote:


I don't understand, if you have a heavy item, and you move on space every turn, what difference would it make?


Because normally (for example) you would be able to move 5 spaces without that heavy item.

So you have this powerful item, but you never can get up next to someone to use it (unless they stop next to you). Unless maybe you have a high "strength" ability, letting you carry powerful items further.


Wait, but if you were able to move 5 spaces on a 7 by 7 grid...


That's a little too much :p


who said the grid would be 7x7? What if it's more like 50x50?
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Francis' Fort Garage Sale    
Eh, wot
Super Slim
Vampire


Joined: 16 Jul 2007
Posts: 5041

HP: 20 MP: 1 Lives: 0



PostPosted: Sat Dec 27, 2008 2:26 pm   Reply with quote

Francis wrote:
Slim wrote:
Francis wrote:
Slim wrote:


I don't understand, if you have a heavy item, and you move on space every turn, what difference would it make?


Because normally (for example) you would be able to move 5 spaces without that heavy item.

So you have this powerful item, but you never can get up next to someone to use it (unless they stop next to you). Unless maybe you have a high "strength" ability, letting you carry powerful items further.


Wait, but if you were able to move 5 spaces on a 7 by 7 grid...


That's a little too much :p


who said the grid would be 7x7? What if it's more like 50x50?
:O That's one big grid
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Toad Town Shop    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

HP: 100 MP: 10 Lives: 1



PostPosted: Sat Dec 27, 2008 2:29 pm   Reply with quote

Slim wrote:
Francis wrote:
Slim wrote:
Francis wrote:
Slim wrote:


I don't understand, if you have a heavy item, and you move on space every turn, what difference would it make?


Because normally (for example) you would be able to move 5 spaces without that heavy item.

So you have this powerful item, but you never can get up next to someone to use it (unless they stop next to you). Unless maybe you have a high "strength" ability, letting you carry powerful items further.


Wait, but if you were able to move 5 spaces on a 7 by 7 grid...


That's a little too much :p


who said the grid would be 7x7? What if it's more like 50x50?
[img]:O That's one big grid

Not really. If there are going to be ~5 people per battle, shit could start to get insane pretty easily.
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asdf    
vdogam3r
kEvin



Joined: 30 Nov 2007
Posts: 3420

HP: 40 MP: 7 Lives: 0



PostPosted: Sat Dec 27, 2008 5:42 pm   Reply with quote

GAH

Can't we just make it so you can fight people around your skill level?
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Epic'ly Random    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
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PostPosted: Sat Dec 27, 2008 5:46 pm   Reply with quote

vdogam3r wrote:
GAH

Can't we just make it so you can fight people around your skill level?
You would already be able to...You can easily choose your opponents, considering they're right here...
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Geno's Tree    
vdogam3r
kEvin



Joined: 30 Nov 2007
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PostPosted: Sat Dec 27, 2008 6:11 pm   Reply with quote

then what's the whole "overpowered vs new people" problem?

You should be able to, ya know, accept or decline battles.
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Epic'ly Random    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

HP: 100 MP: 10 Lives: 1



PostPosted: Sat Dec 27, 2008 6:40 pm   Reply with quote

vdogam3r wrote:
then what's the whole "overpowered vs new people" problem?

You should be able to, ya know, accept or decline battles.

This is a really tight-knit community. People join, people post 3 times, then leave. Or, they stay and rack up thousands of posts. The latter doesn't happen often. It'd be fine immediately after the game's out, but once everybody active start getting really powerful, it'll get very difficult for new people to get into it. Of course, if the game is good and enough advertisement is done, there'll be a LOT of people just playing the game and not necessarily posting on the forum.
Here's my suggestion: allow playing against computer opponents. Limit it to promote PvP, but limit how much a player can grow overtime as well, to give new players a chance to catch up, and put them on the same level as lifeless addicts.
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asdf    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
Posts: 8754

HP: 100 MP: 4 Lives: 1



PostPosted: Sat Dec 27, 2008 6:44 pm   Reply with quote

TooManyToasters wrote:
vdogam3r wrote:
then what's the whole "overpowered vs new people" problem?

You should be able to, ya know, accept or decline battles.

This is a really tight-knit community. People join, people post 3 times, then leave. Or, they stay and rack up thousands of posts. The latter doesn't happen often. It'd be fine immediately after the game's out, but once everybody active start getting really powerful, it'll get very difficult for new people to get into it. Of course, if the game is good and enough advertisement is done, there'll be a LOT of people just playing the game and not necessarily posting on the forum.
Here's my suggestion: allow playing against computer opponents. Limit it to promote PvP, but limit how much a player can grow overtime as well, to give new players a chance to catch up, and put them on the same level as lifeless addicts.
Francis said creating an AI would be extremely difficult.
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Geno's Tree    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

HP: 100 MP: 10 Lives: 1



PostPosted: Sat Dec 27, 2008 6:48 pm   Reply with quote

Geno wrote:
TooManyToasters wrote:
vdogam3r wrote:
then what's the whole "overpowered vs new people" problem?

You should be able to, ya know, accept or decline battles.

This is a really tight-knit community. People join, people post 3 times, then leave. Or, they stay and rack up thousands of posts. The latter doesn't happen often. It'd be fine immediately after the game's out, but once everybody active start getting really powerful, it'll get very difficult for new people to get into it. Of course, if the game is good and enough advertisement is done, there'll be a LOT of people just playing the game and not necessarily posting on the forum.
Here's my suggestion: allow playing against computer opponents. Limit it to promote PvP, but limit how much a player can grow overtime as well, to give new players a chance to catch up, and put them on the same level as lifeless addicts.
Francis said creating an AI would be extremely difficult.

Of course, there's that problem too...
But, to steal build upon an idea from Pokemon, how about an option that brings both people on an equal level? There'd be reasons to do this and reasons not to do this, so you would still have reason to get stronger (i.e. learning new skills and other such things we've yet to smooth out).
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asdf    
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