HARDCORE RPG IDEA; FEEDBACK WANTED
Posts
Pages:
1
I was watching Sword Art Online, and it got me thinking; how would people like playing a hardcore (Action, probably 3rd person) RPG in which if you died; your character was permanently deleted.
To ease new players into the game; there would be a separate area/realm which would introduce the player to the various systems/workings of the game. As a reward for completing difficult quests, or for purchase; there would be resurrection crystals which would revive your character (either at a town or nearest safe area). This would give a bit of a buffer in case there were any bugs or if players accidentally take on something too big for them. I would be aiming for a hard difficulty setting, but nowhere near as deadly as dark souls.
An open skill tree would be in effect. I was thinking a low magic setting, with little offensive magic and a few healing/support magics. The basic ability of each skill would be unlocked with the first level of that skill, and more complex abilities could be learned from skill trainers or from quests (I'm not sure what yet).
Levels are going out the window a little. By using skills; you gain exp and level up the skills themselves. Once your total exp has reached a certain amount, your character level increases; improving your base hp/mp and your primary attributes would increase depending on what skills were leveled (or perhaps increasing certain attributes by a small fraction each time skills leveled up). This would allow some balance of control over character growth, while restricting it a little and making it a little more realistic.
As far as setting goes; I'm not sure, but probably something dark and gritty to go with the hardcore feature. I have a few settings left over from D&D campaigns that would fit this rather nicely.
Because I like the idea of playing with friends; I'd like it to have LAN co-op options, but this would be down the track quite a while.
Still fleshing things out a little, but what do you guys think of what I have so far?
To ease new players into the game; there would be a separate area/realm which would introduce the player to the various systems/workings of the game. As a reward for completing difficult quests, or for purchase; there would be resurrection crystals which would revive your character (either at a town or nearest safe area). This would give a bit of a buffer in case there were any bugs or if players accidentally take on something too big for them. I would be aiming for a hard difficulty setting, but nowhere near as deadly as dark souls.
An open skill tree would be in effect. I was thinking a low magic setting, with little offensive magic and a few healing/support magics. The basic ability of each skill would be unlocked with the first level of that skill, and more complex abilities could be learned from skill trainers or from quests (I'm not sure what yet).
Levels are going out the window a little. By using skills; you gain exp and level up the skills themselves. Once your total exp has reached a certain amount, your character level increases; improving your base hp/mp and your primary attributes would increase depending on what skills were leveled (or perhaps increasing certain attributes by a small fraction each time skills leveled up). This would allow some balance of control over character growth, while restricting it a little and making it a little more realistic.
As far as setting goes; I'm not sure, but probably something dark and gritty to go with the hardcore feature. I have a few settings left over from D&D campaigns that would fit this rather nicely.
Because I like the idea of playing with friends; I'd like it to have LAN co-op options, but this would be down the track quite a while.
Still fleshing things out a little, but what do you guys think of what I have so far?
I was actually thinking about something like this - an MMO where you'd sign up to a server and there'd be a limit to how many people could be 'trapped' on that server on which no new people would be added after it was filled even if a spot opened up (so if you died your character was erased and you couldn't return to that server - you'd have to make a new character on another server instead).
The idea was that the server became your online community who had to work together to beat the game on that server (a la SAO). If you were offline for too long (maybe 4-7 days) your character would 'starve' and die.
Also, there'd be tiers of servers. So you'd start on the lowest tier and by completing that you'd be bumped up to the next tier where things got harder and less people got through. As you rose to the occasion you'd meet only the strongest in your journey and unlock more classes, loot and stuff, but the tiers would get harder and harder each time. This would allow for newbies to constantly be protected from the stronger people, but since there'd be flunk-outs who had more experience, they'd be able to teach the newbs and then make it up to the next level. Those newbs would teach the ones below them and so-on and so-forth.
It'd also make it easier on the programmers so that they could supply only the top tier levels when they were needed and focus on the more basic levels (that is, since it would take time to get to the top tiers they could focus on getting them balanced before the players got to see them and not have to worry too much about power players since they'd have to wait for the rest of the servers to fill up.) The way the game would be set up would allow for a stagger effect. They could set up a lot of lower level tiers with a few of the higher levels (say level 1, 2 and 3) then while waiting for people to reach level 3 they'd have time to look at the experience of the first three levels to help make level 4 better, then level 5 and so-on.
Of course, it's just an idea but one I really like. I'm not much for MMOs but that I would play in a heartbeat.
The idea was that the server became your online community who had to work together to beat the game on that server (a la SAO). If you were offline for too long (maybe 4-7 days) your character would 'starve' and die.
Also, there'd be tiers of servers. So you'd start on the lowest tier and by completing that you'd be bumped up to the next tier where things got harder and less people got through. As you rose to the occasion you'd meet only the strongest in your journey and unlock more classes, loot and stuff, but the tiers would get harder and harder each time. This would allow for newbies to constantly be protected from the stronger people, but since there'd be flunk-outs who had more experience, they'd be able to teach the newbs and then make it up to the next level. Those newbs would teach the ones below them and so-on and so-forth.
It'd also make it easier on the programmers so that they could supply only the top tier levels when they were needed and focus on the more basic levels (that is, since it would take time to get to the top tiers they could focus on getting them balanced before the players got to see them and not have to worry too much about power players since they'd have to wait for the rest of the servers to fill up.) The way the game would be set up would allow for a stagger effect. They could set up a lot of lower level tiers with a few of the higher levels (say level 1, 2 and 3) then while waiting for people to reach level 3 they'd have time to look at the experience of the first three levels to help make level 4 better, then level 5 and so-on.
Of course, it's just an idea but one I really like. I'm not much for MMOs but that I would play in a heartbeat.
What you are describing, Tyriuth, is called a roguelike. A game of this genre is typically procedurally generated and doesn't allow any sort of saving of characters or progress. They focus on difficulty above all else, more often than not, and demand multiple playthroughs (sometimes dozens or even hundreds) to be beaten, as you explore the game and learn what does or doesn't work.
The most famous example is Nethack, an old ASCII game, but the precursor of the genre is Rogue. Look in to titles like Spelunky, Faster than Light, or Risk of Rain for various examples of this sort of game.
The most famous example is Nethack, an old ASCII game, but the precursor of the genre is Rogue. Look in to titles like Spelunky, Faster than Light, or Risk of Rain for various examples of this sort of game.
author=LouisCyphre
What you are describing, Tyriuth, is called a roguelike.
Exactly. Their popularity is kind of booming right now. I haven't tried these titles yet, but a couple more are Rogue Legacy, Crypt of the Necrodancer & the unreleased, but beautiful "Chasm."
I can't recommend Spelunky enough though. It's really easy to pick up and play, but really hard to master. I think I've died like 600-700 times so far and have barely unlocked the second-to-last area. There's tons of weird nuances and secrets to it as well, so it's never really boring.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't have time to track down and play an entire game for the sake of an argument and I doubt I'd come to the same conclusions as you, so maybe please actually describe the game's problems and what you think caused them?
I had an idea of something similar, though it played more like the Disgaea reincarnation mechanic with perma-death, so while your death sucked, it potentially unlocked better stat growth rates and abilities in your next life, to reinforce that you needed to die now and then to become greater.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
the reason why games with permanent death often use randomly generated dungeons is because when you start over it keeps the game from being boring. however, another way to do it is to make it so you never have to start over. the fire emblem series does this by giving you a large party of characters. each character's death is permanent but you gain a new character in almost every battle. this rewards you for letting your characters stay alive but also allows you to complete the game even if they keep dying. because of this mechanic, Fire Emblem doesn't need anything in it to be randomized.
I think permanent death like this is okay if you notify and warn the player beforehand that is what they are getting into. The Witcher 2 did this with their (forgot the mode name) highest difficulty setting where if you even died once, the game would literally delete all your save files to ensure permanent death. Yes, it was brutal, but some players understood the challenge and thrived in it.
Dragon Quarter: Breath of Fire did this thing where if you died, you went back to the beginning, but with all of your stats. Thing is, the game had zero replayability, and there is really no way to make it through the game your first time. My third time dying, I was so bored, I turned off the machine, went to GameStop and bought the special edition of FFXII. Much better game.
Dragon Quarter does not work that way at all. You can restart from latest save like most other games. You only start over if you choose SOL restart.
I am familiar with roguelike games, and have played through nethack and the like. The main difference would be in play-style; having modern-ish graphics and multiplayer (among other features more commonly seen in rpgs that are absent in roguelikes).
I like a lot of this; the tier system would be nice, however I think that if being offline for a few days could kill your character many people would be put off. It would be a turn of to find that your hardcore character died if you wanted to go on holiday or some-such.
The tier system would be interesting; but I would like the game to be rather intuitive from the start, the early game (first few levels) would be simple and similar to many other rpg's and as you progressed some of the new features would be unlocked/run into.
Ideally the game would be mostly balanced from the beta. If it can be broken; someone will break it.
author=Liberty
I was actually thinking about something like this - an MMO where you'd sign up to a server and there'd be a limit to how many people could be 'trapped' on that server on which no new people would be added after it was filled even if a spot opened up (so if you died your character was erased and you couldn't return to that server - you'd have to make a new character on another server instead).
The idea was that the server became your online community who had to work together to beat the game on that server (a la SAO). If you were offline for too long (maybe 4-7 days) your character would 'starve' and die.
Also, there'd be tiers of servers. So you'd start on the lowest tier and by completing that you'd be bumped up to the next tier where things got harder and less people got through. As you rose to the occasion you'd meet only the strongest in your journey and unlock more classes, loot and stuff, but the tiers would get harder and harder each time. This would allow for newbies to constantly be protected from the stronger people, but since there'd be flunk-outs who had more experience, they'd be able to teach the newbs and then make it up to the next level. Those newbs would teach the ones below them and so-on and so-forth.
It'd also make it easier on the programmers so that they could supply only the top tier levels when they were needed and focus on the more basic levels (that is, since it would take time to get to the top tiers they could focus on getting them balanced before the players got to see them and not have to worry too much about power players since they'd have to wait for the rest of the servers to fill up.) The way the game would be set up would allow for a stagger effect. They could set up a lot of lower level tiers with a few of the higher levels (say level 1, 2 and 3) then while waiting for people to reach level 3 they'd have time to look at the experience of the first three levels to help make level 4 better, then level 5 and so-on.
Of course, it's just an idea but one I really like. I'm not much for MMOs but that I would play in a heartbeat.
I like a lot of this; the tier system would be nice, however I think that if being offline for a few days could kill your character many people would be put off. It would be a turn of to find that your hardcore character died if you wanted to go on holiday or some-such.
The tier system would be interesting; but I would like the game to be rather intuitive from the start, the early game (first few levels) would be simple and similar to many other rpg's and as you progressed some of the new features would be unlocked/run into.
Ideally the game would be mostly balanced from the beta. If it can be broken; someone will break it.
Pages:
1



















