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Profile: tmbrwlf18
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Usernametmbrwlf18
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    • Another idea I came across for crafting...
    • It's basic idea is this:

      Gear helps you get higher quality from the items you make. However, it must be YOUR gear that YOU made yourself to get the bonuses. So, if you make an item exactly like that you could find from an NPC, it would still be a higher quality with better stats. But, the hammer and anvil you use must have been crafted and used BY YOU. And by using your own hammer and anvil that YOU MADE you get higher experience for the item unlike those that would normally us store bought items to craft with. IE: If you mined the ore, did a quest to get the skill to make your hammer and anvil then made them, you would have a higher quality hammer and get the benefits of going through the trouble of making your profession worth while and a goal, not just a way to pass the time. Gearing more toward making a profession out of what most games you could barely call it a hobby.

       

      Just a thought.

      -Timberwolf

    • Posted: 5/20/08 12:20 PM
      Developers Corner
    • Suggestion posted in Development Forums
    • Not qutie the extreme that I was looking for, but on the right track. Getting the player base in a game or just a few servers to revolve to include new players/alternates to help people keep moving through the low to middle levels of the game to keep a good interest in the gaming community to keep adding members. Look at it this way, how many times have you missed the release of a game because you were playing the latest and greatest, realized it was out for a year or so, picked up the game and went to play it and cancelled it within a few months due to that fact that you couldn't get a good group going or couldn't find any new friends because they were all high level players. It happens more than you think in every game.

      Again, just a thought.

      -Timberwolf

    • Posted: 5/15/08 3:02 PM
      General Discussion
    • Just an idea for you upcoming game devs (edited poll options)
    • Whoa.. Good reply.. I should have clearified in my post, I didn't mean to actually wipe the characters (as in deleting their names/classes), only to reset them to their starting stats and clear any items. However, consider the game you're using as an example. SWG has a HUGE grind time. Nearly double or in some cases triple that of some of the current MMO's. As many players like that, it's good for the game. However, if you started a character on a server that was expected to wipe and gave a warning that periodic wipes were done on that server or in that game, you would not complain when it came to be.

      I would never make a person recreate any of their chracters. If that were the case, there would be a chance of losing the names of your characters as well as housing/status and so forth. Now, with that out of the way... Compare the leveling grind time of SWG vs some of the other games out like WoW or even EQ2. You're talking almost a year worth of difference if not more for a casual gamer. In WoW the average time to level a character to end game is less than 2 weeks for a casual gamer in a good party or maybe 5 weeks if you're using one of the soloable classes and doing most everything alone. Even in the more popular grind driven games like EQ2, you're still only talking a few months to get to end game. Not much time to the average gamer.

      Now, the example that you use is sorta a bad example as well. First off, a revamp of a game is a problem in itself. That's not what I'm suggesting as a change. Changing the entire aspect and play style of a game that's been around for a long time is not only a bad idea, but a game killing prospect. Secondly, when SoE decided to do their wipe, they were taking years of people's play time away. I'm not talking years before resets. I'm talking 6 months, maybe 7 at the most and the option of it not being all servers. Putting in a year of effort is pointless if it's taken away, but with current character times in a lot of games being so short now, 6-7 months is not unreasonable for most of the game to reach end game and view a large ammount of the end game. And I'm not suggesting that ALL servers be reset, maybe just some where people want the constant revolving effort as a server wide concept of partying to acheive end game faster and keep a revolving player base.

      So, let me use the most recent example of such a problem which would be WoW. WoW's community is mainly players between 55-70. Now, every now and then you'll find higher level players using their alternates, however, the problem you run into is that with alternates, they are rarely played. Then even if you add the person's main character, if you met their alt playing at 25-30, you have to maintain a relation between yourself and that person until you gain another 30-40 levels just to be able to play with them again if they decide not to put in a lot of effort into their alternate. And find me a server that has a large ammount of new players that's been out for more than a year. You won't. That's why I came up with this concept to have an ever evolving rotation of player levels to keep from killing off the prospect of new customer basis, or players just due to lack of low to middle end game parties which in games like WoW is almost a nessesity unless you play one or two of the soloable classes. This means that in WoW nearly 70% or more of each server is at end game. So that leaves the other 30% being people who only casually play, are in middle game or are alternates. So, what kind of new player is going to get very far in a party based game like WoW if most of the parties are scarce to start, flimsy and you can never find anything close to a perma-party.

      This is why the community ends up mostly elitist, very unhelpful and in most cases only interested in those that they can play end game with.

      Like I say, just an idea. =^)

       

      -Timberwolf

    • Posted: 5/15/08 2:46 PM
      Developers Corner
    • Another idea I came across for crafting...
    • Tell me what you guys think of this idea.. Insane? 

      I think that if you're going to put crafting in a game, there should be a different way of doing it. Such as if you're going to make an item, it should never be a lower quality that what you can buy from a NPC at that level. It should sell for more than the NPC's item sells for (somewhat for those who hate auctioning and want to make back a little of the money they put into crafting it) and there should be a different type of experience placed into games these days.

      My true thought: Put items in the game that give extra experience or abilities to crafting such as a hammer that has to be crafted but raises the crafting of your items by using it. Here's an example: If a blacksmith makes his own hammer (+5% to crafting), tongs (+5% to crafting) and forge (+5% to crafting). When using these items to make other items he would get a 15% bonus to the experience gained from those items as well as a 15% increase to the items base stats or bonus stats. Here's the kicker, to get the bonus it would have to be a hammer, tongs and forge that HE MADE AND ONLY HE GETS A BONUS FROM. No more store bought bonuses. You build your profession instead of buying it. So, by using it, you get extra experience toward your crafting. This would not only keep crafters from making constant useless items, but getting experience not only from the items they make but by using the items they make hence truely making characters that would move into a crafting profession instead of taking up a side profession that helps to make only end game gear.

      Just my two cents..

      -Timberwolf

    • Posted: 5/14/08 3:50 PM
      Developers Corner

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Crafting

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