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Posted
Yes, TOO simple as that, and a horrible philosophy for designing a game...
Every time a priv freq *Dings*, a normie sells his wings! ... and quits
Posted
Omni, you do realize that 90% of maplestory players are 8 years old?

http://img2.freeimagehosting.net/uploads/385e5ea47d.gif

Man thats so true...thanks syrith =P

Posted (edited)

Aishi you just made an !@#$%^&*umption. Did you know in reality most users are between the ages of 15 and 19?

 

And as I said, that was just an example.

 

Btw Gar, of course that isn't how game designers intend it, but that is what results from it. There is no game that can please everybody.

Edited by omni
http://i277.photobucket.com/albums/kk74/lera_ss/Signatures/omni.jpg
Posted

Keep in mind that an MMORPG style game (like HS), the difficulty for newbies depends on when they start. Its obviously easier if they start when database gets a clean wipe.

 

And its even worst when the style requires players to PvP to gain exp for "leveling-up".

 

With that being said, you can't make it completely balance for new players unless you want someone to constantly monitor the average wealth/ship power of players and alter things so newbies can have a constant difficulty curve no matter when they start.

The Ladder Theory - How high are you on the ladder?

 

http://img210.imageshack.us/img210/1228/unseeov9.gif

Posted
If we can implement it well, I'd go for having the initial money parameter rise by a certain percentage or fixed amount per day. Of course the minimum-balance-remaining parameter would have to increase as well, so as long as that was acceptable.. but I bet it'd be too much trouble unless it eventually stopped growing. (then again, anything to inconvenience poorly written gamble bots is fine with me.)

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