[20:04] psi29a: lemme cut & paste we have covered thus far for you
[20:04] Southpaw: ty
[20:04] Shazam: Eldo.
[20:04] Southpaw: shazam=?
[20:04] Southpaw: word
[20:04] Shazam: Haven't seen you in, uh, a year?
[20:05] Southpaw: ah Hi
[20:05] psi29a:
http://www.evil-genius.us/forums/viewto ... 5122#85122
[20:05] Shazam: Hey man.
[20:05] psi29a: SP, once you catch up... we are currently going over how to treat death in the game
[20:05] Southpaw: very well
[20:05] Starnum: Hiya SP!
[20:06] *** Malvado has joined #mindwerks.
[20:06] psi29a: malvado, I posted a log of what ya missed @
http://www.evil-genius.us/forums/viewto ... 5122#85122
[20:06] Malvado: thankyou
[20:07] psi29a: right so... what do peeps thinks of an initial overun of part of the city with kobolds?
[20:07] psi29a: kinda gets the initial players into the game, spending a little bit of time per day to take back part of the city piece by piece
[20:08] Starnum: sounds fine ot me.
[20:08] SirAileron: it sounds like a good way to demonstrate the capacity of this project, and it provides a good chance for bug testing
[20:08] psi29a: i agree
[20:09] psi29a: all the details (like fog of war, etc) will be considered later

we can't make it perfect right of the bat
[20:09] psi29a: but things like that are worth looking into
[20:09] * SirAileron puts the weather idea on the backburner
[20:09] psi29a: I envision different levels of 'zoom' for what the player can see
[20:10] *** Bengal has joined #mindwerks.
[20:10] psi29a: all the way down will be the dugeons, sewers, ruins, one level up will be ground level/city/area view, then one level up be the regional view, then one level up the world... and then who knows

[20:10] psi29a: so far I want to focus on the city view
[20:11] psi29a: while keeping in mind the sewer view
[20:11] Starnum: me greets Bengal warmly.
[20:11] psi29a: we is everyone's opinion on instances? good thing or better when everyone can be there?
[20:11] Shazam: Good thing.
[20:11] Shazam: The dying system has been worked out now.
[20:12] SirAileron: instances work fine for now
[20:12] Shazam: And they lose reputation when they die too, so the consequences are quite dire.
[20:12] psi29a: this i like, reputation is important because it influences your 'area of influence'
[20:12] Southpaw: well waht is persistant and what is instanced?
[20:12] SirAileron: "dude, uncool, you died."
[20:12] Bengal: Instances are really usef ul from a mechanical standpoint. And they can reduce a lot of frustration.
[20:13] SirAileron: "you're like, the hero"
[20:13] psi29a: persistant state world means that everyone is there, if one player kicks a dog... that dog will bite the first person it sees next in the butt
[20:13] * SirAileron likes
[20:13] psi29a: instead of each time you play, the game starts over
[20:13] SirAileron: it's a tactical thing
[20:14] Southpaw: no I meant what are we instancing and what will be persistant
[20:14] psi29a: i don't like games that 'reset'
[20:15] psi29a: i was thinking for those that just want to go off and adventure (because there will always be those), then we create random dungeons
[20:15] Bengal: I've always been a fan of persistant state worlds. I'd like for some areas to be instanced, though, so no one can (on purpose or accidentally) mess something up TOO badly for the guy behind them.
[20:15] psi29a: the neat thing about this is that we can make a sub-game out of this
[20:15] Starnum: reseting is bad, that's why I stopped playing Newage.
[20:15] psi29a: ditto
[20:15] Shazam: I think you should expand the gameplay time to 30 minutes to an hour.
[20:15] Shazam: Instead of 15-30.
[20:15] psi29a: *nods* that of course is still tentative
[20:16] psi29a: btw guys, I'll take what we talk about here and then make up a minutes report of what we covered and decided on.
[20:16] Bengal: You don't want to give too big an advantage to the people who have too much time on their hands, but at the same time you don't want them to have nothing to do while they wait for other folks to catch up...it's tough to balance
[20:16] Shazam: Yeah, minute report sounds good.
[20:17] psi29a: actually you want to reward those that have spent a lot of time by giving them more responsiblities
[20:17] Shazam: I think everyone gets the same amount of time or events they play in each game period.
[20:17] psi29a: so... you have enough influence over a part of the city, how about you administrate that part of town then?
[20:17] psi29a: oh, you suck.. well, we have others that can replace you *grin*.
[20:18] Shazam: Hm, it sounds like too much technical work involved.
[20:18] psi29a: Shazam: don't get worked up over the technical details
[20:18] Shazam: Personally, I think once you have influence in that town, you get to use their resources.
[20:18] psi29a: i've worked on (and still work on) huge projects all the time
[20:18] Southpaw: could areas of town have spillover affects that will influence neghbots?
[20:18] Southpaw: neighbors*
[20:18] psi29a: SP: like what for example?
[20:19] Shazam: PLAGUE!
[20:19] psi29a: hehehe... *evil grin*
[20:19] SirAileron: This just gets better and better. XD
[20:19] Southpaw: well say you ahve someone running a residential are and playing the mobster bit, could he devalue property around him?
[20:19] Malvado: as in your get better deals and kickbacks?
[20:19] Southpaw: palgue is good too
[20:19] psi29a: remember, as people gain levels... we add more content to the game, we don't have to code all of this at once

[20:19] psi29a: we have plunty of time
[20:20] SirAileron: and plenty of freedom
[20:20] psi29a: true nuff
[20:20] psi29a: SP: he could influence th epropery around him
[20:21] psi29a: the entire reputation system works off the karma of the individual plus how well known he/she is, plus his charisma
[20:21] Bengal: I imagine anyone "living" in that area would try to move away if they could, so while he'd get good kickbacks at first, someone mobbing it up in a residential area would soon be without residents
[20:21] psi29a: karma == things you do, reputation == how important the thing you did was, and charisma == your natural ability to influence people
[20:22] Southpaw: only if they can afford to move away perhaps, in such an area they may live there because of a laick of options
[20:22] psi29a: kinda like the real world

[20:22] Southpaw: indeed
[20:23] psi29a: but remember someone can muscle in on your turf, also... if a group of people band together, they can have a collective influence to challenge yours
[20:23] Bengal: it's a balance of what people are willing to put up with vs their options. be a big enough prick and they'd rather live in cardboard boxes somewhere else than in the houses you oversee
[20:23] psi29a: exactly
[20:23] psi29a: and that causes conflict, which means lots of good 'ol fashion guild war events hehehehe
[20:23] Bengal: excellent
[20:23] Southpaw: definately, but you would also attract like minds, people who will do anthing for money or havee need of services from the morally challenged
[20:24] Shazam: Are there going to be economy levels in villages or towns?
[20:24] Shazam: Since we're talking about the same topic anyway.
[20:24] Southpaw: i would hope so
[20:24] psi29a: that is handled naturally as the game move forward and people interact
[20:24] Bengal: now we just need a global reset mechanic that screw everyone over periodically to make sure that nothing grows stagnant should someone get too good at holding their own position...like a Terrasque or something
[20:24] psi29a: we can not arbitrarly set prices
[20:24] Southpaw: war?
[20:25] psi29a: Bengal: that happens naturally as SP said, war.
[20:25] Southpaw: i am pretty sure the palyers will be movers and shakers enough to keep things interesting
[20:25] Southpaw: and I fail at typing
[20:25] psi29a: i agree
[20:25] psi29a: at both *grin*
[20:25] Bengal: It can be hoped, but it's always good to have a backup plan in case they need encouragement.
[20:26] psi29a: Bengal: that is when I introduce Guts and Griffith *grin*
[20:26] Bengal: Gatts and Grifffith certainly qualify as a Terrasque-level force of change.
[20:26] SirAileron: that's a powerful force. <_<;
[20:26] psi29a: anywho, you guys thing we are pie-in-the-sky or is something that you all might be interested in seeing off the ground?
[20:26] Shazam: We can drop references of their influence in the storyline.
[20:27] psi29a: *nods*
[20:27] Shazam: When the player interacts with NPCs.
[20:27] Shazam: Like, in a tavern.
[20:27] Southpaw: i got some rockets somewhere, we can launch this thing
[20:27] Bengal: and we can always have smaller disruptions here and there. If nothing happens in the area a player oversees for too long, Zodd moves in and kicks him out until he gets bored
[20:28] Shazam: And healing items can be stuff like fairy dust/powder.
[20:28] Bengal: or babies. eating babies always makes you feel better
[20:28] Shazam: I think Zodd can be like a 'natural disaster'.
[20:28] Southpaw: definately babiez
[20:29] Bengal: Shazam: Precisely what I meant
[20:29] Shazam: Like natural disasters in Simcity.
[20:29] psi29a: I'm thinking that when a player reaches a certain point, they become demi-gods. What this means is that they are retired and join with the heavens... at which point we can make tangent worlds *grin*
[20:29] psi29a: but that would take years heheh
[20:29] SirAileron: I like that idea.
[20:29] Southpaw: talk about an ego boost
[20:29] Southpaw: i am teh masterer
[20:29] Shazam: They get to use the behelit!
[20:30] Bengal: This, of course, assumes that they can hang on to the behelit long enough to prove that it's theirs and use it.
[20:30] Bengal: Which, of course, means Sacrifices! Yay!
[20:30] psi29a: yeah, but at that point they no longer have a character per say, but they have control over environmental effects and things like the game black & white
[20:30] SirAileron: ooh,
[20:30] SirAileron: you could *be* the behelit. >_>
[20:30] Southpaw: so they don;t completely retire> they still have influence?
[20:31] * SirAileron drops out of character's hand
[20:31] psi29a: at this point, they can eithe retire or join in as an admin or start over with a new character.
[20:31] SirAileron: I didn't want him to go that way. >_>
[20:31] Southpaw: mkay
[20:31] psi29a: but, if you all have suggestions.. i'm all ears

[20:32] psi29a: perhaps they get the option to ascende
[20:32] psi29a: but they do'nt have to
[20:32] Starnum: Well guys, I need to go, but I'll definitely be keeping my eye on this project to see how it develops.
[20:32] SirAileron: then you have to fight for your soul
[20:32] psi29a: kinda like a parting gift to the game so they become part of the world, even though they no longer play.
[20:32] Shazam: See ya Starnum.
[20:32] psi29a: take care starnum
[20:32] Starnum: Later
[20:32] Southpaw: a sort of hall of fame
[20:32] Bengal: You could always kick it up a notch and make them choose a quest, then go fulfill it by doing horribly challenging new things.
[20:33] psi29a: *nods*
[20:33] Starnum: Thanks, keep up the good work guys, ja.
[20:33] *** Starnum has signed off IRC (Quit: PJIRC Chat MOD User).
[20:33] Shazam: You don't have to necessarily reward them, they could just keep on playing and be regular characters.
[20:33] psi29a: well, I think at this point we are ahead of ourselves, because this topic is covering details when the player has spent a long time playing and wants something new to do or they will leave.
[20:34] Bengal: good point
[20:34] psi29a: they are really powerful
[20:34] Malvado: or give them a constant chaotic status for joining but gaining new skills and stat ups.
[20:34] Bengal: what do we still need to cover in the early game?
[20:34] psi29a: in the real world, age would kill them
[20:34] psi29a: so we need a way to balance it because of the 'undying' nature of the world
[20:34] Shazam: But how does the ageing system work?
[20:34] Shazam: Like, a month per day or something?
[20:35] Bengal: that would be a bit extreme
[20:35] psi29a: Shazam: we will get to that next, I want to know how to handle the balance issue of power characters
[20:35] Bengal: kill them off
[20:35] psi29a: ok, how about this.
[20:35] Bengal: unless they find a way to become immortal
[20:35] psi29a: we keep track of everything they do, which ultimately gives them a score.
[20:35] psi29a: once they reach a point, they retire/die
[20:36] psi29a: we keep a hall of fame listing
[20:36] psi29a: of their score through-out their existance
[20:36] psi29a: they encourages rise & fall of powers
[20:36] psi29a: clans, guilds, etc
[20:36] Bengal: another thing to consider
[20:36] Bengal: there's a game called Riddle of Steel, it's a tabletop RPG
[20:37] psi29a: the retiring/dieing could give you the option to play a new character, or perhaps a child of the that character
[20:37] Bengal: one of the mechanics that people like a lot is that your characters are very mortal and they die a lot
[20:37] psi29a: southpaw?
[20:37] Southpaw: i dont like a cap limit on points
[20:37] Bengal: But when you make your next character, you get benefits based on your previous character. possibly more stat points, or you could play one of the uber rare magic users if you had a REALLY high score, that sort of thing
[20:38] SirAileron: the child is an interesting idea
[20:38] Southpaw: if you do that no one can ever beat score xxxx so the top whatever will all be the same
[20:38] psi29a: SP, there comes a time when the character has to die or they Terminator over the entire game.
[20:38] Southpaw: i didnt say don't kill them just don't make it a cap point
[20:38] Shazam: I think we're getting ahead of ourselves here.
[20:39] Shazam: I like the child idea.
[20:39] Bengal: It shouldn't be score-based, it should be age-based
[20:39] Southpaw: you could just make it so their is a con to any pro in abilities etc
[20:39] Southpaw: so that any strategy can be beat by an alternative
[20:39] Bengal: THey hit a certain age and they die
[20:39] Southpaw: that too
[20:39] Shazam: Maybe you get some bonuses being a child of the character, like getting a fraction of reputation, retaining some stats, whatever.
[20:39] Bengal: this age has nothing to do with their score, but instead the time they've been played
[20:39] Shazam: Instead of starting off with zero.
[20:40] Bengal: Shazam: didn't I just suggest a similar system?
[20:40] psi29a: Shazam: then over time, people become powerful by nature of feeding off their parent
[20:40] Shazam: Yeah, and I was agreeing with the system.
[20:40] Bengal: I don't think the new character should necessarily be a child of the old
[20:41] Southpaw: well it would be neat, you could get a geneology of the deeds of the family
[20:41] Bengal: it can be an option, but I like the idea of reincarnation and inspiration as well. You are the spirit of this character returned to earth, or their life's story has inspired you to be greater
[20:41] Shazam: When the character retires, they could retire at a specific village. Become a blacksmith or governor or whatever based on their stats.
[20:41] Bengal: OR you could be their child. You need more options because not everyone will want to be the same family always
[20:42] psi29a: you know, you could encourage females to play as well, your objective to secure that both of you continue playing in the next life is to concieve children
[20:42] Bengal: I really don't like that idea at all, Psi
[20:42] Shazam: Maybe you can have the option to marry the female player?
[20:42] Shazam: Is that what you're saying?
[20:42] psi29a: you could marry whoever you like
[20:42] psi29a: but t doesn't let you have children

[20:43] Shazam: Because castrated at war?
[20:43] Southpaw: you children could be npcs that you can send out to govern things or fight in you armies like little generals and you are the patriarch lookinf over your clan
[20:43] Bengal: nope, because the Godhand will eat all babies born to two players.
[20:43] Southpaw: children are tasty like veal
[20:43] Bengal: ALL of tem
[20:44] psi29a: heh, that can be a possible thing,but we need to address the power inequalities of those who have played a lot.
[20:44] psi29a: or more importantly, does it matter?
[20:44] Shazam: You can have that reincarnation idea.
[20:45] Bengal: besides, by the time a player's character dies of old age, their new character would be at least two generations removed, not just one. You'd be making a grandkid instead of the next generation
[20:45] Southpaw: it matters in that they shouldnt be invincible
[20:45] Shazam: Doesn't necessarily have to be a child of the hero.
[20:45] Southpaw: the power palyers should be able to be brought low
[20:45] Bengal: I think you're assuming too much advantage to being a power player.
[20:45] psi29a: I really want to might of the many out way the might of one person.
[20:46] psi29a: terminator could kick ass of any number of people and I think that is wrong, the balance was all off
[20:46] Shazam: You could make the stats static.
[20:46] Southpaw: the game was all off
[20:46] Shazam: The only thing that changes are influence and reputation and stuff.
[20:46] Southpaw: there was no penalties for loseing at all
[20:46] psi29a: like roll stats, and those are it?
[20:46] Shazam: That way, each characters will have equal level of stats.
[20:46] Bengal: You don't have to make the stats static, you just have to mitigate advancement so that it exists, but isn't unbalancing
[20:47] psi29a: my mitigation was that increasing your stats becomes increasinly exponential
[20:47] Bengal: nobody wants to play a game without advancement, and advancement of statistics over time makes too much sense to forbid it.
[20:47] Shazam: The only advantage an experienced player gets is skills, army, reputation, etc.
[20:47] Southpaw: we shouldnt have the termie problem because our should be built so that characters can be defeated because they will have areas tha they are not proficient at
[20:47] Bengal: Exponential cost of increasing stats is definitely a good way to go
[20:47] Shazam: Bengal has a point though.
[20:48] Southpaw: exponetial upkeep for armies
[20:48] Shazam: You'll have to be playing for years before you reach demi god status.
[20:48] Bengal: I suppose before we worry too much about advancement, we need to decide what mechanical parts make up a character in his/her entirety
[20:48] psi29a: a body builders in real life can work work work all he/she wants, but over time his stats attrophy
[20:48] psi29a: anyone like attrophing stats over time of non-use ?
[20:49] Southpaw: nad the bodybuilder can only reach a certain point before he is only maintaning not increasing dtr
[20:49] Shazam: Hm, I'm not too liking it.
[20:49] Southpaw: str*
[20:49] Bengal: Atrophy shouldn't be a problem until you hit old age, call it the last five months before your character dies.
[20:49] Southpaw: attrophy on skills but not feeling it too much on stats
[20:49] psi29a: str for example, they hit a curve where any more str is unrealistic and they have to train just to keep level.
[20:50] Southpaw: that would be fine
[20:50] Shazam: I like the exponential cost of stats.
[20:50] Bengal: That's not actually true. The human body will forever increase muscular strength, as long as you keep increasing the challenge.
[20:50] Bengal: Body builders who hit a plateu aren't working hard enough
[20:50] Southpaw: at a point your body will break under the load and not increase
[20:51] SirAileron: Guts? >_>
[20:51] psi29a: ah, notted, but that challenge will become similiar to exponential challenge (experience for example)
[20:51] Shazam: But gutz is a half elf!!11
[20:51] psi29a: those that want str can put a lot of exp into str, but they are doing at cost to their other stats
[20:51] Southpaw: exponential is the win i think should keep a nice cap on stuff
[20:52] psi29a: the cost being that it isn't increasing at all
[20:52] Bengal: Exponentially harder it becomes. Impossible it doesn't. and your body doesn't start breaking unless, like most people, you don't take care of it. Most bodybuilders don't take enough care of their joints, and as such it eventually hurts too much to work harder, but that's their own negligence to blame, not biology
[20:52] Shazam: And the character has the choice to either upgrade stats, or upgrade skills.
[20:52] Shazam: Makes them a bit indecisive.
[20:53] psi29a: skills is another topic we should discuss, should we have a set range of skills of which range from 0 to 100% effeciency
[20:53] psi29a: the skills you pick is basically your class/profession
[20:53] Shazam: I think there should be basic ones for each classes, like increase 10% of money gained from battle or something.
[20:53] Bengal: Skills should upgrade with exp AND with use, as should stats to a degree. each time you do something that uses a skill or a stat it should earn a minute portion of its own "experience" extremely minute, though, as time goes on
[20:53] psi29a: you have a set number of skills you can pick or perhaps a set number of effecieny points you can assign
[20:54] Southpaw: limit on number of skills you can choose? maybe allow more skills if you pick a similar subset and don't break out of it
[20:54] Bengal: No, you should have a topless skill system, let anyone take any skill, but classes buy their class skills cheaper than cross-class skills
[20:54] psi29a: my example harkens back to UO. there are no 'classes' or 'perfessions' just skills. You have a skill point cap, the number of points is finite.
[20:55] Bengal: and start out with base-proficiency levels
[20:55] psi29a: you can cross train if you want to, but you can never reach 100% effeciency
[20:55] Southpaw: meh I vote classless system
[20:55] Shazam: Classless system for the win.
[20:55] SirAileron: Very win
[20:55] psi29a: ah, so you guys like that

[20:55] Shazam: Bengal is really rolling with ideas here.
[20:56] psi29a: I'm for non-class based system, where you pick your own skills
[20:56] Southpaw: so say you pick a skill set and can max those and then can freely cross train they just cap somewhere under 100
[20:56] psi29a: and how much you want in that skill.
[20:56] Bengal: Classless systems are all well and good, but you need definite roles to enhance a player's feeling of accomplishment. People don't normally feel like they've done as much in a classless system as in a class-based system, even after accomplishing identical amounts
[20:57] Southpaw: you will have a role, you will determine it your self as you pick skills set atts
[20:57] psi29a: if you want to cast spells and use a sword, you can, but you have to train them up.
[20:57] psi29a: but you can only be 100% effecient
[20:57] Shazam: Maybe you start off with the skills based on the class, instead of none.
[20:57] Bengal: if you're REALLY hung up on a classless system, though, you should let people select "natural" skills, which start with base proficiency and upgrade faster, and still have a capless skill system
[20:57] psi29a: over time your skills atrophy, but you can spend experience to keep them up
[20:57] Shazam: Like mages start with +10% for magical damage or soemthing.
[20:57] psi29a: that isnot exponential
[20:58] Southpaw: your skills should have a base determined off of your stats and your main skill set will get a bonus?
[20:58] psi29a: I see the 'capless' system because I see a cap as being uncessary.
[20:58] Shazam: Have the same exponential cost, but the character starts off with base skills.
[20:59] Shazam: Instead of no skills.
[20:59] Bengal: especially basing your setting on Berserk, you should notice that there's no such thing as 100% efficiency at anything. instead, there's a bonus that can be potentially infinite, if you work hard enough
[20:59] psi29a: i don't think we should have base skills, you have an entire range of skills and you spend you rinitial points on what you want.
[20:59] psi29a: you later spend experience to 'upgrade' those states, with possible 100% effeciency
[20:59] psi29a: however, over time... the skill you use less of start to fade
[20:59] psi29a: not a lot
[20:59] Bengal: I think the option of class "packages" should exist, then.
[21:00] psi29a: by packages you mean, 'i want to play a fighter, what do you recommend?'
[21:00] Bengal: cherry-pick your skills, or buy the package that training to be a specific thing would get you, possibly at a slight discount.
[21:01] psi29a: that is something to consider, gang ?
[21:01] Southpaw: i dont like capping at a 100, should be capless, and I think that you should have a base skill level determined on your stats and if the skill can be used untrained, then spend point on what you want to increase
[21:01] Bengal: It's much easier to train to be a fighter than to train to wield a sword, cast spells, and pick pockets
[21:01] *** Ranoro8289 has joined #mindwerks.
[21:01] Southpaw: so make a bonus for being specialized