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Slippery-Q

RPG Game mode.

17 posts in this topic

Alrighty, I'm sure this has been discussed before, but I'd like to re-bring it up.

While I was in-game the other day, through three different servers, I was discussing an RPG game-mode, and how others thought of it. A lot of them liked the idea. The idea is simple, if you've ever played Brainbread, they have a hud, and the option to deposit points onto your character each time you play in a specific server. If I'm right, it can go into speed, power, and reload. Something along those lines. Or, a lot of them favored the Killing Floor type of RPG. Everyone gets a distinct class to play from, and each class is perked differently, and increased as you level that class, handling specific tasks given to that perk.

However, I don't think this should be immediately. Just something to throw out there once the game has passed the point of not too many bugs left, and a lot more progress has been reached. I just think it would draw in a larger audience of those who favor RPG/Zombie game hybrids. For example: Dead Frontier, Killing Floor, Brainbread, etc.

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My problem with RPG systems is when they are applied to multiplayer games, because in most situations all they ever amount to are power-boosters (in whatever form). Making upgrades too weak makes players uninterested in having them, but making them too powerful and/or difficult to acquire makes players feel (rightfully-so) underpowered if they haven't put the prerequisite number of hours into grinding their abilities up.

Killing Floor I personally like on every level except on the sheer difference in power between a max rank and starter rank of the same class. These differences mean that the only way to not gimp the rest of a high-level team is to grind the hours (depends on the class) to get to max rank in whatever is needed. I personally hate systems that grant power with no downsides, simply requiring you to put time in. In singleplayer games this is understandable (as all you have to compete with is yourself and whatever is designed with your power increases in mind), but in multiplayer it destroys balance. Even in co-op multiplayer, it has a possibility to destroy balance.

Now as far as implementing more customization of your abilities, to be applied at the start of any particular game - that would be great. Servers should be able to set up this sort of a system if they want as well. I just don't think players should get more power simply for playing more hours than somebody else. Your ability in game should be dictated by your skill and teamwork - not by how many hours you've spent killing zombies.

I'm likely in the minority with this opinion, though. It saddens me that systems granting power without downsides are seen as something great by so many gamers, to the point of the entire business model of many games relying solely on keeping players occupied with grinding levels to gain more and more of an advantage. Instead of keeping players occupied through actual gameplay innovation, for example.

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i think in principle the idea is sound, but as the last gent has said historicly this concept usually just ends up frustrating people, for anyone whos played an mmo for more than 20 hours straight will attest that there is a reason why they call it a grind lol

however ive always loved the idea of adding something to your character to make them more unique, which is really i think what the rpg element offers, a personal touch as it were, my suggestion would be something like this

instead of "leveling up" to gain a bonus, and to eliminate the gap that evolves between veterans and noobs, everyone can start with a "quirk" lets say, chosen from a list of however many are feasable, this quirk should add some form of benefit, but also some form of downside, the key to having variety then becomes how many optional perks people could choose from, in a game where there could be up to 8 players it could be that there are 8 quirks and everybody gets 1, or mix it up more and have 16 different quirks, which would keep thinsg a bit more diverse.

now as for the quirks themselves, well for nmrih i think it would be most appropriate for the quirks to be stylised around modern day life, to give you an idea of what i mean

quirk examples

"Salad Dodger" (nickname for overweight people like myself)

Perk: extra melee damage Flaw: running fatigues you quicker

"Psychopath"

Perk: begin play with a random melee weapon Flaw: cannot drop pills (symbolizing there lack of empathy to others)

now thats just two examples and if you stay within the confines, of adjusting already existing elements of the game just a little bit to create "situations" ect then i dont think it would be game breaking, in fact it could be quite an interesting mechanic

just an idea of course

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Traits such as those are a great idea, iou, and exactly the kind that I think could be great.

The main aim of them should be something that a player doesn't NEED to pick in order to be effective. Every one should have a downside that cancels out the gain - the reason you would pick one over the others is personal preference or the way you want to play (plus they would increase variety in gameplay without hurting balance much this way).

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Runner: More stamina - less inventory space

Packrat: Less stamina, more inventory space

Sprinter: sprints faster, less stamina

Marathon guy: sprints slower, more stamina

Shooter: Better aim, less melee damage

Melee guy: More Melee damage, worse aim

Battletorn: Starts with pistol + some ammo and less starting health

Lab rat: Immune to infection; Can't sprint.

Strained hand: Can only use one-handed weapons (pistols (with flashlight) and melee), starts with pistol and ammo

Junkie: Starts with higher max health, alerts and attracts zombies (as if constantly making noise)

Pacifist: Double max health, double stamina, can't use weapons except for flashlight and shove.

Scavenger: Sees all collectibles in his surroundings highlighted with a glow (like objective markers)

Coward: Barricades faster, can store more board "ammo", starts with a hammer, can sprint faster and starts with half max health.

Martial artist: Does significantly more melee and shove damage, can only use shove and melee weapons (excluding chainsaw)

Slip: Can't be grabbed, less max health.

Always has the ammo counter displayed in the HUD,

The names suck for the most part, but you get the idea of the balancing using a "class"-based approach.

I'd prefer to be able to distribute points on attributes like inventory space, max stamina, max health etc., with "specials" like starting weapons costing a set ammount of points. If you need more points on a certain attribute, you're going to have to take them off another one - same goes for "specials" like immunity, which have a set price in attribute points.

A bit harder to balance, but this approach obviously has the most cutomization options, and it will be fun to play around to find the settings that suit you the most, which adds replay value. The classes above can still be there as selectable archetypes.

Attributes:

Starting/Max health

Max Stamina

Sprint speed (no points means no sprint)

Inventory slots

Firearm accuracy

Melee damage

Barricade speed

Infection resistance (or simply "Immunity")

Grab probability

Purchase weapons for attribute points

Purchase ammo for attribute points

The player GAINS attribute points for each of these restrcitions:

Weapon restriction: One handed

Weapon restriction: Can't use two-handed melee weapons

Weapon restriction: Can't use melee weapons

Weapon restriction: Can't use pistols

Weapon restriction: Can't use Rifles and shotguns

"Zombie Magnet" - alerts and attracts zombies in the area

etc.

Blahblahblah.

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well for the sake of keeping ideas flowing i came up with a few more myself

"Salad Dodger" (nickname for overweight people like myself)

Perk: extra melee damage

Flaw: running fatigues you quicker

"Psychopath"

Perk: begin play with a random melee weapon

Flaw: cannot drop pills (symbolizing there lack of empathy to others)

"Martyr"

Perk: begin with random firearm with full ammunition

Flaw: Begins Infected

"Junkie"

Taking pills also temporarily increases walking and runinng speed (the fact the player would use pills for any reason other than subduing infection is in itself a flaw)

"Mission from God"

Perk: Increased pistol damage

Flaw: Cannot use pills

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Alrighty, I'm sure this has been discussed before, but I'd like to re-bring it up.

While I was in-game the other day, through three different servers, I was discussing an RPG game-mode, and how others thought of it. A lot of them liked the idea. The idea is simple, if you've ever played Brainbread, they have a hud, and the option to deposit points onto your character each time you play in a specific server. If I'm right, it can go into speed, power, and reload. Something along those lines. Or, a lot of them favored the Killing Floor type of RPG. Everyone gets a distinct class to play from, and each class is perked differently, and increased as you level that class, handling specific tasks given to that perk.

However, I don't think this should be immediately. Just something to throw out there once the game has passed the point of not too many bugs left, and a lot more progress has been reached. I just think it would draw in a larger audience of those who favor RPG/Zombie game hybrids. For example: Dead Frontier, Killing Floor, Brainbread, etc.

If you look at ZPS you will notice a few servers with an RPG mod on them don't worry the same thing will happen to NMRiH once it gets popular (ie. After official release...if that ever happens (jk))

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I'd prefer to be able to distribute points on attributes like inventory space, max stamina, max health etc., with "specials" like starting weapons costing a set ammount of points. If you need more points on a certain attribute, you're going to have to take them off another one - same goes for "specials" like immunity, which have a set price in attribute points.

A bit harder to balance, but this approach obviously has the most cutomization options, and it will be fun to play around to find the settings that suit you the most, which adds replay value. The classes above can still be there as selectable archetypes.

Attributes:

Starting/Max health

Max Stamina

Sprint speed (no points means no sprint)

Inventory slots

Firearm accuracy

Melee damage

Barricade speed

Infection resistance (or simply "Immunity")

Grab probability

Purchase weapons for attribute points

Purchase ammo for attribute points

The player GAINS attribute points for each of these restrcitions:

Weapon restriction: One handed

Weapon restriction: Can't use two-handed melee weapons

Weapon restriction: Can't use melee weapons

Weapon restriction: Can't use pistols

Weapon restriction: Can't use Rifles and shotguns

"Zombie Magnet" - alerts and attracts zombies in the area

etc.

Blahblahblah.

Best RPG idea. I'm supporting it!

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NONONONONONONONONONONONNONOOOOOOOOOOOOOONONONONONONONONONONOOONONOOOONOOONOOONOOOONOOOONOOOOOOOOO!!!!!!!!

NOOOOO!!!!

WHY?!?!?!?!

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This is NMRiH, where noobs cry, skilled players strain, and the best fall every so often. It's about NOT succeeding in your endeavors and rather making a compromise, whether it's dropping that shotgun for that extra 10 pistol rounds or staying behind with a grenade to save the rest of the group. This game isn't a walk in the park, it's a run for your fucking life.

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XD I like these ideas as long as they hit you randomly or in order of use. Maybe this would be neater if you gained the skills form regular servers to spend on RPG servers. That way, you won't have people spending their life on an RPG, leaving regular servers blameless. This reminds me of an idea I had for Starcraft II: something RPGish. By mixing the old Starcraft's buildings and units (e.g. firebats and sunken colonies) with the new games units and buildings, you can consider each variation as a different clan or town. So some zerg race players will choose a zerg that goes for sunken colonies for strength, while others go for speed, as a speedy race in itself.

I also went onto thinking about how you can cheese for special units or sneak mining sites around the king's territory. Cheesers patiently collect minerals to spend on highly powerful units. Can choose to do this around any part of a large map that unites players, kind of like WoW does with a large land. The game works in a more ghetto-fashion: You collect points form regular matchmaking, and you may use them for the RPG mode, who's ranking system rewards the best players the best servers and the best fortress to fend off subordinate players. The benefit of being "king" is making your own story and even dialogue. The best kings would be like game developers, since they would know how to create things. That doesn't mean developers would be kings either. They are just great for the fun. Kings are also great for clans to unite a Starcraft story into its own, fighting other kings of any race. Yes, there are always boonies who scavenge for other scavengers in the farthest of the maps. Even better, if all servers had a different arranged map, they can all coordinate together so that no player is in a "different map/world."

With enough thought, Starcraft II wouldn't be the Starcraft II we know anymore, it would literally become Star-Craft, the game people were actually bidding for, after the story first brought buy the hard-core developers.

Take this example at hand and perhaps you will see more for No More Room in Hell's possibility realm. Reality hits like a lightning strike's trajectory, which means anything works from a center piece, but uniting the two is the most difficult part.

well for the sake of keeping ideas flowing i came up with a few more myself

"Salad Dodger" (nickname for overweight people like myself)

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Well personally coming from Dead Frontier (Been playing since 2011) I hated that people with no skill could do so much better than me just buy droppping IRL cash and no-lifing the game to gain attribute points. If you ask me this will only work out for everyone if you make the points gained temporary or set in an options menu, WITHOUT the ability to gain more.

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Yeah, it's not exactly a 'Killing Floor' system. Day of Defeat 1.3 and Counter Strike 1.6 had it too. It's just a stat-tracking system that can give you progression for playing on the same server. The one I frequented in Condition Zero had grappling cables and gun selection on top of basic stamina and run speed trackers.

Which, wasn't bad. I agree on the Killing Floor sentiment. The difference between a beginner and a Level 6 player is immense. It works out when you specialize at killing certain types of specimens, like sharpshooters hitting scrakes or demo hitting fleshpounds, but that's a heavily class-based game compared to NMRIH, which is much more freeform.

I'm personally more a fan of discreet or invisible stats entirely, like the small run speed bonuses in Red Orchestra 2 / Rising Storm.

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It would make for a sound game option, allowing servers to turn off or on as they pleased. Perhaps even an interesting game mode similar to CS or TF's MvM game, allowing a player to upgrade themselves between waves with earned points.

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NO! NMRiH should not have an RPG System! It should not have perks or stats or all the other RPG crap they have (okay maybe not the character customization appearance) because it should be the player who's the pro and not the avatars! Experienced players know that every time they pick up a fire arm they check for ammo first not round around shooting zombies without iron sights in everywhere with a possible empty gun.

However if there MUst be an RPG system, then i would have to support Agatsu's idea of attributes excluding the classes. But I also think that the computer should decide what stats and attributes to increase. For example, if you play on that round using a runaway tactic which involves running all the time, then the avatar would gain stamina and speed, but if your tactic is to involve beating up zombies to death, then the avatar would gain strength and also stamina. But how about handicaps? I saw my friend play a an 8-bit RPG game where you go into a castle and wonder around the castle rooms for no point and if you die, you would re-spawn with a heir (another avatar/character) and would be randomly given handicaps and advantages you have to deal with and go into the castle again. I just forgot the name of the game. These handicaps involves, dwarve, only able to see black and white, being 2 dimensional literally, and more (I FORGOT OKAY!)

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