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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Tue Jun 17, 2008 3:00 pm Post subject: How to let players acquire items? |
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Combat in many RPGs not only serves the purpose to add danger to the game, but often also to provide the players with resources. Be it gold that can be used to buy items, or loot which can be used directly or traded for items.
Now, I want to have little or preferably no combat in my project. So I'm looking for non-combat ways to let the players acquire items.
On my list I have so far:
- Collect natural resources (harvest fruits, dig for earth or ores)
- Buy items from traders
- Craft items from more simple resources
Do you have more ideas, how to let the player acquire items? Treasure chests and randomly scattered items will soon be robbed and collected by players, since it's a multiplayer game with a persistent game world.
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cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
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Posted: Tue Jun 17, 2008 3:07 pm Post subject: |
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You could have merchant-type characters that transport large numbers of items long distances like in Pirates or Uncharted Waters. That isn't particularly RPG-ish though.
Stealing, maybe? It would be kind of screwy if someone stole something from you and you couldn't attack him because there's no combat in the game.
People could give you stuff as rewards for quests.
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Tue Jun 17, 2008 11:51 pm Post subject: |
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Casino!!!
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ManaTroph Monkey-Butler
Joined: 14 Nov 2007 Posts: 57
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Posted: Wed Jun 18, 2008 4:07 am Post subject: |
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Quote: | cowgod wrote:
Stealing, maybe? It would be kind of screwy if someone stole something from you and you couldn't attack him because there's no combat in the game.
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well if there's no combat, then what about stealling the item back or cornering him and convince him to give it back. _________________ Life is what happens while you're waiting for the stress to subside...
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Wed Jun 18, 2008 3:11 pm Post subject: |
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Casino is good keyword ...
Diablo II had a "gambling" feature that allowed to buy magically enhanced items from some traders, but one didn't know beforehand what the enhancement would be - thus the term gambling.
Also black market traders might have access to otherwise impossible to get items for astronomical prices.
Along with that, if the game has gods, they might grant items to devoted followers.
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