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turbo rpg

Started by May 12, 2006 11:33 AM
3 comments, last by morjak 18 years, 9 months ago
I am developing a game called Armada Online. It is a long term growth and exploration rpg. Most of the game is going to be coop. I thought it would be interesting to have pvp zones that are typically reserved as the "end game" right at the beginning of the game, and let the players create powerful builds/archetypes like a "turbo speed rpg". To achieve this, I use a "local currency" for a particular zone, and temporary powers you can get from npcs that last just for that mission. This allows a level 1 player to cloak, deal 200-500 damage critical hits, counter enemy effects, shut down enemy space station guns, etc. within 40 minutes. What I am interested in testing is how people feel about being level 1-5 fighting against level 15-21 opponents. To this end, I have made the client and account creation open to all. I am also in the process of building the long-term skill trees and ship systems, and am interested to hear what people would like to play with. I appreciate any and all feedback. Download: http://www.armada-online.com --mark
I just downloaded Armada Online, still waiting for my confirmation email to come through though.
The artwork looks amazing, very vivid colours.

Your end game idea sounds almost identical to what Guild Wars did. Players could either start out as level 1 and quest to build up their skills to level 20, or just create a level 20 PvP character right from the start.

It's a good idea, it lets lower level players experience end game content and new players play with their experienced friends. One of the things keeping me from WoW is that my friends are all over a year ahead of me, and would have to roll new characters for me to have any fun with them at all.
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Quote:
Original post by CIJolly
I just downloaded Armada Online, still waiting for my confirmation email to come through though.
The artwork looks amazing, very vivid colours.

Your end game idea sounds almost identical to what Guild Wars did. Players could either start out as level 1 and quest to build up their skills to level 20, or just create a level 20 PvP character right from the start.

It's a good idea, it lets lower level players experience end game content and new players play with their experienced friends. One of the things keeping me from WoW is that my friends are all over a year ahead of me, and would have to roll new characters for me to have any fun with them at all.


You don't need a confirmation email. As soon as you register for a game account we automatically activate it. Many spam filters prevent the confirmation from arriving. [Keep in mind that the game account reg is different from the forum reg.]

Its not quite like Guild Wars. No matter how weak you are, you can hop into a pvp battle in progress and compete. You are still level 1, but you can acquire powers from local npcs that make you insanely tough.

--mark
Yeah, my junk mail filter had blocked it.

I didn't get what you meant before, but I see now. It's pretty fun aquiring influence to get better weapons to get more influence to get the best weapons. It's like the entirety of a years worth of normal MMO playing compressed into an hour.
It'll take a while to get used to the skill tree, and where to get the various components needed for the next upgrade from.

I found the game played a lot like Defence of the Ancients, with hoards of NPC's spawning and attacking each other, with the players getting stronger and tipping the scales.
Quote:
Original post by CIJolly
Yeah, my junk mail filter had blocked it.

I didn't get what you meant before, but I see now. It's pretty fun aquiring influence to get better weapons to get more influence to get the best weapons. It's like the entirety of a years worth of normal MMO playing compressed into an hour.
It'll take a while to get used to the skill tree, and where to get the various components needed for the next upgrade from.

I found the game played a lot like Defence of the Ancients, with hoards of NPC's spawning and attacking each other, with the players getting stronger and tipping the scales.


The Neutral Zone mission plays a lot like dota.
The idea is that we can use powers to introduce a lot of varied game types without disrupting the core rpg balances.

--mark

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