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> Shadowrunner MMORPG Project Need Intersted Persons
Ori0n
post May 12 2006, 09:21 PM
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You gys are absolutley great. I love all the ideas and I can't wait to figure out how to implement all these ideas.

Once I get a forum setup this weekend in which we can have these ideas develop into a plan, I think things will start to move along nicely.


With races, perhaps you have to have another, more popular character go and say, do a run in their area of origin, and a reward for completing that mission is unlocking that character type.

Prison is a far far better idea than death, but death should still be an option, I mean.. you get hit in the chest with 150 rounds from a minigun, and wake up in jail? hahaha, it'd be nice, but still. Unless we make it where your stamina runs out after a while and your hauled off.

Thanks! Please Discuss more..

remember, stay low
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eralston
post May 12 2006, 09:31 PM
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You know, every time I read your sig Orion, I think of a gunfight involving the limbo

Creative teams are being organized while our centralization is coming into place (Orion's current project).

The groups we know we'll have:

Game World (Universe Builders)
Game Mechanics (rule writers)
Concept Art (No on has chimed in on this one, is this going to be a scarce resource?)
Tech Prototypes (This is a group that will work with the platform, probably with Orion, to make sure Realm Crafter is what we want. anyone objecting to Realm Crafter will need to go through whoever ends up in this group. Also, once we have our platform, they'll work on some prototype solutions to see what we can pull of in the engine and what we can pull off with our available talent)

as I have said before, if you want a position, apply by asking, otherwise respondents to this thread will be assigned and wheedled into groups by choice of the group leads.
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James McMurray
post May 13 2006, 01:58 AM
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I'd like to lend a hand with game mechanics and/or tech prototyping. I could do cocnept art, but we'd end up with stick figures.
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JesterX
post May 13 2006, 04:21 PM
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QUOTE (Smilin_Jack)
QUOTE (James McMurray @ May 12 2006, 10:54 AM)
An MMORPG without PvP capabilities will not sell. A game without advancement will not sell. Gamers these days like to learn new stuff and use it on other gamers.

The endless treadmill crap was the reason I cancelled my subscriptions to: EQ, EQ2, Lineage, Lineage 2, WoW, DAoC, SWG, etc. I absolutely hate the playstyle these games force down your throat.

The only MMOs I still play are UO and AC1.

Sorta funny that both of those are 1st gen MMOs - but their replay value kicks the crap out of any of the EQ-clones.

Just try Guildwars then! ^_^

I'm serious, that game got great potential...
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Smilin_Jack
post May 13 2006, 04:40 PM
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QUOTE (JesterX)
Just try Guildwars then! ^_^

I'm serious, that game got great potential...

I play GW - but its not a traditional MMORPG - hell even the devs call it a CORPG instead of a MMORPG. ;)

The world is all instanced which definately detracts from the immersiveness of the gameworld, at least for me.
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eralston
post May 13 2006, 05:04 PM
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Hey Jack, you keep coming back, did you want to help?

Should I PM you or would you like to just post your preferred choices for dev team?

What is the exact difference between CORPG and MMORPG? Like, defining characteristic of each
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JesterX
post May 13 2006, 05:16 PM
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QUOTE (eralston)
Hey Jack, you keep coming back, did you want to help?

Should I PM you or would you like to just post your preferred choices for dev team?

What is the exact difference between CORPG and MMORPG? Like, defining characteristic of each

It would be easier to explain what Guildwars is...

For start, Guildwars is an online RPG that you don't have to pay mensual fees to play. You just purchase the game, and you log-in to play.

Guildwars also incorporate several things that differs from the classic MMORPG's:

- It can be played on two modes : PvP (Arena style) and PvE (You do quests and level up your character)

- You encounter other players only in cities. When you exit a city, the area you're in gets "instanced" and you are alone in this area with other member of your party.

- If there is too many people in a city, an instance of the city is created and you only see the people in the same "instance" as you're in.

This solve several problems that classic MMORPG's have... You don't encounter peoples who are "waiting for monsters to spawn" to have all the treasures and so on...
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Smilin_Jack
post May 13 2006, 06:04 PM
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QUOTE (JesterX)
QUOTE (eralston @ May 13 2006, 12:04 PM)
Hey Jack, you keep coming back, did you want to help?

Should I PM you or would you like to just post your preferred choices for dev team?

What is the exact difference between CORPG and MMORPG?  Like, defining characteristic of each

It would be easier to explain what Guildwars is...

For start, Guildwars is an online RPG that you don't have to pay mensual fees to play. You just purchase the game, and you log-in to play.

Guildwars also incorporate several things that differs from the classic MMORPG's:

- It can be played on two modes : PvP (Arena style) and PvE (You do quests and level up your character)

- You encounter other players only in cities. When you exit a city, the area you're in gets "instanced" and you are alone in this area with other member of your party.

- If there is too many people in a city, an instance of the city is created and you only see the people in the same "instance" as you're in.

This solve several problems that classic MMORPG's have... You don't encounter peoples who are "waiting for monsters to spawn" to have all the treasures and so on...

Eralston - I'm not sure which position in the dev team I should fill - I've got several years experience as a programmer, a couple as a project manager, and around 4 as a security guru for a telecomm company. :P I do know that I don't have enough time to act as one of the leads - but other than that I'm taking a wait and see approach.

----------------

JesterX hit on a most of the significant differences between a CORPG and a MMORPG, but the part that I don't agree with is "this solves several problems that classic MMORPG's have".

I dislike "instancing" - maybe its due to the fact that I started out with UO and AC1, both of which were heavily populated by "zomg rpers!" (rollplayers... go figure).

In UO - there were PC Orc clans that raided the towns, acted as highway bandits, sailed around like pirates, fought back against the crusaders in dungeons, etc.

Same thing happened with AC - there were player allegiances that devoted themselves to a specific geographic locale and ran events (anything from cooking contests to dungeon raids), policed their local, ran a fictional kingdom.

With instancing you lose all those abilities and what they bring to the game, since once you're out of town - you're all alone except for your group.

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eralston
post May 13 2006, 06:27 PM
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So, anyone know any SR-style artists? We only have 1 person in that department right now

So MMORPGs are just everyone all at once while CORPGs center on the idea of just offering a means to pick up a party and play a game?
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Shadow
post May 13 2006, 07:42 PM
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I think the problem of "camping a dungeon" to get an item is easily eliminated. No hot uber items, no static spawns. No newbie zones where you kill everything in sight to get xp. The only time you would use your gun would be on your mission, even then you might not need it. Certain kinds of missions should be instanced based though (like extractions) while others can take place in popular locales.
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eralston
post May 13 2006, 08:21 PM
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I can agree with some of that. On a run w/o the good fortune of working for PvP, instancing could be useful. Especially if we pushed a bit of plot into the works with NPCs looking to interact in-depth with a single character in a semi-dramatic fashion. It might kill the love connection for some bloke to just come walking up and ask if you want to party with him.
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Shadow
post May 13 2006, 08:37 PM
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We should throw out every single current MMO convention. When you get on to play Shadowrun, you are getting on with your RL friends to run as a team. Or taking solo missions. The only time random parties would form would be when a Johnson (player or NPC) put out a call for a meating at a set time and place. Then the Runners would meet eachother, have a few minutes to talk and be given a job.

If I hear |200 Karma Sam LFP, VILLERS| I will shoot myself.
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Smilin_Jack
post May 13 2006, 08:48 PM
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QUOTE (Shadow)
We should throw out every single current MMO convention. When you get on to play Shadowrun, you are getting on with your RL friends to run as a team. Or taking solo missions. The only time random parties would form would be when a Johnson (player or NPC) put out a call for a meating at a set time and place. Then the Runners would meet eachother, have a few minutes to talk and be given a job.

If I hear |200 Karma Sam LFP, VILLERS| I will shoot myself.

Down with the EQ-Clone Paradigm! :rotfl:

As long as instances are limited & people can interact when and how (go ahead and be an asshat in a game that doesn't have #$@^@#$% uber gear... see what it gets you) they want, I'm all for it.
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Shadow
post May 13 2006, 08:55 PM
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Exactly, if no one us uber than they will be a helluva lot more polite.
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eralston
post May 13 2006, 09:22 PM
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I agree, but really as a concurrent opinion:

I think we should look at us as having no conventions like other MMOs because we are not really bound to any of them. We should shoot for originality by choosing what conventions to use in addition to our own instead of just assuming we're going to make WoW with computers in it

PS Still need concept artists
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warrior_allanon
post May 14 2006, 02:02 AM
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i can do character building in both 3ed and 4ed rulesets for you just tell me what NPC's and archtypes you want and i can hand generate them. Hell i might already have some made. I can also do conversions for the NPC's from all the sourcebooks and adventures, because i have all the old ones in one way or another
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JesterX
post May 14 2006, 02:20 AM
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One of the thing I like the most about Shadowrun is the way the game is played...

A run usually have those phases:

- The Meeting : You meet your Mr. Johnson, you negotiate, set things straight

- Legwork : You invest some time and money with your contacts, matrix and other ways to collect informations both about your boss and about the target of the run. You aquire floor plans, you conduct astral investigations... That's my favorite part about Shadowrun

- The Run : You act. The fast paced part of a game.

- Wrap-up : You see the conclusion of your actions, what will it change to the world? Will it influence some corporate moves against another corporation? Do you gain reputation?

- Upkeep : You try to pay your expenses and try to keep SOTA, some months are really hard... sometime it's easier. If you neglect your contacts, you may lose their friendship.

...

Then I wonder, beside the Meeting and Run part, Will it be possible to do the other phases?

For sure, when completing a quest, you can do a small wrapup of what happens afterwise... but how does it influence the game world on a large scale?

My knowledge of other MMORPG is somewhat limited... How do other games handle this?
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Shadow
post May 14 2006, 02:57 AM
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They don't. There will be no quests. Remember that character advancement will not be the focus of the game.
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Mister Juan
post May 14 2006, 03:11 AM
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Hey everyone. I know I might be a little late in the game (I just read the whole topic) but I just wanted to say you've got an awesome project going. I don't know what I could do to help, but I'd be glad to.
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JesterX
post May 14 2006, 03:48 AM
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QUOTE (Shadow)
They don't. There will be no quests. Remember that character advancement will not be the focus of the game.

So, what will players do?

What will be to purpose of the game without quests? Hang out in bars and have an occasional fight with street gangs?

There must be quests, there must be Mr. Johnsons, there must be an ongoing story line, or else the game will be really boring.

Don't you think?
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Smilin_Jack
post May 14 2006, 04:18 AM
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QUOTE (JesterX)
What will be to purpose of the game without quests? Hang out in bars and have an occasional fight with street gangs?

There must be quests, there must be Mr. Johnsons, there must be an ongoing story line, or else the game will be really boring.

Don't you think?

There will be dynamically generated 'runs' (see Anarchy Online), in both instanced and non-instanced locales. There will be no pre-packaged quests.

The players should be able to approach a Johnson and receive a mission (based on the Johnson's connection rating, the characters rep, and a hard capped modifier based on the number of runs done for that specific Johnson or the Johnson's loyalty rating). This will give both Milk Runs and Hard Runs.

The players should also be able to spec out runs themselves based off the in game news, rumors from contacts, or just sheer curiosity.

As far as an ongoing story - there should be several, all from different writers and approved by the 'World Continuity Team'. Break each story into discreet archs and implement them pseudo-randomly based on actions that the majority of the playerbase takes.

Cause lets face it - the so-called storylines from EQ, EQ2, DAoC, WoW, AO, Horizons, etc... all suck.
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James McMurray
post May 14 2006, 04:32 AM
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Has it already been determined that there will be no character advancement? If so, please count me out.

One of the joys I get from playing a game is watching my character get better at the things he does, and learn how to do new things. I want to learn to shoot better, talk people into things easier, and get new and cooler toys. It doesn't have to be vast amounts of improvement, but the idea that a veteran of the shadows is only mildly more competent than a newbie doesn't fit my idea of how the shadowrun world (or even this one) works.
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Ori0n
post May 14 2006, 04:35 AM
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No character advancement totally goes against any of the fun.
How can you have harder runs without being stronger?

Longer runs too.

In SR as in life, as you do things more, the better you are at them.
As well be in this
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Smilin_Jack
post May 14 2006, 04:46 AM
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QUOTE (James McMurray)
Has it already been determined that there will be no character advancement? If so, please count me out.

One of the joys I get from playing a game is watching my character get better at the things he does, and learn how to do new things. I want to learn to shoot better, talk people into things easier, and get new and cooler toys. It doesn't have to be vast amounts of improvement, but the idea that a veteran of the shadows is only mildly more competent than a newbie doesn't fit my idea of how the shadowrun world (or even this one) works.

I never advocated "no character advancement".

I advocated the use of "limited character advancement".

None of the "I'm lvl 50 and you can't do anything to me because you're new" crap in otherwords.

A sniper shot to the head kills a both a 400 BP starting character and a 600 BP vet character - that's SR ... and that functionality should stay in the game.

And none of the moronic "equipment grinding" crap like I've outlined below that the other MMORPGs utilize.

Bronze Ares Predator IV 2P
Copper Ares Predator IV 2P+1
Iron Ares Predator IV 2P+2
Steel Ares Predator IV 2P+3
Stainless Steel Ares Predator IV 2P+4
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eralston
post May 14 2006, 04:46 AM
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No single opinion submitted in this forum represents a mandate upon which the game will be built. Everyone is encouraged to express their views, but they are only views (I don't think anyone is under illusions).

I would actually say that the whole discussion of character advancement has come to a simmer around whether or not it is the focus of the game. I must remind everyone that one thing rather decided is against LEVELING not against ADVANCEMENT. We want a skill-centric game (such as SR) instead of a level-centric game (such as D&D). I guess I can take back what I said about only views on this, it is pretty much the only foundation for imminent game system. First thing for the mechanics team will be creating a skill system people can spend hours manipulating and exploring through the game. That will be a real challenge
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