The Meaning of Life, the Universe, and Everything.
Join Date:
7/9/2012
Posts:
43
Member Details
First, a lot of what you said I agree with.
RPGs aren't called role playing games because they have classes or skill levels. They are called that because you usually play a role either in single player or multiplayer. There are some RPGs without classes. I personally don't know of any without skills though I may just not be thinking about them.
It wouldn't be hard write a script system that creates random events and scenarios even a plot that can be followed to various endings.
They have been able to create AIs that have written actual novels and published them.
After the seed is selected the game generates the story and as more land is uncovered the game sets the random scenarios in the regions discovered.
The main plot on other hand is handled differently. We know that land and towns can be predicted because other software is capable of generating a map of each seed. Using a similar method the game could select various cities and locations for the events to enfold in and NPCs to be found.
Instead of a bunch of stats I would suggest simply 3 intelligence, strength and dexterity.
Death creates a 20% penalty for 10 minutes on them.
Each stat could range from 0 to 10
Give the player a total of 25 points to divide between them.
They can modify the levels from their by doing various things.
Items could then also be created that improve or reduce the stats.
This would allow character some customization where each user can make his or her character to their liking. Maybe, someone wants to use speed over strength or intellect over the others...
It also doesn't have to be just one story built into the game but it could be countless others and the stories change as the map changes and the progression of the game goes on.
What about the mmorpg server Wynncraft owned by only 3 people, built originally by 7 people? the new update has even more to manage, but they do it anyways.
This needs to be stickied. I hate when people call Minecraft an RPG game. RPG elements do not turn the whole game into an RPG. Imagine Overwatch being called a sports game just because there's one spawn area where you throw a basketball into a hoop. no.
I wish people would consider all this when they try to suggest magic spells, quests and all that generic garbage just because they played Skyrim for a few hours. We have enchantments and potions, so having to collect "The Book of The Dragon's Fire" and combining it with "The Flare Crystal of the Herp Herp Canyon" just to set mobs on fire is so pointless and redundant that it should result in jail time.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
I run a private server with role-playing elements and it works like a charm. Here are the core Role-playing aspects:
Encouraged (but not forced) people to join/create/group into teams. As I only have a small player-base (about 18 players all-told) this worked nicely with only 4 teams of 4 and 2 people as 'floaters'.
Had a varied player-base, or rather, varied skill in the player-base. The teams meant the OP players had to help their less-skilled teammates while the less-skilled were made more useful by the skilled.
Had freedom in the RPG elements, no-one was restricted by anything (although I added in McMMO recently)
Built a MASSIVE lore, backed this up with having the "deity" of the server. This deity was created when I started talking to online players through the command line, with the text coming up as [Server]: *says....* Teams were then formed often by weather a player swore allegiance to the Server and received divine help if they did a "sacrifice" as payment (like: built a huge temple, threw a bunch of gold in lava etc.) Also made a devilish-themed opposition deity to Server (called: System)
Hand-crafted dungeons with custom loot in them plus traps, bosses etc. Teams would work together in adventure mode to overcome the dungeon, get the loot and score a point for their team.
Made custom NPCs with vanilla coding through command blocks (check out https://minecraftcommand.science/ ) These NPCs talked and traded with emeralds, setting the economy standard.
People were encouraged to play a role, for instance: I (being server admin) was the Head Priest of Server and had access to the magical powers of HAXz
Worked with friends and such who all knew each other. Plus most of those were relative N00Bs who are just there to have fun.
EDIT: Ultimately I agree though, Minecraft can be played with Role-playing elements, it is a sandbox game. However, the point can be made that Sandbox games are made so one can do anything with them. Turning a Sandbox game into an RPG or MMO or whatever is totally fine because that's what sandbox games are for.
This is an amazing post! I feel like I would have mis-clicked and deleted the whole thing while I was writing the last paragraph, but... maybe that's just me.
Anyway, I skimmed it, saw where you said to read the whole thing before replying and then did a more in-depth skimming.
As far as I could tell, your main point was that RPG elements would restrict players pointlessly, and I agree. What RPG elements should do is ENABLE players, such as a permanent Strength buff for one class rather than a permanent Weakness debuff to every other class. Another example of doing it correctly would be allowing a certain class to... cast magic, for example, rather than allowing all except for one class to cast magic.
Another point you brought up was repetitive items/useless stats. One solution would be to make each "unique item" actually unique, such as a sword that lets you make sideways slashes (I thought to myself before realizing that 1.9 existed). As for useless stats, I haven't personally seen many RPG mods/servers do this, so this isn't as big of a problem in my opinion, although I do agree that they shouldn't exist anyways.
The last point I will bring up is the currency system. One solution that would work quite well is having a barter system, where players can work out reasonable trades, or perhaps allowing players to set up their own stores, for example "32 chicken for 1 iron" or something like that.
I agree with just about everything you had to say, so good work!
First, a lot of what you said I agree with.
RPGs aren't called role playing games because they have classes or skill levels. They are called that because you usually play a role either in single player or multiplayer. There are some RPGs without classes. I personally don't know of any without skills though I may just not be thinking about them.
It wouldn't be hard write a script system that creates random events and scenarios even a plot that can be followed to various endings.
They have been able to create AIs that have written actual novels and published them.
After the seed is selected the game generates the story and as more land is uncovered the game sets the random scenarios in the regions discovered.
The main plot on other hand is handled differently. We know that land and towns can be predicted because other software is capable of generating a map of each seed. Using a similar method the game could select various cities and locations for the events to enfold in and NPCs to be found.
Instead of a bunch of stats I would suggest simply 3 intelligence, strength and dexterity.
Death creates a 20% penalty for 10 minutes on them.
Each stat could range from 0 to 10
Give the player a total of 25 points to divide between them.
They can modify the levels from their by doing various things.
Items could then also be created that improve or reduce the stats.
This would allow character some customization where each user can make his or her character to their liking. Maybe, someone wants to use speed over strength or intellect over the others...
It also doesn't have to be just one story built into the game but it could be countless others and the stories change as the map changes and the progression of the game goes on.
It would certainly add cool...
skills
ownership
Personal space
But it's a lot of for the sandbox (((
As for me the MMO and RPG are not suitable for Minecraft
Glow modifiers: make your outfit unique!
What about the mmorpg server Wynncraft owned by only 3 people, built originally by 7 people? the new update has even more to manage, but they do it anyways.
Full Support on this. This is Minecraft, a sandbox game, not Undertale.
Yo. I'm SuperPigMineCrafter AKA minebuilder82.
I make builds and redstone creations, and I'm getting into commands and map making.
I also make great animations using Mine-Imator.
Check out my animations down below. I've made 3 so far.
Shulker Fun
A Normal Walk Around
How Creeper Eggs are Made
Enjoy my animations.
Also, I can help you with map making, as I'm good at problem-solving.
ˢᵘˢ
This needs to be stickied. I hate when people call Minecraft an RPG game. RPG elements do not turn the whole game into an RPG. Imagine Overwatch being called a sports game just because there's one spawn area where you throw a basketball into a hoop. no.
I wish people would consider all this when they try to suggest magic spells, quests and all that generic garbage just because they played Skyrim for a few hours. We have enchantments and potions, so having to collect "The Book of The Dragon's Fire" and combining it with "The Flare Crystal of the Herp Herp Canyon" just to set mobs on fire is so pointless and redundant that it should result in jail time.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
I run a private server with role-playing elements and it works like a charm. Here are the core Role-playing aspects:
Encouraged (but not forced) people to join/create/group into teams. As I only have a small player-base (about 18 players all-told) this worked nicely with only 4 teams of 4 and 2 people as 'floaters'.
Had a varied player-base, or rather, varied skill in the player-base. The teams meant the OP players had to help their less-skilled teammates while the less-skilled were made more useful by the skilled.
Had freedom in the RPG elements, no-one was restricted by anything (although I added in McMMO recently)
Built a MASSIVE lore, backed this up with having the "deity" of the server. This deity was created when I started talking to online players through the command line, with the text coming up as [Server]: *says....* Teams were then formed often by weather a player swore allegiance to the Server and received divine help if they did a "sacrifice" as payment (like: built a huge temple, threw a bunch of gold in lava etc.) Also made a devilish-themed opposition deity to Server (called: System)
Hand-crafted dungeons with custom loot in them plus traps, bosses etc. Teams would work together in adventure mode to overcome the dungeon, get the loot and score a point for their team.
Made custom NPCs with vanilla coding through command blocks (check out https://minecraftcommand.science/ ) These NPCs talked and traded with emeralds, setting the economy standard.
People were encouraged to play a role, for instance: I (being server admin) was the Head Priest of Server and had access to the magical powers of HAXz
Worked with friends and such who all knew each other. Plus most of those were relative N00Bs who are just there to have fun.
EDIT: Ultimately I agree though, Minecraft can be played with Role-playing elements, it is a sandbox game. However, the point can be made that Sandbox games are made so one can do anything with them. Turning a Sandbox game into an RPG or MMO or whatever is totally fine because that's what sandbox games are for.
This is an amazing post! I feel like I would have mis-clicked and deleted the whole thing while I was writing the last paragraph, but... maybe that's just me.
Anyway, I skimmed it, saw where you said to read the whole thing before replying and then did a more in-depth skimming.
As far as I could tell, your main point was that RPG elements would restrict players pointlessly, and I agree. What RPG elements should do is ENABLE players, such as a permanent Strength buff for one class rather than a permanent Weakness debuff to every other class. Another example of doing it correctly would be allowing a certain class to... cast magic, for example, rather than allowing all except for one class to cast magic.
Another point you brought up was repetitive items/useless stats. One solution would be to make each "unique item" actually unique, such as a sword that lets you make sideways slashes (I thought to myself before realizing that 1.9 existed). As for useless stats, I haven't personally seen many RPG mods/servers do this, so this isn't as big of a problem in my opinion, although I do agree that they shouldn't exist anyways.
The last point I will bring up is the currency system. One solution that would work quite well is having a barter system, where players can work out reasonable trades, or perhaps allowing players to set up their own stores, for example "32 chicken for 1 iron" or something like that.
I agree with just about everything you had to say, so good work!