Survey: Xuanhuan RPG

Discussion in 'Gaming Discussion' started by vylqun, Feb 28, 2019.

  1. vylqun

    vylqun Well-Known Member

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    Hi guys,
    i'm currently working on a xuanhuan rpg and would be happy if you could answer 10 questions about your preferences regarding skills, crafting etc.

    https://www.surveymonkey.de/r/X2SDRLN

    Thanks to whoever is interested enough to finish the survey ^^
     
    Deleted member 155674 and Shio like this.
  2. 0000000

    0000000 I B SMILING!

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    Qn: the difference for quest and campaign? Can I infer that quests means random dropped quest will little to no links and campaigns as huge quests with mini quests on the side?

    Nvm I am done, I pick campaign hoping that it was what I inferred above.
     
  3. vylqun

    vylqun Well-Known Member

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    quests are the standard mmorpg variant, you get a task and solve it which can lead to a bigger story. Campaign nodes are what you might know from many current mobile apps, where you have no real world but a linear progress through x battle nodes in varying difficulties, like for example in summoners war.

    Thanks for feedback, I will keep in mind that the answers on this question might differ from what i intended. :)
     
  4. Shio

    Shio Moderator Staff Member

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    To have a mini upgradeable house with cute maid and pets would be nice. Something like the house from spirit tales is ideal. Tbh, I just want someone to bring spirit tales back, but add more complex skill system with it.
     
  5. Lazriser

    Lazriser Well-Known Member

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    I finish ye survey. It was an interesting, especially the skill set and craft tier.
     
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  6. Frostfire10

    Frostfire10 Well-Known Member

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    If you want to build a game with good mechanics and story, I recommend taking a look at Guild Wars 2. I have been playing it on and off for 6 years and it never fails to amaze. Please take a close look especially at dynamic events and quests as I feel that the GW2 for quests is responsive and does not bore players.
     
  7. BrightShadow

    BrightShadow Well-Known Member

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    Do this game has quest that need supreme luck to trigger?
     
  8. vylqun

    vylqun Well-Known Member

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    The problem with those things is performance. My last project was a procedurally generated city where certain buildings influence npc attitudes and with that the possible quests and reactions. It became quite slow due to the dependencies, especially when new, not yet calculated, areas were explored.
    Within certain limits it should be ok tho, and i also prefere not having to much static content.

    nothing with to much of an influence.
     
  9. BrightShadow

    BrightShadow Well-Known Member

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    Ohh btw you should check the Ninja rpg probably can help you gain some ideas.
     
  10. DrRaven90

    DrRaven90 Active Member

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    Done. and good luck on your game xD and when u done please pm me or something
    It will be interesting to play this game
     
  11. sayadewa

    sayadewa Active Member

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    Done doing the survey. Do you have a kickstarter / patreon / crowd funding ID? I find that you will have more motivation if there are people who give you reaction (and money, mostly money).
     
  12. C4ladbolg

    C4ladbolg New Member

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    In the 'punishment' for losing, why not something like losing a companion or pet?

    By the way, gonna bet this won't become reality. But if it becomes, please notify me :)
     
  13. vylqun

    vylqun Well-Known Member

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    Thanks for the participation, and no, there is no kickstarter or similar because my vector graphic skills are only decent, but not on a commercial level :)
    But i will think about it when the core game is finished.

    That possiblity always exists, but i'm pretty confident about it, slow and steady^^.
     
  14. Bakaturq

    Bakaturq Tell me, what do you see?

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    Rpg maker?
     
  15. vylqun

    vylqun Well-Known Member

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    node.js
     
  16. Bakaturq

    Bakaturq Tell me, what do you see?

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    Scripting, my worst enemy
     
  17. inukai

    inukai Active Member

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    Is it possible for the influence of crafting item to be crafted item to be capable of less than the found item, but the found item is just at limited quantity/rare that the player had to use the crafted item majority of time?
     
  18. vylqun

    vylqun Well-Known Member

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    i don't know if i understood you properly, you basically said that found items could, in rare cases, be upgraded versions of crafted items?
     
  19. Lianyin

    Lianyin Well-Known Member

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    I don't know if you still need participants. but I just submitted mine!