View Full Version : Suggestion: Minigame Crafting/Gathering (Kill two birds with one stone!)
JTG2003
03-15-2009, 11:27 PM
I think I saw something on this a while ago, but with the queue length reaching half a day due to AFK macros, I think it's appropriate to bring it back up.
Gathering/crafting is not fun. It's very dull and straightforward. Why not make a game out of it?
Remember in Oblivion when you tried to pick a lock? It wasn't just press a button and wait for a bar to get to 100% then there's a chance you opened it.. it was interactive. The skill level made it easier, but it was something you had to do.
Granted, it wasn't 'crafting' or 'gathering', but you get the point.
If you suck at the minigame, you wont get as many resources. This makes gathering/crafting more interesting.
Also, since the game would be dynamic and you'd have to act differently based on what it gave you, you would not be able to macro it.
Eh? Eh???
Kidz Range
03-15-2009, 11:28 PM
Lol, you like runescape didnt you?
Shinjo
03-15-2009, 11:29 PM
Sounds great, however I don't like the idea of having to play this 'minigame' that would start of fun but get old VERY fast when people need to harvest 500+ items in one sitting
JTG2003
03-15-2009, 11:30 PM
Lol, you like runescape didnt you?
I played runescape back in the day (yeaaars ago) and there was nothing like this.
Mining was just click and wait.
Soooo .. no?
Sounds great, however I don't like the idea of having to play this 'minigame' that would start of fun but get old VERY fast when people need to harvest 500+ items in one sitting
Mm.. yes. But it could be implemented in such a way that since gathering would be based on personal skill more than (chance*skill level), you might not need to sit for an eternity to get 500+ items.
inademv
03-15-2009, 11:30 PM
I think I saw something on this a while ago, but with the queue length reaching half a day due to AFK macros, I think it's appropriate to bring it back up.
Gathering/crafting is not fun. It's very dull and straightforward. Why not make a game out of it?
Remember in Oblivion when you tried to pick a lock? It wasn't just press a button and wait for a bar to get to 100% then there's a chance you opened it.. it was interactive. The skill level made it easier, but it was something you had to do.
Granted, it wasn't 'crafting' or 'gathering', but you get the point.
If you suck at the minigame, you wont get as many resources. This makes gathering/crafting more interesting.
Also, since the game would be dynamic and you'd have to act differently based on what it gave you, you would not be able to macro it.
Eh? Eh???
How about suggesting a system that would be possible to implement in a no targeting game that would also be doable by anyone. Can't? Maybe that's why the system is the way it is.
In other words, no.
Lol, you like runescape didnt you?
lrn2grammar.
Pyro Kiddie
03-15-2009, 11:35 PM
Lol, you like runescape didnt you?
my thoughts exactly
JTG2003
03-15-2009, 11:37 PM
How about suggesting a system that would be possible to implement in a no targeting game that would also be doable by anyone. Can't? Maybe that's why the system is the way it is.
O.. kay. Way to be lame. It's easy enough to say there's no solution.
lrn2grammar.
Again .. no to runescape.
inademv
03-15-2009, 11:43 PM
O.. kay. Way to be lame. It's easy enough to say there's no solution.
Again .. no to runescape.
I didn't say there was no solution. I just said that you did not provide a suggestion for one.
LordHavoc
03-15-2009, 11:45 PM
Sounds great, however I don't like the idea of having to play this 'minigame' that would start of fun but get old VERY fast when people need to harvest 500+ items in one sitting
Better to play a minigame 500 times in 2 hours....than 5+ hours of boring tedium
Muzzy
03-15-2009, 11:46 PM
Better to play a minigame 500 times in 2 hours....than 5+ hours of boring tediumUh.. No its not.
inademv
03-15-2009, 11:47 PM
Better to play a minigame 500 times in 2 hours....than 5+ hours of boring tedium
No, no it's not.
LordHavoc
03-15-2009, 11:48 PM
No, no it's not.
& muzzy....
It IS for queue times...!!!
MINI game ideas
mining:
Mine node, 100% chance window opens
with 0 skill opened window is full of crap/pebiles
you have 5 seconds to pull all good minerals at this level 99% of the stuff is crappy gray rocks
with 100 skill 90% of the minerals are mid level 7% top end 3% super rear
you have 10 seconds to loot (it takes an average person 60 seconds to loot entire window so the idea is you have to find the good recousres asap)
cutting wood:
chop tree 100% chance window opens
window is full of different lines(like rings in a tree)
make a box in the window the more lines you fit in your box the more units you get the straighter the lines are the higher the quality
larger box with a higher skill
finshing:
same idea window with a different fish you get 1-5 seconds to pick one
JTG2003
03-15-2009, 11:50 PM
I didn't say there was no solution. I just said that you did not provide a suggestion for one.
Who says I need to provide the exact solution? Anyone is free to post here.
LordHavoc
03-15-2009, 11:52 PM
MINI game ideas
mining:
Mine node, 100% chance window opens
with 0 skill opened window is full of crap/pebiles
you have 5 seconds to pull all good minerals at this level 99% of the stuff is crappy gray rocks
with 100 skill 90% of the minerals are mid level 7% top end 3% super rear
you have 10 seconds to loot (it takes an average person 60 seconds to loot entire window so the idea is you have to find the good recousres asap)
cutting wood:
chop tree 100% chance window opens
window is full of different lines(like rings in a tree)
make a box in the window the more lines you fit in your box the more units you get the straighter the lines are the higher the quality
larger box with a higher skill
finshing:
same idea window with a different fish you get 1-5 seconds to pick one
I like these ideas...They could show the nodes total yield...its like looting (the item location randomized)...So each loot attempt you can get more than 1 resource, based purely on player skill.
inademv
03-15-2009, 11:53 PM
MINI game ideas
mining:
Mine node, 100% chance window opens
with 0 skill opened window is full of crap/pebiles
you have 5 seconds to pull all good minerals at this level 99% of the stuff is crappy gray rocks
with 100 skill 90% of the minerals are mid level 7% top end 3% super rear
you have 10 seconds to loot (it takes an average person 60 seconds to loot entire window so the idea is you have to find the good recousres asap)
cutting wood:
chop tree 100% chance window opens
window is full of different lines(like rings in a tree)
make a box in the window the more lines you fit in your box the more units you get the straighter the lines are the higher the quality
larger box with a higher skill
finshing:
same idea window with a different fish you get 1-5 seconds to pick one
Item locations for looting are random, time required to be allotted for server confirmation of successful loot of items would trivialize the entire process.
Can't even understand the fuck you mean with the logging one. Are you talking about drawing shit on your screen with your mouse? Fuck no.
plescure
03-15-2009, 11:54 PM
Sounds great, however I don't like the idea of having to play this 'minigame' that would start of fun but get old VERY fast when people need to harvest 500+ items in one sitting
/signed
kol565
03-15-2009, 11:54 PM
What about fable 2
that was simple yet interesting... Not to teadious; you can farm that fairly simple, and also adds the player talent and crafting skill level as well.
JTG2003
03-15-2009, 11:55 PM
I know ... it's just easy to go and click a button. Maybe you watch TV in the meantime to try and make it less tedious. The idea is introducing something new and innovative that would also prevent heavy macroing. Dont be so quick to shoot it down
JTG2003
03-15-2009, 11:56 PM
What about fable 2
that was simple yet interesting... Not to teadious; you can farm that fairly simple, and also adds the player talent and crafting skill level as well.
Never played, can ya describe it?
illicit
03-16-2009, 12:01 AM
Also, since the game would be dynamic and you'd have to act differently based on what it gave you, you would not be able to macro it.
Wrong
inademv
03-16-2009, 12:01 AM
What about fable 2
that was simple yet interesting... Not to teadious; you can farm that fairly simple, and also adds the player talent and crafting skill level as well.
Are you kidding me? Fable 2 nearly made my shit list because of those minigames for jobs.
inademv
03-16-2009, 12:02 AM
I know ... it's just easy to go and click a button. Maybe you watch TV in the meantime to try and make it less tedious. The idea is introducing something new and innovative that would also prevent heavy macroing. Dont be so quick to shoot it down
There is nothing to shoot down because you have not presented anything.
JTG2003
03-16-2009, 12:05 AM
Wrong
Describe
There is nothing to shoot down because you have not presented anything.
Reading is fun. Lets try again, shall we?
I'm presenting the idea of implementing minigames in crafting to remove tedium and reduce macroing.
kol565
03-16-2009, 12:07 AM
Never played, can ya describe it?
this is easier
http://www.youtube.com/watch?v=gqBs33Lsi48
also do a search on smithing and bar tending.... They are really simple to do but still I found them to be strangly addictive.
JTG2003
03-16-2009, 12:09 AM
this is easier
http://www.youtube.com/watch?v=gqBs33Lsi48
That seems .. interesting. I like it better than waiting for a bar to fill up, anyways.
However it seems like as long as you click every 'x' seconds, you will complete it perfectly every time. Maybe if the green bar was randomly in a different spot every time..
Da Fleegsta
03-16-2009, 12:13 AM
how the fuck do people like playing a game thats boring and not fun, as apposed to a game that is interactive and fun.. i dont get it.. and a skill based gathering system is less like runescape than the click and wait gathering system1!!!!!!!! WTF IS WRONG WIT YOU PEOPLE!! obviously he's right how the eff can u be dumb enough to screw that up. besides, before darkfall's release it even said that the gathering system was supposed to be fun.. but as u prob alredy kno, they seem to lie alot..
start a poll for this..
screw loose
03-16-2009, 12:14 AM
For the millionth time, people do not macro because it is boring, they do it to get ahead of everyone else!
kol565
03-16-2009, 12:14 AM
That seems .. interesting. I like it better than waiting for a bar to fill up, anyways.
However it seems like as long as you click every 'x' seconds, you will complete it perfectly every time. Maybe if the green bar was randomly in a different spot every time..
It does, the green sweet spot starts to move all around and get harder. The Smithing is also a bit harder as well. With a little practice you get better at them...But if you did something like that-well you could really look for a guy who got really good at crafting. Cause you would need him to make the best stuff. Or who knows, I thought it was fun and definatley less tedious then watching the computer run unseen dice rolls.
JTG2003
03-16-2009, 12:16 AM
For the millionth time, people do not macro because it is boring, they do it to get ahead of everyone else!
... I don't macro, but if I did it would be because it's boring and I'd rather spend my time doing something enjoyable than clicking every x seconds.
Sooooooooooooooooooo... no.
Da Fleegsta
03-16-2009, 12:19 AM
yea i still think its a great idea.. it doesnt even have to be a "minigame" per say.. but why the fuck the same boring system as WoW, and runescape and other mmos.. i thot the point of this game was to make an mmo actually FUN for once.. and i'd rather prove im better than other players at crafting by skill, rather than comparing how much time i can waste fucking up my clicking finger
JTG2003
03-16-2009, 12:20 AM
yea i still think its a great idea.. it doesnt even have to be a "minigame" per say.. but why the fuck the same boring system as WoW, and runescape and other mmos.. i thot the point of this game was to make an mmo actually FUN for once.. and i'd rather prove im better than other players at crafting by skill, rather than comparing how much time i can waste fucking up my clicking finger
qft
It can't be easy to make a gathering system that's unique/innovative/fun, but they didn't even try.
Da Fleegsta
03-16-2009, 12:24 AM
qft
It can't be easy to make a gathering system that's unique/innovative/fun, but they didn't even try.
i agree.. but even if it was a little fun.. like, maybe you attack the trees with your wood cutting axe and after a couple slashes the item appears in your inventory. then the tree breaks a little.. and eventually by the time its destroyed, you move on to the next tree and repeat. at least this way its fast paced and requires more movement (interactive = fun!!! as apposed to clik and watch)
and they can do that system with all the gathering skills i beleive..
but yeah just something simple and different like that would make me not wanna complain :)
Froed
03-16-2009, 12:33 AM
Sounds great, however I don't like the idea of having to play this 'minigame' that would start of fun but get old VERY fast when people need to harvest 500+ items in one sitting
If something more complicated than the current bar was implemented, it'd make sense to change the resource return per gather.
The minigame could be something along the lines of an arcade-survival game, where you can play indefinitely as long as you keep the game going and this gets harder as time goes on. You receive resources as you go along, getting more resources at harder levels. Your appropriate gathering skill would decide where exactly your resource return would plateau (the game would continue getting harder regardless). If you lose, you can try again immediately, but the first resource is only granted after 9-10 seconds of play.
Macroers would be fucked, but dedicated gatherers and crafters would be rewarded for their skill.
Minigame Example: "Aim your strike"
In this gathering minigame, best suited for mining/logging, a large box appears in the center of your screen with a generic image of wood/stone/underbrush/water and you must click on the "sweet spot" which appears in a random place for a moment before disappearing. At first this is easy, but then the sweet spot disappears quicker, the intervals between tries shortens, maybe the sweet spot becomes smaller, and other spots show up that look very similar to the one you need, but result in failure. One misclick and you fail, but it's easy to get at least 1 resource per attempt. Otherwise, you can continue indefinitely and reach your gathering plateau. You would play this game in action mode and aiming in the minigame also affects your aiming in the overall game, but you do not lose an attempt for missing the resource once you've started (although moving will cancel the attempt).
OpMindcrime
03-16-2009, 12:34 AM
would shorten the queue...
I can't even figure out how you could afk with a system like that...
less people afk=more room for people to PLAY the game
Da Fleegsta
03-16-2009, 12:38 AM
If something more complicated than the current bar was implemented, it'd make sense to change the resource return per gather.
The minigame could be something along the lines of an arcade-survival game, where you can play indefinitely as long as you keep the game going and this gets harder as time goes on. You receive resources as you go along, getting more resources at harder levels. Your appropriate gathering skill would decide where exactly your resource return would plateau (the game would continue getting harder regardless). If you lose, you can try again immediately, but the first resource is only granted after 9-10 seconds of play.
Macroers would be fucked, but dedicated gatherers and crafters would be rewarded for their skill.
Minigame Example: "Aim your strike"
In this gathering minigame, best suited for mining/logging, a large box appears in the center of your screen with a generic image of wood/stone/underbrush/water and you must click on the "sweet spot" which appears in a random place for a moment before disappearing. At first this is easy, but then the sweet spot disappears quicker, the intervals between tries shortens, maybe the sweet spot becomes smaller, and other spots show up that look very similar to the one you need, but result in failure. One misclick and you fail, but it's easy to get at least 1 resource per attempt. Otherwise, you can continue indefinitely and reach your gathering plateau. You would play this game in action mode and aiming in the minigame also affects your aiming in the overall game, but you do not lose an attempt for missing the resource once you've started (although moving will cancel the attempt).
i hope the developers read their forums :) funny how a random player can create a game idea in minutes that is better than the actual games..
Froed
03-16-2009, 07:41 AM
i hope the developers read their forums :) funny how a random player can create a game idea in minutes that is better than the actual games..
Yup.
Any other ideas for gathering minigames? I mean, it'd be cool if every one had its own unique game to master.
Bheforlife
03-16-2009, 07:45 AM
MINI game ideas
mining:
Mine node, 100% chance window opens
with 0 skill opened window is full of crap/pebiles
you have 5 seconds to pull all good minerals at this level 99% of the stuff is crappy gray rocks
with 100 skill 90% of the minerals are mid level 7% top end 3% super rear
you have 10 seconds to loot (it takes an average person 60 seconds to loot entire window so the idea is you have to find the good recousres asap)
cutting wood:
chop tree 100% chance window opens
window is full of different lines(like rings in a tree)
make a box in the window the more lines you fit in your box the more units you get the straighter the lines are the higher the quality
larger box with a higher skill
finshing:
same idea window with a different fish you get 1-5 seconds to pick one
Great idea (dare I say it) 09'er! Kidding, kidding
Glenn1990
03-16-2009, 07:51 AM
I think I saw something on this a while ago, but with the queue length reaching half a day due to AFK macros, I think it's appropriate to bring it back up.
Gathering/crafting is not fun. It's very dull and straightforward. Why not make a game out of it?
Remember in Oblivion when you tried to pick a lock? It wasn't just press a button and wait for a bar to get to 100% then there's a chance you opened it.. it was interactive. The skill level made it easier, but it was something you had to do.
Granted, it wasn't 'crafting' or 'gathering', but you get the point.
If you suck at the minigame, you wont get as many resources. This makes gathering/crafting more interesting.
Also, since the game would be dynamic and you'd have to act differently based on what it gave you, you would not be able to macro it.
Eh? Eh???
You want mini-games while you work go play puzzle pirates!
http://www.puzzlepirates.com/
VerbalTachi
03-16-2009, 08:11 AM
For the millionth time, people do not macro because it is boring, they do it to get ahead of everyone else!
Maybe gathering shouldn't have skill increase so that everyone is the same and people won't have to macro because they want to get their "mining skills" higher than everyone else.
That way a type of mini game can be implemented granted that required materials to create items, structures, etc are lowered so that people won't have to gather for long periods of time. Maybe the better you are at the "mini game" the more resource bonus you get.
I'd also make 3 different types of resource nodes: Small, Medium, and Large. Small holding about 100, Medium holds maybe 500, and Large resource nodes hold maybe about 3k-5k and are very rare spawns.
They should be all spread out so that people will need to look for them, specially the Large nodes so that players/guilds can fight for them.
L07u5
03-16-2009, 08:49 AM
For the millionth time, people do not macro because it is boring, they do it to get ahead of everyone else!
Exactly my point of view aswell. Either you do it manually or not at all!
SerjnDestroy
03-16-2009, 10:48 AM
Minigames would be quite a good solution, I agree. The more attention a player has to pay to a game (in other words, the more they actually "play") the better the game design.
They should just implement it in a way that would ensure that macros cannot be used to solve them, a timed click ala Fable 2 would be pointless. Instead, random highlights on the object that you mining/logging could be implemented, and clicking on the highlighted spots in rhythm with your pick/axe swing would be required to get resources at an acceptable rate (GH like rhythm gameplay, anyone?).
Another thing that was mentioned in a suggestion thread that I found to be a pretty good is to reward players mining in more dangerous locations, instead of safe, near city spots. Make city resource spots deplete faster and offer lower quality/success rates,
and macroers wont be able to profit from it. Being able to gather resources in a sheltered place is very un-hardcore..
Rest time bonuses would also be useful in deterring macroers, as the advantage that they would gain from macroing would decrease greatly, and encourage people to log out more. Less people logged in -> less queues -> more time spent in game, with better skill gain -> less grind -> less need for macros to stay competitive -> less afk macroers.
The circle is complete and everyone wins.
nooooooooooooooooo runescape anti macro!!!!!!!!!!!!!!!!!!!
Darkwood
03-16-2009, 11:00 AM
Seriously something should be done to rewards dedicated crafters instead of macroers.
Better to play a minigame 500 times in 2 hours....than 5+ hours of boring tedium
Or you just make so you mine faster...
No this idea sucks. This way is better if you dont like it go buy iron..
raff01
03-16-2009, 11:11 AM
the crafting harvesting system is very fine, leave it as it is, it makes it realistic, when you manage to get the smithing skill high enough to builld some super powerful sword, you worked your arse on it, thus giving it value, making it exceptional, if it was too quick and easy, it wouldn't mean anything.
sodade21
03-16-2009, 11:13 AM
[QUOTE=inademv;3043679
lrn2grammar.[/QUOTE]
why?
sorros
03-16-2009, 11:22 AM
I was thinking something like that, at least not so tedious as the current system, but something that offers a bit of entertainment.
ovmarchenko
03-16-2009, 11:32 AM
Slot machines. A lot of people spend days playing them, and it's nothing more than pressing a button and hoping you get a prize. Gathering slot machine would be more entertaining without actually changing the mechanic of gathering
macuzza
03-16-2009, 11:34 AM
The resource system in this game is horrible. Most tedious, boring, useless shit ever. I would love if they implemented something similar to harvesters in SWG. Pay a fee, it harvests shit for you so you can go out and do things that you might actually enjoy. Maybe if we could hire lil NPC harvesters to go grab shit for us. That would be excellent. Because clicking once every 10 seconds is the worst game I've ever played in my life. I'd be hard pressed to find something that is a bigger waste of my time.
Dovregubben
03-16-2009, 11:35 AM
Slot machines. A lot of people spend days playing them, and it's nothing more than pressing a button and hoping you get a prize. Gathering slot machine would be more entertaining without actually changing the mechanic of gathering
Ït's already there and it's called the RNG, you just don't see the slots. ;)
ovmarchenko
03-16-2009, 11:40 AM
Ït's already there and it's called the RNG, you just don't see the slots. ;)
This is the point. Seeing it would be much more interesting. People wouldn't spent hours at slot machines if they weren't able to see running pictures of possible prizes
bastard
03-16-2009, 11:43 AM
I think I saw something on this a while ago, but with the queue length reaching half a day due to AFK macros, I think it's appropriate to bring it back up.
Gathering/crafting is not fun. It's very dull and straightforward. Why not make a game out of it?
Remember in Oblivion when you tried to pick a lock? It wasn't just press a button and wait for a bar to get to 100% then there's a chance you opened it.. it was interactive. The skill level made it easier, but it was something you had to do.
Granted, it wasn't 'crafting' or 'gathering', but you get the point.
If you suck at the minigame, you wont get as many resources. This makes gathering/crafting more interesting.
Also, since the game would be dynamic and you'd have to act differently based on what it gave you, you would not be able to macro it.
Eh? Eh???
Hmm, im not sure... Mining 200 ore's = lots of minigames...
I like the sweet spot idea better for wood chopping hope the devs come back to this thread once they fix the game
katahlyn
03-26-2009, 11:50 AM
For the millionth time, people do not macro because it is boring, they do it to get ahead of everyone else!
I do macro because gathering is boring, and I find it stupid to click every 10 seconds. Not to get ahead of everyone else.
Minigames would stop macroers if they had a random factor involved. The idea was suggested in beta too, but with no effect. There were other, more pressing issues than this one.
I'd say the crafting in fable 2 was what I was thinking of. And make the green zone depend on gathering skill. Maybe add a red, tiny zone too, for a critical chance that would give more resources or rare ones. And maybe after x consecutive successes make the red zone a little bigger, and then small again.
George_Z
03-26-2009, 12:18 PM
This game induces enough carpal tunnel as it is, the last thing I need is to go around clicking dancing crunch berries on a bush for 20 mins to make a heal potion. And in regards to the macro issue, with nodes only having 50 resources a piece and being global, I really don't see the issue with "macroing" for 10 minutes then moving on to the next bush.
Death's Chill
03-26-2009, 12:29 PM
Uh.. No its not.
Yes it is...
You'd rather click, watch a bar fill up, click, watch a bar fill up, click, watch a bar fill up, a few thousand times, instead of playing an interactive mini-game? :ninja:
Signus
03-26-2009, 12:31 PM
Yes it is...
You'd rather click, watch a bar fill up, click, watch a bar fill up, click, watch a bar fill up, a few thousand times, instead of playing an interactive mini-game? :ninja:
As much as I find harvesting boring, I don't think a mini game is going to help any. Harvesting by nature, is NEVER fun. A mini game will be entertaining the first 8 times maybe, then it could very well become MORE annoying than just clicking. "God why do we have to do this stupid fking minigame! The devs should just get rid of it!".
Death's Chill
03-26-2009, 12:34 PM
For the millionth time, people do not macro because it is boring, they do it to get ahead of everyone else!
Than they're idiots, because "getting ahead" purely skill level wise in this game, accomplishes very little.
As much as I find harvesting boring, I don't think a mini game is going to help any. Harvesting by nature, is NEVER fun. A mini game will be entertaining the first 8 times maybe, then it could very well become MORE annoying than just clicking. "God why do we have to do this stupid fking minigame! The devs should just get rid of it!".
Not if your success and failures gave rewards and penalties. It would make skill necessary and if done right, could be made to be an actual challenge to players, rather than a very boring and standard system that's seen little improvement since it was first invented. It's time to break the mold, no? I don't think any game is as fitting as this one to start to try to.
Signus
03-26-2009, 12:45 PM
Than they're idiots, because "getting ahead" purely skill level wise in this game, accomplishes very little.
Not if your success and failures gave rewards and penalties. It would make skill necessary and if done right, could be made to be an actual challenge to players, rather than a very boring and standard system that's seen little improvement since it was first invented. It's time to break the mold, no? I don't think any game is as fitting as this one to start to try to.
Creating a skill based mini game, does not make something that is repetitive fun.
Swinging a ram in DAoC. As boring as it gets. What can you really do about it? Well, they added in a timing feature, where a bar would fill, if you click at the right time, you get a better yield. They could do something like that to harvesting, as well as putting in some other variables and whatnot. But really, sitting on a rock for an hour, no matter what, will be boring.
Dash102030
04-12-2009, 08:06 PM
It'd be nice to hire NPCs to gather for you. Just think of how much pvp that would generate? If you have designated gathering zones that the npcs spawn in, you could spend your time defending your investments from players who want to raid them.
NewOutlook
04-13-2009, 01:42 AM
If you create a game and any single portion of your game isn't fun, you have failed at game design. Its really quite as simple as that.
In addition to macros being hard to do on a minigame based system, I've noticed that in games that do use minigames for stuff like this its actually much more fun because the minigame introduces an element of player skill and that element also makes you feel like you're actually getting better at something (Mostly because you are). I really haven't heard much of an argument against minigames except "Uh, no!".
Cjfish82
04-13-2009, 01:52 AM
You would have to wonder how exactly the first new harvesting mini game would work, once more and more people get there auto loot programs running it would just be a bigger advatange to the people risking using auto loot progams who can restrict what items it will pick up for them, so cheaters would still have a mass advantage
riddlenzomg
04-16-2009, 04:49 AM
Lol, you like runescape didnt you?
i think that some sort of ammunition spinning mini game should be implemented
it would be similar to playing russian roulette
p.s. 3 weex
Signus
04-16-2009, 04:55 AM
I think gathering is a lost cause. There is no real way to make swinging an axe fun. However, they could add a slight timing mini game that helps you get MORE wood if you time your swings well. In DAoC swinging a ram was boooring, but at least you had a little bar, and if you pressed the swing button at the right time, you did extra damage with your swing.
Mini games will of course, after the first few times gone through, become almost equally as boring, but it couldn't hurt.
-fionn-
04-16-2009, 05:26 AM
I like the minigame idea, especially the sweetspot idea where you have to swing the aim the gathering tool at the right part of the node each time you gather to get a chance to gather more than one resource and a chance of a regeant drop along with the main resource.
You do have to be paranoid when you gather though and check around you every now and then for someone coming to attack you. So I wouldn't want it to be anything that locked you in so you can't check around you every so often. I would also like to see minigames added to crafting...
Rzeznik
04-16-2009, 04:32 PM
What about crafting? Why not to implement something like Vangaurd have? It is a crafters heaven ;)
cudofcow
04-16-2009, 04:41 PM
I'm already sick of being ganked when gathering, why make it even more annoying by putting up another window in your field of vision? Crafting on the other hand, could be cool... There are a lot of other things that should be fixed first though.
holychicken
04-16-2009, 04:46 PM
How about suggesting a system that would be possible to implement in a no targeting game that would also be doable by anyone. Can't? Maybe that's why the system is the way it is.
In other words, no.
First and foremost, his suggestion was very generalized and vague. So to say that this doesn't work makes no sense.
Second, when you go to a crafting bench and click on it, you open an interface. They could do whatever they wanted in that interface. So your "no targeting" comment makes no sense.
lrn2grammar.
ZOMG! U dun founded a grammer misteak on da interwebz! CALL DA COPS!
holychicken
04-16-2009, 05:05 PM
For the millionth time, people do not macro because it is boring, they do it to get ahead of everyone else!
Wrong. I macro because gathering is boring.
I wouldn't even had looked into macroing if harvesting wasn't so boring and tedious.
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