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Squirrel
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    Thanks! I've been trying to make a vBulletin theme with Akuroma as well, and it's coming together. Slowly.
    I would be finished, but I'm trying to stop myself since a lot has happened since I last updated, and I don't want to forget/give myself too much to do.
    I thought the collaboration was for the release of BW2 haha. Tbh, Burgh is probably m least favorite of the gym leaders, but only because of his overworld sprite. They made his head like 5x too big for his body!
    I didn't mean to say most companies are just trying to make money, however to my knowledge, the most popular ones are, which is just sad.

    I actually have lots of ideas for my "amazing original games", but i'll only talk about one because it would take too long to type every single idea out. Let's say for example, you want to create an MMORPG game. If you look at most MMORPGs today, they are repetitive, are not replayable or enjoyable for very long, and tend to not be worth it to play. Sure the first few minutes might be exciting, but what about on the long run? Are you actually planning on getting to the highest level and getting the most powerful equipment in the game? Is it worth your time to invest into? There are many other questions one can ask, but to narrow it all down it comes down to one question: Is this game something I can go back to and replay? A good RPG, regardless of what kind it is should allow the gamer to go back and replay it later on whether or not they fully completed the game, and still enjoy it. In an MMORPG, this should be taken into consideration along with many other factors such as the combat or interaction between players and NPCs. A good storyline should also blend in with the game. Although some "sandbox" RPG games out there exist, and they are fun to play, a story always adds depth and value to a game, regardless of what it is. A good MMORPG should also be able to fit the needs of every kind of player, whether they are a casual, or hardcore gamer, and you should always have content available to suit everyone's gaming needs. For example, if your RPG has a leveling system, what kind is it? How difficult will it be to level up? A method that I have seen over and over is constant grinding, and that makes the game repetitive and decreases replay value. You don't want to sit in front of your screen doing the same thing for hours, just to become stronger in a video game. The same goes for RPGs that require constant Quests to be completed or dungeons or "raids" to be completed over and over again. A method I that I believe is effective is almost a medium between the three. For players who like to grind monsters or enemies over and over to level, they can do that to level. It will obviously take a while, but the "experience" gained will be sufficient enough that you will never be grinding for more than two hours at maximum, as long as you fight monsters near or slightly higher than your level. Of course, fighting monsters much higher than your level will always give "experience", but depending on your level and the monster's level, you will get penalties deducted from the overall experience. You don't want for example a level 1 player joining a level 100 player's group, and then leveling up all the way to 100 in a matter of hours, because that ruins your gaming experience and makes it unfair. Quests will always give a high amount of "experience" when completed, regardless of whether or not it's repeatable. Also, "raids" or a dungeon that takes a while to complete and requires a party of players will always give a high amount of "experience" depending on the "raid" taken and the difficulty level chosen. In an RPG I somewhat still play, there is a feature called "Rebirth" that allows you to get your level reset to 1, but you get access to more features, skills, and you get bonuses. It can only be done when you are almost at the highest level (In this case, the highest level was 100 and you could rebirth at 70), and the higher level you are before you rebirth, the more bonuses you get when you are "rebirthed". I think this method is effective in terms of replay value because it allows players who like having powerful characters achieve that goal by constantly "rebirthing" near the level cap. These are some of the many ideas that I believe helps create a good MMORPG. I won't list out more to save space on your page. Of course, this is only for an MMORPG, and I also have plenty of ideas for an RPG, FPS or TPS game.

    I think I may have heard of it once, but I have never seen or played it before. Maybe i'll look it up on Youtube later.
    Haha, watashi mo nihongo wo hanasemasu ! :D (that means : I speak japanese too. It's what I learnt today)
    I'd make clones of myself and have them do all my dirty work.

    Either that or I could just send these clones in different places of the world and spread my terror across the lands! I shall dominate the Earth soon enough..! MWAHHA-- oh hi.

    Animals are extremely blah because they require attention, poo everywhere, need to eat, blahblahblah. I don't like them. Plants are simple: water, sunlight, air, soil.. plus, if you scream at them, they'll grow more (I've tried this)! I also like to sing to my plants when it is windy, and then I imagine they're dancing to my voice xD

    This planet is somewhere very, very far away. Your mind cannot comprehend. Let's just say..if we tried to travel there with the technology you have now, your great great great great great great great great great great great great great great great great great great great great great great grand-kids would not ever even reach it.
    Oh hi Haruhi's husband! I know the pair I want as my new sig. Wonder if we can find a Red Dress Peach and a Black Dress Zelda somewhere on the net. Mmm :)
    I LOOOOOOOOOOOOOOOOOOOOOOOOOVE YOU SO SO SO SO SO SO MUCH. <3333

    And to show you how amazing you are here's this;

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