cRPG

Melee: Battlegrounds => General => Topic started by: chadz on February 28, 2015, 04:24:47 pm

Title: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 04:24:47 pm
For many many reasons, and after carefull assessment of our capabilities, we decided to take a huge leap, drop the original round-based concept of M:BG and proceed directly with the development of epic (project title, name stays the same)

Quote
Melee Battlegrounds is a "third person multiplayer kingdom warfare and economy simulator".

The world is ruled by two opposing kingdoms. Kingdoms consist of factions, player-run groups. Factions consist of cities - player built. And cities consist of individual players. You are put in a large world, empty in the beginning. Players will start building up economies to support cities. The cities profit from the economies that the players establish, and the players profit from the protection and influence the city provides them.

Everything, from the very top to the very bottom, is player run. There are countless of possibilities to find a niche and become successful. Cities need an efficient economy to provide the tools, food and weapon for expanding, and most notably, warfare.

The relations of players are not strictly defined - your opponent is whoever you choose it to be.
Rivals - and friends - can be anything from the other king to the "annoying" lumber mill run by another player in the same city who's ruining your business.
There will be betrayal, murders, intrigues, backstabbing - drama! The players write the story. There is no right or wrong, there are no rules, there is only the hunt for power.

Economy
The efficiency of any economy is to a large extent location based. Some locations are good for iron, some are good for wood, others for growing crops and so on. No city will have all it needs. To get what you need, you have to trade, raid, or steal from other cities.

Cities
All cities are player built and run. There are no predefined locations where you can settle - you
build wherever you see fit. You need to build a city which is strong enough to convince players
to settle there and profit from the increased economy. Strong can mean many things - Military,
Economy, Diplomacy.

Terra-forming
While the world is untouched in the beginning, players will clear forests, build roads, mine
rocks, construct cities, outposts, castles, and change the face of the world.

Warfare
We all love a good meat grinder. Sooner or later someone will want what someone else has,
and if verbal negotiations fail, armed negotiations will start. Large warfare will feature battles
with hundreds of players on in real time.

Intrigues
There are other ways to weaken enemies - diplomacy, betrayals, assassinations. Nothing
weakens an enemy faction or even kingdom like losing an important ally in the wrong moment
or killing the people in power.

Why?
We think that multiplayer games should be played by players - against each other. The more
powerful you become, the more you run into the risk of losing everything, and if you do, it will
be at the hand of an actual human being.

You will influence the story.

You will be the story.

Feel free to discuss and ask whatever you want :wink:



Answers from other posts:

first of all, it's not a survival game. it's not a game where you chop trees all day long. it's about fighting and it's about decisions.

  • permadath: yes, however, very regulated. as a normal player, you should nearly never have to fear someone just killing you for the sake of it. We can't tell exactly what gameplay elements that will incorporate, but in general it means: if someone kills you, it is because he wants you specifically dead, and is willing to take that risk. not because he wants your stuff, it's not medieval dayz. Trying to kill someone puts a lot of risk on the killer, and will have to be carefully planned.
  • permadeath alts: also, to soften the permadeath blow, you will have multiple characters, not just one. you will control one character at a time, the others are NPCs who do the grind stuff for you (run your economy)
  • LiF: we have many different games listed as influence, LiF is not one of them. I haven't played it myself, I did watch a few youtube videos, it does not seem in any way similar to what we are doing, except that its medieval and you can build stuff. LiF seems to be a survival game. MBG is not. Our game is about territory control, faction wars, diplomacy, no grind, big wars, fighting. I haven't found any proper war video of LiF. Feel free to correct me if i'm wrong, as I said, it's really only hearsay/letsplay videos that I base this on.
  • Resources: your family will take care of that, when you are online and offline. No grind.
  • Size: Initially, one server with 225km², in the future, we will link multiple servers together.
  • Warfare: there will be fights between players, and fights between armies. The first features permadeath (although not every defeat has to end in it), he other features massive warfare (like cRPG battles/sieges/strategus fights - the best elements of em all)
  • schedule: yes, lords can move armies around that are slow and predictable. you cannot damage enemy territory buildings outside of warfare, so it is predictable when wars happen.
  • diplomacy: yes to all. and not regulated at all. all drama goes :)
  • size: we'll have older pcs in mind, but it will require some hardware.
  • 2 kingdoms: we will figure that out as we go, in general we are willing to throw out any idea if it doesnt work out
  • bands: yes, will be possible
  • regarding gamemodes: there will be always fighting to do when you want. whenever you are ingame and feel like working on your skills, you can jump to a battle and play as an unnamed soldier (possibly with your own skills, we'll see about that). some of those battles are real faction battles, others are objective based games that the two kingdoms pitch against each other. in short: if you want to fight, you can always do that, wherever you are.

More like:
- to attack someone you need a levelled character (no throwaway)
- if you kill someone, it can be traced back to you
- put some negative perk on you, possibly one that you cant get rid of (eg being capable of being murdered in your sleep by the family of whoever you killed)

those are just a few ideas, not necessarily what will be in game. but that goes for anything in this thread, really, we are developing iteratively.

A few elements of h&h is an inspiration for sure. the grind of that game isnt :wink:

as for player numbers, we are very optimistic about some groundbreaking numbers, but dont want to say anything specific until we can back it up with a prototype.

Very good point. Also, wasn't taken as an insult :wink: We'll work on doing some rephrasings to make our differences more clear

 - Will there be lvl´s? If yes, how big will be their impact?
We thought about having parallel fighting and economy skills, so you don't have to decide between them, but level them both. As for their impact, we want to stick to the original goal of sideway levelling instead of upwards. In general, though, we havent given that topic too much thought yet, as it's not that important for the first playable version, and wont have that much impact

 - How will gear be handled? Like crpg/strat now? (gear of the faction for armies and gear of the player for fights between them and on normal servers)
yes, although instead of making armies carry a bunch of weapon, you draft people into a certain troop type, eg axe + armor = axeman. Also, the troops that are used in warfare will actually be the alts of the cities, which means drafting an army hurts your cities economy - what this means is that cities should be as inviting to players as possible, because the more players settle in their area, the more troops can be crafted.

 - Will there be still the tavern-server (wouldnt really make sense but still :D)
no :wink:

 - Is the timesetting still the same? Will there only be european/eurasia equipment or also asian? (Would be fun to hire Ninja´s for assasinations)
we'll see. for now, we stick to the same timesetting, but it might change/expand

Currency: we want to implement some kind of player run currency. we need it so there is an easy way to trade and also a way to pay people playing in battles. how that is actually going to work is still undecided, as players need to trust the currency. The easy way is to back the money with an actual value (use money to buy something special), the hard way is to create a fiat system. We have a few ideas and will figure something out.

If you can be a banker? In theory yes. The question is if you can find a way to extract the debts of non-paying people. Will probably also depend on the city you are living in, what is allowed and what not.

In general, we will not impose any artificial limits - we give you the tools to produce stuff. What you do with the stuff is up to the players.

In MBG, anything you can possibly do, you are allowed to do. as in there are no rules of behaviour. there will most likely be ingame laws enforced by city authorities (=faction leaders), but there will be hopefully no need for admins. We'll see how far we can push this, maybe even to the point where you can mute someone permanently by cutting out his tongue if he gets on your nerves :wink:

Faction Leaders want people in their city. if they are cruel, they will drive away players to others, more save/welcoming cities. If you are too nice and dont take enough taxes of your people, you will not be able to defend the city from invaders, and people will leave. It will be a very large symbiosis between all players. Not just top down.

As for running a pure military faction, sure, that's possible. Eg as mercenaries or bandits. You don't need to set up a big city, just a camp. As it has no intrinsic value, no one will bother you. Probably.
As for running a pure economical faction, that might be difficult... If you can't protect yourself, people will take your stuff, I guess.

As for bullying:

It will be very difficult to send huge armies far away. The more agressive your army policy is, the weaker your economy gets. If you send off your army to the other end of the map, where it will take them days to get there, you are hurting yourself more than the faction you are attacking. So warfare is location based, to some extent.

As for fairness, there will (maybe not initially) be kings that may have an interest in keeping peace within their kingdom. So it's their job to make sure the factions in his kingdom dont rip each others throat out.

But apart from that... we won't protect small factions. If you are a small faction, you better excel at something (fighting, a very high quality item/resource, etc) so you have some leverage. There is not only miliary power, there is also economical power and diplomacy. If you figured out a way to produce something so unique that everyone wants it, people will trade with you, and money buys power.

The main character is your family, under that is your regular playable characters (the family members), and all of those are susceptible to get killed (permanent death) in the world.

Perma death is just what it sounds like, permanent death. Character is gone, skills and gear lost. After a while in comes a distant cousin to replace your loss (or something along those lines).

We'll have instant battle (battle-siege equivalent), what we are undecided on is how and if they'll affect The World, and 'where' they'll happen (disconnected instanced map? instanced part of the world? in the world? Lots of questions to figure out).

We'll have mechanics governing faction size, something we're keenly aware off with Strategus in hindsight.

I'll answer the other questions soonish, but it seems perma death is a hot topic:

I can't tell you exactly what game mechanics killing someone will have to prevent it. One idea is in fact that you can only kill people of certain power, so you are actively putting yourself in danger by seizing power.
possibly yes
Definitely yes. If highwaymen kill you, I would expect every lord in the vicinity to hunt them down. you gain nothing from killing your victim, but you risk everything you built up.

What I can tell you is the idea behind it: It's not killing, it's murder. Murdering someones character should be one of the most horrible acts in the game you can commit. It's a powerful tool that can be used to weaken enemies, but will come at a great price. Once you murder someone, that character has crossed a line that will make the rest of his virtual life and his family different.

I think "randoming" someone is one of the worst possible game mechanics, and before that happens, I'll remove the feature of permadeath alltogether.

One idea in my mind is also that, to kill someone, you need to watch him for some time. So there will be a way to disguise your identity and then kill him. The one who is killed (his family or faction) doesn't know who it was. He does however know that it was one who was within his vicinity. It must be someone he interacted with. Murder weapons will not be disposable, but must be hidden for some time. When the murder weapon is found, or the killer, it will be possible to backtrace where his weapons or money came from, so you cant just make a pure throwaway killer account.

Those are just ideas to give you an idea about the permadeath feature. Murders will be rare, special events, and something that will always be investigated.

On the other hand though, a murder will hurt. A lot. It will be very disruptive, possibly destroying your economy or political agenda. I have a few ideas how to do that, but will also take a lot of testing.

You won't "live" only with the people you like. You live in cities, very public to some extent, and you will not like everyone within that city. There are people coming and going, traders, new immigrates, and lots of social tension.

As I said, that feature will take a lot of finetuning to get right. But I think when we get it right, it will be an interesting concept of the game, because some murders will be executed in a way where the murderer can't be found, and will cause distrust in communities. Possibly wars between families. Drama. Stories :wink:

The gameplay meant for MBG (KS) is also to be incorporated into this. There will be objective based battles to join etc (ranked arena), similar to just jumping into a Battle/Siege server where you can quickly get in and have some fun, play a few rounds and quit.

Also in regards to the overall gameplay don't think of it as an MMO, we're specifically trying to hit that middle-road where the focus is on fun gameplay and less any sort of tedious tasks.

Mega Carebear Alliances @
I'm trying to fix that problem at the root. As in, even if you are super strong, you will have an unquestionable control of your current location, but you will never rule the entire world.
But at the same time, locations only offer a certain amount of resources. If your group is too big, you are not as efficient as when you would split up a bit.

All the ideas regarding punishing factions for too many members... It's not gonna work out. Too easy to bypass.

@Crafting
Good questions. For the beginning, however, I want to keep it simple. There will be different qualities depending on who/where/how it was crafted, but maybe not visible in the beginning.

The entire economy boils down to one goal in the end: support your military power. So everything you do, either top or bottom of the resource chain, ends in either weapons, armors, troops or military structures at one point.

This is not a survival game, it is not a death match open world, it won't be either. It's something else you haven't seen before, just like everyone doubted everything about how cRPG/Strat would work in the beginning :wink:

There's battles of various types you can play in at any time (like instant battle via joining/queue), e.g. "cRPG" as we've stressed (a lot). Then there's also the world, where you don't need to participate if you don't want to. There will be consequence-free combat whenever you want, at any point of the day, even at 4 AM in the night.

We're talking layers combined into a nice middle-ground, without being too broad, without being too specific. No doubt very different from other games. The idea and concept of this is not new within the team, it has been around from before MBG/Asinus was even known, and it is by far what attracted me personally to this project more than anything else.

Combat will still be key, it will be a focus, there will be plenty of battles and fights to participate in, and we'll do everything we can to make the combat amazing because without that the game doesn't work, combat needs to be top notch.

@Abandoned Settlements
It won't go away until someone takes it over. Which should be rather easy if it's not defended.

@PK
In general, just because you knock someone out, doesn't mean he's dead. If you beat someone, he is unconscious or similar. Then you actively have to decide if you want to end his life OR take his stuff (it might be mutually exclusive, realism aside)

Also, murders will depend a lot on where they happen. Killings in a city can be pardoned by the city, so it is possible to kill people if you are in power of the location.

@Mains, Alts, Family system
You will most likely have a family name (=your last name), and can only change the first name. Everyone knows that you and your "brother" are in fact the same person.

There will be constant fights, nonstop; some are more important, some are less important, but they happen all the time.

As for the 2nd sentence; For this game to work, there needs to be some persistancy. So usually you will never be overrun because of being unsuspecting. When you go to sleep, you will wake up next morning and know that all the stuff you had yesterday will still be there.. unless something very catastrophic happened.

So you will know when an army approaches you. Unless you fucked up your intel.

We'll probably have a few different states:
- Healthy (anything from 100% to 1% of HP)
- Gravely wounded (knocked out for hours, possibly days -> play a different family member)
- Conscripted (tied to an army on the move -> play a different family member)
- Dead (well... dead...  -> get a new family member :wink:)
falling off a cliff means "gravely wounded". no one likes dying to gravity :wink:

Is there plans to have a NPC population in cities (even if merely numerical, not actually NPC characters in the city), outside of player families?
Ideally, none: If we manage to pull it off, everything is player run. If that doesn't work out, we'll introduce NPCs, but the goal is 100% player driven.

How much emphasys will be on crafting/businesses that are unrelated to combat and wars (aka not wall building, weapons, armor) but more on general medieval economy, as in ale production for taverns, paper/scriptures for the church, food production, pottery, tool making, etc etc?
None and a lot at the same time. As we have no NPCs that you can sell to, everything that is produced must have a meaning. And ideally, everything that is produced, must be used up somewhere to keep the economy going. That's why offensive and defensive objects are just perfect for that: They will always get used up. There will always be fights, wars, and they will get rid of those items that are produced in the economy.

There will still be many intermediate objects, though; There will be food for armies, there will be ale for armies; Having versatile nutrition for your armies will allow them to move faster/further/have more HP/to be decided.

If you want to craft an advanced armor, it will probably take 10 to 20 different economical steps inbetween, and each one will require someone with the right tools, skills and resources to create the best possible outcome.

It's intentional that no one can do everything by himself, trading will be a big factor, and not just external trading, there will be a lot of trading within your own city. But all items come from (more or less infinite) resources, get manufactured by players, and then exit the cycle through wars. By wars, you can seize control of better resources. Increase manufacturing cycles. etc.

I'd like to implement more medieval stuff later (after alpha) to make the economy even more nuanced, but for now it's important to get the basic cycle of resources right.

tl;dr: no NPCs, no NPC economy, therefore, every object will have a meaning.

Who will be the King? For balancing reason i think it could be an admin, but for gameplay i think there should maybe be something like a voting from the factionns (1 vote from every faction, so bigger factions themselves got a disadvantage). It would be a problem if the title of the King would stay always in the same faction/on the same person, it would, why you can imagine yourself.

Either voting, a certain territory you have to hold (army power) or an object you need to posess (personal power). Which one it will be, we'll test, and maybe we try different variants in different rounds.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: F i n on February 28, 2015, 04:37:05 pm
weeee
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: ARN_ on February 28, 2015, 04:53:22 pm
Will there be yellow armours and yellow chat text?

Edit* Maybe you should point out that the focused will be on fighting, diplomacy and intrigue else it will sound like a wannabe of Life is Feudal
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 04:57:58 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Eddy on February 28, 2015, 05:11:28 pm
First of all, nice that you shared this with us poor non scholars  :)

So, some feedback.
Right now it sound pretty similiar to Life is Feudal, except that there are going to be two "static" Kingdoms. I cant even really read out that your focus (i hope atleast so) lies in warfare and diplomatic since Economy and Terraforming stuff is listed first. For me it sounds rather like economy would have a bigger part of the gameplay than battles etc. themselves.
I know its just a very raw concept with that few lines but still because of that it sounds like LiF, so just got some questions to differentiate it out.


1. Resource gathering
    So will you need to go yourself to a location (mine, forrest etc.) to gather them or can you (like you had in concept for stronghold) hire npc´s to mine? Will it take minutes to chop a tree or will you just click
    for once and its a automatic process?

2. Size/Map
   Will there a big walkable map or like strategus just that you can visit the places?
   And i hope you dont really have a fixed size for the map in mind so you can adjust it to the playerbase size. Playing with 100 players on a map concipated for 500 wouldnt be much fun.

3. Respawning/Tickets
   Will there be permadeath? Since there are assasinations it sounds like that =) Maybe make assasinations disabling a character for a certain ammount of time? And how will it be handled in battles?

4. Battles
   Will there be something like in current strat a schedule for battles? Otherwise i can imagine 5 no-lifers taking a castle at 6 am or something like that.
   Can you hire armies (similiar to the commander mode) of bots which you could command to fight for you or is it just playerbattles.
   Basically how if the entire army movement, creating, attacking stuff etc. gonna work? Atleast a little insight in a concept would be nice eventho its pretty early for that =)

5. Diplomacy
    Is diplomacy between different factions possible?  Like can there be 2 factions in one kingdom at war with each other? Can factions out of the two kingdoms have a secret truce? So basically how is
    diplomacy between factions handled?

Edit: was there some place for feedback for the kickstarter campaign?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Krex on February 28, 2015, 05:24:07 pm
Hm.Hmmmmmm.
Will there still be "old"gamemodes that you planned earlier?

It sounds like a nice idea,but I would like to see some more...
Also,how big will the map be and how will loading be handled?I mean,if I would have the whole map loaded the whole time,my laptops cpu would die.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 05:26:47 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on February 28, 2015, 05:28:56 pm
Hm.Hmmmmmm.
Will there still be "old"gamemodes that you planned earlier?

It sounds like a nice idea,but I would like to see some more...
Also,how big will the map be and how will loading be handled?I mean,if I would have the whole map loaded the whole time,my laptops cpu would die.

That. Giving up completely the idea of other gamemodes is sad, and will make your game become another one of these open world MMO sandbox games. On the other hand, making this sandbox the playable Alpha, and making it one of the gamemodes later seems rather good.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: FleetFox on February 28, 2015, 05:49:46 pm
Sounds great, it really does.

My question is about a players freedom, say he feels he does not want to contribute to the main economies or main factions, can she/he still have the option to create small bands that are neutral or independent? (So I am thinking a small community of friends making a little camp in the mountains to use as a base if they wanted to be brigands or just have their houses away from the hussle bussle of the main towns).

Thanks!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Beauchamp on February 28, 2015, 06:26:42 pm
mmorpg warband minecraft for 1000 players? i'm getting ready for 2030 release :)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Varadin on February 28, 2015, 06:56:45 pm
similar to life is feudal with warband combat ? What will be the capacity of servers ? will there be bots ?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 06:58:43 pm
first of all, it's not a survival game. it's not a game where you chop trees all day long. it's about fighting and it's about decisions.

Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Varadin on February 28, 2015, 07:21:31 pm
linking servers ? so we will have shitloads of ppl on servers possible in theory ? you say two sides, that means that there will be only 2 factions ? or each player can start his own faction like a clan , guild and build a kingdom in future ?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MURDERTRON on February 28, 2015, 07:24:10 pm
Am I going to have to say halt! And wait 10 seconds before I can kill someone?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 07:27:58 pm
More like:
- to attack someone you need a levelled character (no throwaway)
- if you kill someone, it can be traced back to you
- put some negative perk on you, possibly one that you cant get rid of (eg being capable of being murdered in your sleep by the family of whoever you killed)

those are just a few ideas, not necessarily what will be in game. but that goes for anything in this thread, really, we are developing iteratively.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Beauchamp on February 28, 2015, 07:32:00 pm
heaven and hearth inspiration? :)

how many players online can be on a server. possible fun grows with the size of a population.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 07:35:58 pm
A few elements of h&h is an inspiration for sure. the grind of that game isnt :wink:

as for player numbers, we are very optimistic about some groundbreaking numbers, but dont want to say anything specific until we can back it up with a prototype.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 07:52:02 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Bittersteel on February 28, 2015, 08:04:50 pm
I GOT RANDOMED ADMIN HELP
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Eddy on February 28, 2015, 08:20:15 pm
Sorry, if my reference to LiF was misunderstood.
I meant that if i would only read the concept and didnt watched the videos, played crpg etc. beforehand it would sound like LiF (or basically the end aim which LiF is going for).
Im not saying that its bad, just that the concept you putted there is really general and you could use it for every game in that direction.
So as a basic concept its good but it should be more detailed, if you want to use it for publicitywork.

So some other questions:
 - Will there be lvl´s? If yes, how big will be their impact?
 - How will gear be handled? Like crpg/strat now? (gear of the faction for armies and gear of the player for fights between them and on normal servers)
 - Will there be still the tavern-server (wouldnt really make sense but still :D)
 - Is the timesetting still the same? Will there only be european/eurasia equipment or also asian? (Would be fun to hire Ninja´s for assasinations)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 08:32:26 pm
Very good point. Also, wasn't taken as an insult :wink: We'll work on doing some rephrasings to make our differences more clear

 - Will there be lvl´s? If yes, how big will be their impact?
We thought about having parallel fighting and economy skills, so you don't have to decide between them, but level them both. As for their impact, we want to stick to the original goal of sideway levelling instead of upwards. In general, though, we havent given that topic too much thought yet, as it's not that important for the first playable version, and wont have that much impact

 - How will gear be handled? Like crpg/strat now? (gear of the faction for armies and gear of the player for fights between them and on normal servers)
yes, although instead of making armies carry a bunch of weapon, you draft people into a certain troop type, eg axe + armor = axeman. Also, the troops that are used in warfare will actually be the alts of the cities, which means drafting an army hurts your cities economy - what this means is that cities should be as inviting to players as possible, because the more players settle in their area, the more troops can be crafted.

 - Will there be still the tavern-server (wouldnt really make sense but still :D)
no :wink:

 - Is the timesetting still the same? Will there only be european/eurasia equipment or also asian? (Would be fun to hire Ninja´s for assasinations)
we'll see. for now, we stick to the same timesetting, but it might change/expand
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 08:50:46 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Lemon_ on February 28, 2015, 08:51:33 pm
What kind of civilian roles will there be? I'd much rather be some peaceful banker who pays taxes and lives a normal life than some die hard rambo soldier that most people like to play...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 08:56:03 pm
Currency: we want to implement some kind of player run currency. we need it so there is an easy way to trade and also a way to pay people playing in battles. how that is actually going to work is still undecided, as players need to trust the currency. The easy way is to back the money with an actual value (use money to buy something special), the hard way is to create a fiat system. We have a few ideas and will figure something out.

If you can be a banker? In theory yes. The question is if you can find a way to extract the debts of non-paying people. Will probably also depend on the city you are living in, what is allowed and what not.

In general, we will not impose any artificial limits - we give you the tools to produce stuff. What you do with the stuff is up to the players.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Lemon_ on February 28, 2015, 08:58:26 pm
Currency: we want to implement some kind of player run currency. how that is actually going to work is still undecided, as players need to trust the currency, but we need it so there is an easy way to trade. We have a few ideas and will figure something out.

If you can be a banker? In theory yes. The question is if you can find a way to extract the debts of non-paying people. Will probably also depend on the city you are living in, what is allowed and what not.

In general, we will not impose any artificial limits - we give you the tools to produce stuff. What you do with the stuff is up to the players.

Awesome. Another quick question, which i'm sure you have answered a million times already... what would I need to run this game on good settings? If I'm going to ever be dedicated to a game of this kind of scale, I would love to be immersed both by the gameplay and the graphics, and what i've seen looks very pretty. Currently my little shitty laptop can hardly run crpg, but I plan on bulding this (http://pcpartpicker.com/p/kkHwK8) in the near future.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 09:01:23 pm
Too early to tell. Maybe some original backers who have access to the prototype and a similar system can give you an answer on their performance with the showcases that we implemented, but we havent been optimising the game fully yet. Time will tell.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Lemon_ on February 28, 2015, 09:02:50 pm
Too early to tell. Maybe some original backers who have access to the prototype and a similar system can give you an answer on their performance with the showcases that we implemented, but we havent been optimising the game fully yet. Time will tell.

Seeing you're on now, i'm going to keep asking questions I guess :D

I don't know if you ever played it or knew what it was, but there was a pretty thriving modded RP community for warband called Warband Roleplay, and appeared to have pretty similar features to those you listed. How will this compare to it?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 09:08:43 pm
I didn't play it, but I think I read a few things about it. From what I remember, there were many rules in place that had to be enforced by admins. (i could be wrong)

In MBG, anything you can possibly do, you are allowed to do. as in there are no rules of behaviour. there will most likely be ingame laws enforced by city authorities (=faction leaders), but there will be hopefully no need for admins. We'll see how far we can push this, maybe even to the point where you can mute someone permanently by cutting out his tongue if he gets on your nerves :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Lemon_ on February 28, 2015, 09:11:28 pm
Do you think that kind of system could be used to abuse new players? I can only imagine a regime of veterans simply mutilating and oppressing new players so that they can always stay in power, and it definitely would appear to be an inescapable system...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 09:15:18 pm
Who would do that, why?

Faction Leaders want people in their city. if they are cruel, they will drive away players to others, more save/welcoming cities. If you are too nice and dont take enough taxes of your people, you will not be able to defend the city from invaders, and people will leave. It will be a very large symbiosis between all players. Not just top down.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 09:15:36 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on February 28, 2015, 09:21:02 pm
As for running a pure military faction, sure, that's possible. Eg as mercenaries or bandits. You don't need to set up a big city, just a camp. As it has no intrinsic value, no one will bother you. Probably.
As for running a pure economical faction, that might be difficult... If you can't protect yourself, people will take your stuff, I guess.

As for bullying:

It will be very difficult to send huge armies far away. The more agressive your army policy is, the weaker your economy gets. If you send off your army to the other end of the map, where it will take them days to get there, you are hurting yourself more than the faction you are attacking. So warfare is location based, to some extent.

As for fairness, there will (maybe not initially) be kings that may have an interest in keeping peace within their kingdom. So it's their job to make sure the factions in his kingdom dont rip each others throat out.

But apart from that... we won't protect small factions. If you are a small faction, you better excel at something (fighting, a very high quality item/resource, etc) so you have some leverage. There is not only miliary power, there is also economical power and diplomacy. If you figured out a way to produce something so unique that everyone wants it, people will trade with you, and money buys power.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Lemon_ on February 28, 2015, 09:22:08 pm
While I can't give you a real answer, I'd imagine they wouldn't stop them. To be completely realistic, a smaller faction would just overrun by larger ones, because thats how it works in real life. I see no reason why a stronger group of players would not be allowed to take advantage of weaker groups..
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: jtobiasm on February 28, 2015, 09:25:38 pm
While I can't give you a real answer, I'd imagine they wouldn't stop them. To be completely realistic, a smaller faction would just overrun by larger ones, because thats how it works in real life. I see no reason why a stronger group of players would not be allowed to take advantage of weaker groups..
+1.
 Please chadz don't make it like strat where the most number of players = easy win
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: 722_ on February 28, 2015, 09:29:03 pm
Awesome. Another quick question, which i'm sure you have answered a million times already... what would I need to run this game on good settings? If I'm going to ever be dedicated to a game of this kind of scale, I would love to be immersed both by the gameplay and the graphics, and what i've seen looks very pretty. Currently my little shitty laptop can hardly run crpg, but I plan on bulding this (http://pcpartpicker.com/p/kkHwK8) in the near future.

this build will max the current build easily, I have a i5 760 & GTX 560Ti which is pretty outdated nowadays and can run it at 40-50fps on max.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 09:29:16 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Eddy on February 28, 2015, 09:34:16 pm
Also i think you guys forget that there is not only war between factions themselves but between the two kingdoms.
The King has a interest to keep the border safe, conquer things from the other kingdom etc. For that he needs troops and resources and military/bigger factions will propably contribute a high amount of troops and equipment, while merchant/smaller faction contribute gold and other resources.
So in the end the military factions wouldnt have that more troops, still it would be significantly more so that 1 merchant/smaller faction wouldnt stand a chance. But what will their tradingpartner do if they get attacked?  :D
I think it will balance itself out, with a larger playerbase than crpg ofc. .Its pretty easy to get high numbers of players and steamroll in a community which is existing out of 500 players, while its way harder if it got several thousands.

And this leeds me to another questions:
Who will be the King? For balancing reason i think it could be an admin, but for gameplay i think there should maybe be something like a voting from the factionns (1 vote from every faction, so bigger factions themselves got a disadvantage). It would be a problem if the title of the King would stay always in the same faction/on the same person, it would, why you can imagine yourself.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Krex on February 28, 2015, 10:09:51 pm
Also i think you guys forget that there is not only war between factions themselves but between the two kingdoms.
The King has a interest to keep the border safe, conquer things from the other kingdom etc. For that he needs troops and resources and military/bigger factions will propably contribute a high amount of troops and equipment, while merchant/smaller faction contribute gold and other resources.
So in the end the military factions wouldnt have that more troops, still it would be significantly more so that 1 merchant/smaller faction wouldnt stand a chance. But what will their tradingpartner do if they get attacked?  :D
I think it will balance itself out, with a larger playerbase than crpg ofc. .Its pretty easy to get high numbers of players and steamroll in a community which is existing out of 500 players, while its way harder if it got several thousands.

And this leeds me to another questions:
Who will be the King? For balancing reason i think it could be an admin, but for gameplay i think there should maybe be something like a voting from the factionns (1 vote from every faction, so bigger factions themselves got a disadvantage). It would be a problem if the title of the King would stay always in the same faction/on the same person, it would, why you can imagine yourself.
Its gonna be the person with the most influence I would guess.Would make the most sense.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: FleetFox on February 28, 2015, 10:10:37 pm
Ok so I am on board with the two kingdoms idea, but coming back to Varadins question, can we hope to find some kind of city states/ petty kingdoms? For examples city states like in mordern day Germany and Italy (independent cities living within borders of larger kingdom).

Would add a bit more depth I reckon, having more opportunities for alliances, Non-Agression Pacts as well as commerce and trade.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 10:20:23 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on February 28, 2015, 10:43:41 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: AwesomeHail on February 28, 2015, 10:50:33 pm
If there are no rules, or rules made by the strongest players, shit will go down like PW if its open world. RDM's etc.
Cities should be safe places, but in certain areas (taverns - small alleyways - outskirts/slums etc) it is still mildly dangerous to be killed.

well theres gonna be a lot of grinding so to see, so cRPG players do what they did best - GRIND MOTHERFUCKER, GRIND! - and nolifers will have super power while casual players will have shit

Would add a bit more depth I reckon, having more opportunities for alliances, Non-Agression Pacts as well as commerce and trade.

Fleet as Earth Ambassador please :)
Maybe we can test multiple regime types/ things  here! (that Green Anarchism stuff you talked about)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on February 28, 2015, 10:53:16 pm
If there are no rules, or rules made by the strongest players, shit will go down like PW if its open world. RDM's etc.
Cities should be safe places, but in certain areas (taverns - small alleyways - outskirts/slums etc) it is still mildly dangerous to be killed.

well theres gonna be a lot of grinding so to see, so cRPG players do what they did best - GRIND MOTHERFUCKER, GRIND! - and nolifers will have super power while casual players will have shit

Last thing I would like to see is a game that seemed awesome into its development turning into PW with less lags (or more, we don't know).
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Harpag on February 28, 2015, 10:53:57 pm
In my opinion you should be absolutely uncompromising and try to achieve exactly your dream. Do not listen anybody. Hunch tells me that you have a good instinct and people will love your next project even more than the present one. Of course, epic and high quality is required, but life is too short to waste time for bad projects.

Look around. We have no game to play. Everything is a shit. Sooner or later, everyone goes back to dead mod, cuz there is no alternative. Do something you, yourself want to play, and do it with us.
I hope we will erase you from the map hehehe
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Maestro on February 28, 2015, 10:54:31 pm
I like new ideas
But 2 factions would be good only if one will be European and Second big faction arabian.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: AwesomeHail on February 28, 2015, 10:56:47 pm
I hope we will erase you from the map hehehe

sheiiit UIF is cummin to town

tthats not gonna be fun if theres a mob of angry greedy vodka drinking high ping using aboozers controlling a HUGE area
(click to show/hide)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Maestro on February 28, 2015, 11:00:17 pm
What happens if you have own castle or city and few players join to your faction and kill you.
You will lost your castle? Or how will be castles/cities linked to player/king?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on March 01, 2015, 12:08:56 am
Not sure if I am totally on board with the idea of removing Warband's bread-and-butter gamemodes or not. I never particularly cared for LiF-type games or the Persistent World mod. However what you are proposing most certainly sounds like it has the potential to be better than both, but only time will tell. Anyways, a few questions for you guys...

1) Will there be an arena or some sort of building that you can enter and it takes you to what is essentially an NA1/EU1 style battle server ( or also "mock" sieges similar to NA2/EU2)? Is this how you would level up your character? I don't really see how you can level up to a warrior from a peasant if there is perma-death.

2) Just how large of an impact does your level or your skills have on your combat performance? Will it be similar to what you originally planned for M:BG where everyone has a cookie-cutter basic build and leveling up simply allows for you to customize this build to be agility or strength biased?

3) What do you gain from leveling up? The ability to customize your build/weapons to tailor them to your preferred fighting style? How does one go about leveling up, exactly?

4) I am assuming since this is not a survival game that food/water/other essential resources won't be necessary? I mean, maybe you sell your city's famous wines to another for profit, but you don't need to constantly worry about your "hunger bar" emptying, do you?

5) Let's say that there is a group of 5-10 friends who decide to roleplay bandits. They camp a major trade route where they intercept the (player-controlled) workers/AI/whoever does the trading between different outposts/cities/towns. Now this band of outlaws are all highly skilled players, let's say that they played crpg and their skills transferred over to M:BG. The city they are harassing are is run by a brand new faction who has had limited combat experience. The city sends out a band of 10-15 of their best warriors to uproot these brigands. Their assault gets decimated since they did not expect players in a "new" game to have such a high skill level already. Obviously it would be rather difficult to get a surplus of players online at once to march on these skilled bandits with overwhelming numbers, so is there some way that the city could deal with them? Could they send out a small AI-army of 50 or so soldiers to march against this small band, similar to how you would march against another large AI-army?

6) Along the lines of that last proposed scenario, would there be some way to post wanted posters in cities, where people can then be killed on sight (without consequences befalling the killer) if they are listed on a bounty board? This way skilled bandits may be able to harass people in the wilderness, but if they ever wanted to use all that gold then they would have to risk entering a hostile city sooner or later to buy better gear.

7) Finally, what are the consequences of "permadeath?" Do you lose all of your skills and customized/heirloomed weapons (if customized weapons still exist) when you switch over to an "alt" character? Or maybe you only lose a small percent of your skills/level because your main character was busy "training" your alts in their downtime? Or do you lose nothing at all, except maybe the gear you have on you (which would still really suck if customizing weapons is a chore)?


Sorry for having so many questions, but I figured it would be best to get them all out of the way in one post. :P
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: AwesomeHail on March 01, 2015, 02:15:46 am
Not sure if I am totally on board with the idea of removing Warband's bread-and-butter gamemodes or not. I never particularly cared for LiF-type games or the Persistent World mod. However what you are proposing most certainly sounds like it has the potential to be better than both, but only time will tell. Anyways, a few questions for you guys...

1) Will there be an arena or some sort of building that you can enter and it takes you to what is essentially an NA1/EU1 style battle server ( or also "mock" sieges similar to NA2/EU2)? Is this how you would level up your character? I don't really see how you can level up to a warrior from a peasant if there is perma-death.

2) Just how large of an impact does your level or your skills have on your combat performance? Will it be similar to what you originally planned for M:BG where everyone has a cookie-cutter basic build and leveling up simply allows for you to customize this build to be agility or strength biased?

3) What do you gain from leveling up? The ability to customize your build/weapons to tailor them to your preferred fighting style? How does one go about leveling up, exactly?

4) I am assuming since this is not a survival game that food/water/other essential resources won't be necessary? I mean, maybe you sell your city's famous wines to another for profit, but you don't need to constantly worry about your "hunger bar" emptying, do you?

5) Let's say that there is a group of 5-10 friends who decide to roleplay bandits. They camp a major trade route where they intercept the (player-controlled) workers/AI/whoever does the trading between different outposts/cities/towns. Now this band of outlaws are all highly skilled players, let's say that they played crpg and their skills transferred over to M:BG. The city they are harassing are is run by a brand new faction who has had limited combat experience. The city sends out a band of 10-15 of their best warriors to uproot these brigands. Their assault gets decimated since they did not expect players in a "new" game to have such a high skill level already. Obviously it would be rather difficult to get a surplus of players online at once to march on these skilled bandits with overwhelming numbers, so is there some way that the city could deal with them? Could they send out a small AI-army of 50 or so soldiers to march against this small band, similar to how you would march against another large AI-army?

6) Along the lines of that last proposed scenario, would there be some way to post wanted posters in cities, where people can then be killed on sight (without consequences befalling the killer) if they are listed on a bounty board? This way skilled bandits may be able to harass people in the wilderness, but if they ever wanted to use all that gold then they would have to risk entering a hostile city sooner or later to buy better gear.

7) Finally, what are the consequences of "permadeath?" Do you lose all of your skills and customized/heirloomed weapons (if customized weapons still exist) when you switch over to an "alt" character? Or maybe you only lose a small percent of your skills/level because your main character was busy "training" your alts in their downtime? Or do you lose nothing at all, except maybe the gear you have on you (which would still really suck if customizing weapons is a chore)?


Sorry for having so many questions, but I figured it would be best to get them all out of the way in one post. :P

yes.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Steelbird on March 01, 2015, 08:03:50 am
I know you guys will be trying to go for historical accuracy, but what will come first? Accuracy or balance?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Gnjus on March 01, 2015, 08:34:31 am
  • 2 kingdoms: we will figure that out as we go, in general we are willing to throw out any idea if it doesnt work out

It will all end as Alliance vs Horde anyway so no need to waste your time on expanding diplomatic possibilities.  :twisted:



  • diplomacy: not regulated at all. all drama goes :)

My heart is filled with joy as I close my eyes and imagine the unthinkable amount of happiness on the innocent faces of all the Keshians, Harphaegs, Hetmans, Abays & Mercs of this world.  :P
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: korppis on March 01, 2015, 09:00:50 am
The new concept sounds really nice. Especially the part about linking servers together to create truly consistent world!  8-)

However, please don't completely take the original battle/conquest gamemodes off the table. The new concept sure is good thing to start with and complete first, but there are a lot of casual gamers who never got interested in strategus and such. Those old gamemodes are just so easy to hop into even when you don't have much time to play and just want to have some fun. Being thrown into some real faction battle where winning is important to some people is not good, not when you are playing drunk and just want a laugh.  :D
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Molly on March 01, 2015, 09:42:40 am
Quick summary:
I had the chance to play the new prototype yesterday for more than an hour with other scholars and I can confidently say that combat is on the right track. It's not perfect and I am not one of the mechanic mastermind analyst we have in this forum but combat is fun, fluent, quick with good control and animations which are getting where they need to be. I am very impressed by it already. So, hats off to that...
Included is a big scale battle showcase, basically a castle being attacked, easy 100 npcs (prolly even more) on the screen at once, and it runs completely smooth on my rig (E31231v3, 8GB ram, R9 270x) which is also very impressive considering the probably still early state and the already nice graphics of the engine.

Maybe we can talk chadz into making some kind of lottery for non-scholars and get another 10 peeps into the program for free at some point and put some stress on the netcode :wink:




Anyway, I really like the new concept. Not sure I do like the perma-death aspect. Depends mostly on the penalty involved. Earlier perma-death included full looting which I am not a big fan of either... yea, I'm a carebear... :oops:

I think, key to the whole project the moment it goes public is some kind of PR offensive beforehand, contrary to the kickstarter campaign. Teaser, gameplay snippets, stuff like that. And even more important, emphasize clearly the main aspect: fighting and player diplomacy. Eradicate any relationship with LiF as much as possible and do it all from a perspective of people who have not the slightest clue about crpg! Sure, 360° combat is awesome but that won't sell it to the M&B-untouched masses. They can't compare like us nerds...

Thumbs up!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: autobus on March 01, 2015, 10:25:54 am
I know you guys will be trying to go for historical accuracy, but what will come first? Accuracy or balance?

Balance, we're making a game after all  :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Teeth on March 01, 2015, 12:31:32 pm
Gotta agree with that, what I noticed from the Kickstarter is that the people that are unfamiliar with Warband seem to care more about game mode design and fun things to do than super polished and super competitive combat. With that in mind I think shifting from a competitive round based design to a more free-form less combat focused experience is a good idea to draw an audience. Its important to not forget that the average cRPG player is a very unique flower and catering entirely to them will leave you with a small potential playerbase.



On the off chance that chadz is not tired from the questions barrage:

I won't argue that this game will be very much like Strategus, but mega carebear alliances like the UIF could form in your concept. I personally find it makes the experience very stale without there being anything you can do about it as a player. Will you implement any mechanics to discourage disproportionally large alliances? I imagine something could be done with diminishing returns for having more members/vassals, however these mechanics also need to be metagaming proof, as in people not officially allying to avoid mechanics while still cooperating for all intents and purposes.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: BlindGuy on March 01, 2015, 12:38:11 pm

Sorry for having so many questions, but I figured it would be best to get them all out of the way in one post. :P

You are dreaming if you think there is going be a finished game with an open world and players on it.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: NJ_Legion_Icedtea on March 01, 2015, 12:55:23 pm
However, please don't completely take the original battle/conquest gamemodes off the table.
+1
I agree the concept sounds brilliant and it's certainly unique with the potential to be tones of fun. All I can think of is Persistent World though, are there still going to be servers specifically for other game modes where you can just join and fight?

Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jacko on March 01, 2015, 01:33:00 pm
The main character is your family, under that is your regular playable characters (the family members), and all of those are susceptible to get killed (permanent death) in the world.

Perma death is just what it sounds like, permanent death. Character is gone, skills and gear lost. After a while in comes a distant cousin to replace your loss (or something along those lines).

We'll have instant battle (battle-siege equivalent), what we are undecided on is how and if they'll affect The World, and 'where' they'll happen (disconnected instanced map? instanced part of the world? in the world? Lots of questions to figure out).

We'll have mechanics governing faction size, something we're keenly aware off with Strategus in hindsight.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on March 01, 2015, 01:43:15 pm
While I'm not a fan of "permadeath=lose everything" in any game, really, your approach doesn't sound all that bad. However, is there any chance of conserving a percent of your skills, instead of getting set back to zero/starting values? Well, perhaps it would be better if we knew how leveling up/customizing gear (if that even exists) works. Is it something you do as soon as you play a new character, and they never level up, or do you have to grind, slowly gain xp, and therefore dying is a huge setback?

Also, how exactly does this "family" mechanic work? Will everyone in my family magically be named Jona? Will my family consist of men and only men?  :lol:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Micah on March 01, 2015, 03:59:28 pm
While I'm not a fan of "permadeath=lose everything" in any game, really, your approach doesn't sound all that bad. However, is there any chance of conserving a percent of your skills, instead of getting set back to zero/starting values? Well, perhaps it would be better if we knew how leveling up/customizing gear (if that even exists) works. Is it something you do as soon as you play a new character, and they never level up, or do you have to grind, slowly gain xp, and therefore dying is a huge setback?

Also, how exactly does this "family" mechanic work? Will everyone in my family magically be named Jona? Will my family consist of men and only men?  :lol:
Imo permadeath can add an imensly deep immersion aspect and mechanics if designed right. It all depends on how and how well this aspect is integrated into the game concept ... if done right, it can make the difference between a cheap 0815 meatgrinder and an ultra addictive and immersive fun game :)
 I hope for an experiance that aims to set you basically back in time into a situation of a real medival citizen story ... with death as an serious concern ...

edit: additiionally, i think this is one point where community input and ideas are most important. An impoirtant point to evaluate and argue about ... and give decent feedback and help develop an mindblowing experiance.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jambi on March 01, 2015, 05:17:24 pm
In my opinion you should be absolutely uncompromising and try to achieve exactly your dream. Do not listen anybody.


Okay!

(click to show/hide)

 :P
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jack Avenger on March 01, 2015, 05:59:08 pm
Family members, heh?
Will be there a family tree system ? (shown in the player's profile would be great though! :D)
Other good features in that I think it's adding the cause and time of death of the specific family member who deceased :)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 01, 2015, 06:13:36 pm
Keep the questions coming, I'll respond soon-ish :wink:
(They help us in figuring out how to present it to the public, what is unclear, what is of interest, etc)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Kalam on March 01, 2015, 06:38:57 pm
Crafting.

How detailed will it be? How customizable will it be? Will players be able to create custom textures for items like swords, etc, so that you can tell who made a sword just by how it looks? Will there be a skill tree for crafting in general, or will it be split up further into various fields (i.e leatherworkers, tailors, smiths, etc.) that a player will have to specialize in?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Casimir on March 01, 2015, 07:00:41 pm
Well surely there will be a system of inheritance in you family meaning you wont loose all your material wealth through death just the individual character progression.  As long as that process doesn't take too long to progress through there should be no issue with permadeath.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jambi on March 01, 2015, 07:24:16 pm
Keep the questions coming, I'll respond soon-ish :wink:
(They help us in figuring out how to present it to the public, what is unclear, what is of interest, etc)

The way your discribing your game, it realy has alot of similairity to LiF. I played it with a bunch of friends.
We had build a city..... We needed farmers , blacksmiths, Miners, foresters and guards too protect the villagers etc and keep the economy flowing. 
There were several other settlements that were ran by other groups/factions, and we had meetings both diplomatic and armed... and nighttime raids  :twisted:
Sure you have too eat in LiF, otherwise you will become weaker and have less stamina. But its in no way a survival game, where your in constant struggle vs the enviroment.

LiF had a bit of grinding. But i tihnk without it , it will become stale. Alot of players want more then just too be able too cut down a tree, and get a bunch of logs.... if you understand what im trying too say.

The reason why we quit, was because there wasnt much going on. We had build the buildings, finished the town... and with sheer numbers and understanding off the game, most our competitors were driven off the server. LiF is still in early beta i believe. But i think with these kind of games, its extremely difficult too find balance between casual, carebears and murderous players.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 01, 2015, 08:06:06 pm
Can you show me a video of the largest combat situation you can find? I did not find proper videos depicting people fighting, or anything resembling a siege situation.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Micah on March 01, 2015, 08:32:02 pm
Yes, this feature could either be really good or really bad, something like committing to perma-death really requires absolute faith in solid combat mechanics and that the server will not be a lag-fest.

If someone has a lag spike where their character just keeps running in a straight line for 12 seconds and when it stops they realize they've been killed and it's permadeath, they'll rage quit.

If a relatively new player has done whatever initial grind/tutorial is needed to get ok-ish armour and weapons and they see someone running towards them jerking left and right feignts like a nutter, then get 1-2shot and lose everything. They'll rage quit.

So permadeath is an exciting mechanic and makes everything much more tactical and less rambo, but at the same time it will need incredibly well balanced combat to be successful. Not even just a better version of cRPG combat, genuinely just a flat-out better combat system, sounds like they were on the right track with realistic weapon collisions etc.
Please stop talking about "the permadeath mechanic" as if you already knew exactly HOW it works and how it will be integrated as a FUN component of the game, its completely unlogical since nobody knows that yet ... its also not only "death by force" but also "death by age",which are two completely different points that add alot of possible aspects ... there are myriads of ways to do it ... good ones and bad ones .. some that make it very cheap some make it expensive to die. Some with benefits some with drawbacks for gameplay ... Ofcourse its silly to add it in a bad way that scares away players or newbees; But why would one want to do that?
So please dont scare others with that false prophecy ... its totally free to implement it yet and its not sure how it will be done ... even then its all free to tweak, change, ditch it if it doesnt work well... but it has a big potential for great immersion and that is worth trying to find the perfect way to include it ... use ur imagination and creativity to possible get to a version that would represent the best way for you ... and the most immersive way ... and the most newbee friendly way if you like ;)

Some might even take it the otherway around and base the rest of the social gameplay on a nice permadeath mechanics so that everything else is a result and a consequence of it ...

THere is another thread about permadeath in the other forums ... where some very interresting ideas came out ... i cant sadly repeat everything but there are very inspiring ideas ... my idea was to add a necessity to search for successor of characters early enough by making older chars lose (or change) skills at age ... up to an "death of age" event ... so that carrying along old characters would become more costly and unwanted .. and sad .. so that death is more of an relieve than a burden .. so, that death gets a meaning and makes sense - like irl - to make space for successors ... but thats just my idea until now
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jambi on March 01, 2015, 08:55:21 pm
Can you show me a video of the largest combat situation you can find? I did not find proper videos depicting people fighting, or anything resembling a siege situation.

At this point, LiF is still server based. Server we played on was usually 25/32 player cap or so. So you could imaging it was all small based. But eventually they plan on making it a one world thing.

no vids or pics on my side. Since the game has several servers, think Dayz wise.. people that get raided or sacked, simply leave the server and move elsewhere... so game turned into huge carebear fest
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Eddy on March 01, 2015, 09:10:16 pm
Right now they released LiF: your own where you can host your own servers etc. but there is no official server (if i remember correctly).
The final aim of them is to release LiF: MMO where it will be on a big server/connected servers. Its expected to start in Fall/Winter 2015.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Suedehead on March 01, 2015, 09:11:13 pm
Old concept was better :|
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on March 01, 2015, 09:19:57 pm
Yeah, perma-death is a very polarizing feature to gamers, so it needs to be handled with care. Looking at PW for example, where you lose everything but your class (which is a quick, one-time deal) you essentially lose everything. Sure you only lose a fraction of your gold (how much depends on the server settings) but losing all the very expensive gear is quite a large setback unless you are part of the large carebear faction that just buys equipment at one place and sells it at another for 2-3X profit over and over and makes a mint in no time at all (pretty much exploiting imo). Also in PW while it may be hard to get completely randomed, dying is still pretty easy, and if you last a full day's playing without dying then you were either in the large carebear alliance and didn't even fight in their wars, or you just submit to anyone and everyone you met that demanded something of you.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Teeth on March 01, 2015, 09:21:39 pm
If you have more specifics to tell me exactly about 'Perma-death' in M:BG (something which i'm sure is far from set in stone at this stage) then please enlighten me.

  • permadath: yes, however, very regulated. as a normal player, you should nearly never have to fear someone just killing you for the sake of it. We can't tell exactly what gameplay elements that will incorporate, but in general it means: if someone kills you, it is because he wants you specifically dead, and is willing to take that risk. not because he wants your stuff, it's not medieval dayz. Trying to kill someone puts a lot of risk on the killer, and will have to be carefully planned.
  • permadeath alts: also, to soften the permadeath blow, you will have multiple characters, not just one. you will control one character at a time, the others are NPCs who do the grind stuff for you (run your economy)
So I imagine that participating in a battle and dying won't actually mean permadeath for your character, the way I read this permakilling is more of a political act. Seems like getting ambushed by highwaymen won't permakill you, unless they have a grander reason than your purse and are willing to take the costs of permakilling.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Utrakil on March 01, 2015, 09:28:47 pm
Maybe it could be a possibility that the player has to open the permadeath perk by either reaching a certain political rank or participating in an enterprise with the known risk of permadeath. this could give casual players the savety of not getting permakilled and will add some thrill for higherrank nolifers.

-My2Cent-
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thomek on March 01, 2015, 09:56:37 pm
One idea to limit the power of the trolls is to work the ways players can move.

In order to kill someone in a melee game, you would first have to intercept, or catch up with them.

For example:

A traveler or tradesman moving goods between two player built towns/cities:

A horse drawn cart would move 15% faster than normal run speed. That means it would be difficult to catch/intercept on foot, and most likely you would only be able to get one hit on it before it travels away. This give a certain safety to the tradesman, and an attack would have to be coordinated to bring him down. Perhaps he could even whip his horses to get a momentary speed boost? Order them to run home without him? idk.
 

Horses:

Horses represent a potentially powerful trolling tool to kill random noobs and run away. Therefore, horses you can fight from, war horses should perhaps only be taken from a stables. A relatively expensive building you would normally protect within city walls. You would only have a warhorse with permission from the stables owner.

The thing here is that the randoming troll would then be under the responsibilty of someone higher up, i.ex a faction. So killing members from another faction could instigate diplomatic/political problems. This would be a self-governing anti-troll device.

Normal horses would also exist, but you cannot fight from them.

Personal "drop it all and run" speed bonus.

If you drop everything that can be used as a weapon from your inventory, you will run slightly faster than the fastest build possible "with a weapon attached."

This should make running away an option at all times, at the cost of loosing a tool or a weapon.


===========================================================


Now, of course people will still raid, loot and troll, but it would require some organization on their part, as a group. A player could call up the warhorse equipped guard at the nearest friendly town, and they could again intercept the offending trolls/bandits.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jambi on March 01, 2015, 10:07:38 pm
LiF has a pretty nice system for PvP. If you for example attack someone, and that person yields (emote :" No more! I yield!) too you.. you can take his items etc. If you harm him , or even worse kill him while he is yielding, you get a reputation hit.

Think Ultima online when regarding too LiF reputation.
Blue "named" players are honorable,
Grey named players are untrustworthy.. ( waylayers. bandits etc ) In LiF you could use non-lethal weapons (clubs etc) too knock someone out and loot them, less of a rep hit then straight up murdering someone.
And eventually when you have commited murder, you turn Red and everyone will know what your about.
Laying low, asking for forgiveness and praying at the church.. will deminish negative rep slowly. But can only be done X amounts of time a week.

Yes roleplaying a priest of ameno is alot of fun, especially if your friends build you a church :D

"I Yield is one of the hotbar abilities. Yielding puts all of your weapons away and renders you temporarily immobile."
Makes it so there's also no trickery or abusement


Dont get me wrong, im not trying too promote the game here. Trying too give you info on how other games managed a reputation system.
Realy reputation systems is a tough one, can easly make or break a game.


If you drop everything that can be used as a weapon from your inventory, you will run slightly faster than the fastest build possible "with a weapon attached."

This should make running away an option at all times, at the cost of loosing a tool or a weapon.


This is pretty much a feature in LiF, called "Sprint" drops all your equipped weapons into your inventory. Unable too equip anything for a while, and in return gain more movement speed.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Paul on March 01, 2015, 10:35:59 pm
  • Size: Initially, one server with 225km², in the future, we will link multiple servers together.

Will it be a 15x15 square map(which the number implies) or a stretched rectangle to increase max distances?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 01, 2015, 11:06:00 pm
I'll answer the other questions soonish, but it seems perma death is a hot topic:

I can't tell you exactly what game mechanics killing someone will have to prevent it. One idea is in fact that you can only kill people of certain power, so you are actively putting yourself in danger by seizing power.

Maybe it could be a possibility that the player has to open the permadeath perk by either reaching a certain political rank or participating in an enterprise with the known risk of permadeath.
possibly yes

So I imagine that participating in a battle and dying won't actually mean permadeath for your character, the way I read this permakilling is more of a political act. Seems like getting ambushed by highwaymen won't permakill you, unless they have a grander reason than your purse and are willing to take the costs of permakilling.
Definitely yes. If highwaymen kill you, I would expect every lord in the vicinity to hunt them down. you gain nothing from killing your victim, but you risk everything you built up.

What I can tell you is the idea behind it: It's not killing, it's murder. Murdering someones character should be one of the most horrible acts in the game you can commit. It's a powerful tool that can be used to weaken enemies, but will come at a great price. Once you murder someone, that character has crossed a line that will make the rest of his virtual life and his family different.

I think "randoming" someone is one of the worst possible game mechanics, and before that happens, I'll remove the feature of permadeath alltogether.

One idea in my mind is also that, to kill someone, you need to watch him for some time. So there will be a way to disguise your identity and then kill him. The one who is killed (his family or faction) doesn't know who it was. He does however know that it was one who was within his vicinity. It must be someone he interacted with. Murder weapons will not be disposable, but must be hidden for some time. When the murder weapon is found, or the killer, it will be possible to backtrace where his weapons or money came from, so you cant just make a pure throwaway killer account.

Those are just ideas to give you an idea about the permadeath feature. Murders will be rare, special events, and something that will always be investigated.

On the other hand though, a murder will hurt. A lot. It will be very disruptive, possibly destroying your economy or political agenda. I have a few ideas how to do that, but will also take a lot of testing.

You won't "live" only with the people you like. You live in cities, very public to some extent, and you will not like everyone within that city. There are people coming and going, traders, new immigrates, and lots of social tension.

As I said, that feature will take a lot of finetuning to get right. But I think when we get it right, it will be an interesting concept of the game, because some murders will be executed in a way where the murderer can't be found, and will cause distrust in communities. Possibly wars between families. Drama. Stories :wink:

Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Nessaj on March 01, 2015, 11:13:32 pm
The gameplay meant for MBG (KS) is also to be incorporated into this. There will be objective based battles to join etc (ranked arena), similar to just jumping into a Battle/Siege server where you can quickly get in and have some fun, play a few rounds and quit.

Also in regards to the overall gameplay don't think of it as an MMO, we're specifically trying to hit that middle-road where the focus is on fun gameplay and less any sort of tedious tasks.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Lemon_ on March 01, 2015, 11:43:52 pm

Could you elaborate on civilian roles and their impact in the game, and what danger you'd be in not speccing into combat/training for fighting?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on March 02, 2015, 12:02:04 am
This may seem completely idiotic, but what are you going to do with ranged ? Let me explain myself : imagine a ranged player, being a good archer/crossbowman/dagger thrower/whatever you can think of. Imagine this player being paid for killing one or several targets, or just being a bandit. I suppose there won't be kill notifications with names of anyone, so the ranged player can kill targets on the road, take all the stuff of the target/innocent traveler, and move to make this kind of stuff again. My point is ranged is stealthy, fast, and efficient. And this point causes several gameplay problems.

1) Will ranged be some kind of hard, even harder than backstabbing to avoid that ?
2) Will there be a permadeath protection for peasants, like being gravely wounded (1hp for 1 or 2 mins while on ground/until someone helps you out), or something like that ?

I don't want ranged being nerfed to ground, or being on the opposite too easy, but there should be a way to make this kind of actions rather hard, even for ranged players.


Third question, related to the development of the game in itself : will you add gamemodes (different than battle/siege) in the future which allow the player to use a persistent character ?

By different of battle/siege, I mean PvP/PvE competitive gamemodes like some kind of Conquest, or a survival in an arena/town where players must survive waves, or beat a time "record", with the difficulty becoming higher after each stage (similar to Survival in Insurgency; this game got interesting gamemodes to inspire actually, just giving out ideas).
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Maestro on March 02, 2015, 12:18:29 am
How long will be one round?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: AwesomeHail on March 02, 2015, 12:27:33 am
archey stuff

What could be cool is that there, if there is ranged, a higher skill level is needed, as you said, not too easy, the arrows can be traced to where it was bought etc, etc, someone has seen you buying those arrows and after 1 week you find out who the shooter is.

but having a sniper elite group would be really cool. like hiring a bunch of super skilled men so you can be more sure of victory and have more chance, like strat battles need some skilled archers.

the protection for starters is a REALLY good idea, I mean, when you first start a game you dont want to be killed by some random OP guy or patroll. The time spent on the game needs to be recorded, at 0-10 hhours of playing the game or levels, you get the 1 hp buffer where you wont be permakilled/killed, at 20 you get a damage reduction on you, and so on.

(click to show/hide)

EDIT: spellign corrrectoot*
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 02, 2015, 02:22:55 am
Please not the permadeath.  Don't have nearly as much time to no life neckbeard stuff back if I lose it due to my lack of skill.  Not to mention earning it all back would be extremely repetitive.

Looking nice otherwise
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Gnjus on March 02, 2015, 08:31:22 am
Once you murder someone, that character has crossed a line that will make the rest of his virtual life and his family different.

 8-)


One idea in my mind is also that, to kill someone, you need to watch him for some time. So there will be a way to disguise your identity and then kill him. The one who is killed (his family or faction) doesn't know who it was. He does however know that it was one who was within his vicinity. It must be someone he interacted with. Murder weapons will not be disposable, but must be hidden for some time. When the murder weapon is found, or the killer, it will be possible to backtrace where his weapons or money came from, so you cant just make a pure throwaway killer account.

Those are just ideas to give you an idea about the permadeath feature. Murders will be rare, special events, and something that will always be investigated.

Medieval Poirot ? Or Midsomereval Murders ? Will those with poor intelligence be able to hire more "able" men to find the killer ? Will I be able to role-play brother Cadfael ?:wink:



Murders will be rare, special events

With a risk of sounding too negative but.......we're talking about murders in Medieval Times here......I think you should consider changing their quality from "rare" to "uncommon" at least.......  :twisted:

Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Vovka on March 02, 2015, 12:05:39 pm
Sooo what about multiaccounting? I have a big family and we all want to play, but for 10 people we only have 3 computers  :mrgreen:

and what about NPC guards? good protection against trolls and sink moneyz
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Casimir on March 02, 2015, 12:07:43 pm
Need learn share better comrade
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Grumbs on March 02, 2015, 12:46:00 pm
This may seem completely idiotic, but what are you going to do with ranged ? Let me explain myself : imagine a ranged player, being a good archer/crossbowman/dagger thrower/whatever you can think of. Imagine this player being paid for killing one or several targets, or just being a bandit. I suppose there won't be kill notifications with names of anyone, so the ranged player can kill targets on the road, take all the stuff of the target/innocent traveler, and move to make this kind of stuff again. My point is ranged is stealthy, fast, and efficient. And this point causes several gameplay problems.

1) Will ranged be some kind of hard, even harder than backstabbing to avoid that ?
2) Will there be a permadeath protection for peasants, like being gravely wounded (1hp for 1 or 2 mins while on ground/until someone helps you out), or something like that ?

I don't want ranged being nerfed to ground, or being on the opposite too easy, but there should be a way to make this kind of actions rather hard, even for ranged players.


Third question, related to the development of the game in itself : will you add gamemodes (different than battle/siege) in the future which allow the player to use a persistent character ?

By different of battle/siege, I mean PvP/PvE competitive gamemodes like some kind of Conquest, or a survival in an arena/town where players must survive waves, or beat a time "record", with the difficulty becoming higher after each stage (similar to Survival in Insurgency; this game got interesting gamemodes to inspire actually, just giving out ideas).

I hope ranged gets similar amount of development time as melee, or it is nerfed pretty hard. The main gripe I get in cRPG is that we have a great melee combat sim mashed together with half hearted point and click FPS mechanics (comparatively). There is no finesse or deep combat mechanics with ranged - thats something I hope they eliminate with the next game or make sure they stick to melee as the main gameplay. Why should half the population leap frog over the meat of the gameplay and play it like any other fps game?

How to make ranged less shallow? Just some examples:

Weapon sway - it doesn't have a fixed point at the dead centre of the screen - the point of release moves constantly but it moves with a momentum you have some control over. As you draw you get more severe momentum that increases as your arms tire
"free aim" - you have to line up the front and back of the weapon from a perspective that means you have to judge the angle rather than point and click
Stamina affects sway
Running moves the weapon around (not just a wider crosshair..this is especially important for HA/HX)
Projectile physics - lots of arcing and leading
Realistic interaction with materials (projectiles glance at acute angles with plate etc).
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Beauchamp on March 02, 2015, 01:32:20 pm
permadeath
----------------------------------------------------------
i love the concept of permadeath where you loose everything including your stats, items and name, that never can be used again - it actually makes you think twice before you kill someone, knowing that as a revenge you can get killed yourself. there just must be some mechanics how you will be able to track the murderer (aka in heaven and hearth) and the murderer can't really be absolutely safe even when he logs out.

also if you defeat somebody in the combat, you should first just knock him off so you're able to give him a nice full loot without killing him. one should be able to kill only somebody who is lying unconscious on the ground by some special move.

in HnH you even have to skill "quite expensive" skill of murder before you actually can kill somebody. it is not realistic, but as a game mechaics i'd say it works a little bit. it would work even better if there would be a skillcap to character and murder would be one of them.

multiaccounting
----------------------------------------------------------
i'd also strictly be against more characters per account. if there is a possibility to have more characters it in a way kills the aspect you need other people to play with to achieve something bigger (aka run working town). if somebody wants more characters, he should buy the game more times  :twisted:

skillcaps
----------------------------------------------------------
by the way the best skillcap system i've ever seen in a game was in one ultima roleplaying server.

- there were just 750 skill points to spend
- there were about 40 skills to level up
- if you wanted to master one skill you had to invest 100 points into that (by long long long long long very long grind)
- the difference between 100 points and lets say 85 was very very noticable
- if you wanted 100+ points it was achievable only by items (and you couldn't really get more than 110)
- if you wanted to really specialize in something (smithing, cooking, fighting, casting - you usually had to level like 6 skills to 100 so you really could be great in one thing only)
- you could however play around with stats (dex, int, str) thuss affecting your fighting capabilities quite a lot (you could be good fighter against archers/mages, but bad against other fighters etc..)
- stat cap was 161 (and you could have 159 str, 1dex, 1 int if you wanted)
- the 750 skillcap was applied to all skills (including mining, hiding, fighting skills, fishing, whatever)
- so you couldn't be good smith (or mayor, or trader, or alchymist) and good fighter (or archer and mage) at the same time
- but you could be good fighter and good miner (as for stupid pickaxe you needed 1 skill only) - but then you were selling ore only and not ingots that smiths were able to create (still it was a good source of income)
- you also could be good hunter and archer (as for hunting you needed like 200 skills invested in skinning animals and tracking)
- it was also fun to play craftsman, because it was difficult. there were no public recipes for anything, you had to pass some quests to get to know how to make better weapons, or you had to go to library and read old books to find recipes, or you had to get an escort and go to the dungeon where you could learn recipes engraved in walls etc.. or you just had to experiment (and risking loosing ingredients) to create stuff. older smiths were able to help you, but only to some extent. the best ones never shared unique recipes for the best armor and weapons. now it would maybe be different, as everyone shares everything just via teamspeak. i don't know, but at that time there were only 2 smiths that were really capable to make the top stuff, everybody knew them and nobody dared to touch them, because he knew he'd just get hunted until he would have to delete his char (well except for the drows :)). and there were not just smiths, there were people making carpentry, top quality food, wine... (and especially wine-making was the ultimate task, nobody ever learned more than like 50 percents of its possibilities  ^^)

these limitations were great, it was a game where everybody really was unique, everybody's character was different. crpg still has some variety in chars, but not really as big as this game had...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Casimir on March 02, 2015, 01:55:49 pm
What will happen to abandoned settlements or property of inactive accounts?

If someone builds a huge complex but goes afk how long before it can be removed / taken over?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Vovka on March 02, 2015, 02:51:33 pm
(click to show/hide)

UO Best MMO regards game balance
multi accounting would avoid "the terrible consequences" of randomly slaughter
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 02, 2015, 03:26:38 pm
Probably a good idea to avoid permadeath as a gameplay concept as it encourages multi accounting.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Paul on March 02, 2015, 03:41:48 pm
Projectile physics - lots of arcing and leading

What's wrong with Warband's projectile physics? The only really annyonning thing I remember is the hardcoded limit on the amount of pathpoints for the projectile difference equation precalculation. Makes indirect shooting impossible for high velocity stuff because the bolt/arrow simply disappears midair when under way for too long. Apart from that and some minor problems(very slow speed stuff) the physics seemed pretty consistent to me.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jack Avenger on March 02, 2015, 06:04:13 pm
Or that toggling it even provides slightly (nothing OP) higher stats or more HP or something to encourage people who want the 'edge' to take that risk more often, whilst more casual people who care less about min-max need not toggle it.

This! That would be logical and awesome.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Beauchamp on March 02, 2015, 07:56:31 pm
why u don't kill people in real life? because you know you'll probably get punished so much for it, that it will be game over for you no matter how much you steal.

permadeath in computer games prevents people from killing on sight. its not worth it to kill some newbie if there is a risk your OP char will get tracked from murder scene by some party and get killed while you're logged off for that. especially if you can only have 1 account / game copy.

you don't need anything extra...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: ThePoopy on March 02, 2015, 08:13:34 pm
need a reason to punish the killer
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MURDERTRON on March 02, 2015, 10:05:48 pm
The mystery has been solved!  It was colonel chadz in the conservatory with the candlestick!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 02, 2015, 10:09:38 pm
The mystery has been solved!  It was colonel chadz in the conservatory with the candlestick!

Thus the manhunt began for the donkey savage

...would possibly tolerate permadeath if it meant calling an inquisition on chadz
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 02, 2015, 10:15:45 pm
The great thing about the Perma-death feature that people here seem to be talking about is the potential for Player Killing :D

If you suck-up to the in-game authorities enough you can surely have their permission to hunt CRIMINALS and MURDERERS and put them to justice. Imagine the joy of Player Killing a Player Killer, you've committed their crime but have done so legally and are therefore safe :P this must be how American executioners get to feel IRL.

Poison/barbiturates?  Or maybe a show trial and subsequent public execution?

Now you're talkin.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 02, 2015, 10:22:18 pm
Or ride them down and butcher them like a hog... for JUSTICE!

'He was trying to escape!'
or
'He had a shiv!'

We were just following orders!  Hooray legal immunity!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on March 02, 2015, 10:51:34 pm
I sure hope there is some mechanic that allows you to kill in self defense while avoiding the penalties of being a murderer, you know, 'murican style. If a known PKer walks up to me, blade drawn, I sure as hell ain't gonna just let him have his way with me. I hope you can kill any PKer on sight without consequence, and if anything you get a reward if they have a bounty on their head. If so, I will be rolling a hired assassin/manhunter, for justice.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Pestdoktor on March 02, 2015, 11:02:48 pm
I sure hope there is some mechanic that allows you to kill in self defense while avoiding the penalties of being a murderer, you know, 'murican style. If a known PKer walks up to me, blade drawn, I sure as hell ain't gonna just let him have his way with me. I hope you can kill any PKer on sight without consequence, and if anything you get a reward if they have a bounty on their head. If so, I will be rolling a hired assassin/manhunter, for justice.

I guess if you wanna be that way you better have the faction to back it up :P
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on March 02, 2015, 11:15:07 pm
If so, I will be rolling a hired assassin/manhunter, for justice.

If I buy the game, I may be tempted to do the same, but for money, because massive greed.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on March 03, 2015, 12:43:04 am
If I buy the game, I may be tempted to do the same, but for money, because massive greed.

Of course, hence I said "hired assassin." Like hell I'd put my life on the line for free. But if anyone asked why I do it, it's for justice... cuz... you know... reasons.  :wink:

Do mine eyes deceive me or do we have all the ingredients for the most badass, amazing, trolling, PK-bullying clan/guild to ever be conceived?

M:BG deserves players like us lol.

Yes, yes it does. And let us hope that the game mechanics allow for it. Would be pretty shitty to not be able to suitably deal with criminals. I guess it would kinda be just as fun to run out and beat em up and bring em back to imprison them... but... nah, who am I kidding? MUST KILL IN THE NAME OF MONEY JUSTICE!

Also I kinda wonder how the alternate character system works, if there will be one at all. It would be pretty damn fun to be able to play as both sides in the cops vs. robbers (manhunters vs. murderers?) dichotomy. However, I wouldn't want people knowing about my highwayman pastime (on my alt) when my main is rolling around as the most respected manhunter in town.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Lemon_ on March 03, 2015, 01:10:10 am
Can we talk about servers... Where will they be hosted? Will NA / EU get different servers? What will the specs be (ex. max players..)..?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: HappyPhantom on March 03, 2015, 05:08:59 am
Can we talk about servers... Where will they be hosted? Will NA / EU get different servers? What will the specs be (ex. max players..)..?

Yeah, fuck 360 degree combat with high ping.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Sigibert on March 03, 2015, 12:06:02 pm
Man, I'm pretty hyped for the game right now...

I used to be hyped for "Life is Feudal" as well until I learned that it's not really that much about fighting but tedious building, farming, grinding... Also the combat is far from being as good as Mount&Blade was.

So, I'm pleased to hear that MBG while also being sandboxy and open will try to focus on warfare. Imho that is what made Mount&Blade SP so interesting in the first place:
if you wanted, you could fight all the way.

That leads me to the question if it will really be the case:
in Persistent World Mod there is not so much room to fight all the way. You can join a faction and hope that it will declare war on somebody soon but in the meantime you're pretty much waiting for something to happen.
I feel there should be a constant legal war going on, maybe between those 2 kingdoms? And if you wanted you could gather some troops, ride over there and kill some unsuspecting players. Sorry, if you already answered that.

I'm not so sure about permadeath but I'm willing to trust you on that.

What about full loot btw? I'm personally not that much in favour of it. I like the idea that you spend time into gathering your stuff and that it reflects your engagement in the game. In a full loot game every lucky peasant can wear your shiny full plate armor if he manages to kill you.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: DaveUKR on March 03, 2015, 01:41:35 pm
More like:
- to attack someone you need a levelled character (no throwaway)
- if you kill someone, it can be traced back to you
- put some negative perk on you, possibly one that you cant get rid of (eg being capable of being murdered in your sleep by the family of whoever you killed)

those are just a few ideas, not necessarily what will be in game. but that goes for anything in this thread, really, we are developing iteratively.

Please don't add this bullshit. There shouldn't be any limitations like that. You may add some kind of reputation which would more like an aesthetic parameter used for roleplaying or other purposes (i.e. you can't achieve a status of a knight having negative reputation or become a bandit with positive whatsoever). Giving away random deaths like "you were killed while you were sleeping, kthxbye" would cause GTXs. The more reasons to quit - the faster community disappears (you should have learned it well with crpg).

The whole "no grind" idea is also a misleading point. According to your description the game lacks addiction points and abounds with reasons to quit the game. It doesn't make it more hardcore - it makes it more random and stupid. I'm all for e-sport elements in this game: competitive fights, less random factors, strategy and tactics elements. If you don't make a proper fighting system - nobody would play a broken SimCity simulator.

One idea in my mind is also that, to kill someone, you need to watch him for some time. So there will be a way to disguise your identity and then kill him. The one who is killed (his family or faction) doesn't know who it was. He does however know that it was one who was within his vicinity. It must be someone he interacted with. Murder weapons will not be disposable, but must be hidden for some time. When the murder weapon is found, or the killer, it will be possible to backtrace where his weapons or money came from, so you cant just make a pure throwaway killer account.

Those are just ideas to give you an idea about the permadeath feature. Murders will be rare, special events, and something that will always be investigated.

On the other hand though, a murder will hurt. A lot. It will be very disruptive, possibly destroying your economy or political agenda. I have a few ideas how to do that, but will also take a lot of testing.

You won't "live" only with the people you like. You live in cities, very public to some extent, and you will not like everyone within that city. There are people coming and going, traders, new immigrates, and lots of social tension.

As I said, that feature will take a lot of finetuning to get right. But I think when we get it right, it will be an interesting concept of the game, because some murders will be executed in a way where the murderer can't be found, and will cause distrust in communities. Possibly wars between families. Drama. Stories :wink:

For now it just looks like a fantasy without any backthoughts about how to make it work. It has nothing to do with real game experience. You speak about drama, politics and so on. And how it will be in reality:
a 12y.o. kid who lives nearby did something bad to my character (stole food i.e.), called me a noob and my mom a fat bitch. I want that bugger to get killed - so there is no way I can fight him without killing the game experience for my character forever?

My main suggestion: stop this fantasy bullcrap and make a classy game with perfect fighting system. You can add other stuff on top of it. Other than that - the game is going to become a usual crap that is always "work in progress" or "early alpha access" with shitloads of bugs and broken features that makes it hard to achieve a good gaming experience.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Micah on March 03, 2015, 01:45:29 pm
iirc, it was mentioned that there will be an always-on battle mode where you can join if you want to fight anytime ... just like cRPG ... additionally i dont think i heared people complain about lack of fights in strat. So, i dont think it will be a large problem, since also, iirc, you will be able to join battles for battleing factions (aswell similar to strat) ... not sure if you can join as random merc (like strat) but at least you will be able to join if you(your character/family/army) are located or traveled to the region of the conflict ...


also: WB DaveUKR  :mrgreen:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:00:47 pm
Who will be the King? For balancing reason i think it could be an admin, but for gameplay i think there should maybe be something like a voting from the factionns (1 vote from every faction, so bigger factions themselves got a disadvantage). It would be a problem if the title of the King would stay always in the same faction/on the same person, it would, why you can imagine yourself.

Either voting, a certain territory you have to hold (army power) or an object you need to posess (personal power). Which one it will be, we'll test, and maybe we try different variants in different rounds.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: DaveUKR on March 03, 2015, 02:03:47 pm
iirc, it was mentioned that there will be an always-on battle mode where you can join if you want to fight anytime ... just like cRPG ... additionally i dont think i heared people complain about lack of fights in strat. So, i dont think it will be a large problem, since also, iirc, you will be able to join battles for battleing factions (aswell similar to strat) ... not sure if you can join as random merc (like strat) but at least you will be able to join if you(your character/family/army) are located or traveled to the region of the conflict ...


also: WB DaveUKR  :mrgreen:

Yeah, I didn't misunderstand it. chadz said that he wants a unimap for everything (225 sq km) means that there will be an open world for everyone to play there. So if there is a battle and you want to fight there - you'll be moved or will have to move there somehow. But I'm speaking about the stuff behind it. The daily small fights look more promising to me, like defending a caravan against the ambush or attacking it, punishing trolling kids (there is no way any game can avoid it), fighting people beyond official battles. Permadeath is too harsh (don't tell me that I didn't understand it, I foresee people claiming it, just reread what I say) and having no penalty makes no sense either.

I'm all against making things difficult like that. If you don't know how things will work - don't do it. Make simple things work well first.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: ARN_ on March 03, 2015, 02:04:58 pm
Will you be able to end feuds with players through duels either to first blood or if you so wish to death with out getting any penalties for killing? Would be quite sweet to kill your rivals in an honourable way :twisted:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:06:08 pm
What happens if you have own castle or city and few players join to your faction and kill you.
You will lost your castle? Or how will be castles/cities linked to player/king?

Players can't just join your faction, you need to give them access. The people in control of a city (usually a faction) will have some options to give power to other people. You can also mark areas within your territory for building, so people can build houses and economy there. If you want a closed off castle where no one except friends have access, or a flourishing city where people can come to live, is up to you.

If it's possible to take over an entire city by killing the ruling class.. We'll see. Sounds both interesting and overpowered. Tests will tell
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Vovka on March 03, 2015, 02:06:58 pm
Its should be valve in the middle of the desert

visitors can't see pics , please register or login
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Vovka on March 03, 2015, 02:09:25 pm
Players can't just join your faction,
(click to show/hide)
andwhat if the king А and the king В would not love  Russians and Polish for expl and will not accept them in the fraction.  :(
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:15:21 pm
... mega carebear alliances like the UIF could form in your concept. I personally find it makes the experience very stale without there being anything you can do about it as a player. Will you implement any mechanics to discourage disproportionally large alliances? I imagine something could be done with diminishing returns for having more members/vassals, however these mechanics also need to be metagaming proof, as in people not officially allying to avoid mechanics while still cooperating for all intents and purposes.

I'm trying to fix that problem at the root. As in, even if you are super strong, you will have an unquestionable control of your current location, but you will never rule the entire world.
But at the same time, locations only offer a certain amount of resources. If your group is too big, you are not as efficient as when you would split up a bit.

All the ideas regarding punishing factions for too many members... It's not gonna work out. Too easy to bypass.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:19:35 pm
Will be there a family tree system ? (shown in the player's profile would be great though! :D)
Other good features in that I think it's adding the cause and time of death of the specific family member who deceased :)

Me personally, I don't care that much about it, I just think in gameplay terms. Nessaj is a fan of it, though, so you might see something like that :)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Micah on March 03, 2015, 02:20:48 pm
Hey Dave ... i was mainly replying to Sigiberts concern about possible lag of fights ... aka action component of the game ;)
After rereading your post, i pretty much agree with most of your points, yet, i need to add, that it all has to start with an optimistic idea - a fantasy - that has to be evaluated and adapted to arising problems. There will be many problems arising of which nobody has thought of, other problems that where big concerns will perhaps solve themself or at least will fall down on the priority list very far. Id say, best tactic is : hope forthe best; prepare for the worst ;D

(click to show/hide)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:23:04 pm
Crafting.

How detailed will it be? How customizable will it be? Will players be able to create custom textures for items like swords, etc, so that you can tell who made a sword just by how it looks? Will there be a skill tree for crafting in general, or will it be split up further into various fields (i.e leatherworkers, tailors, smiths, etc.) that a player will have to specialize in?

Good questions. For the beginning, however, I want to keep it simple. There will be different qualities depending on who/where/how it was crafted, but maybe not visible in the beginning.

The entire economy boils down to one goal in the end: support your military power. So everything you do, either top or bottom of the resource chain, ends in either weapons, armors, troops or military structures at one point.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:27:47 pm
Will it be a 15x15 square map(which the number implies) or a stretched rectangle to increase max distances?

15x15, for the sake of sparing my brain of complex math.
(click to show/hide)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Nessaj on March 03, 2015, 02:31:48 pm
Dave, RE! Now l2read all info before commenting, don't be lazy :( :P :twisted:

All I can say is that you're thinking in completely generalized terms, e.g. Rust/DayZ gameplay or any sort of regular gameplay you've experienced in mods/MMOs these last years. Many projects had initial success but couldn't sustain it long term. It would be concerning if we were going in that sort of direction of course :)

This is not a survival game, it is not a death match open world, it won't be either. It's something else you haven't seen before, just like everyone doubted everything about how cRPG/Strat would work in the beginning :wink:

There's battles of various types you can play in at any time (like instant battle via joining/queue), e.g. "cRPG" as we've stressed (a lot). Then there's also the world, where you don't need to participate if you don't want to. There will be consequence-free combat whenever you want, at any point of the day, even at 4 AM in the night.

We're talking layers combined into a nice middle-ground, without being too broad, without being too specific. No doubt very different from other games. The idea and concept of this is not new within the team, it has been around from before MBG/Asinus was even known, and it is by far what attracted me personally to this project more than anything else.

Combat will still be key, it will be a focus, there will be plenty of battles and fights to participate in, and we'll do everything we can to make the combat amazing because without that the game doesn't work, combat needs to be top notch.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Micah on March 03, 2015, 02:36:24 pm
Yeah, I didn't misunderstand it. chadz said that he wants a unimap for everything (225 sq km) means that there will be an open world for everyone to play there. So if there is a battle and you want to fight there - you'll be moved or will have to move there somehow. But I'm speaking about the stuff behind it. The daily small fights look more promising to me, like defending a caravan against the ambush or attacking it, punishing trolling kids (there is no way any game can avoid it), fighting people beyond official battles. Permadeath is too harsh (don't tell me that I didn't understand it, I foresee people claiming it, just reread what I say) and having no penalty makes no sense either.

I'm all against making things difficult like that. If you don't know how things will work - don't do it. Make simple things work well first.
I think, the best approach to balance the occurance of aggressive/any type of encounters (as : how often they occure, what kind of conflicts are the majority) always by balancing the profit for it ... not only material gain, but also , how much can you boost your reputation with your act, either as bad-boy or cyber police man. The hope should be to model an environment where against all "evil" gameplay (like robbing, murdering, and even trolling) the "counter" gameplay is evenly strong ... to hold everything in balance. You can motivate people to do anything in a game by injecting some sort of virtual currency .. be it in-game-gold or reputation.
Indeed, the goal should not be to forbid any kind of gameplay ... but to try to balance it into the space of possible gameplay imo.

edit: not sure if this was really a response to the quote or to anything .. but well ..  :mrgreen:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Gnjus on March 03, 2015, 02:38:03 pm
Nessaj is a fan of it, though, so you might see something like that :)

Hopefully he will also implement inbreeding (historically accurate), for those families that are......how should I put it........overly fond of themselves........I would like to see the Abay family tree with realistic pictures of its members........Greys as well, with all of their 50+ shades............  :twisted:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:40:59 pm
What will happen to abandoned settlements or property of inactive accounts?

If someone builds a huge complex but goes afk how long before it can be removed / taken over?

It won't go away until someone takes it over. Which should be rather easy if it's not defended.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:43:58 pm
I sure hope there is some mechanic that allows you to kill in self defense while avoiding the penalties of being a murderer, you know, 'murican style. If a known PKer walks up to me, blade drawn, I sure as hell ain't gonna just let him have his way with me. I hope you can kill any PKer on sight without consequence, and if anything you get a reward if they have a bounty on their head. If so, I will be rolling a hired assassin/manhunter, for justice.

In general, just because you knock someone out, doesn't mean he's dead. If you beat someone, he is unconscious or similar. Then you actively have to decide if you want to end his life OR take his stuff (it might be mutually exclusive, realism aside)

Also, murders will depend a lot on where they happen. Killings in a city can be pardoned by the city, so it is possible to kill people if you are in power of the location.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:45:25 pm
Also I kinda wonder how the alternate character system works, if there will be one at all. It would be pretty damn fun to be able to play as both sides in the cops vs. robbers (manhunters vs. murderers?) dichotomy. However, I wouldn't want people knowing about my highwayman pastime (on my alt) when my main is rolling around as the most respected manhunter in town.

That wont work, you will most likely have a family name (=your last name), and can only change the first name. Everyone knows that you and your "brother" are in fact the same person.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Micah on March 03, 2015, 02:48:37 pm
Another question about permadeath:
What will happen if i jump down a 500 meters deep cliff in one of your beautiful nordic fjord maps or mountains ... or when i stand underwater to observe the sealife for a few days in the beautiful lakes you will design ?  :mrgreen:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 02:48:52 pm
I feel there should be a constant legal war going on, maybe between those 2 kingdoms? And if you wanted you could gather some troops, ride over there and kill some unsuspecting players.

There will be constant fights, nonstop; some are more important, some are less important, but they happen all the time.

As for the 2nd sentence; For this game to work, there needs to be some persistancy. So usually you will never be overrun because of being unsuspecting. When you go to sleep, you will wake up next morning and know that all the stuff you had yesterday will still be there.. unless something very catastrophic happened.

So you will know when an army approaches you. Unless you fucked up your intel.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Vibe on March 03, 2015, 02:53:17 pm
So far it sounds like a cool mix of The Guild and cRPG, with a bit of Haven&Hearth mixed in. I'm sorry if I'm reposting some questions (mostly economy related):

Is there plans to have a NPC population in cities (even if merely numerical, not actually NPC characters in the city), outside of player families?
How much emphasys will be on crafting/businesses that are unrelated to combat and wars (aka not wall building, weapons, armor) but more on general medieval economy, as in ale production for taverns, paper/scriptures for the church, food production, pottery, tool making, etc etc?
How will end products of above mentioned crafts/businesses affect gameplay, will you be selling those to NPCs for profit or players for certain bonuses or whatever else they'd get out of it? Would be cool if we were selling to NPCs to see it affect the population/city itself, as in improved quality of life due to high supply of x/y, consequently increasing population (think Caesar games?).
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 03:01:35 pm
Another question about permadeath:
What will happen if i jump down a 500 meters deep cliff in one of your beautiful nordic fjord maps or mountains ... or when i stand underwater to observe the sealife for a few days in the beautiful lakes you will design ?  :mrgreen:

We'll probably have a few different states:
- Healthy (anything from 100% to 1% of HP)
- Gravely wounded (knocked out for hours, possibly days -> play a different family member)
- Conscripted (tied to an army on the move -> play a different family member)
- Dead (well... dead...  -> get a new family member :wink:)
falling off a cliff means "gravely wounded". no one likes dying to gravity :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 03, 2015, 03:13:07 pm
Is there plans to have a NPC population in cities (even if merely numerical, not actually NPC characters in the city), outside of player families?
Ideally, none: If we manage to pull it off, everything is player run. If that doesn't work out, we'll introduce NPCs, but the goal is 100% player driven.

How much emphasys will be on crafting/businesses that are unrelated to combat and wars (aka not wall building, weapons, armor) but more on general medieval economy, as in ale production for taverns, paper/scriptures for the church, food production, pottery, tool making, etc etc?
None and a lot at the same time. As we have no NPCs that you can sell to, everything that is produced must have a meaning. And ideally, everything that is produced, must be used up somewhere to keep the economy going. That's why offensive and defensive objects are just perfect for that: They will always get used up. There will always be fights, wars, and they will get rid of those items that are produced in the economy.

There will still be many intermediate objects, though; There will be food for armies, there will be ale for armies; Having versatile nutrition for your armies will allow them to move faster/further/have more HP/to be decided.

If you want to craft an advanced armor, it will probably take 10 to 20 different economical steps inbetween, and each one will require someone with the right tools, skills and resources to create the best possible outcome.

It's intentional that no one can do everything by himself, trading will be a big factor, and not just external trading, there will be a lot of trading within your own city. But all items come from (more or less infinite) resources, get manufactured by players, and then exit the cycle through wars. By wars, you can seize control of better resources. Increase manufacturing cycles. etc.

I'd like to implement more medieval stuff later (after alpha) to make the economy even more nuanced, but for now it's important to get the basic cycle of resources right.

tl;dr: no NPCs, no NPC economy, therefore, every object will have a meaning.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Molly on March 03, 2015, 03:30:04 pm
Are the current testers all committed min-maxers who are going to test all the features based on the assumption that everyone is going to try and play the game 'well' on launch, or do you have a healthy amount of troll-testers who will fuck about trying to break everything as much as possible (like you'll get in the full release)?

Krems are a valuable cRPG resource you could exploit to try and troll-proof M:BG closer to release.
I'm in. :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Sigibert on March 03, 2015, 03:33:43 pm
As for the 2nd sentence; For this game to work, there needs to be some persistancy. So usually you will never be overrun because of being unsuspecting. When you go to sleep, you will wake up next morning and know that all the stuff you had yesterday will still be there.. unless something very catastrophic happened.

So you will know when an army approaches you. Unless you fucked up your intel.

Yeah, what I meant was: you and a buddy are standing on a field and all of a sudden an enemy army from the other kingdom roles over the hills and kills you if you don't escape fast enough. That's something that happens quite frequently in persistent world mod... one of the things I really like about it :P

I appreciate that your stuff is relatively safe when you're logged off. That's what ruined Rust for me...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thomek on March 03, 2015, 04:25:41 pm
do you have a healthy amount of troll-testers

Implying devs are not trolls at heart. Yes? :D
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: DaveUKR on March 03, 2015, 04:26:47 pm
Dave, RE! Now l2read all info before commenting, don't be lazy :( :P :twisted:

All I can say is that you're thinking in completely generalized terms, e.g. Rust/DayZ gameplay or any sort of regular gameplay you've experienced in mods/MMOs these last years. Many projects had initial success but couldn't sustain it long term. It would be concerning if we were going in that sort of direction of course :)

This is not a survival game, it is not a death match open world, it won't be either. It's something else you haven't seen before, just like everyone doubted everything about how cRPG/Strat would work in the beginning :wink:

There's battles of various types you can play in at any time (like instant battle via joining/queue), e.g. "cRPG" as we've stressed (a lot). Then there's also the world, where you don't need to participate if you don't want to. There will be consequence-free combat whenever you want, at any point of the day, even at 4 AM in the night.

We're talking layers combined into a nice middle-ground, without being too broad, without being too specific. No doubt very different from other games. The idea and concept of this is not new within the team, it has been around from before MBG/Asinus was even known, and it is by far what attracted me personally to this project more than anything else.

Combat will still be key, it will be a focus, there will be plenty of battles and fights to participate in, and we'll do everything we can to make the combat amazing because without that the game doesn't work, combat needs to be top notch.

Thanks for the reply. As I've stated above - I've got it all correct and I read all the stuff before commenting. There is a 225 sq km map where people do something. I agree that making everything consequence-free would make this game a survival game (because if you let someone kill someone without any consequences - people will start killing on sight, especially trollkids) but on the other hand I don't want to see a complete Minecraft sandbox. Players should not be limited in their actions like that and the price for the killed should not be that big.

In my opinion small fights look much more promising. In my opinion death in all fights should be punished somehow, whether those are fights for the castle or ambushes on the road. The only one that shouldn't - training fights (like tournaments, training camps and so on). It brings diversity to the game. I also like the family idea so even if one of the family members is getting penalized for the death (lets say each "death" makes the certain character unavailable for a growing amount of time depending on the amount of deaths and eventually at some certain death you die permanently) you can use the other one. The benefit for the killer scales well in such case. For instance - 6 hours inactivity (lets say it's his 10th "death") for the field commander might be enough for his enemies to win a couple of very important battles facing a headless army, but 6 hours for a random peasant is nothing - he will just switch to other things/characters (and he will not actually have 6 hours as he won't die, so if it's his first death - the inactivity would be i.e. 5 minutes).

But it all doesn't matter as those are things that are behind the main purpose of this game - epic fights and battles. As I've said multiple times here: small fights can be as epic as big battles if not more.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thomek on March 03, 2015, 04:49:05 pm
Exact final map sizes and such are subordinate to gameplay and technology.

For example, maps should not be too crowded, nor too sparse with players, but we want more players on them than any other melee game can muster.

Testing will be the final reveal to what will become the "right" mapsize for the "right" amount of players, as this is very hard to quantify otherwise. We want to push it as far as reasonable hardware and good netcode can do.

But the goal is.. as you know: Epic!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Nessaj on March 03, 2015, 05:26:26 pm
(click to show/hide)

I share all your concerns :) It's not an easy feat to hit that magical middle-road between everything, where it's not too much or too little.

There will be smaller battles too though, in the world, and for the instant battle feature.
There'll also be arena/tournament type features as well, like jousting, duel, 3vs3 (or 2vs2 instead), 5vs5 etc.

(click to show/hide)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on March 03, 2015, 05:38:08 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on March 03, 2015, 08:36:18 pm
I can barely come up with one or two decent character names... and now you expect me to be able to create a reasonable surname (in addition to many, many first names)?!?! :(
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Utrakil on March 03, 2015, 09:28:35 pm
Jona Jonasson

that was easy
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on March 03, 2015, 10:14:57 pm
Haha, I had initially typed out:

I can barely come up with one or two decent character names... and now you expect me to be able to create a reasonable surname (in addition to many, many first names)?!?!  :(  Jonasson just doesn't sound all that great.

before I just deleted the last sentence cuz its just that bad a name.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Taser on March 03, 2015, 10:34:17 pm
Do mine eyes deceive me or do we have all the ingredients for the most badass, amazing, trolling, PK-bullying clan/guild to ever be conceived?

M:BG deserves players like us lol.

Innnn.

Also I'm glad you guys are focusing on epic now. My wallet is ready.

I can barely come up with one or two decent character names... and now you expect me to be able to create a reasonable surname (in addition to many, many first names)?!?! :(

Also this.

Aw fuk bai.

Taser Tazerington.

Taser Can'ttouchthis.

Taser Thunderthighs.

Taser Sirshockington.

And what about alfred? Aw shit mang.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 04, 2015, 05:13:43 am
Innnn.

Also I'm glad you guys are focusing on epic now. My wallet is ready.

Also this.

Aw fuk bai.

Taser Tazerington.

Taser Can'ttouchthis.

Taser Thunderthighs.

Taser Sirshockington.

And what about alfred? Aw shit mang.

Taser Direct Cardiac Effect

Taser Training Academy

Taser Master Instructor

Taser Drive Stun Mode

Taser Probe Mode
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 04, 2015, 07:18:43 am
So yeah, is there going to be a system to stop sad people disconnecting before they die? (and get murdered on the ground).

Also, have you thought at all about the player map? Will everyone have a mini-map and easy compass/a dot that magically shows exactly where they are? Or will maps be more vague and general just showing natural features and not any player-made ones, and people must discover settlements etc manually?

Do not want magical open world video game markers that show players exactly where to go with no thought process required.  Force players to remember their surroundings.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Sigibert on March 04, 2015, 07:39:33 am
That would be nice indeed. Like in Mortal Online
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 04, 2015, 07:42:01 am
An option to make our own maps would be nice.  If there's one thing I love doing in these types of games its exploring, but the immersion is ruined when you can just toggle a premade map at the touch of a button.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Bittersteel on March 04, 2015, 09:03:42 am
What if you run out of family members? Is that possible?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: ANGLO_SAXON on March 05, 2015, 01:32:53 am
ok
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Leshma on March 05, 2015, 02:19:59 am
Will there be lag like in cRPG? You are obviously capable delivering on other fronts, but netcode worries me the most because that is by far the worst side of mod you've been developing for last 5 years. Good netcode can make or break the game.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: chadz on March 05, 2015, 03:15:21 am
... but netcode worries me the most because that is by far the worst side of mod you've been developing ...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Andswaru on March 05, 2015, 08:35:13 am
Leshma stop googling keywords to sound intelligent yes?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Molly on March 05, 2015, 09:38:01 am
I blame chadz for developing the netcode of a mod in a game he has no involvement in whatsoever since day one tbh...

Damn you, chadz, for screwing up Warband's netcode this much *shakes fist in anger at the screen*
And you too, cmp, damn youuu... *shakes fist furiously at screen now*
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Vovka on March 05, 2015, 10:37:22 am
I blame chadz for developing the netcode of a mod in a game he has no involvement in whatsoever since day one tbh...

Damn you, chadz, for screwing up Warband's netcode this much *shakes fist in anger at the screen*
And you too, cmp, damn youuu... *shakes fist furiously at screen now*
enough to lick their asses! you have an alpha tester already! What else do you need from them !?  :P
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Sigibert on March 05, 2015, 02:05:29 pm
Was about to say that :D

Warband's netcode is pretty damn sweet if you ask me. I think you need to play Chivalry for a change to see the lag unfold at 32+ players.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Harpag on March 05, 2015, 04:23:57 pm
a bit off topic, but do you know this project?

http://gloriavictisgame.com

https://www.youtube.com/watch?v=hICRzBgx6SI

https://www.youtube.com/watch?v=bOxSw83PMIg

https://www.kickstarter.com/projects/1688404825/gloria-victis-dark-medieval-mmorpg

Kickstarter unsuccessful on Dec 2012, but from http://forum.gloriavictisgame.com/ i know that somebody is alive and doing something...

ofc combat system looks terrible, but look at the overall fate of of this project...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Leshma on March 05, 2015, 04:42:21 pm
That game sucks, but I bet that with UE4 being free to use, there will be many medieval games in the making.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Glyph on March 05, 2015, 05:17:55 pm
I suggest you take a look at Planetside 2's way of dealing with 2000 players on one map at the same time. They pretty much only load the players who are in your area.
Territory-control and capturing territories is also something interesting in PS2, have a look at it.
Lastly, something I think the devs of PS2 have incorporated very well in their game is to make specific parts of the map more wanted at random times, PS2 does this by giving you more resources if you capture a specific part of the map at a random time, this concentrates the battles more and makes for more enjoyment.

Could you specify more on perma-death? I hate losing my progress and I usually GTX if the consequences are high.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: ARN_ on March 07, 2015, 03:24:52 pm
Will you be able to end feuds with players through duels either to first blood or if you so wish to death with out getting any penalties for killing? Would be quite sweet to kill your rivals in an honourable way :twisted:
Also will you be able to kidnap people and demand ransoms and so on?

Will there be boats and sail able seas/lakes/rivers?

Will wildlife and hunting? The king demands some entertaining boar hunting!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 08, 2015, 06:33:49 am
Also will you be able to kidnap people and demand ransoms and so on?

Will there be boats and sail able seas/lakes/rivers?

Will wildlife and hunting? The king demands some entertaining boar hunting!

Would very much appreciate an in depth hunting system where you can manually break down the various parts of the animal for use.  There should be a risk of ruining the pelt, meat, bones etc if you screw up.

Also, hunting parties.  Would be hilarious watching people get torn to pieces by bears, wolves, wild boar etc

Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Byrdi on March 08, 2015, 09:24:22 pm
Would very much appreciate an in depth hunting system where you can manually break down the various parts of the animal for use.  There should be a risk of ruining the pelt, meat, bones etc if you screw up.

Also, hunting parties.  Would be hilarious watching people get torn to pieces by bears, wolves, wild boar etc

I honestly do not hope that the devs wil use many (if any) resources on a hunting system.
From what I understand the game is supose to be a war/diplomatics/fightning game and not a LiF type survival game.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: HappyPhantom on March 09, 2015, 05:28:54 am
I honestly do not hope that the devs wil use many (if any) resources on a hunting system.
From what I understand the game is supose to be a war/diplomatics/fightning game and not a LiF type survival game.

I agree. LiF is way too grindy / detailed with regards to its in-game actions. From what I can tell from what's described in this forum, the new Melee sounds like a LESS grindy version of LiF - which I quite like the sound of.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Hecur on March 09, 2015, 11:05:32 am
Will you be able to hire "serfs/bots" to do the grinding for you?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Molly on March 09, 2015, 11:15:25 am
Family npcs are supposed to do the grind for you - more or less, I guess.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Vibe on March 09, 2015, 12:41:02 pm
a bit off topic, but do you know this project?

http://gloriavictisgame.com

https://www.youtube.com/watch?v=hICRzBgx6SI

https://www.youtube.com/watch?v=bOxSw83PMIg

https://www.kickstarter.com/projects/1688404825/gloria-victis-dark-medieval-mmorpg

Kickstarter unsuccessful on Dec 2012, but from http://forum.gloriavictisgame.com/ i know that somebody is alive and doing something...

ofc combat system looks terrible, but look at the overall fate of of this project...

not sure if serious but funny regardless
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Hecur on March 09, 2015, 01:25:02 pm
Will it be simliar to this one?
http://store.steampowered.com/app/314700/ (http://store.steampowered.com/app/314700/)

Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: lombardsoup on March 09, 2015, 03:39:20 pm
Will it be simliar to this one?
http://store.steampowered.com/app/314700/ (http://store.steampowered.com/app/314700/)

That's actually worse than calling MBG/epic gloria victis, nice job
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Harpag on March 09, 2015, 05:33:37 pm
not sure if serious but funny regardless


ofc deadly serious and not funny- we are still to young for tragedy :O

Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Veith on March 10, 2015, 11:32:23 am
Salut again,

some 'days' ago i watched the development here, but i see, nothing lost.^^
Still a bit sad my pledge could not be used (also the pledges of others;)) but glad that dont mean: Melee Battleground is dead. And the (small) changes which must be done comparing to the really planned content are also very ok.
So my only thoughts now, i hope its really 'soon' at least testable. Its still more than only an ambitioned independent project. Much success..... and luck for that Battleground.

Best regards!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: robert_namo on March 13, 2015, 09:43:51 am
Hey! I am Excited to play. One day. In the month of May, I say.
Thank you for your time.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thick on April 13, 2015, 04:15:44 am
Third person?

:(

As a first person M&B player, very sad to hear.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Eddy on April 13, 2015, 11:07:36 am
If i remember correctly first person will also be available, but could be wrong  :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Maestro on April 13, 2015, 01:11:30 pm
how can you play this kind of games like warband or melee in 1st person?
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Guray on April 13, 2015, 02:21:04 pm
how can you play this kind of games like warband or melee in 1st person?
R
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Maestro on April 13, 2015, 03:26:01 pm
I am not asking how to toogle 1st/3rd
my question was about how can someone play with first  person, it is very shit view
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Guray on April 13, 2015, 03:27:56 pm
I am not asking how to toogle 1st/3rd
my question was about how can someone play with first  person, it is very shit view
Sorry we misunderstood you  8-)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: FleetFox on April 13, 2015, 04:01:06 pm
 :lol:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Andswaru on April 13, 2015, 09:09:08 pm
I am not asking how to toogle 1st/3rd
my question was about how can someone play with first  person, it is very shit view

Saxon the scrub only ever uses first person.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on April 14, 2015, 12:00:41 am
I'm constantly changing my view depending on the situation. Both should be in.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Aprikose on April 14, 2015, 02:33:38 pm
8-)

fgt!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Maestro on April 22, 2015, 10:21:25 pm
some news please at this weekend  :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Bryggan on May 09, 2015, 12:17:43 am
I browsed through the OP, and am totally loving what I see. My suggestion for highway men is that a blunt weapon can knock someone unconscious - perhaps for a few minutes,  during which the thief can rob you. This won't perma kill anyone,  but will piss them off.  Needless to say, this will not be good for the local economy, so it would be a good idea for the local lord to put a bounty out. And killing anyone with a bounty would not have a penalty of course.  just the risk of failure.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Miley on June 06, 2015, 06:08:46 am
Is it too late to "preorder" this game?? : )

I'll surely buy it when it comes out though
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Byrdi on June 06, 2015, 01:32:28 pm
Is it too late to "preorder" this game?? : )

I'll surely buy it when it comes out though

Its too early.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on June 06, 2015, 07:00:01 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on June 06, 2015, 07:08:13 pm
I hope it won't be too big and complicated. Look at Mortal Online or Wurm, you can do whatever you want, literally. And who plays it? 10 people at most.

Can't speak for Wurm but MO is just badly crafted which diminishes the fun.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: KaMiKaZe_JoE on June 06, 2015, 08:17:54 pm
This is some pretty impressive stuff. Reminds me of Star Wars Combine: a full-on sandbox.

That game, still in development (but quite playable, though they don't have "combat" yet per say), has some issues right now that our beloved devs might run into themselves. Namely: there's so much shit to create and account for.

A couple times a year, the Combine devs release a concept map that briefly lays out the current state of development, and where they intend to go short and long term. It's a valuable tool for their dev team, who use it to both bring order to the seething cauldron of creativity that is their brains and to lay out their dev plan to the (gigantic) community.

It's a pretty big flow chart.

Here's the most recent copy
(click to show/hide)

I highly recommend you (our wisest of dev teams) utilize something similar. Most organizations pretty much require a written plan for any major creations. The (U.S.) military is one example (OPORDS, for missions). Writers use it, too. Rowling had everything planned out before she wrote, and I personally get at least a vague plan down before having at it.

The checklist is an example of a simple form of plan used in both medicine (see Dr. Atul Gawade's "Checklist Manifesto") and piloting aircraft. Like SWC's dev's flowchart, it's fundamental idea is the same: lay out what needs to be done and what has been done.

This is just my two cents. I haven't played cRPG in like 6 months because of IRL shit, and would like greatly to come back to find a successor game that's just as wonderfully fun to play as the forebear.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Banok on June 07, 2015, 04:43:53 am
Only just seen this thread, sounds more risky but more interesting than previous plan. Lets see how this plays out

visitors can't see pics , please register or login
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Gravoth_iii on June 08, 2015, 09:35:35 pm
This will probably attract bigger audiences and stuff but it feels kinda sad to ditch the good ol battle gameplay many of us still play for. I was hoping Melee would be a game we would finally drop cRPG for, but now it seems like it will be more of a fun survival game kind of deal, play it for a month then go back to crpg.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on June 08, 2015, 09:39:10 pm
This will probably attract bigger audiences and stuff but it feels kinda sad to ditch the good ol battle gameplay many of us still play for. I was hoping Melee would be a game we would finally drop cRPG for, but now it seems like it will be more of a fun survival game kind of deal, play it for a month then go back to crpg.

If I understood it correctly there will still be instanced battles similar to cRPG.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on June 09, 2015, 12:51:38 am
If I understood it correctly there will still be instanced battles similar to cRPG.

That's the only thing I'd play actually. Seen enough bullshit on PW likes mods going on everytime, plus if you add permadeath, it's not going to be some pure fighting and besieging, more like trying to hide in a bush with a crossbow so you never get into dangerous situations to keep your stats/items.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on June 09, 2015, 08:06:11 am
That's the only thing I'd play actually. Seen enough bullshit on PW likes mods going on everytime, plus if you add permadeath, it's not going to be some pure fighting and besieging, more like trying to hide in a bush with a crossbow so you never get into dangerous situations to keep your stats/items.

But that's mainly because of PW's full loot mechanic. People are afraid to lose their stuff and thus try to avoid risks.
I haven't read about full loot in M:BG aside from the permadeath you mentioned which will only come into effect when you are "murdered" which will be something different than being killed/knocked out in a battle.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Byrdi on June 09, 2015, 11:34:47 pm
That's the only thing I'd play actually. Seen enough bullshit on PW likes mods going on everytime, plus if you add permadeath, it's not going to be some pure fighting and besieging, more like trying to hide in a bush with a crossbow so you never get into dangerous situations to keep your stats/items.

You can play as a random soldier for fights. The point is that these soldiers will effectively be less good than permadeath characters (e.g. lower level, worse equipment (not your own), and so forth), so there is an incentive to play with you real character.

At least this was the plan some months ago.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on June 09, 2015, 11:42:49 pm
You can play as a random soldier for fights. The point is that these soldiers will effectively be less good than permadeath characters (e.g. lower level, worse equipment (not your own), and so forth), so there is an incentive to play with you real character.

At least this was the plan some months ago.

But... but how can I satisfy my need of heavily armored archer gameplay ? :(
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on June 10, 2015, 05:25:01 pm
There's no fun to me if I can't play as a heavy hybrid ranged unit. It's fun to play in rags, but it gets boring at some point. Enforcing gameplay in low tier gear limits options.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thomek on June 10, 2015, 05:57:23 pm
It won't be exactly like in cRPG (of course!), but we want to bring with us the best parts of it. Most of the team would consist of cRPG addicts so don't worry about that.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on June 10, 2015, 06:43:16 pm
By risking permadeath?

Permadeath wouldn't occur on the battlefield if I understood chadz correctly:

Quote
permadath: yes, however, very regulated. as a normal player, you should nearly never have to fear someone just killing you for the sake of it. We can't tell exactly what gameplay elements that will incorporate, but in general it means: if someone kills you, it is because he wants you specifically dead, and is willing to take that risk. not because he wants your stuff, it's not medieval dayz. Trying to kill someone puts a lot of risk on the killer, and will have to be carefully planned.

So I guess we're talking about character assassination here.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on June 10, 2015, 06:49:02 pm
And how are castles/villages supposed to be taken ? By armies. If deaths aren't supposed to happen on the battlefield, but are still meant to happen, I wonder how devs will differentiate a death in a battle or an assassination. Maybe some kind of bounty system would work.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on June 10, 2015, 06:59:56 pm
That's what I was thinking, too.
I guess in every other case you will only be knocked out like lords in Warband sp.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Gravoth_iii on June 10, 2015, 08:11:35 pm
You can play as a random soldier for fights. The point is that these soldiers will effectively be less good than permadeath characters (e.g. lower level, worse equipment (not your own), and so forth), so there is an incentive to play with you real character.

At least this was the plan some months ago.

Well then you would be gimping yourself by not risking a permadeath char..
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jona on June 10, 2015, 11:13:52 pm
So is it going to work somewhat similar to the way (I think) Destiny works? How everyone has their own character (for the campaign in that game), but they can then play in PvP at any time with it? So for all the "battle server" or "siege server" fights would we still be bringing along our trusty leveled-up and customized characters, where they can die a thousand deaths and still be fine?

Look at us, discussing gameplay concepts again here!

Pat yourselves on the back lads, you all deserve it.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on June 11, 2015, 12:01:29 am
Look at us, discussing gameplay concepts again here!


I guess I have to feel responsible for starting this discussion again.  :oops:


And it might be a problem, because what's the sense of having a main character you level up if he's not getting involved in fights for the locations of the map ? As I said earlier, there won't be assassinations only, it's not possible to play on the epic and fighting in big battles. Also note a bunch of massive trolls can level up characters, equip them well, and start killing everyone in a village/town, just for fun. Can't remember if devs said if yes or not they'd punish these acts with bans, or do something against this.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Algarn on June 11, 2015, 01:22:24 am
That's good to know then  :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Xesta on June 11, 2015, 04:31:58 pm
Quote
There will be betrayal, murders, intrigues, backstabbing - drama! The players write the story. There is no right or wrong, there are no rules, there is only the hunt for power.


Did I hear drama?  ( ° ͜ʖ͡°)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Doom_Carrot on June 11, 2015, 10:12:51 pm
I only request that there will be the existence of a tutorial when this game comes out.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on June 14, 2015, 12:54:04 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Maestro on June 14, 2015, 05:02:06 pm
I only request that there will be the existence of a tutorial when this game comes out.

 it is useless and waste of development time
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: pogosan on June 15, 2015, 02:26:12 pm
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Byrdi on June 19, 2015, 11:26:27 am
I guess someone could just make a tutorial mod when the game is released.
It can't be that hard...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Byrdi on June 21, 2015, 09:15:55 pm
Because the people noobish enough to try playing and be confused are going to already be looking into the modding community...

Well someone else could. Just like lots of people write forum guides/tutorials to help other.

I really want to get into the modding game with MBG and I guess a tutorial is an easy place to start :D

I honestly hope that MBG will encourage a change in the community; where people will stop asking the devs to fix this and that but just do it themselves instead. Just like Tydeus, Final Boss, Herald and others started out with just wanting to improve cRPG. Hopefully these mods would be included in the core game of Melee, so both the community and the devs will help make MBG a better game along the road.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Bryggan on July 06, 2015, 11:12:53 am
Oh yeah, kinda like the 'Strat' tutorials.

HAHAH HA HAH AH HA  HAHHAH HA HA HA HA H AH AHH HAH AH HA HHA HA HA HAH HA HAH AH HAH AHAH HAH A HAH AH  HAHA  HAHA AH AHA HAHA HA HAH HAHAHAH HA H AHAHAHAHHA H HA HAHA HA AH HA HA HHHHA HAH AH AHH AH AHHA HA HAH HAHA HA HA HAH!!!!!!!!!
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Tindel on July 08, 2015, 03:13:44 am
Talk about going in the wrong direction.

All the flaws with the mod crpg was based upon a wrong perception of what people really want to play.

If all focus had been on creative a awesome fighting game it would not only still be a popular mod, it would be hugely successfull.
Strat and shitty maps and weird patches changed all that, and the mod is dying.

Making a shitty lowbudget sandbox mmo (it has been done before, about 100 times) wont be played by anyone.

It should be like crpg 2012, with 120players on siege. Except better.

That would be worth playing.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jambi on July 08, 2015, 03:20:27 am
Talk about going in the wrong direction.

All the flaws with the mod crpg was based upon a wrong perception of what people really want to play.

If all focus had been on creative a awesome fighting game it would not only still be a popular mod, it would be hugely successfull.
Strat and shitty maps and weird patches changed all that, and the mod is dying.

Making a shitty lowbudget sandbox mmo (it has been done before, about 100 times) wont be played by anyone.

It should be like crpg 2012, with 120players on siege. Except better.

That would be worth playing.

+1

   

 :P  8-)
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on July 08, 2015, 09:03:58 am

Making a shitty lowbudget sandbox mmo (it has been done before, about 100 times) wont be played by anyone.

It should be like crpg 2012, with 120players on siege. Except better.

That would be worth playing.

Well, I hope it will be an awesome sandbox MMO. Combat so far looks really promising in stark contrast to the other "100" (more like 3) shitty sandbox MMOs that tried something like that.
I wouldn't bother getting excited for another round-based swordfighting game of which we really have enough of (M&B, WotR/WotV, Chivalry, For Honor and likely Bannerlord).
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Herkkutatti666 on July 08, 2015, 10:45:14 am
Talk about going in the wrong direction.

All the flaws with the mod crpg was based upon a wrong perception of what people really want to play.

If all focus had been on creative a awesome fighting game it would not only still be a popular mod, it would be hugely successfull.
Strat and shitty maps and weird patches changed all that, and the mod is dying.

Making a shitty lowbudget sandbox mmo (it has been done before, about 100 times) wont be played by anyone.

It should be like crpg 2012, with 120players on siege. Except better.

That would be worth playing.
2012 best gaming year of muh life
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Leshma on July 08, 2015, 01:44:34 pm
You're wrong about sandbox "survival" MMOs. They might be broken, every and each of those games, but they in fact made shitload of money. DayZ is obviously first and made the most, but is arguably biggest scam everything considered. WarZ was carbon copy and while it fucked over people I take the stance that it was in better shape than DayZ when people still cared about that game. Rust is also incredibly successful, even games like Forest made lot of money.

Latest addition to survival MMO genre, thanks to huge popularity of Jurrasic World, sold million copies in less a month. It is the most polished game of its kind, but wouldn't say ARK Survival Evolved deserve sales it achieved.

If Donkeys are lucky and manage to finish game in reasonable time, medieval could become global fad which will propel their game into stratosphere and make them rich. Even without that, I'm certain they can sell at least 100k copies. People love sandbox games.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on July 08, 2015, 01:55:33 pm
I thought we were talking about sword fighting MMOs comparable to M&B. That's something else than a shooter-based game entirely. The only somehow comparable games I can think of are Mortal Online, Life is Feudal and Gloria Victis. But all of those fail in the combat apartment so far.
A big openworld  game with well-rounded combat mechanics and a political/warfare focus instead of survival grinding is what I've been dreaming about for years now.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thomek on July 08, 2015, 02:18:25 pm
As it has been mentioned before I'm sure, this is the current plan:

Main focus is Epic, with its world and player factions competing, creating their purpose.

But ALSO, to have an option to "jump in" to game modes similar to Battle (and other game modes), when a player needs that kick of some quality fighting and insta gratification.

IMO it fulfills whatever mood or type the player is having. If you like to climb to the top of, or develop/organize a faction, or merely support it in various ways. If you like to craft and develop your unique character, all the tools are there. If you just enjoy a random good battle or siege the game should give that too.

As to how these game modes interact with each other, I think (personally), that battles that are inconsequential and for fun, should have a minor to no influence on your Epic character, but that there should be some connection between them. We would want players to use both game modes, but not strictly require it. 
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thomek on July 08, 2015, 02:50:12 pm
No strat ticks mechanic plz

I'm no expert, but the tick mechanic is probably there just because of inherent limitations in the WB engine, making ticks the only way to do certain stuff. Tick mechanic is not there because its the best way, but because it's was the only viable way.

I mean.. the reason this game is made is because of the limitations and hacks to make crpg/strat even work. Making your own game, in your own engine, allows you to almost anything.

Don't expect a tick mechanic! :D Understand the almost limitless freedom, only strangled by imagination and manpower, that we posess in MBG.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Thomek on July 08, 2015, 03:13:24 pm
I'll just repeat, some, non-mandatory connection. What exactly it will be remains to be decided. It could range from purely esthetic things like item mods/colors/variations only achievable from epic play, to minor connected tasks. Perhaps even insta gamemodes with and without consequences. In any case, an instant battle joining option, will give players skill and training that can be put into great effect in Epic. Perhaps that will be enough?

If you have ideas, bring em on.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Mr_Oujamaflip on July 09, 2015, 02:16:54 pm
Why not have the hub city in the middle of the "epic" land, a place people can go to hang out, do dueling, jousting etc. Also join standard battle/siege servers. If you leave the city that then takes you to the "epic" game mode where you've got to fend for yourself.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on July 09, 2015, 08:59:31 pm
Why not have the hub city in the middle of the "epic" land, a place people can go to hang out, do dueling, jousting etc. Also join standard battle/siege servers. If you leave the city that then takes you to the "epic" game mode where you've got to fend for yourself.

I guess player cap would be an issue around this area.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Tindel on July 11, 2015, 03:05:54 am
A shitty round-based medieval fighting game, cos that hasnt been done before.

Let's compete with Bannerlord by making an IDENTICAL (yet cheaper) game.

Lots of people came to cRPG because they wanted a multiplayer version of the native map, a persistent competitive multiplayer with fiefs and conflict on the map. Many of them found it to be clunky, poorly explained and with no up-to-date guides. Making something that is a competent version of Strategus with an actual guide or tutorial in-game would be awesome.

Strategus was like a cancer in crpg, if it had been cut out early maybe the game would gave survived.

The native strategic map was pure shit, strategus was pure shit. The only good thing to ever come from mount and blade and crpg was the combat mechanics.

Too bad the were constantly changed into unrecognition, and thus the decline of interest in all the players.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Tristan_of_Erzoth on July 11, 2015, 05:23:33 am
Strategus was like a cancer in crpg, if it had been cut out early maybe the game would gave survived.

The native strategic map was pure shit, strategus was pure shit. The only good thing to ever come from mount and blade and crpg was the combat mechanics.

Too bad the were constantly changed into unrecognition, and thus the decline of interest in all the players.
I'm pretty sure most people would agree that strategus is the best part
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Teeth on July 11, 2015, 12:16:38 pm
I am not so sure at all. In 2011 there was a pretty thriving clan battle and event scene in EU, Strategus quickly murdered that when it returned, partly due to certain scum factions attacking during scheduled event times. I can think of dozens of clans that had a strong server presence for years that never really played Strategus, save maybe for the first or second rendition, including my own. When Byzantium had 10-30 people on the server nearly at all times, there were only like 5 people who played Strat battles regularly. I only like Strat Battles because it allows polearmers to shine and because I like to compete for the top spot on the board. If I ignore that, a Strat Battle is just a boring plate grindfest where killing and dying is very inconsequential. I'd pick a good Battle session or even a good Siege session over a good Strat Battle any day.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Jacko on July 11, 2015, 12:39:22 pm
Strategus is a divider, for sure. Personally I was very interested in it initially, but that quickly faltered once the flaws showed up.

Epic (and Strategus) gives a much needed persistency to battles. A random village battle, Or, defending your own village where a win might turn the conflict in your favour?
Context matters.

On hub city:
We have the functionality to have a massive amount of players (tried and works) on the same server at the same time, but that would means no open world combat in that area/server (like an MMO). We have ways to allow duels and other small scale combat to happen real time on in the hub, the questions is rather, do we want to tie it into Epic?

Truth be told we aren't sure we Want a hub city in Epic, or any infrastructure on the [Epic] map that isn't player built. Something we are discussing continuously and will be decided by play testing and feedback rather than what we think works or doesn't.

Edit, typos etc.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on July 11, 2015, 01:09:02 pm
Consider the huge success of singleplayer mods for M&B, people loved that base game and fief ownership etc is still a big selling point, notice how many newbies we (used to) get asking how they get a fief in this game? Dont make a game only the few survivors of this mod will play, other people are allowed opinions too and tbh the people who liked campaign mode will vastly outnumber the people in this community, the devs would be daft to ignore that.

Couldn't agree more.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Mr_Oujamaflip on July 11, 2015, 05:07:45 pm
Strategus is a divider, for sure. Personally I was very interested in it initially, but that quickly faltered once the flaws showed up.

Epic (and Strategus) gives a much needed persistency to battles. A random village battle, Or, defending your own village where a win might turn the conflict in your favour?
Context matters.

On hub city:
We have the functionality to have a massive amount of players (tried and works) on the same server at the same time, but that would means no open world combat in that area/server (like an MMO). We have ways to allow duels and other small scale combat to happen real time on in the hub, the questions is rather, do we want to tie it into Epic?

Truth be told we aren't sure we Want a hub city in Epic, or any infrastructure on the [Epic] map that isn't player built. Something we are discussing continuously and will be decided by play testing and feedback rather than what we think works or doesn't.

Edit, typos etc.

What about progress? People can spend ages building their towns and if they lose it they can become disheartened to the point of stop playing. Seen it in many builder or permadeath games. You lose things that you spend ages constructing it's annoying.

It would work if the buildings didn't take long to build but then they inherently lose their value.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Byrdi on July 11, 2015, 06:39:31 pm
Truth be told we aren't sure we Want a hub city in Epic, or any infrastructure on the [Epic] map that isn't player built. Something we are discussing continuously and will be decided by play testing and feedback rather than what we think works or doesn't.

I really hope you don't. I just feels so synthetic and from what I can tell that is not what you are aiming for.

If so then make multiple hub cities or make it so lords can convert their city/towns into a hub (where said rules apply).
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Aldric on July 15, 2015, 09:46:14 pm
Hello people.

This is a very interesting concept.

Tell me.

Concretely it's a mix between Persistent world mod and Strategus is that right ?

Questions :

Are the economic and non-military aspect are managed on a "playable game hub" or in out of game menu ?
How are battle are organized. As i read it's won't be a huge open world ?
Essentially i'm wondering how you will manage the different "Cells" or server or playable area for a so large setting ?


Anything that a concept i would love to see come alive.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: MacX85 on July 15, 2015, 11:59:04 pm
How are battle are organized. As i read it's won't be a huge open world ?

I thought it was...
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: StonedSteel on July 16, 2015, 12:48:50 am
FYI for the 2 above posters, one of the devs said the following on the previous page:

So there will be the larger open world, but also a more immediate 'battle' server without the same persistency. For me personally, i'm excited by the concept of the open world game type, but others may prefer a strictly battle-only style of gaming and use the dedicated server for that. Devs are currently discussing linking the 2 features in some way that doesnt give a massive advantage over players who only prefer to use one or the other.

I also think that chadz stated in previous threads that economics will largely be AI, you're playing a hero/awesome character, you dont see characters in Game of Thrones go out and chop wood or mine.

...

YES U DO!!! the side characters and extras!
bro...they fucking work hard, and u should give them the recognition they deserve.
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: Suedehead on January 09, 2017, 02:24:12 pm
Old concept was better :|
:rolleyes: :wink:
Title: Re: Melee Battlegrounds - New Gameplay concept!
Post by: BeastSVK on February 09, 2017, 06:25:41 pm
rest in peace sweet prince ... NIiii :(