MAngband = Small MMORPG, Vol 1: Death
Posted: Sun 19.09.2004, 19:34
-------------- Introduction to the Series
Having played several MMORPGs (Ragnarok Online, Final Fantasy XI) and studied the workings of several others such as Everquest, Lineage, WoW, Middle Earth Online, etc etc, I tend to want to think of this as a small-scale MMORPG. I read up on what players like and don't like on the forums, typically on Allakhazam.
Having said that, please understand that Crimson, the "vanilla" MAngband developer, has a substantially different viewpoint on this. He wants to keep the game true to its roots, which is quite admirable!
The vanilla game seems to be tailored to the serious MUD lover who just can't find one that moves fast enough, and if you haven't experienced a MUD I would invite you to try one or more of them just to get a taste of what's out there. Then come back and play lots of MAngband.
------------- Volume 1, Death.
MAngband has a stiff death penalty. You lose 50% of your EXP, which equates to roughly 3 levels no matter what. Since different races and classes require more EXP to advance, this can be much more of a setback for one player than another.
But wait, that's not all. There's another penalty. You turn into a ghost, which is extremely vulnerable, and teleport to a random location. In the current code base, there is mediocre at best safety checking. Countless deaths have happened because the game dumped a player's ghost in the same room as a pack of something nasty. This needs to be improved if this system is to be continued.
The final and sometimes most severe penalty is that you lose your items. If there is enough room on the floor, they will all fall on the floor. The system does give priority to more valuable items such as artifacts, high books, and enchanted equipment. Money is low priority, so if you're carrying five million gold and a bunch of torches and there is one square available, the game will drop the torches first and you lose your gold. Often the lesser items the game didn't pick first and are thus lost are worth more to the owner than the equipment - but there is no way to reliably detect which item is most useful to a player. Recent enhancements have eliminated the problem of key loss associated with death, so the shrewd player will have access to backup gear if he can't get his gear back.
Countless studies and trials by the industry superpowers have shown that a lower death penalty frustrates players less - after all, it's supposed to be a game you play for fun - and that games with stiff penalties tend to disappear from the market. You obviously want players to play your game for as long as possible and enjoy every minute of it, so it's only logical to lessen severe penalties that could cause you to lose months of hard work in an instant. Take for example FFXI. You drop to the floor and only lose 10% of your EXP towards your next level, even deleveling if necessary. That only takes a long time to get back because individual battles can last several minutes each. White mages can cast one of the Raise spells, which give you back some of your lost experience; you can also purchase a Instant Reraise scroll for yourself. Upon reraising by spell or item, you are in an extremely weak state for several minutes. Since you don't lose your items and definitely don't lose two to three levels, you don't get as upset about it. This is a good system. I know EQ and the other MMORPGs have lower penalties as well.
Having played several MMORPGs (Ragnarok Online, Final Fantasy XI) and studied the workings of several others such as Everquest, Lineage, WoW, Middle Earth Online, etc etc, I tend to want to think of this as a small-scale MMORPG. I read up on what players like and don't like on the forums, typically on Allakhazam.
Having said that, please understand that Crimson, the "vanilla" MAngband developer, has a substantially different viewpoint on this. He wants to keep the game true to its roots, which is quite admirable!
The vanilla game seems to be tailored to the serious MUD lover who just can't find one that moves fast enough, and if you haven't experienced a MUD I would invite you to try one or more of them just to get a taste of what's out there. Then come back and play lots of MAngband.
------------- Volume 1, Death.
MAngband has a stiff death penalty. You lose 50% of your EXP, which equates to roughly 3 levels no matter what. Since different races and classes require more EXP to advance, this can be much more of a setback for one player than another.
But wait, that's not all. There's another penalty. You turn into a ghost, which is extremely vulnerable, and teleport to a random location. In the current code base, there is mediocre at best safety checking. Countless deaths have happened because the game dumped a player's ghost in the same room as a pack of something nasty. This needs to be improved if this system is to be continued.
The final and sometimes most severe penalty is that you lose your items. If there is enough room on the floor, they will all fall on the floor. The system does give priority to more valuable items such as artifacts, high books, and enchanted equipment. Money is low priority, so if you're carrying five million gold and a bunch of torches and there is one square available, the game will drop the torches first and you lose your gold. Often the lesser items the game didn't pick first and are thus lost are worth more to the owner than the equipment - but there is no way to reliably detect which item is most useful to a player. Recent enhancements have eliminated the problem of key loss associated with death, so the shrewd player will have access to backup gear if he can't get his gear back.
Countless studies and trials by the industry superpowers have shown that a lower death penalty frustrates players less - after all, it's supposed to be a game you play for fun - and that games with stiff penalties tend to disappear from the market. You obviously want players to play your game for as long as possible and enjoy every minute of it, so it's only logical to lessen severe penalties that could cause you to lose months of hard work in an instant. Take for example FFXI. You drop to the floor and only lose 10% of your EXP towards your next level, even deleveling if necessary. That only takes a long time to get back because individual battles can last several minutes each. White mages can cast one of the Raise spells, which give you back some of your lost experience; you can also purchase a Instant Reraise scroll for yourself. Upon reraising by spell or item, you are in an extremely weak state for several minutes. Since you don't lose your items and definitely don't lose two to three levels, you don't get as upset about it. This is a good system. I know EQ and the other MMORPGs have lower penalties as well.