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"Question of the Week" forum
(QOTW 11102008) The Creative Use of Items
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Topic: (QOTW 11102008) The Creative Use of Items (Read 6049 times)
Moll
Community Manager
Administrator
Posts: 1213
(QOTW 11102008) The Creative Use of Items
«
on:
November 10, 2008, 09:59:50 AM »
Hello!
Today we've got a short and sweet Question of the Week from our developers. Let's dive right in.
This week we dabble in all sorts of things you can do with items in Earthrise, and it's Leprikhan's turn to
ask us a question
by pondering, "I'm wondering if Earthrise's item system will allow for creative use of various items, rather then the simple "right click to use" from other MMOs."?
Like any other MMO on the market today, Earthrise will feature default usage only for its tens of thousands of different items. While it may sound disappointing to some, default usage actually helps the gamer by providing a seamless and intuitive method of using his or her inventory without need to deal with various interfaces and usage methods that might or might not be clearly presented (the so called "creative usage" that players figure on their own). Instead of allowing users to use non-standard items in order to achieve certain goal, we actually allow players to disassemble items to their parts and use these parts to build new compatible items that may have shared qualities. So while you cannot use a syringe with a dagger to poison your buddy, you can disassemble a poison syringe to toxins, use toxins to build a melee weapon energy fuel cell that adds a poisonous quality to its strike, and implement that fuel cell into a compatible weapon of choice (say, an energy dagger) to make it poisonous. Earthrise allows you to reach the same effect, although through crafting compatible items, rather than using incompatible items.
Feel free to discuss below.
~ m.
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ompgaming
Citizen
Posts: 70
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #1 on:
November 10, 2008, 12:08:38 PM »
Interesting touch. Sounds good to me. I also like how you used the term "buddy" for the target of stabbing with a poison dagger.
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One Mad Penguin.
Above all else... never ever piss off the penguin!
Tallath
Model Citizen
Posts: 169
I be nobody!
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #2 on:
November 10, 2008, 12:59:46 PM »
Seems good to me. Not quite sure what is meant by creative usage - right click this, followed by this this and this?
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Thatim
Honorary Citizen
Posts: 423
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #3 on:
November 10, 2008, 04:21:35 PM »
okay interesting.
I hope the ammount of flexibilty you described with that dagger applies to more stuff.
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The Leprikhan
Model Citizen
Posts: 142
I'm on a boat
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #4 on:
November 10, 2008, 04:22:28 PM »
Creative usage I basically meant as "usable in more ways then just right clicking it". And I'm very pleased with the answer, certainly more then I expected to be! I do agree in thinking about it, that building an item in a certain way means that you want to use it in a certain way. The fact that you can use the same items from consumables to make weapon effects (even only in certain situations) is awesome, and I'm really pleased to see that.
Once again, I really admire the Earthrise team's integrity and direction. It's nice to see a MMO developer actually stand up and say what they are and aren't going to do for a change.
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Isikari
Model Citizen
Posts: 136
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #5 on:
November 10, 2008, 08:14:15 PM »
Hmm, that's interesting, I'm actually kind of happy about this as it means I don't have to always be on the lookout for increasingly intricate ways of using weapon suites to a better effect. The entire notion of being able to disassemble items to their constituent parts is just incredibly cool, that's one of those concepts that so many games miss and to me breaks the sense of immersion.
Great QOTW! Go Leprikhan!
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Devildog1
Model Citizen
Posts: 230
I'm here for the beer! Have you seen my pants?!
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #6 on:
November 10, 2008, 11:02:50 PM »
This is great! We can build just about anything so long as we can imagine it! Good Qotw and answer!
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Tyrus Dark
Hero of Sal Vitas
Posts: 1184
Ace of Spades GL
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #7 on:
November 11, 2008, 09:04:58 AM »
Hmm interesting. I wonder how broad the applications will truly be.
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Tyrus Tenebros of Eve [CVA]
any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
ompgaming
Citizen
Posts: 70
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #8 on:
November 11, 2008, 11:13:23 AM »
Quote from: Devildog1 on November 10, 2008, 11:02:50 PM
This is great! We can build just about anything so long as we can imagine it! Good Qotw and answer!
I don't think that is what they are saying.
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One Mad Penguin.
Above all else... never ever piss off the penguin!
chiad
Model Citizen
Posts: 201
Immunes
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #9 on:
November 11, 2008, 07:42:48 PM »
Awesome qotw Im really happy with the answer and looking forward to see it ingame
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Ael
Hero of Sal Vitas
Posts: 732
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #10 on:
November 12, 2008, 04:20:42 AM »
Quote from: Moll on November 10, 2008, 09:59:50 AM
Instead of allowing users to use non-standard items in order to achieve certain goal, we actually allow players to disassemble items to their parts and use these parts to build new compatible items that may have shared qualities. So while you cannot use a syringe with a dagger to poison your buddy, you can disassemble a poison syringe to toxins, use toxins to build a melee weapon energy fuel cell that adds a poisonous quality to its strike, and implement that fuel cell into a compatible weapon of choice (say, an energy dagger) to make it poisonous
I can see that I won't have nearly enough storage space to keep all the different components and sub-assemblies I get/produce.
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Throwback
Honorary Citizen
Posts: 434
Defying evolution since 23.558 BC
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #11 on:
November 12, 2008, 04:26:03 AM »
Quote from: Ael on November 12, 2008, 04:20:42 AM
I can see that I won't have nearly enough storage space to keep all the different components and sub-assemblies I get/produce.
You can rent my cardboard box storage for a reasonable amount of microwave meals per day...
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Aldoe Nova
Newcomer
Posts: 38
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #12 on:
November 12, 2008, 11:12:24 AM »
I really like the ability to disassemble items. I can't wait to try this out in game.
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Viptir
Honorary Citizen
Posts: 335
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #13 on:
November 13, 2008, 12:17:44 AM »
I think I misunderstood. When I see "creative usage" I think of monuments made from tin cans and food crates. Sanford & Son's junk castle comes to mind.
So the next question is: Will the aforementioned "default usage" automatically be to deconstruct the item? If not, what exactly will we have for options?
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Kole
Hero of Sal Vitas
Posts: 3850
Beware my raincloud of reality!
Re: (QOTW 11102008) The Creative Use of Items
«
Reply #14 on:
November 13, 2008, 02:53:10 AM »
Quote from: Viptir on November 13, 2008, 12:17:44 AM
I think I misunderstood. When I see "creative usage" I think of monuments made from tin cans and food crates. Sanford & Son's junk castle comes to mind.
So the next question is: Will the aforementioned "default usage" automatically be to deconstruct the item? If not, what exactly will we have for options?
You mean like the artwork people produced by making interesting arrangements of common items, both in SWG and ATITD?
When I read the question, it sounds more like a control/input scheme question. Such as, if there was a lever on the wall, instead of right clicking on it to flip it, one has to "grab it" with the reticle while holding down the mouse button and then drag the mouse in the direction one wants to flip it.
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