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Ideals Concerning Tact within Gameplay

I have recently been discussing modifications to knight online within a close group of friends. As we all know, and continue to learn day by day, the knight online's community, as well as the majority of online roleplaying games continue to be taxed and disturbed by the presence of hackers. While speaking to some of them, the justifications are various, sometimes profound, sometimes lame, however, are consistent to a point. The game's physical game play seems to be too linear.

Now as I sympathize sincerely with their concern about the game plays linear-ness,I am doubtful as whether or not that particular aspect of the game would be changed even at all, and at least an amount enough to influence the players, and encourage them to think outside of a few lines of thought, those within being, first off, to level, secondly, to use a script function, and thirdly, to use a combination of spells and weapons to help them get where they genuinely want to go.

However, as most things in life are seeming to be pointless, the constant enforcing of the players will to a generic and base lineation is detrimental to game play, and of itself gives reason and credence to hackers. And though perhaps one may argue that stopping hacking entirely is possible, the implementation of a diverse, unique, great and genuinely fun fighting system is of a monumentally importance for game-player drive and player-story drive. Though it certainly shouldn't be everything, there should be the option for the player to make it everything, that simply is not present to the extent we know to be possible. As an ideal of a sort of utopia says, "The life within the city is perfect. There is no crime."

Therefore, I suggest that a modeling detection variance (MDV) be added within Knight Online, whereby creating a specific field of player damage one must reach, (by using player weapon or hand models, indeed, spells as well to those which apply, to inflict pain upon the enemy. This can be accomplished in various ways, one of which being the inclusion of actual collision detection, a tool used in many games today.

In addition, the players fighting styles should be customizable, customizable enough to get them going within in! This includes holding weapons in different directions, allowing the weapon to be controlled in a different direction while it swings, and allowing blocking within the game based off of collision detection again. Of course, the models of armor can be classified within their defensive fields, but if you strike a part of their body without armor, (save they are not playing a race with rough skin), the damage received is the same.

These minor, simple, and easy to implement changes would drastically improve game play, and by golly, do something called realize a game style which hasn't been in many many years.

The reasons not to do this, of course, are due to the facts that players may become disillusioned to how things are perceived within the real world and the game-world concerning physics. However, due to commonsense prevailing, we deem it not an actual problem.

/wrote this a month ago for a knight online administrator..