RMMV MMORPG Prototype

Joined
Aug 23, 2020
Messages
15
Reaction score
2
First Language
english
Primarily Uses
RMMZ
Hi there

I am working on a prototype for a mmorpg.

I aim for a classic old school kind of mmorpg.

hus0.png
hus1.png
hus1in.png
hus2ibn.png
horse.png
This is just prototype. But it has a little guide quest, some kill quests, a few bosses, gear that drops from enemys and bosses, you can buy a mount, save for a global house, you can buy a creature for passiv ability, buy new skills after level up, chat with other players, see other players in the world, do global quests . spawn a world boss.

Party battle is bugged and crashes the game .

The game is made in MV but right now being reworked in MZ and server also reworked from scratch. So many improvments will come . But I think my current mv version will be a good prototype for valuable feedback .

What I want feedback on is:

How is the game in terms of understanding what to do, where to go, how stuff works, how to progress?

How is the game in terms of sense of progression and balance? How does it feel leveling up, getting new gear and spells, fighting harder enemys / bosses ?

Is the game fun? Is it boring? What is fun ? what is boring?

Map Design, what is good, what is bad?

Can you see this game having potential to become a full mmorpg? If so why? and if not , why not?

What does is this game missing in your opinion to be a mmorpg? What does it have thats good or could be a good thing if it was worked on and worked better?

How is the UI? Even thou it will be greatly improved by moving to MZ, i still like feedback on what you like for the ui, and whats good and bad about it.

And if i get a bunch of you playing at the same time, i will also get feedback on how it handles many players at the same time .

To create an account, just type in what username you like and what password and it will automaticly create a account for you.

The game is playable at http://spela.duckdns.org

If server is down. Try again later. It might be undergoing an update or reconfig of network. Usually down only for 10 minutes .

Credits to
Yanfly core engine, main menu, battle engine, equipcore, shopmenu core, more currencies, animation sv enemies, extra enemy drops keyboard config, victory aftermath.
MOG enemy hp
MMORPG maker MV
orange customevents

Patches made sofar from feedback :


Patch 0.8e Alpha

Network reconfig done. Less lag and better security.
Game damage , defence, player stats, enemy damage , enemy stats and player equipment has been rebalanced with starting of lower numbers and new math forumla for battle.
Physical Attack stuff is done but magical stuff, is not balanced yet.
Powersurge is doing less damage and only strikes twice now
Changed cost of spells mp , tp
Changed potion costs to lower
changed xp and gold rates
Changed enemy to be two of them instead of one. This makes more gold and xp to player per battle and faster kill questing.
Big heal and heal gives tp
Bosses dont just spam one big attack anymore , its more varied.
Bosses changed hp pool. They are not taking as look to kill as before. And they give more xp gold when killed.
Player starts with a aoe skill with moderate damage
 
Last edited:
Joined
Aug 21, 2020
Messages
47
Reaction score
39
First Language
Spanish
Primarily Uses
N/A
Ok, I tried the game for around 1 hour until I died and here is my humble review. Please take in mind that I just want to give advice, no dice the game in any way. I played solo for one hour, so that may also make my experience different from someone that played together with more people.


Minor inconveniences:
1.- There are some lag spikes here and there, but nothing that big of a problem. I don't know how many people were playing at the same time as me, but I can say for sure that there were at least 2 more people playing too (either player or developers). The biggest lag problem was the audio delays that ocurred from time to time, either the music or sound effects.

2.- The NPC Battle Trainer, at first I though it was a NPC to acquire a little more or exp, and the first option it gave you is -Level 2 easy- so I though "Uh, lets try it". But the girl has too much life, so much that I even have to use the only MP pot I have at the moment to survive the battle and it gave me nothing for it, no EXP, no drop items, no money. It's that a bug or just trolling? :'(

3.- When you go out of the Inn, the teleport point let you between the building and a fence instead to close of the door.

4.- The dialogues some times dissapear beyond the text box.

5.- Field maps look a little generic and often times I get lost because I don't knew if I was up the map or down.

Major Inconveniences:

1.- One big problem in my opinion is that the battle system fall in the "spam 'til die" category. Until Level 3 enemies (the ones that killed me) all the battles were 1vs1, and the fights were like this:

Lv1 enemy Slime: I spam basic attack on it because at lv 1 I don't have any skills. The enemy died in around 4-5 attacks if my character don't miss a hit.

Lv2 enemy Bat: I got some money so I buy the "Strong Attack" skill, it does 2x my normal attack. Spam that skill on the enemy. It dies in around 4-5 hits, and double that if I just do normal attacks.

Problem? The d4mn thing keep spamming its own skill "Bite" that hits around 1/4 of my HP, so I have to grind some slimes again to also buy the "Heal" Skill and spam attacks until I need to heal, so battles goes for around 6-8 turns each time if I'm really unlucky.

Lv3 enemy Goblin: Maybe I'm unlucky because it never used a normal attack, just spamming its skill that, again, took 1/4 of my HP with me at Lv3.

You will say, "Well, time to grind, I guess?". That is possible, but I think it will become boring really fast. Each battle take around 4-5 turns of spamming the same attack if you are lucky, If not, it could go up to 8-10 turns. And if you are left low on life you have to: A) Use heal skill until you run out of MP. Or B) Going back all the way to the town to heal (is free, thankfully) and then back to the fields. Thats really time consuming and boring.

2.- The quest system used is the "First kill 10 A mobs, now kill 10 B mobs". It would not be that bad if not for the battle system being like what is it and the fact that there is not a visible counter of how many enemies you have killed. If you forgot to keep track of your mob kills you will have to go all the way to the Quest NPC to ask him and then go all the way back again to the field.

3.- Everything cost too much money, so I can barely see anything the game has to give, even after an hour of gameplay.

For example, there was this NPC that sell companions I believe? But the ones I tried to buy cost 10k or so, when at my humble lv 3 I was struggling to save 200 for better equiptment and potions. I don't know how much time any player must have to spend to reach that amount of money, really.

Quest gave money, but to complete quest you need to kill mobs. To kill mobs you need to fight them for 4+ turns, receiving damage in the process. To heal your HP you either go back to the town or use skills that consume MP. To heal your MP you either use a MP potion (it cost money, of course), or go back to town. So it's a time vs money decision.

Of course, this is your basic system in any RPG, but the fact that you have to do make this decision almost after every two battles is a little too much in my opinion.

Possible solutions?:
1.- Try to change the battle system a little. 1vs1 spam battles are more or less fine in many MMORPG because they often are in real time, not turn based. You move around your character a little and most of the time it doesn't take more than 2 minutes to kill an enemy in the early levels.

Try reducing their HP and Attack Power, and then adding more than one enemy to each troop so the player only need to enter battler 2-3 times and then going back again to town. Also, give the player an AOE skill from the start, even if its not that powerful.

2.- Make more varied quests. "Herb gathering" types are a cliche, but when low on resources, low on time, or even when the player don't feel like helping to the extintion of the local fauna, its a good one to have.

3.- Balance the resources of the game. Quest give money, but if the time and resources needed for the quest don't balance with the reward, the player won't feel like doing it. The reward always have to be better than the resources invested. Also, if possible, reduce the cost of some things or give a free trial of them.

And that's it my review for now. The game was not really bad and I have some fun while playing and going around looking for what it have to give. So keep it up, people!
 
Joined
Aug 23, 2020
Messages
15
Reaction score
2
First Language
english
Primarily Uses
RMMZ
Ok, I tried the game for around 1 hour until I died and here is my humble review. Please take in mind that I just want to give advice, no dice the game in any way. I played solo for one hour, so that may also make my experience different from someone that played together with more people.


Minor inconveniences:
1.- There are some lag spikes here and there, but nothing that big of a problem. I don't know how many people were playing at the same time as me, but I can say for sure that there were at least 2 more people playing too (either player or developers). The biggest lag problem was the audio delays that ocurred from time to time, either the music or sound effects.

2.- The NPC Battle Trainer, at first I though it was a NPC to acquire a little more or exp, and the first option it gave you is -Level 2 easy- so I though "Uh, lets try it". But the girl has too much life, so much that I even have to use the only MP pot I have at the moment to survive the battle and it gave me nothing for it, no EXP, no drop items, no money. It's that a bug or just trolling? :'(

3.- When you go out of the Inn, the teleport point let you between the building and a fence instead to close of the door.

4.- The dialogues some times dissapear beyond the text box.

5.- Field maps look a little generic and often times I get lost because I don't knew if I was up the map or down.

Major Inconveniences:

1.- One big problem in my opinion is that the battle system fall in the "spam 'til die" category. Until Level 3 enemies (the ones that killed me) all the battles were 1vs1, and the fights were like this:

Lv1 enemy Slime: I spam basic attack on it because at lv 1 I don't have any skills. The enemy died in around 4-5 attacks if my character don't miss a hit.

Lv2 enemy Bat: I got some money so I buy the "Strong Attack" skill, it does 2x my normal attack. Spam that skill on the enemy. It dies in around 4-5 hits, and double that if I just do normal attacks.

Problem? The d4mn thing keep spamming its own skill "Bite" that hits around 1/4 of my HP, so I have to grind some slimes again to also buy the "Heal" Skill and spam attacks until I need to heal, so battles goes for around 6-8 turns each time if I'm really unlucky.

Lv3 enemy Goblin: Maybe I'm unlucky because it never used a normal attack, just spamming its skill that, again, took 1/4 of my HP with me at Lv3.

You will say, "Well, time to grind, I guess?". That is possible, but I think it will become boring really fast. Each battle take around 4-5 turns of spamming the same attack if you are lucky, If not, it could go up to 8-10 turns. And if you are left low on life you have to: A) Use heal skill until you run out of MP. Or B) Going back all the way to the town to heal (is free, thankfully) and then back to the fields. Thats really time consuming and boring.

2.- The quest system used is the "First kill 10 A mobs, now kill 10 B mobs". It would not be that bad if not for the battle system being like what is it and the fact that there is not a visible counter of how many enemies you have killed. If you forgot to keep track of your mob kills you will have to go all the way to the Quest NPC to ask him and then go all the way back again to the field.

3.- Everything cost too much money, so I can barely see anything the game has to give, even after an hour of gameplay.

For example, there was this NPC that sell companions I believe? But the ones I tried to buy cost 10k or so, when at my humble lv 3 I was struggling to save 200 for better equiptment and potions. I don't know how much time any player must have to spend to reach that amount of money, really.

Quest gave money, but to complete quest you need to kill mobs. To kill mobs you need to fight them for 4+ turns, receiving damage in the process. To heal your HP you either go back to the town or use skills that consume MP. To heal your MP you either use a MP potion (it cost money, of course), or go back to town. So it's a time vs money decision.

Of course, this is your basic system in any RPG, but the fact that you have to do make this decision almost after every two battles is a little too much in my opinion.

Possible solutions?:
1.- Try to change the battle system a little. 1vs1 spam battles are more or less fine in many MMORPG because they often are in real time, not turn based. You move around your character a little and most of the time it doesn't take more than 2 minutes to kill an enemy in the early levels.

Try reducing their HP and Attack Power, and then adding more than one enemy to each troop so the player only need to enter battler 2-3 times and then going back again to town. Also, give the player an AOE skill from the start, even if its not that powerful.

2.- Make more varied quests. "Herb gathering" types are a cliche, but when low on resources, low on time, or even when the player don't feel like helping to the extintion of the local fauna, its a good one to have.

3.- Balance the resources of the game. Quest give money, but if the time and resources needed for the quest don't balance with the reward, the player won't feel like doing it. The reward always have to be better than the resources invested. Also, if possible, reduce the cost of some things or give a free trial of them.

And that's it my review for now. The game was not really bad and I have some fun while playing and going around looking for what it have to give. So keep it up, people!
Thanks for taking your time to try my game and give really valuable feedback. Very much appriciated!

The Battle training NPC is meant to just try out your spells on and see how you survive against each version of it. Its not meant to get xp or loot from it. But I can see the confusion. Overall I understand the game has to be more clear how stuff works and what their purpose is.

The lag spikes I monitored and I think I know how to reduce/fix them .

I totaly can see what you mean with you feedback on all points you made. I will take notes of all of this and work on how to improve on these points. Very good feedback and will keep it up . Again thank you very much.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,019
Members
137,564
Latest member
McFinnaPants
Top