Topia Online

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Re: Topia Online

Postby Sevenless » Wed Dec 19, 2012 5:52 pm

joshrmt wrote:People can theorize all day, but until the game is played, there is no use in stating things such as, "things will be mass produced because bots". The reality is, 'minions' also consume resources. I think the assumption is that there is free labor in this game, and that is not the case. Minions come at great cost, and if you want to have them growing turnips then you better be cutting a profit on sales of turnips.


Until we're able to play theorizing is all we can do. It's better than a dead thread with no one talking about the game. At least there's interest.

Pardon the miss-logic, bots in most games are effectively free after all. I still apply that the concept holds when you look at players as a group instead of as individuals. The "near-perfect" script probably won't be hoarded, it'll be sold. Mainly because of the very logic you mentioned. If I can only really make 10 turnip workers, unless I've got a very large group of people as a clan, the profit that can be made for selling the script is a LOT higher than what you could get farming the turnips yourself (assuming a large enough game community).

Minions go up in cost per, so the minimum denominator for pricing (if the market is well built enough to allow very easy trade for smaller volumes of stuff) is defined by the cost of the cheaper minions, not the most expensive. Every noob will know the turnip script XX9 is awesome (if they read guides or ask for help), and will use it for their first labourer or two.

Basically it means resources (ie, the items those resources can produce) will have to be balanced on how easily they can be scripted to produce, which is a fluid concept. The fluidity of the balancing issue is what will be challenging.

I'm an amateur programmer, and the concept of building scripts within a game interests me. Keep up the good work, sandbox games need more options in the MMO world imo.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Topia Online

Postby dageir » Wed Dec 19, 2012 9:12 pm

What if you made a script that can make scripts that can make scripts?
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Re: Topia Online

Postby darnokpl » Wed Dec 19, 2012 9:19 pm

dageir wrote:What if you made a script that can make scripts that can make scripts?


You win Nobel prize.
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Re: Topia Online

Postby TeckXKnight » Wed Dec 19, 2012 10:15 pm

dageir wrote:What if you made a script that can make scripts that can make scripts?

I believe that is called a singularity and would probably win you the Nobel prize as darnokpl pointed out.

A quick couple of questions but will scripts be restricted to a maximum size or character limit and will it be possible to hide the code of scripts sold to protect your property on the matter so someone can't just buy it and immediately resell it undercutting you? It seems prudent to have a restriction on how large a script can be and allow it to be made longer based on some sort of stat.
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Re: Topia Online

Postby Sevenless » Thu Dec 20, 2012 1:09 am

TeckXKnight wrote:
dageir wrote:What if you made a script that can make scripts that can make scripts?

I believe that is called a singularity and would probably win you the Nobel prize as darnokpl pointed out.

A quick couple of questions but will scripts be restricted to a maximum size or character limit and will it be possible to hide the code of scripts sold to protect your property on the matter so someone can't just buy it and immediately resell it undercutting you? It seems prudent to have a restriction on how large a script can be and allow it to be made longer based on some sort of stat.


I would prefer if all scripts sold to other players were done in a way where they have zero visibility of what's in it. Only what you claim it does.

I do love the game being open sourced completely (it's neat, and if you can be hacked you'll find out really fast, and therefore can deal with it). But allowing player scripts to be open source will... cut down on layers of possible player to player interaction complexity if allowed.

The limitation on script complexity (other than something sane as a max for all scripts) might not be necessary though. If we're harshly being limited in higherlings, I don't see why scripts have to be short as well.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Topia Online

Postby joshrmt » Thu Dec 20, 2012 1:12 am

Player scripts are not open source unless they choose to.
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Re: Topia Online

Postby milonti » Thu Dec 20, 2012 4:38 am

I want this game to get more backers on Kickstarter. It looks really cool and i want it :/
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Re: Topia Online

Postby painhertz » Thu Dec 20, 2012 5:09 am

The game is coming out whether the Kickstarter is successful or not. It's just the difference between say a January release and a Spring/summer release.
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Re: Topia Online

Postby milonti » Thu Dec 20, 2012 6:04 am

Might also be the difference between my beta access and eternal membership being alredy paid for XD
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Re: Topia Online

Postby painhertz » Thu Dec 20, 2012 6:54 am

i think even if the kickstarter fails they are keeping the various reward levels.....
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