Topia Online

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Re: Topia Online

Postby painhertz » Mon Dec 17, 2012 1:56 pm

The Cube Leviathan is player controlled. it can walk, it can kill.......
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Re: Topia Online

Postby TotalyMoo » Mon Dec 17, 2012 4:01 pm

painhertz wrote:The Cube Leviathan is player controlled. it can walk, it can kill.......


But can it moonwalk?

Srs. If the game allows you to script moonwalking characters I am sold.
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Re: Topia Online

Postby Sevenless » Mon Dec 17, 2012 4:55 pm

It's not an issue of "botters" if everyone can bot and the tools are easily provided.

That's not to say it's a good or bad mechanic. I've seen it done horribly in some games, well in others. The only thing I'm against is botting the actual player character itself. If you do that your best option is to turn the game on and walk away. Botting side characters while doing other things with your main has more potential.

I'll reserve judgement until I see how it actually works.

Edit: My only thought is that allowing so much scripting in game would heavily harsh down the breadth of the audience unless there is a method for unskilled scripters to earn ingame money and purchase scripts from skilled scripters. And obviously a way to make scripts non-specific to location and etc.
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Re: Topia Online

Postby colesie » Mon Dec 17, 2012 7:05 pm

TotalyMoo wrote:With the ease of botting the game I think it can focus on evolving in other directions instead.

I will definitely keep my eyes on this project just to see what happens to it, although I will most likely never play it myself.

Some games with botting built in have some decently imo.
Wonderland online has a remote that allows a player to walk around and fight/loot for an unlimited amount of hours and it's fairly popular.
Another game is Angel Online which has a very very complex botting system. To the point where your character will actually go back into town to restock on potions and other dealies to fight again
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Re: Topia Online

Postby Dallane » Mon Dec 17, 2012 8:10 pm

Sevenless wrote:Edit: My only thought is that allowing so much scripting in game would heavily harsh down the breadth of the audience unless there is a method for unskilled scripters to earn ingame money and purchase scripts from skilled scripters. And obviously a way to make scripts non-specific to location and etc.

'
There is going to be a script marketplace. But it will stil be the issue of no one wanting to release that kind of info like here.
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Re: Topia Online

Postby Sevenless » Mon Dec 17, 2012 8:58 pm

Dallane wrote:
Sevenless wrote:Edit: My only thought is that allowing so much scripting in game would heavily harsh down the breadth of the audience unless there is a method for unskilled scripters to earn ingame money and purchase scripts from skilled scripters. And obviously a way to make scripts non-specific to location and etc.

'
There is going to be a script marketplace. But it will stil be the issue of no one wanting to release that kind of info like here.


Not if what the non-scripters can produce has enough value. Here, no one gets money for it really, and without a formalized ingame marketplace selling bots for ingame stuff is very difficult (and because it's not done in game, it can also be re-distributed about as easily as it can be "bought").

Now we're not talking the top of the top end bots, like fighters or really smart patrolling guards possibly. But I'm sure more basic sentries and etc would still be available to the public. The player skill based arms race sounds more intentional, and could be fun for coder types.
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 painhertz » Tue Dec 18, 2012 12:04 am

Sevenless: The game will release with hundreds/thousands of Dev made scripts already in the script marketplace that can be bought with "influence" which is both the games currency and skill point system so yes, there will be a ***** of scripts available to everyone already from the start. In "addition" people will be able to make their own scripts and sell them in the marketplace. Also, since influence is both currency AND skill point equivalent, you may have to decide whether you want that nice new script, or sword, or whether to learn a new skill with it. We've already gotten to play with a sandbox with several scripts and they are easily modifiable.

(I combined a Teleport script with an Illusion:Wolf script so that when I come out the other end of the teleport, I'm a wolf.....)
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Re: Topia Online

Postby colesie » Tue Dec 18, 2012 12:31 am

painhertz wrote:In "addition" people will be able to make their own scripts and sell them in the marketplace.

inb4 script makers rule the game by selling hightier scripts for influence :P
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Re: Topia Online

Postby Sevenless » Tue Dec 18, 2012 1:40 am

Mkay, neato. Sounds reasonable enough.
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 Procne » Tue Dec 18, 2012 10:58 am

How do they plan to avoid one master-script which would turn out to be more efficient than anything else?
Also, how do they plan to make space for newbie players / scripters? At some point there would be so advanced scripts that nothing made by newbies comes close.
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