Trending Games | ArcheAge | World of Warcraft | Elder Scrolls Online | Star Wars: The Old Republic

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,923,297 Users Online:0
Games:760  Posts:6,315,888

Show Blog

Link to this blogs RSS feed

The State of MMO's

MMO's are currently always in development, but the discussion around them is a maelstrom. I want to sort out some of the ideas and give some of my own. This industry definitely needs improvement.

Author: lifesbrink

Finite Resources in MMO's

Posted by lifesbrink Thursday March 29 2012 at 7:39PM
Login or Register to rate this blog post!

 

So the basics of how this system would work, both garnered from previous points and my own thoughts:

1.  Said resources should dwindle slowly, i.e. several years, not a few months.

2.  Resources that are finite should never EVER fade out of game in any way, but rather change forms.

3.  Accounts that hold any finite resource that cease to log in should start losing resources at some rate through least valuable resources first to the most valuable in the end.  People who choose to use this to troll by holding a ton of resources hostage but login only periodically should lose them all if discovered to be doing this (Community ALWAYS figures people like this out, trolls smell too much)

4.  As resources become harder to get, alternate means of resources should be discoverable to make up for it all.

5.  Players ingame should be able to have their resources stolen somehow.  This way, those players who try to run a server by withholding all the resources and basically acting like moguls are not impervious to attack.

6.  Again, it should be impossible to destroy a finite resource off the server.

7.  Nothing is soulbound.

8.  Profit?

Luxumaru writes:

This is a very interesting concept, but I can see abuse of the system through monopoly. A player/or 2/or a guild can easily band together, farm all or nearly all of the resources, or even buy them from other players at market value until they have majority share then sell them at amazingly bloated prices, controlling the flow for the entire server/game. Unless of course there are safeguards but I don't see how that would be possible without silly limitations that would defeat the purpose of the system!

Unless of course it's that type of game, maybe along the lines of EVE where treachery and backstabbery are allowed and encouraged. </2cents>

Thu May 03 2012 8:43AM Report
lifesbrink writes:

Well the main thing is, in a real world simulation, treachery and deceit would be common.  But beyond that, comparing to this world, even though there would be finite, it is not something that would easily be reached, like in say 5 years time.  That would feel forced, and pointless, as you mentioned.  So making the system where resource gathering starts dwindling, such as how our world  is currently working, that is where you start seeing finite.  

Also, it is important to note that many resources would be far more common, like iron, for instance, and some, like leather, are virtually infinite, as long as players don't try to kill all the animals in the world and destroy the environment.

Thu May 03 2012 4:22PM Report
Luxumaru writes:

I see where you're coming from, doesn't sound like a bad idea at all but then again MMO'ers are very very crafty folk. Still, I love the idea.

It sounds like this mechanic would be better suited to an RP-centric MMO which is fine by me, just hope the "hardcore" crowd doesn't show up and try to ruin the fun haha!

It would be awesome if you could farm like you can in LOTRO, creating more resources and maybe even breed animals for meat and hides.

Fri May 04 2012 7:17AM Report
lifesbrink writes:

At this point, one can only wish that game devs someday come up with games that use these awesome kinds of mechanics.

For now, I am still dreaming.

Fri May 04 2012 1:46PM Report

MMORPG.com writes:
Login or Register to post a comment