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fuzzylojik 7/18/08 1:53:35 AM
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Hard Core Member
Joined: 10/05/07 |
Hi, I'm just starting this thread to consolidate ideas of what gamer would want in a good PvP centric MMORPG. Leave out the genre preferences for now and just state your opinions on the main mechanics. I'm just going to open it to the floor without putting my own views in so that people can start their ideas on a blank canvas and not be swayed either way. Rules 1. Feel free to be critical about current MMOs and what they are missing or what's good about them. 2. Open debate is good but pls refrain from name calling or petty insults. 3. Try to keep and open mind about other's opinions. 4. Use current PvP implementations as ideas. I'll try to consolidate the information in this thread and match it up with the current MMO's eventually. |
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rasgrix 7/18/08 1:57:31 AM
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Advanced Member
Joined: 7/04/08 |
Structured pvp unless the game has low or no levels. |
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Rogue420 7/18/08 3:33:58 AM
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Advanced Member
Joined: 4/02/07
PEWPEW or QQ |
Very active/focus world PvP. If there is factions, then there should be a FFAPVP option. There would be a rock, paper, and scissor set up between classes, but it wouldn't be as extreme as losing automatically 100% of the time to your kryptonite class. PvP would be balanced around 20% gear, 20% level, 10% class, and 50% skill. You'd be able to loot 10%-25% of the player's gold that you killed in world pvp, but you'd only be able to loot that specific player you killed no more then once in a 24hr period. You'd also have a 1in50 chance of looting a rare random drop item from the character you specifically killed in world pvp, but no more than once in a 24hr period (having a chance of looting an item doesn't apply to players on your faction). Being killed by a player would result in minor damaged gear. Leveling would be focused through PvP and PvE evenly. Killing a player would give 5-10x more xp than killing a NPC. There would be specific PvP quest to kill certain races and classes (like return a head). There would be BGs similar to the other MMORPGs, but rewards would be spread out between certain BGs/World PvP. You'd have an option to go rogue from your faction, but while rogue you wouldn't be able to set foot in your faction cities w/o being attacked by guards or EVEN other players at their own discretion... Faction vendors wouldn't do business with you either. There would be a specific time limit debuff on you from the moment you killed someone of your faction... You'd have to wait out the time before being accepted by your faction again (killing the other faction could decrease your time). There'd be neutral towns in case you do decided to go rogue and need a place to sell/repair. Faction leaders would require raids, but killing them would guarantee your raid phat loots.
BTW if you don't think the looting money or a chance of getting a random item is fair... Then keep your money/rare stuff in the bank.
My basic foundation for a PvP MMORPG |
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| Pats are gonna go 19-0 2008-2009 season |
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Rogue420 7/18/08 9:26:02 AM
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Advanced Member
Joined: 4/02/07
PEWPEW or QQ |
I'd also like to add that starting zones would be safe zones. |
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| Pats are gonna go 19-0 2008-2009 season |
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Larry2298 7/18/08 10:06:49 AM
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Hard Core Member
Joined: 1/27/05 |
I'd like to see when both players initiate PVP mode which means one of them click to attack the target then the game pop up a windows for PVP confirmation, confirmation just works as a buffer, and then the PVP going in a separate window. The reason to switch screen because the game will calculate both players abilities, disable or give penalty things like that to balance the PVP. It will be 1 on 1 mode. For the group PVP, it is the same thing to switch to separate window mode, but the group provides some kind of formations. Different formations with right class will ne most powerful, things like that.
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Wolfenpride 7/18/08 10:56:43 AM
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Hard Core Member
Joined: 7/28/06
You kill the Joe, you make some moe |
Free for all world pvp Looting players or chance to drop something Skill/Tier based, no levels. Joining rival factions to make allies/enemies or choose to remain alone. Guards in large major cities, not so much out in the boonies. just a few.. |
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Rogue420 7/18/08 11:37:25 AM
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Advanced Member
Joined: 4/02/07
PEWPEW or QQ |
A pure PvP MMORPG wouldn't work IMO. Having a balanced of PvP and PvE is the way to go. |
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| Pats are gonna go 19-0 2008-2009 season |
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Briansho 7/18/08 11:50:21 AM
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Elite Member
Joined: 3/05/06
Functionless Art is Simply Tolerated Vandalism... |
1. No safe zone except towns 2. No general/zone chat - kill immersion |
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Rogue420 7/18/08 11:54:10 AM
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Advanced Member
Joined: 4/02/07
PEWPEW or QQ |
Originally posted by Briansho
What about starting zones? Joining the gaming world (esp. for a new player) and being corpse camped is just stupid business. |
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| Pats are gonna go 19-0 2008-2009 season |
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paulscott 7/18/08 12:02:51 PM
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Elite Member
Joined: 12/04/05
why do humans build, because it isn''t there |
all gear crafted by players, monsters don't drop gear but rather useful componets for making/modding it. full loss of componets on death, when dying gear has a chance to completely and utterly break(useful savage), the gear becoming damaged(slightly so or heavily requiring a decently skilled crafter), or in rare cases being completely usable by the looter. no coin/'play money' system. Rather have various low wieght, low space requirement, and stackable materials that are used in nearly any crafting recipe. decentralized market. meaning that each town has it's own market area. this also taking further by some reasources being much more common in some areas and impossible to find in others. town vote systems. players can declare citizinship in one town of their choice, then they can vote on various laws (barr entry person/guild, tax citizen groups more/less, tax guilds more/less). each town having a different way of earning the votes (rome-like gladitor touries, thieve like killing people near by, war like killing non-citizens near by, crafter based by buying votes). de-leveled skill system. meaning if you want to pick up a new skill their aren't other skill requirements to learn it. also due to mechanics(time battles take, gear requirements, energy costs) you typically only bring a handfull of skills into a battle, meaning there's a short level curve to get to the max power levels(but massive amounts of time to master everything a character can do). This includes crafting skills since they would be balanced towards getting crafters to balance inventory/storage space and the sale of the items.
edit: starter area is a reletivly large area that is defended by a handfull of towns, entrances and exits in/out of the starter area is set up to have no choke points(IE just open space) meaning that if you're trying to catch someone entering/exiting the area you'll be waiting a real long time till somone decides to leave at the section you're puppy guarding. |
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| There's no such thing as a good government manager. Anyone who's halfway decent gets hired by the private sector. |
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Godliest 7/18/08 12:23:53 PM
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