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Rogue420 7/18/08 4:01:36 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
I posted it in another thread, but maybe I'll get more reviews here. I also plan on going to college in some field of computers (polygon art or video game engineering?). |
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| Pats are gonna go 19-0 2008-2009 season |
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paulscott 7/18/08 9:54:43 AM
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Elite Member
Joined: 12/04/05
why do humans build, because it isn''t there |
To be honest you can't tell if an MMO has a good PvP system without seeing the other mechanics. |
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| Estimated amount of glucose used by an adult human brain each day, expressed in M&Ms: 250 |
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Rogue420 7/18/08 11:33:38 AM
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Advanced Member
Joined: 4/02/07
PEWPEW or QQ |
Originally posted by paulscott
What mechanics would that be lol? Graphics, UI, Classes/Races, Content or Landscape? I think I covered the basics of PvP for my ideal MMORPG. There needs to be a MMORPG that requires your full attention at all times or you'll end up with worse trouble than your typical corpse running MMORPG. |
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| Pats are gonna go 19-0 2008-2009 season |
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paulscott 7/18/08 12:21:03 PM
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Elite Member
Joined: 12/04/05
why do humans build, because it isn''t there |
really it's everything. is your world going to be set up to have choke points if so how many. what's the value of the cheapest gear and the most expensive. how is gear found/made and it's time investment/value. what's the level stratification, are areas level stratified. is skill access/powers level stratified. Are you going to bother to discourage non-RP-PvP. are there faction costs to being a rabid-PvPer and if so how will the character still be playable. are you going to discourage alts or encourage their use. are the factions at war or a cold war and with that bit what are their economic relation. are resources divided between factions(anything from special iron/metals to raids) and can the players affect these at all. PvP is the target for developers, but it's really not the first thing they'll worry about since it needs everything else in place first. |
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| Estimated amount of glucose used by an adult human brain each day, expressed in M&Ms: 250 |
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CactusmanX 7/18/08 1:51:47 PM
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Elite Member
Joined: 5/05/04
Don''t mock me my friend. It''s a condition of mental divergence. |
I agree with Paul, we need more info. For example the class balance, what are the classes? Or player kills giving much more XP than NPC, how long are you planning the grind to take, and more importantly is it quest grind or kill grind? What kind of factions are there? etc.
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Rogue420 7/18/08 8:41:16 PM
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Advanced Member
Joined: 4/02/07
PEWPEW or QQ |
Originally posted by paulscott
I'm talking PvP ideas... Not PvE, leveling, professions, and lore. |
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| Pats are gonna go 19-0 2008-2009 season |
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saluk 7/19/08 2:38:32 PM
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Advanced Member
Joined: 1/02/05 |
Well I think what the other posters are getting at, is mmorpg ideas really don't exist in a vacuum. All systems of a game working together in tandem are what make it "work" or not. I don't see anything in your design that stands out as being particularly original, I also don't see anything that sounds particularly bad. I think this is a good start, you sound like you know what you want, but it's not really a design. It's more like what your goals are for the design itself. For instance, 20% gear, 20% level, 10% class, and 50% skill sound nice. But trying to actually accurately balance the gear, levels, classes, and skills to match that formula is going to be a beast! But anyway, it does sound like a decent foundation. Just a bit light on detail. OK very light. |
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Rogue420 7/21/08 8:14:11 AM
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Advanced Member
Joined: 4/02/07
PEWPEW or QQ |
Originally posted by saluk
I know it's light on facts, but I just wanted to give the simple basics. The PvP concepts I said would branch out into other game play styles of PvP. |
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| Pats are gonna go 19-0 2008-2009 season |
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