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MMORPG Game Concepts  » My Sandbox Concept

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  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  11/17/12 1:45:42 PM#1

General intro:

When I was a kid, I had better fantasy than I do have now. Thanks to that I was able to play almost any type of game and have fun with it...single player RPGs, sports, car racing games, FPS, RTS, adventures, practically anything if the game was at least decent.

Now that I got older, my fantasy is no longer that good, so that most of the games / types of games that I used to like seem to be a waste of time to me. The games just somehow lack meaning for me. I know that the generally accepted purpose of playing games is to have fun, but I simply cannot have fun with a game that isnt meaningful in a longer term.

Because of this I focus almost exclusively on MMORPGs since they have the potential to be meaningful in a long term (reasonable long term...I realize than like J.M. Keynes said "In the long run, we are all dead").

However, it seems to me that the games are not using this potential at all. Most games released in last decade are so simplistic, so shallow. Maybe they are like this since it is what masses want, so that they generate maximum profit being more of an instant action arcade games rather than virtual worlds, where you want to spend many years.

Recently, I started to think about a game which would be different from what we have now and how to make a game more meaningful.

What I think a problem with current games is that they are"

1) Linear - You have zones, divided by levels. Towns with NPCs that give you quests which make you kill 10 wolves. Then you come back, get exp + gold and you are ready to move on to another quests, where you kill 10 birds for similar reward. It is practically just a way how to get to maximum level. The recently introduced dynamic events work the same way.

2) Fast paced - You start at level 1. In one week, you are level 50 which is maximum level at which "the game really opens up". It doesnt...

3) Rides - The game opens up at maximum level, so that you can go to do endgame content. You can choose from battlegrounds, raids, dungeons, arena, some meaningless sieges, quests,. Why? To have quick instant fun like if you play a race in Need for Speed.

4) Everything is there since start - Again, you start at level 1 and the next day you are killing huge dragons and similar monsters. One hour after you start, you have a glowing sword as large as your body and full gear that makes you look like a raid boss.

5) Strange economy - The games are overflooded with useless crap. There are too many gear pieces since every other wolf drops you some gloves, boots or something like that which is so unrealistic.

6) Simplistic, meaningless crafting - Crafting is unrealistic. You take 5 crystals, some sort of magic dust and you make a sword. Usually, it does not make sense to craft anything until you hit max level since crafted items are simply worse or equally good as easily obtainable drops.

7) Professions are like placeholders and are so artificial

Those are just a few points that I quickly came up with.

I thought of a game design which seems quite interesting to me. I did not spend so much time on it, so that it definitely has many weaknesses I am sure. Anyway, I thought I may throw it here and maybe get some constructive feedback on some of those designs.

Game:

1) Medieval light fantasy setting - lets say medieval with some basic magics. It would be rather niche. One huge server.

2) Two nations - you would have several races to choose from. I do not consider it a big deal if there were e.g. 4 races for nation and different 4 races for the other one or just a common pool, so that you can have the same race in either nation.

3) World map - Each nation would have their own land. It would be guarded by NPCs, but still accessible by the other nation. Then there would be a land which would not belong to any nation and would be accessible by both nations. The proportion would be 20% of the map for one nation, 20% for the other one and 60% the common land.

4) Drops - I would normally mention this later, but I want to state this before I get to economy and professions. It would be possible to obtain full drops from monsters. However, the drop rates would be really low (like e.g. Lineage 2 early chronicles). Instead of that, the monsters would be dropping mats. Realistic mats, so that if you kill a wolf you may use its skin for leather armor, you can use its teeth for some kind of tool, you can use its meat.

5) Professions - This is where I think the game would be different. I would attempt at making it realistic. An individual player would not be a walking manufacture. There would be specialization.

There are many resources in the world. For instance, you would have wood, stone, iron, silver, gold, diamonds, sand, cole, etc... Similar to minecraft lets say. I would like to have many levels of each resource in terms of quality. It would be harder to obtain better mats since they would either be in a location where the monsters are tougher or they would be in a common land where the PvP for resources takes place and where the monsters would also be harder anyway, also you would need tools of better quality to collect the mats.

E.g. you will have location where you just cannot kill monsters with a wooden sword in order to get e.g. titanium which would make a sword 10 tiers higher. You would not be able to mine titanium with mining pick made of stone. It would be a very long process to go through all the tiers of resources, items and it would not be possible for an individual or a single guild. The whole nation has to cooperate and have a working economy in order to proceed and to surpass the other faction and control the unique resources in the common land. There would still be a very little chance of getting a full drop (it would still be a nice carrot sort of, imo). It would not be easy to make full items / final products. You would not be fighting dragons one day after you start playing. You will be glad to kill the most basic wolf a week after you start.

I was talking about specialization. I think it is a key to bring the community together. It is why I used term Nation to label the faction.

One person cuts the trees. Other person makes planks. Other person builds house.

One person mines iron. Another person is a blacksmith making edges for weapons or agricultural / industrial tools.

These people would have their houses / industry buildings where they can be approached by someone asking them to make a weapon, to build them a house, to make them some agricultural tools, etc.

Simply put, every person will have their role in the economy similar to how it probably used to be in medieval times. As I mentioned, I would like the game to be realistic.

It would lead to urbanization, imo. People would be building cities naturally since it would be beneficial for the economy just like in real world. People would be building castles to protect their cities. It would be a nation wide / big city wide process to build a castle.

Of course you can build a house far away from others if you want, but you will most likely be falling behind people from towns since they would have better access to mats sold in the market, professionals making tools / weapons / armors. These loners can of course go to the city, but there would be no fast travel...no teleports, no flying. You can buy a horse/donkey from a person that specializes in breeding horses or some other useful animals or you can specialize in that yourself. It would cost you a lot of time.

Due to specialization, there would be many types of professionals all of which would be needed in order to have a running economy which would be competitive with the other nation.

I can imagine having a major in a player build city. People would vote for a major. Or maybe even more people managing the city as a whole. Setting level of taxes which would be going to city treasury. The people managing the city could make proposals how to use the money which people would vote on. E.g. lets build a wall on the northern part of town in order to stop wolves from killing sheeps of our farmers. We need to avoid shortage of meat. Or maybe lets raise taxes for a while / cut spending for a while and build a castle for protection of our city. People would decide if they are for or against the proposal.

It would be possible to build a city hall in the city. It would serve as an information channel, so that it would be beneficial for the city to have one built. For instance, a city can vote on organizing a nation wide pvp tournament or something like that. It may take place in some sort of arena which the city also needs to have built in order to organize the tourney. The other cities which have city halls would see the information there, so that people from that city would have the information and could participate. In the city hall there would be the proposals made by city government visible and the people can cast their votes here. Participation in the tournament may cost some money, so that the city can determine a price for the winner as well as cover the costs of organizing of the tourney.

I could go on and on about this, but I think that this may give you a general idea of what I mean.

6) Progression - No character levels.

Regarding profession, there would be many levels. Using the profession, you would be getting better and better. After reaching every let say 10th level, you would be able to choose a perk, like e.g. being able to process better resource or be more efficient, effective, craft more advanced tools, items, make items with longer durability. If you start as a person making wooden products, you can make only very basic stuff when you start. It would take a long time to progress and be able to make better items. Something similar would be applicable on every profession. Lets say a horse breeder would be having 3 / 5 horses die before they become rideable or able to be utilized in agriculture. Or his horses would be thin and slow when he is new to the profession :). His horses may have lower life expectancy. Gaining each e.g. 10th level, he would be able to choose an improvement in of these areas.

Skills progression would be based on usage of the skills. You would be gaining skills with each weapon separately. I was thinking about progression being level based. Every 10 levels with the weapon you get a new active / passive skill. With each level your dmg / def (depending if its wep or arm level) goes up a little. Or e.g. an archer, by using your bow, you would be getting levels...0-10 you are novice, 10-20 apprentice, 20-30 experienced, 30-40 skilled, 40-50 expert, 50-60 master, on level 100 you can be grandmaster or something. Each level you gain would be increasing damage, speed of your attacks, etc. In addition, these ranks/tiers would be granting something like e.g. apprentice archers has better chance to hit with their shots than novice, experienced archers are able to shoot 2 arrows quickly. Skilled archer can shoot a burning arrow.

7) Realism - You have to eat, drink, sleep where it is safe. How well you eat, sleep would influence your stats.

Items have limited durability and when they break, they perish.

You can have only limited amount of items on you. For instance, some sort of doctor can cure wounds, heal, cure diseases, etc. They could also make a bandage / potion / ointment which player can purchase and carry on them. However, it would not be like in most current games that you just buy 80 of these and you are fine. You could carry only a few of those for your adventures into the wilderness.

8) Conflict - The nations would be in war. Which nation has the upper hand would be to a large extent influenced by the economy. An army of soldiers with wooden swords and shields would get easily destroyed by army geared with iron stuff. It would also motivate the nation to work together as one big team.

As mentioned before, each nation can access the land of the other nation. I would suggest having guards in the cities.

They could either be NPCs (although I want to keep minimum number of NPCs in the world. Maybe even eliminate them completely.) the number of which would depend on city defense expenses. I can imagine having basic financial statements for each city / or even province into which the nations land can be divided (by players) accessible for view in a city hall. (Something really simple like Revenues from taxes, Expenses on defense, investments to infrastructure, etc, so that players could see how well the city government is doing and probably not vote for them next time if the city is running out of money or is investing money inefficiently).

Or they can be player professions. It would require making a reward system for this profession as the professions would be main source of players' income (next to material drops from monsters and very rare full drops which definitely cannot be considered as source of stable income. You would get 1 full drop in several months of playing. Like I said, similar to L2 C1). Due to the fact that the cities probably would not be under constant attacks of other nation, it would require monsters to attack the city. Not sure if it is possible, but I would like to have randomly attacking animals e.g. pack of wolves zerging the city as well as well organized attacks of humanoid monsters e.g. a group of thieves approaching carefully the city and picking some strategic target for their invasion. The player guards would then be rewarded for every monster killed or invasion stopped. There would be many various types of mobs attacking the city in a unique random way.

The progress in the profession of guards could be done through hyerarchy. Getting experience for defeating invasions, protecting others, etc would increase your rank once in a while.

9) Death penalty - I personally do not have anything against perma death. However, in this game, I would suggest not to go with perma death. In a game in which you "invest" time and energy, you should not be able to lose everything you worked for in a blink of an eye. I would go with full loot for sure. You drop everything you are carrying with you.

I know I am not addressing some aspects of the game. As I said, it is just a concept and I have not dedicated so much time to it yet. But I would like to know if this may the kind of game people are asking for when they say "We want worlds, not games".

Any thoughts?

 

 

Currently playing: L2 Chronicle 4

  Darwa

Elite Member

Joined: 7/04/04
Posts: 2177

11/17/12 1:55:30 PM#2
Originally posted by coretex666

 

Any thoughts? 

 

Should have been posted in the game concepts section :/ 

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  11/17/12 2:17:36 PM#3
Originally posted by darwa
Originally posted by coretex666

 

Any thoughts? 

 

Should have been posted in the game concepts section :/ 

Sry, didnt even know there is special section for this.

Currently playing: L2 Chronicle 4

  User Deleted
11/17/12 2:19:49 PM#4

I like some of your concepts. I myself have been outlining an mmo design for a while and I agree that there needs to be specialization and the absence of levels.

I think when you create specialization, you need to make the systems robust. Devs can get away with throw away crafting and let everyone do everything because the system itself is the equivalent of a flash game back in 2003. So in order to promote a highly specialized profession based mmo, you have to make each profession a fully fleshed out stand alone game. Not a mini game, a real game with goals. A game that has the breadth to challenge a gamer's mind and even reflexes and a meta game that keeps player attached.

Levels and xp and premade quests are done to death. They are old concepts that are holding back the genre imo. You can take the leveling experience in Rift and condense it down into a 30 minute tutorial and nobody would complain heh. Same with GW2, you get all your skills so early, just get rid of the levels and be done with it. BEsides the fact that people want an entire world to explore not sectioned off zones that become trivial and irrelevant.

Ditch levels. Make real game systems out of every aspect of your virtual world.

  Amana

MMORPG.COM Staff

Joined: 1/03/11
Posts: 2383

11/17/12 2:25:08 PM#5
I'll move it over.

To give feedback on moderation, contact community@mmorpg.com

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  11/17/12 2:53:57 PM#6
Originally posted by Foomerang

I like some of your concepts. I myself have been outlining an mmo design for a while and I agree that there needs to be specialization and the absence of levels.

I think when you create specialization, you need to make the systems robust. Devs can get away with throw away crafting and let everyone do everything because the system itself is the equivalent of a flash game back in 2003. So in order to promote a highly specialized profession based mmo, you have to make each profession a fully fleshed out stand alone game. Not a mini game, a real game with goals. A game that has the breadth to challenge a gamer's mind and even reflexes and a meta game that keeps player attached.

Levels and xp and premade quests are done to death. They are old concepts that are holding back the genre imo. You can take the leveling experience in Rift and condense it down into a 30 minute tutorial and nobody would complain heh. Same with GW2, you get all your skills so early, just get rid of the levels and be done with it. BEsides the fact that people want an entire world to explore not sectioned off zones that become trivial and irrelevant.

Ditch levels. Make real game systems out of every aspect of your virtual world.

Am positively surprised someone even read it :)

Am glad you share some of my ideas.

Currently playing: L2 Chronicle 4

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  11/17/12 3:37:59 PM#7
Originally posted by Amana
I'll move it over.

It seems that this forum section is quite dead. In Pub there was at least some chance someone will ever read this wall of text.

 

Currently playing: L2 Chronicle 4

  WovenSandbox

Novice Member

Joined: 11/19/12
Posts: 5

11/19/12 3:13:57 AM#8

Sounds like you're talking about Darkfall.

 

http://www.us.darkfallonline.com/default.php?pname=Features

 

I was intrigued by the player driven economy, level free skill based system, open loot, and open pvp zones. Also the fact that due to its quick paced point-and-click action a lower level character has a fighting chance against a higher level player in PvP, so I bought it... I spent a week on it, and I was only able to get two or three spells before throwing my keyboard against the wall. Dude, I REALLY wish that game had an 'easy' server, where all players got 10X experience, because fuck, I want to test out all the spells sometime THIS YEAR. Also, I couldn't get a full set of gear and a mount before I was killed and looted. If I ever did have gear and a mount, it was because I happened upon a dude in the wilderness who was just fighting a bear, and killed him, then stole his mount...

 

It's pretty cool, though. You can be a pirate king out at sea, killing crews and ammassing a fleet, or you can live in one of many pretty cool player run cities... At least until an raid comes through and kills you and everyone you know, taking the city for their own. Hmm... I might buy a fully specced account.

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  11/19/12 12:07:34 PM#9

I know that Darkfall is a sandbox which may be somewhat close to what I describe. I personally have never forced myself to spend some more time in the game since it was just pain to play it for me.

However, as people often mention, Darkfall is just a big PvP arena. I dont want the game to be just about PvP. Consequently, I am suggesting division of the land which would be guarded between the nations  and then have a common land.

What level of specialization is there in Darkfall? I doubt it is anywhere near to what I have in mind.

Is there the political system I described in place?

I think that Darkfall in the end is just a big PvP arena. The game I tried to describe is much less about PvP.

If it ressembles Darkfall, then I should make it more specific, hence longer :D

 

Currently playing: L2 Chronicle 4

  Caldenfor

Novice Member

Joined: 6/02/09
Posts: 133

11/19/12 6:14:51 PM#10
I would then suggest following in the footsteps of early Dark Age of Camelot, with adjustments of course, as land was separated by faction with "frontier" areas for PvP activity. I would also look to have 3 or more nations, not just two, for balancing reasons.
  sulfr

Apprentice Member

Joined: 11/24/12
Posts: 1

11/24/12 6:12:27 AM#11

I really like the sandbox idea! I really love the idea that I can do anything I like to do AND support others.

If I want to I could join the militia and go to the "warzone" / "contested areas" where I can fight for king and country.

Or I could choose to support the militia by making weapons and getting better at it by doing so.

 

What about PVE and Quests? What are your thoughts on that? Couldn't find that in your text (or am I stupid?)

Anyways, i love to do quests, but not the basic "kill 10 of x and return to me" kinda quests.

I would love to see more puzzle quests or profession specific quests that in best case are generated randomly.

 

In my opinion more nations will bring more outcome and balancing to the game, so you might consider to add more nations (maybe later)

 

Anyways I think you need to do something with the concept!

  Darkcrystal

Advanced Member

Joined: 5/06/10
Posts: 779

11/25/12 5:33:46 PM#12

If you want speclization thats what Mortal online is, and same Theme you nearly described that game.

 

I went to school because I wanted a hobby to be more so I'm near my degree in Game Production so we fight with this as New and older Devlopers, the issue is this, if a New Dev comes out with an idea more Investors won't help out so thats why we see unfinshed games that have so much potienal as Mortal online or even Darkfall and any indie.

 

Also people complain they want more, and yet they support Themeparks, the only way to pull this off which people are trying starting to do is make a game that you love and stick to the plan. Also the reason most Indies fail, or don't do well is because they think big first. Bad idea, new Devs should fund  there big game , gain experince by making Iphone games, Flash, Xbox live first.. Then move to a great idea for a MMo.. I have writtern a MMO Wild West game years back and hope to one day finish it, I have build towns in Maya, assets ,, props and written a story for it, but I want meaning, skilled based combat, Hanging perma death, but done right I could go on but I won't give to much out.  I know one day I will pull it off , I have the experince but not the cash..

 

Also another reason Devs won't make these games is why makes games for trolls whiners etc... I have asked New and older Devs and the comments I get is why should I bother when I can make Iphone games, or Xbox cheaper and less whining and make more money.. I see there point but I still want to do this one day, but I think alot of gamers need to step back and design a basic flash game to see the amount of work put into a game before they troll a company, and complain. Until we see people open there eyes and chill a bit we will continue to see WOW clones.. Investors won't take chances either because indies also have no idea how to do documation of there game which is important, they need to learn the buisness end of it as well which most have no idea. Not every one needs to go to school to do Game Design but it helps  if your lacking in some departments, you may think you know it all, but you don't.

 

Sorry if I hi-jacked your thread but I was trying to state a point about a good idea so to stay on point that was my point ..

 

Keep the ideas flowing, this helps new devs to see what gamers want, alot of times, we jus hear that game sucks, I ask why, and get no real answers, gamers want good games, instead of trolling it suggest and give important input.

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  11/27/12 8:50:27 AM#13
Originally posted by sulfr

I really like the sandbox idea! I really love the idea that I can do anything I like to do AND support others.

If I want to I could join the militia and go to the "warzone" / "contested areas" where I can fight for king and country.

Or I could choose to support the militia by making weapons and getting better at it by doing so.

 

What about PVE and Quests? What are your thoughts on that? Couldn't find that in your text (or am I stupid?)

Anyways, i love to do quests, but not the basic "kill 10 of x and return to me" kinda quests.

I would love to see more puzzle quests or profession specific quests that in best case are generated randomly.

 

In my opinion more nations will bring more outcome and balancing to the game, so you might consider to add more nations (maybe later)

 

Anyways I think you need to do something with the concept!

 Thanks for support. I will try to outline some vision on quests and PVE in general as soon as I find a moment. I am kind of busy at work :)

Currently playing: L2 Chronicle 4

  Torgen

Novice Member

Joined: 3/17/10
Posts: 152

11/27/12 9:06:19 AM#14

Make it three nations. Many games have failed with the imbalance caused by a two nation setup. Surely there is still imbalance with three factions but people tend to automatically kill the dominating faction first. I guess people are yearning for revenge when they do so.

 

Furthermore I really like your approach of enemies dropping realistic loot. Let animals just drop materials instead of money/items and let enemies who are wearing armor/weapons drop those weapons regularly. Those weapons could be used for extracting materials or by people whose old weapon broke or isnt strong enough. Additionally you could add a rarer version of those basic items which drops less frequently.

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  11/27/12 12:15:02 PM#15
Originally posted by Torgen

Make it three nations. Many games have failed with the imbalance caused by a two nation setup. Surely there is still imbalance with three factions but people tend to automatically kill the dominating faction first. I guess people are yearning for revenge when they do so.

 

Furthermore I really like your approach of enemies dropping realistic loot. Let animals just drop materials instead of money/items and let enemies who are wearing armor/weapons drop those weapons regularly. Those weapons could be used for extracting materials or by people whose old weapon broke or isnt strong enough. Additionally you could add a rarer version of those basic items which drops less frequently.

I personally dont have anything against 3 factions. However, I am kind of worried if it would not influence the game to have even higher hardware requirements.

I do agree that imbalance would probably kill this game tho.

Currently playing: L2 Chronicle 4

  sethbzorz

Novice Member

Joined: 12/10/12
Posts: 5

12/10/12 11:59:38 AM#16
Idk about you guys, but id like to see mythic's pvp perspective come back into play with something like blizzards pve. i believe if they can put those 2 ideas together and make it larger and more exciting a new game filled with purpose will be born. mythic's pvp in Dark Age of Camelot was the first and most ultimate pvp ive ever played. Blizzards dungeons and instances for pve seem like the best thing for doing raiding and groups for pve people, this way your bringing pvp and pve people together in 1 game. Now stay with me in this, if they make a battleground that has a pve side to it like castle vs castle vs castle (3 sides in this game) and those castles and heavily guards by guard npcs and players can also guard them (alot like the pvp in DAoC) that would bring a pvp and pve aspect in 1 too the game. Those npcs that you kill can drop loot, like pve and/or pvp items. its kind of like the frontier back in DAoC pve instances like blizzard. lets say bgs start at lvl 10-20 21-30 31-40 41-50 ect... for the pve side i like what blizzard did with instances and the grouping system, it makes it to where you dont have to wait for a place to respawna nd other people cant be in there killing things you need, if i remember right DAoC had dungeons where you could see others and the dugeons respawn time was quick but with alot of people in it you couldnt kill what you wanted without waiting in line. also, the leveling system in pvp would be a nice touch for those of us that just love to pvp. i myself love to pvp and would enjoy lvling in bgs or say the frontier raiding castles for loot. Another thing for the frontier that i believe mythic did an outstanding job with was zone controls. In the frontier you had 3 places: Midgard, Hibernia, and Albion. Each one had its frontier where they had castles out to where other sides could capture them. Now have this 3 sides all have a frontier and then in the middle of this triangle have a zone where there are castles that are controlled by npcs of neither side, lets say like bandits or rebels of certains sides. those would be the castles anyone could capture without worrying about another side being warned that a one of their castles are undersiege. once they fight over this middle zone they can extend to someones frontier, like mid goes towards the albs while the hibs go to the mids and the albs are at the hibs or something along the lines or when the mids go to the alb frontier the hibs go to the middle zone to take thos castles to have a better chance of controlling someone elses frontier. These are my pvp ideas on mass pvp where anyone can fight anyone and there is no cap limit to how many people could be there and then some on bgs where depending on what map you join for that lvl could be a 10v10 15v15 or 20v20 or they could do what mythic did and make the bgs for those lvls like the frontier where there is 1 castle in the middle of the triangle that the 3 sides fight for. i also believe they could put the blizzard pvp types in too if you dont want to fight for the castle but do capture the flag. but i prefer the castles in all honesty for pvp. any suggestions on a pve side or pvp side or does anyone think differently of this idea?
  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  12/11/12 6:47:47 AM#17
Originally posted by sethbzorz
Idk about you guys, but id like to see mythic's pvp perspective come back into play with something like blizzards pve. i believe if they can put those 2 ideas together and make it larger and more exciting a new game filled with purpose will be born. mythic's pvp in Dark Age of Camelot was the first and most ultimate pvp ive ever played. Blizzards dungeons and instances for pve seem like the best thing for doing raiding and groups for pve people, this way your bringing pvp and pve people together in 1 game. Now stay with me in this, if they make a battleground that has a pve side to it like castle vs castle vs castle (3 sides in this game) and those castles and heavily guards by guard npcs and players can also guard them (alot like the pvp in DAoC) that would bring a pvp and pve aspect in 1 too the game. Those npcs that you kill can drop loot, like pve and/or pvp items. its kind of like the frontier back in DAoC pve instances like blizzard. lets say bgs start at lvl 10-20 21-30 31-40 41-50 ect... for the pve side i like what blizzard did with instances and the grouping system, it makes it to where you dont have to wait for a place to respawna nd other people cant be in there killing things you need, if i remember right DAoC had dungeons where you could see others and the dugeons respawn time was quick but with alot of people in it you couldnt kill what you wanted without waiting in line. also, the leveling system in pvp would be a nice touch for those of us that just love to pvp. i myself love to pvp and would enjoy lvling in bgs or say the frontier raiding castles for loot. Another thing for the frontier that i believe mythic did an outstanding job with was zone controls. In the frontier you had 3 places: Midgard, Hibernia, and Albion. Each one had its frontier where they had castles out to where other sides could capture them. Now have this 3 sides all have a frontier and then in the middle of this triangle have a zone where there are castles that are controlled by npcs of neither side, lets say like bandits or rebels of certains sides. those would be the castles anyone could capture without worrying about another side being warned that a one of their castles are undersiege. once they fight over this middle zone they can extend to someones frontier, like mid goes towards the albs while the hibs go to the mids and the albs are at the hibs or something along the lines or when the mids go to the alb frontier the hibs go to the middle zone to take thos castles to have a better chance of controlling someone elses frontier. These are my pvp ideas on mass pvp where anyone can fight anyone and there is no cap limit to how many people could be there and then some on bgs where depending on what map you join for that lvl could be a 10v10 15v15 or 20v20 or they could do what mythic did and make the bgs for those lvls like the frontier where there is 1 castle in the middle of the triangle that the 3 sides fight for. i also believe they could put the blizzard pvp types in too if you dont want to fight for the castle but do capture the flag. but i prefer the castles in all honesty for pvp. any suggestions on a pve side or pvp side or does anyone think differently of this idea?

 Please make some paragraphs.

I do not see much relevance of your idea to my concept :)

Currently playing: L2 Chronicle 4

  Benedikt

Tipster

Joined: 12/12/04
Posts: 1352

We live for The One, we die for The One.

12/11/12 11:35:21 AM#18

i do like sandbox type of gameplay, some things in your concept i dont like, but they are usually only the matter of preferences.

There are tho 2 things i would like to give sort of "counter-opinion" to.

 

First of all - when i look at the sandbox concept like yours, i always think - why make a sandbox (skillbased) char development and cap it? wouldnt it be a lot morer sandboxish to not cap it, just make it increasingly hard to advance? (like every next skillpoint would cost twice as much "xp" as the previous one).

 

Second - I hate idea of forced drink/eat/sleep (especially how it is done in most sandbox games, where it is based also on time you are offline). I think much better way than punish people for not doing it is the way themepark games do  it, to give bonuses/buffs for eating, drinking etc.

  coretex666

Hard Core Member

Joined: 1/03/12
Posts: 1824

"I shall take your position into consideration"

 
OP  12/11/12 12:09:57 PM#19
Originally posted by Benedikt

i do like sandbox type of gameplay, some things in your concept i dont like, but they are usually only the matter of preferences.

There are tho 2 things i would like to give sort of "counter-opinion" to.

 

First of all - when i look at the sandbox concept like yours, i always think - why make a sandbox (skillbased) char development and cap it? wouldnt it be a lot morer sandboxish to not cap it, just make it increasingly hard to advance? (like every next skillpoint would cost twice as much "xp" as the previous one).

 

Second - I hate idea of forced drink/eat/sleep (especially how it is done in most sandbox games, where it is based also on time you are offline). I think much better way than punish people for not doing it is the way themepark games do  it, to give bonuses/buffs for eating, drinking etc.

I agree with the first point. I did not specify it, but the char progression should be either cap free or it would take years to get the CAP. Either way, it is supposed to be a very long process.

The second point is quite subjective. I would like the game to be realistic which means you need to eat. I did mention that quality of some of your abilities may be related to what you eat / drink, how much have you eaten, etc.

Currently playing: L2 Chronicle 4

  Samrae

Apprentice Member

Joined: 11/03/12
Posts: 5

12/11/12 12:45:47 PM#20
I don't think you are going to find sandbox game like you're talking about without it being mostly PVP.  I have been following Pathfinder Online from Goblinworks  for over a year now and looks very promising.  I do not like PVP but  will give these guys a chance.  Most people that do not read their forums jump to conclusions about the game.  They have had one Kickstarter to produce start-up funds for a tech demo which showed investors that they were capable.  This demo is not what you will see when the game is done.   They have got the funds to produce the game aprox 3 years from now, but are doing another Kickstarter to speed the process along and bring it to market quicker.  Beta will be a little different than most games for the fact it will not have an abundance of bugs.  They will start beta with monthly subscriptions for a product that is more comparable to an average companies release of a game.  Hope this helps,  I think you share a vision with many others including myself.
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