|
|
3/17/06 9:40 AM
|
|
Viewed 2561, Replies 66
|
|
|
Zangfei, there are boatloads of us that don't want what you are talking about. Yet, we would like to have reasonable PvP in a more realistic fashion. Wars, once in a while an attack that makes sense, like in a caravan waylay, or catching thieves trying to steal a valuable artifact from a temple of ours, things like that. Would you still be against PvP if a strong justice system prevented the kind of grief play you're talking about? Believe me, the vast majority of us don't want that at all. We're as sick of it as you are. |
|
|
|
3/16/06 10:43 PM
|
|
Viewed 538, Replies 14
|
|
|
It does sound interesting. The Chronical has been on my radar for a while now. Not nearly enough info yet, but it looks like something I'll try.
|
|
|
|
3/16/06 11:18 AM
|
|
Viewed 13419, Replies 161
|
|
|
Question for you Ashen. It's a levelling game. How much difference is the between levels? If I have a level 10 character, how fast would I die to a level 20, etc.? How would 2 level 10's do against 1 level 15? |
|
|
|
3/16/06 10:44 AM
|
|
Viewed 1415, Replies 43
|
|
Dadown, this kind of system doesn't work because grief minded players would abuse it. They will only use their ganking characters to hunt players and kill them. They would use their good characters like mules, and do all transactions with them. It doesn't matter if they have to buy another account to do this, many players buy extra accounts anyways. The only system that will work is one where a "criminal" status brings a direct and severe penalty instantly upon defeat or capture to that character. By either drastically reducing ability, or by perma-death, it takes that character out of the grief activity and makes the player week again. Week characters aren't very often successful. Starting over every time is a huge deterant, one that reduces such activity drastically, which is the desired effect.
|
|
|
|
3/16/06 10:19 AM
|
|
Viewed 2561, Replies 66
|
|
|
Rod_B, that's fine. Players like you deserve a game like you want just like anyone else. And it can work, for that play style, better than what's been put out so far. But those of us who want open PvP, restricted by justice, generally want a more realistic game world. Here's some things that your game wouldn't have that we feel would make our game more realistic and more entertaining: |
|
|
|
3/15/06 3:00 PM
|
|
Viewed 723, Replies 37
|
|
|
I voted dynamic only, but I would expect a little static play in a game world, maybe just in the start for new players to learn the game, but also maybe in certain areas for one reason or the other. But I didn't want to vote for a combination because that could be taken as far too static for my vote. |
|
|
|
3/14/06 11:36 PM
|
|
Viewed 2561, Replies 66
|
|
|
Kronchev, if you want to see a game design that works like what I'm talking about, just follow the link in my signature. They don't have funding yet, but they have the only workable solution to making a world more exciting, more realistic (for a fantasy MMO, anyways), and much more well rounded. If you have any questions, just post them on their boards. (You need to sign up for their news letter first to be able to post). Also, they have a nifty search funtion on the message boards.
|
|
|
|
3/14/06 10:50 PM
|
|
Viewed 1415, Replies 43
|
|
|
Yes, I'd love to get away from the level progression grind. I'd much rather have a world to play in, where exploration can be rewarded with discovery, and the world changes due to what player communities do, what NPCs do, and even natural changes like disasters. I'd like a world where everyone isn't winning big things all the time, where the little victories mean something, where things are challenging every day, and success isn't guaranteed.
|
|
|
|
3/14/06 1:48 PM
|
|
Viewed 1415, Replies 43
|
|
No, there has to be a direct penalty to the ganker, something that's severe enough to cause players to not want to do it in the first place, except for the few who want the challenge of trying to avoid the penalties. There's only 2 other alternatives. Either not allowing ganking at all, or watching players find loopholes and abuse them. My stance is that I want some extra thrill to the game I play, but I don't want to have to experiance ganking all the time. I want it to be there as a threat, but not usually practiced. That adds a touch of excitement, and feels more realistic to me. |
|
|
|
3/14/06 1:13 PM
|
|
Viewed 1415, Replies 43
|
|
I think it's true that no game will be for everyone, but surely there's a middle ground that most players would accept, one that would allow other apsects in the game so that people aren't so bored? |
|
|
|
3/14/06 12:51 PM
|
|
Viewed 2561, Replies 66
|
|
|
Kronchev, you'll have all out war in WoW when they say you will. In other words, the players will have nothing to do with it. There will be no meaning to it except to claim the hill top. And that claim will shift regularly, determined by who's on at the time. It's all so artificial, and totally lacks any cohesiveness to the rest of the game, or any meaning at all. "To say that this doesn't make sense is to say that you should be able to attack That's precisely the reason for a justice system that works. If there's a justice system that has a harsh enough penalty that most players don't want to risk it, then it mimics reality. It also mimics the books and movies of the genre, the worlds they reveal. Under these circumstances, you can allow looting, because it's not going to happen much. This also mimics these worlds that the games are supposed to be fashioned after. And under this system, you can have battles and wars that mean something. "The Thrill of Victory Where is it in these games now? They aren't even games. They're hand outs. You are guaranteed success. It's tasteless, colorless, and odorless. They never stink, nor do they ever have that sweet smell of victory. Bland and stagnant. |
|
|
|
3/14/06 11:53 AM
|
|
Viewed 1415, Replies 43
|
|
Very true. But players still want to have advancement, generally speaking. But you can have advancement without making gods out of characters like most of the MMOs do. Tie a more level playing field in with a punishment for murder (as opposed to wars, etc.) along with a punishment system that actually hurts the murderer character, something like heavy skill loss (or even perma-death) or long jail times, and a system can work to do several things. 1) Makes the game feel more realistic |
|
|
|
3/14/06 9:37 AM
|
|
Viewed 2561, Replies 66
|
|
I don't like all these PvP zones. I don't like that game model because it makes the game feel artificial instead of immersive. It makes PvP feel like a separate feature, a separate game within the game. The game world doesn't feel complete, and all aspects of war, crime, and justice are taken out of the basic game and placed in their own little arena. You didn't see Alexander the Great looking for zones to do battle in. You never read about Conan the Barbarian asking for a duel. And the Hobbits feared for the safety of the Shire. Yet, it's just as unrealistic to have players come back time and again to PvP, with no end in sight. |
|
|
|
3/14/06 9:23 AM
|
|
Viewed 1415, Replies 43
|
|
|
I like realism in my games. I don't like artificial seeming restrictions. But I also have seen how players will abuse systems if they can. For PvP, I'm in favor of a more realistic approach. Allow anything, but also include justice that works. Not only in a realistic feeling way for game play, but also in a game system way to vastly reduce the likelyhood of players from thinking "crime pays". Rampant PKing will occure unless there's some way to restrict it. That's bad for a game. It can be restricted by unrealistic, artificial "switches" or zones. Or it can be restricted by a justice system that mimics RL, which, of course, feels more realistic and cohesive in a game world like an MMORPG. |
|
|
|
3/09/06 10:08 PM
|
|
Viewed 91, Replies 6
|
|
|
In answer to your question about wizard advancement, picture the very familiar comic scene of an adventurer climbing a mountain to reach it's peak, where sits the sage. "What is the secret of life?", the adventurer asks. But perhaps the wizard in search of his own knowledge might ask a different question. Or perhaps the knowledge he seeks will be found elswhere, but never easy to find or reach. Excitement can be found in adventure, the search is a journey, and can be more interesting than the goal. |
|
|
|
3/09/06 9:49 PM
|
|
Viewed 1710, Replies 46
|
|
Surely you know by now..... And yes, you can polish a turd. Did you ever see those shiney jewel like rock things for sale in malls? |
|
|
|
3/09/06 2:14 PM
|
|
Viewed 1710, Replies 46
|
|
|
Flatfingers, are suggesting that instead of characters levelling up and gaining added to hit bonuses and greater damage, that they learn how to attack and where? Like in, through my own experiance I learn that if I use an upper cut with my dagger against a large lizard creature, I have a better chance to hit through it's scaley hide (in this case the soft underbelly) and might even kill it with one hit? And that since I know that, then in fighting a dragon I might try this technique? And I might even figure out that using a longer sword against the dragon is even more effective, since it's a bigger creature? Things like that? Where the actual player experiance is where it's at, instead of some number system? |
|
|
|
3/08/06 8:03 AM
|
|
Viewed 1523, Replies 72
|
|
Part of the reason for this is that the current big developers have promoted this idea, for the sole purpose of designing heavy restrictions in their games. They would much rather direct the players path, define the players characters into specific activities, so that they don't have to add code that would empower players to hold other players accountable for their actions. Why? Because that means not achieving the largest possible audience. There hasn't been enough competition, nor enough player experiance, to drive the market away from the bland stuff they promote and towards more reflective and difficult designs. But I think we are now at that stage now. Lets all remember that these are computer programs, where anything can be done. If you wanted to create a game where a PKer turns instantly into a frog, you can do that. Also, one of the big problems between players, when a griefer is involved, has been that the other players felt completely at the grief players' mercy (<--huh!). But people can easily ignore things if they don't feel that way. It doesn't really become so much of a problem then. |
|
|
|
3/08/06 7:23 AM
|
|
Viewed 1710, Replies 46
|
|
|
I don't care for the "end game" idea either. I like the middle game and would be just as happy if there wasn't any end game play. Sure, a character will reach something that appears to be, for all practical purposes, and end game status. But that doesn't mean the game play has to change to something different. Defining the middle game is important here. Just levelling isn't what I want for this play arena. I would want something more exciting, full of adventure and surprises. To "live" in the game world, but to live with discovery and intrigue. Speaking of Underlight, which I never even heard of |
|
|
|
3/07/06 2:09 PM
|
|
Viewed 1523, Replies 72
|
|
|
By FFA PvP you mean "free for all". And you're right, that's the wrong term to use here. It doesn't apply. We aren't talking about a game with "free for all". Lets not get hung up on a term. What's being presented here is a different kind of game. The ideas here are for a more realistic, political, and social environment. A game where wars can be fought that have meaning and don't require some kind of challenge and acceptance to inniciate. A game where social laws for your "country" allow for crime, but also allow for justice that works to slow it down to an acceptable level. A game where you can actually win things and lose them, including whole countries. If you want to call that "carebear", that's fine with me. But I don't accept that definition. |
|