Quote:
Original post by Gyrthok
As to the super villan aspect, why use a potion to make a player more powerful when you could use your afore-mentioned Rare and Unique Magical Artifacts? While these items are rare and offer some benefits, some truely rare artifacts (where talking 2 or 3 here tops) could allow the player to become extremely (unbalancingly so) powerful.
For sure - but as I mentioned above, I don't think all rare/powerful/magical items should be directly combat related (ie. weapons or armour), and the potion was simply an example which fitted this. The occasional weapon or armour (or ring that increases skill, etc, the list goes on [wink]) is of course also good - the key thing to such a system is simply to keep such items quite rare (and therefore valuable), it doesn't actually matter all that much what specifically the items are. Also note that as the number of players increases, the number of powerful items the game can include while they are still considered rare also increases, but probably not in a linear fashion of x-players = y-items, as some items possibly being more powerful than others (such as those that may intentional be unbalancing) would have to be taken into account.
Quote:
Original post by Gyrthok
If a player has a key unique and rare item and just doesn't logon anymore, then for all intents and purposes the item is removed from the game. The possible solutions to this might be to re-introduce the key item into the game at a random location if the player is logged out to long, or to allow someone to 'steal' it while the player is offline.
Ah yes, an excellent point, that's definately an issue that would have to be dealt with. I'm inclined to avoid the idea of stealing from an offline player, but I'm sure with the correct game design that could probably be made to work.
I do like the idea of tracking logins for these purposes. Considering the rarity of such items, it probably wouldn't have an adverse effect on the game's balance if an item were taken out of the game for a reasonably significant period of time - perhaps characters who do not login for an entire month (or a shorter time, such as two weeks - I image such a system would require a fair bit of fine tuning to get right) could be marked as inactive, and any rare/valuable items they possess could then be reintroduced into the game world. The reintroduction could come in the form of the item being re-spawned at a random location, being given to an NPC who supposedly stole it from the character in question, or perhaps the item could simply be deleted, allowing for the creation of a new item without upsetting the balance of the world. If records were kept of items deleted/replaced, they could perhaps be reintroduced at a later stage - imagine the player reaction when the famed Lost <item> of <character> re-appeared after being gone from the game world for over a year (in real-world time, not game-time).
Quote:
Original post by Gyrthok
some truely rare artifacts (where talking 2 or 3 here tops) could allow the player to become extremely (unbalancingly so) powerful, that would require a couple of players, or a group of players to challenge him and take the item from him. Such items could also have drawbacks to using/possessing them, such as in Shinobi with his mystical sword that had to be "Fed" lest it eat away his health. Certain items may even dissappear on their own for awhile, reappearing every full moon or so for people to take possession of. This would surely give some items a legendary reputation and mythos about them, with some of them droping from the game for awhile before reappearing to wreak havoc again.
I definately like the ideas here, especially in regards to possible drawbacks to some items. Some powerful items could also potentially constantly draw (very) powerful eneies to the player, meaning that if they wish to keep and use the item, they will have to put up with being constantly harassed by these opponents. Perhaps some items (I'm thinking things that must be actively used here, such as wands, pendants that unleash some power, etc) could allow a player to unleash a powerful effect, but in doing so the player draws the attention of an unbalancingly powerful opponent. Surely the power provided by such an item would be worth having, but the player would have to be very careful when/where they used it.
You have also given me another idea:
How about a powerful evil entity, that possesses a random player (or perhaps one picked on a variety of criteria) once every 1-3 months (real world time), and either stays with the player for a limited period of time (such as a few days), or stays with the player until dealt with (I tend to prefer this option). This may or may not manifest visible signs, but there would have to be some kind of clue to other players that this had happened (an oracle of some sort senses that the evil has reentered the world?). The possessed player would remain in control of thier own character, but would be granted additional skills/abilities/etc for the duration of the possession, and could even be given hints of things to do by the entity that inhabits them (a voice that only the possessed player can hear).
I've also been toying with the idea of a way to trigger global events, in the form of massive wars:
Many games track the 'karma' or 'alignment' of players - basically how good or evil they have been. This is typically based on things such as stealing, killing, etc. This information could be used in one of two different ways that I havn't seen in current titles:
-As a balancing agent. Basically, if the majority of players are being good, there will be more (powerful) NPC's present in the world. If the collective karma of the players falls (more evil acts), then there should be more PvP conflict, and less NPC activity would be required. If karma is allowed to automatically reset slightly towards good over time, this would also naturally detect if players weren't doing much at all, and generate more for them to do (as the number/power of evil NPCs would be increased).
-To severely unblance the world, with the aim of creating an epic world-event. In my opinion, this option would be trickier to implement well, and would probably require a lot of fine-tuning. In this case, whenever the collective karma of the player body dropped below a certain threshold, a 'great evil' would be unleashed upon the world. This could come in the form of several powerful evil beings, a single, incredibly powerful evil being, many (a significantly larger than normal number of) regular powered evil beings, or some balanced combination of the 3. Another potential option in this situation would be to pick out one or several of the most evil players, and bestow additional benefits upon them. Taking the neccesary action to defeat such a threat (requiring players to band together against the evil) would reset the collective karma, restarting the cycle.