Quote:Original post by Vicente
Quote:Original post by Stangler The MMO that I want to play and I want to design is a PVP game of world conquest and world building. I have heard this same desire over and over again from MMO players. |
While I would love that MMORPG too I think that's only the desire of a very small but very vocal part of the MMO community. Sadly (for the people who want PvP with world implications) the major part of MMORPG players want levels, grinding, items drops and instanced PvE. And from time to time some no-death-penaly-no-world-implications PvP.
So probably instead of "fixing" levels we should search ways of making non-levels systems more attractive to the majority of players. |
I think a lot of people want what they want now. PVP does not always provide that.
I think people want a fair fight. PVP systems in MMOs don't always offer that.
I think people want rewards. PVP systems in MMOs don't always offer that.
Considering how PVP has been done I am not surprised you feel the way you do. I don't think people have gotten what they wanted in the past so they don't participate in large numbers.
You can still have levels. I just think you need a soft or even hard cap on them. Even in a non level system you need a soft cap on power gained.
You can still have item drops and instanced PVE. It just needs to have a different reward system as it relates to PVP.
I don't want a stiff death penalty either. It discourages PVP and can mess up an economy. That does not mean you can not have loss and destruction.
I did not mention PVE because it is not what I want, but I would actually go so far as to say that PVE is needed to balance the sides in a PVP world conquest game.
I would also suggest that the way value enters into an economy change. A lot of times you gain value by killing something or mining something. That act is done over a short period of time and then you move on.
Instead value can be added by a larger variety of methods including holding and protecting land. Similar to DAOC's keep system a group of players can capture and hold a stronghold or keep. Surrounding that keep there can be a number of other smaller things to defend. A farm, a mine, a lumberyard, etc. Each providing the reward for holding the keep.
Holding a keep can also act like holding a territory in Risk, allowing you to attack the territories(keeps) bordering that keep. It doesn't even have to be overly complex code wise, it could be based on respawning and travel.
You can also get the players into the PVE game their enemy faces. You complete a PVE quest and now your enemy has to deal with stronger PVE enemies in their backyard.
Something like DAOC Darkness Falls is also great, both PVE fans and PVP players liked it.
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