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Original post by Wavinator
I'm not an MMO gamer but I think there's a point general to any game with permadeath worth considering-- how fast can you recover? If you've got a castle that can store lots of backup gear and it's not a hassle to constantly be hauling back replacements, I think you have a shot at appealing to more than just the permadeath hardcore crowd. But if you can lose in a single fight what took you months to build, I have doubts.
Well, the death penalty outlined is pretty severe. All loot is gone, the character is gone. This is a killer in a loot centric game and can be in a level centric game, but my concept is more player centric.
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Your monster approach is intriguing. Later on you say that you can die and become one. What do monsters gain by occupying the areas that the player is meant to clear? That is, is a dragon player somehow motivated to get other monsters to hang out in the places the normal players want cleared?
Player monsters have the same motivations that player characters have. To gear themselves and their retainers and gain power, and then to establish or expand their real estate. The collision takes place between player characters and player monsters due to proximity, and the fact that each has what the other wants.
So yes, it's still goblin genocide, but in this case you may be the goblin.
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If you have unique or exceedingly rare items I think you'd cushion the blow if there were some sort of house quest to get them back (as Si Hao recommends). It could be something open to you and your allies, strengthening the point of having strong friends or an alternate character who can quest for you. In my mind people get invested no so much in their character but in all the abilities given by leveling plus those by gear.
Unfortunately that eliminates one of the main boons of permadeath. When characters are immortal, and their gear persists beyond every game mechanic, then you're required to normalize the gear available.
Someone having a completely overpowered artifact for the game eternity is a problem when they're immortal. Not so much when that one unique artifact can change hands and spawn nation versus nation wars. In order for an item to be truly "epic", it must be imbalanced, and imbalance plus immortality isn't a winning recipe.(IMO)
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I see this as being motivating the first time because it's novel, but I wonder if that novelty will wear off. Will players who want to be a dragon really want to suffer through 25 levels again and again? They might... after all, that grinding is even accepted is a completely mystery to me.
btw, what do you become when you die as a dragon? You may have to delevel when you die so that you can become lesser monsters, partly as a disincentive to dying once a monster.
A dragon that dies reincarnates from a selection just like a normal player character. So you don't have to regrind all of your levels. Although each time you die you lose power. Thus a level 25 wizard that dies and reincarnates as a dragon would be a level 12 dragon, not a level 25.
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Also, do you foresee a problem with several players leveling to 25, becoming a dragon, then mass raiding a rival's house? Even if you bar communications, I can see players trying to game the system this way, to the point where you'll have potentially evil monsters hanging out in safe havens with supposedly good players, not attacking, because they were all former allies.
I'm banking on it. Evil players can form alliances with evil dragon and orc bands and goblins etc. Whether they be NPC or player controlled.
On the display side, I have what I think are some fun ideas to vary the gameplay according to what type of mob you are. For example: You're killed by a ghoul and are forced back to life as an undead. Now undead appear normal and normal things appear undead. Your friend you were adventuring with is tagged as a ghoul and everything he types comes out as "booga booga booga" [smile]
So the game starts feeding you bad information based on your current state. Sure if you're on ventrillo and died to that mob 3 times before you know what's going on, but the next priest that comes by doesn't know you, the guards in towns or villages don't know you. You're a ghoul man, and you can either embrace your new ghoulish ways and try to rise up the undead ranks and start getting undead retainers or you can get smoked and reincarnate as an even lesser being and start your way back up.
Maybe you prey on a few players using your new abilities and get promoted to a vampire, then a lich. Undead are perhaps bad examples because an undead or lychanthrope can make you choose a specific thing to reincarnate as.
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If you're willing to go the ghost/liche/undead route I can see this working just as well. What if, as a player choice in keeping with the spirit of salvaging something from death, the player could choose what destroyed keeps become. Perhaps in scorched-earth fashion, you can choose to have your destroyed castle infested with a variety of monsters ranging from ghosts to spiders to the home of a wyvern. Since we're talking magic, maybe with it's destruction you choose to turn it into a banshee infested swamp or yeti controlled crystal palace.
The PVE concept(in this case meaning the server controlled mobs) revolves around uninhabited space spawning leader type mobs that eventually spawn retainer type mobs. From there they try and grow and control land.
SO your old abandoned keep may spawn a lich, which if left alone long enough will slowly build a warband of undead to serve him. Left even longer it may then spawn some other leader creature of the same alignment as the lich, and over time you now have double the army to fight against.
The game premise is the server builds hordes of monsters that if left unculled will eventually crash not only the player made cities but the starter cities as well. Instead of Kill X Orcs quests, you will have Kill X "Whatever's been harrasing the city" quests, and if dealt with, it's dealt with. So the lion's share of quests are procedural or player created.
There will be custom dungeons and fortresses and such to promote lore and a story line, but if the concept can be achieved the most compelling stuff will be Player1s guild versus the uber player controlled dragon, formerly known as Fred. Or player1's guild versus player2's guild for control of the resource rich valley.
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Just as with characters, you'd be normalizing players to the idea that death is just a doorway to new gameplay.
Although I don't know how you'd balance it in an MMO world it would be fascinating if houses and keeps served interdependent, interlocking functions. Since you mentioned nation building how cool would it be to have two nations controlled by human players at war with each other, contending for vital resources amid cursed keeps inhabited by fallen monster-players?
I mention this because it seems that when you can touch so much of the game world at such a high level (thinking of games like Civilization here) there needs to be a greater purpose for being. If houses have strategic purposes, say as suppliers for iron or as purveyors of enchantments, you can have some very interesting diplomatic situations. Say for instance you destroy the best makers of dragon killing weapons and armor-- because it's a three way battle, this can turn out to be either the best thing for your nation or the worst thing for all nations to ever happen. Could be a cool consideration.
With the caveat that this implementation is above my means but not I think above current levels of technology. Resources would be static and finite so you could well control the nearest decent mine of iron and a lot of player generated game play can arise from it. Do you sell access? Do you sell ore? Do you get robbed or razed because someone stronger comes after it?
WHat if you starve the city of iron and it can't equip new characters? Do the "evil hordes" overcome it? Now what do you do?
Think of your keep in terms of an RTS. You have a level 2 blacksmith retainer that can make horse shoes and dull swords. But gather the materials for a forge and he can eventually level to 5, where can make shortswords and chainmail armor for your troops, as well as light horseshoes that increase your travel speed slightly. Turn your forge in to a full blown blacksmith shop and maybe he can hit level 10 and make platemail and lances.
Your level 2 priest retainer has a shrine, and can increase your troops combat effectiveness a tiny bit and do some minor healing. Build him an altar and he can get to level 5 and do some nice healing and even toss in some offense. Build him a cathedral and not only will he start to attract his own followers, thus boosting your forces, but he can call down lighting and hellfire when you take him out on raids.
Gain enough population in your keep and new players may spawn in your city, and use your city as a quest hub, and your vendors and cathedral and npcs as a resource.
[Edited by - Dreddnafious Maelstrom on September 8, 2009 2:06:44 AM]