Quote:Yeah. In EVE you lose items all the time. It isn't an annoyance (ok, it can be. but it usually isnt), and it does actually provide fun. The key to the fun is that it provides a direct way to damage your PvP enemies. The physically lose stuff they worked to get when you go to war. Noone can fight forever, and someone walks away from the fight a loser. And, to top it off, not everything is blown up, so the winners can often walk away with loot from the people they just killed. At the end of the day, someone won. WoW PvP is a joke. Noone gains anything, and noone loses anything. Like a stalemate of TF2, you just run around popping eachother and waiting for the respawn timers. At the end of the day, nothing changed. |
You are talking about a death system here though, while I was talking about items deteriorating over time. I don't think it's fun for my sword to deteriorate and become useless if I use it for a while. That's an example of realism that is detrimental to fun. Having people lose stuff when they die is a whole different issue, and relates to the ideal death system, which I haven't really fleshed out in my mind much. I tend to think EVE's system of death is a pretty good one, but it might not be appropriate for the game I'm talking about, as the point of the fighting PvP is for national interests, not to get a ton of people's items. Thus, one shouldn't necessarily need the incentive of items to fight PvP.
Also, as a sidenote, I think it is perfectly fine for an MMO to have a PvP mode where you lose nothing when you die and simply respawn in a few seconds. It would be like the MMOs version of team deathmatch in a FPS. But that should only be the death system if you choose to fight in instanced arenas set up for that, not if you're just fighting randomly in the persistent world.
Quote:EVE's items and characters defiantly scale over time, but not even close to WoW. This also helps the economy. A +5% damage amplifier is just as useful to a 2month old character as it is a 2year old character. Sure, the 2 year old character might be able to afford the top tier amplifier that gives him a 10% bonus, but that 5% extra costs a lot of money and he can still be killed by n00bs if he makes a bad move. In WoW, your so epic at level 80, a level 1 has no chance of killing you. The WoW way is so unblanced that it breaks the economy, since items are only useful at particular levels. This means super low demand for 99.995% of the items in the game. 00.001% of the items are cool items for level 80 characters, and the other 00.004% are there to get your trade skills maxed out. In EVE, a good 50% of the items are useful no mater how long you've been playing, and the other 50% are equally useful, but rarity causes their prices to be out of reach of new players. |
There are pros and cons to both types though. Having so many tiers of weapons makes it so you frequently get the cool feeling of "OMG I just got this new awesome weapon!" If players are using the same items 2 months in as they are 2 years in, then you might have better balance between levels, but you have less cool moments and feelings of achievement in getting a new item.
However, in a game with heavy nation vs nation PvP, a massive disparity between the power of players of high and low level would not be ideal, as the low level players would get killed right away if they tried to contribute. So, in this case, I tend to agree that there cant be TOO many tiers of items. However, the constant resource stream means that with too few tiers of items, you'd hit a situation where everyone has the best stuff, which you don't want. It would be a balancing act. Ideally, there would be many tiers of weapons, but the difference between the best weapon and the worst wouldn't be too absolutely ridiculous.
Quote:Free money is bad unless there is a free sink. EVE has "free money". You can build on planets, and mine resources in the background. But it also has a "free sink" for that, since those resources only really ever go into the production of player-owned-station fuels that get burnt at a constant rate. So it can only deflate in value, since the only reason to get that resource is to spend it on your upkeep costs.
Free money without a sink is really bad, since it removes effort and risk from the equations. That results in money being worth a lot less. |
It doesn't really remove effort. You still need to fight and do stuff to level up. And really leveling up is the main achievement in a MMORPG. You don't measure your achievements based on how much money youve gotten, but rather on what level youre at.
And most MMORPGs don't really have any risk in getting money. The only difference is if you want money, you have to spend a long time boringly farming resources. My game would take away the boring farming time and just give you the money. The risk isn't any different. In my mind, it just removes some of the grind.
Quote:A player who can craft an item won't be buying that item. In my experience at least 50% of players want to craft. That means even if every single player needs a dagger, less than half of those players will be buying their dagger. That means the average craftsperson should only be making about 2 daggers - 1 for themselves, 1 for a player who doesn't like crafting. Is making 2 daggers enough to level up a player's crafting to be able to make the next highest level of item? And, perhaps not every player needs a dagger. In that case the demand per craftsman is even smaller.
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Yes, but you are advocating something that makes no real life sense and is only a game mechanic that creates grinding. No one actually creates an item for which there isn't a real market. A real life person running a shop wouldn't accomodate an up and coming craftsman by buying 10,000 daggers from him when he knows he will only sell 100 of those. So they shouldn't in game either. And really, in a game, all doing that represents is an unrealistic game mechanic that forces the player to waste hours of his life doing boring tasks just to get to his goal. That's bad.
The up and coming craftsman would have to make items for which there is still a market. If that's not daggers, then he shouldn't make many daggers. The best bet would be to make some weak health/mana potions or arrows or something. There will still be a market for a ton of those as they are constantly being used up. I believe this is the better way to do it. Players shouldn't be crafting useless items in order to level up the skill; that's bad game design.