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Looking for YOUR Opinion.
Two-part question. Feel free to extend past my suggested questions.
What do you enjoy about PVP? (Its rewards? Experience? Ranking?) What do you enjoy about PVE? (Drops? Boss kills? Rare Spawn Drops?) |
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On the other hand, I like the idea of receiving EXP for killing other players. You would have to be careful with this though; if you go up to a player with one life point and kill them, then it shouldn't really be worth anything. Here are some ideas I would take into account:
You have to balance things such as number of experience you and your enemy have, number of reamining health you and your enemy have when you enter battle, and who is ultimately victorious. Quote:
Well, these are my suggestions for an ideal server. :P Good luck! |
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I'm going to come out and say it now. The typical MMO formula for PVE is terrible. Grinding for item drops being based only on small percentages is probably the biggest bull**** in all of gaming, especially at higher stages when those rare drops are something highly sought after. Granted, this ties into the "economy" thing (which is shockingly just as dumb!). A player shouldn't be expected to have to grind through 100s of low level monsters to get an item for a quest or something. Likewise, they shouldn't spend hours and a lot of effort on single very strong and slow spawning monsters/bosses for an item that probably won't even drop the first time. This is not fun, it's padding. My ground breaking suggestion when it comes to drops is Monster X always yields reward X. Always. This not only takes grinding strain off killing monsters for items over the course of hours (or seconds, because random percentages), but encourages developers to come up with more ways of obtaining items than killing the same enemies over and over. Farming, crafting, alchemy, NPC controlled shops, etc. Seldom do multiplayer RPGs take this route to its fullest, and instead still depend on random drops as their backbone. |
I counter your suggestion with a...What about rare spawns? Lets say he goes with your idea on the dropping the same thing each time boat. But he maybe only spawns every hour or so. Is that also tedious?
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If you do a time based spawner (like every hour) players will just sit around at the spot and wait for the baddie to show up. Then they will lame it and wait another hour. It won't be very fun that way |
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e. I misinterpreted your question as being about rare drops. But the same thing applies. Rather than just saying there's only a 20% chance of encountering a "blue rappy", make it so the blue rappy only spawns if a certain criteria was met (such using a harder to obtain item in a certain place, or discovering a hidden cave/route). |
PvP is great but make sure that it's possible for a noob to kill a player with the best armor/level. On GK, a new player can't even damage a player with decent armor, and PvP suffers as a result. The same can be said to an extent with Zodiac, unless it's changed recently.
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Okay, what if you could loot one of 3 items. Like you'd be able to choose a certain item instead of being stuck with the random one, yet still giving them a need to keep killing.
E: And also, whats your opinion on factions. Does everyone attack everyone or do I group them? |
for PVP i enjoy surprise attacks. nothing is more terrible than walking around an overworld and suddenly getting ganked. the real pressure is on when you have a chance to lose all of your items should you die - or at least having some sort of real detrimental effect to having been killed.
on classic servers i eventually got tired of just mindlessly PKing in the same area, just getting up and going at it again and again. that's why i spar more often than i PK, and i feel like the same idea could be put to use for PKing. for PVE, i've always preferred dungeon crawlers. random generated maps along with random generated baddies which drop random things that you can loot after wards. i absolutely hate having to level up in a game because i feel like it makes it less skill based. i think it'd be fun to have some really well done quests that you can run through again and again to attain unique NPCs, or something to manipulate your character in some way that has to be accomplished to unlock. add in a party system and make the quests harder based on the party size, subsequently dropping rarer items to loot. it'd be a cool way to have some story-line that players could replay once they've finished. |
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Mandatory factions. First thing you choose at the start of the game is which "race" you want to be, which gives you your faction. There's no changing this without resetting your character. This dodges the dumb "nation recruiting" that so many servers have, trying only to build their faction out of the best PKers and richest players. That said, individual guilds should exist within the primary factions, as long as the main focus of the game remains on the aforementioned faction (ie, guilds unable to partake in raids and what not). |
I don't like MMORPGs anymore. I think the dota/hon/even lol (yes I'm actually complementing this piece of **** for once) concept is much nicer but it doesn't work too well with MMORPGs.
I like PvP that's indepth and balanced. There should be more skill involved than luck and items shouldn't determine who wins. That's why Graal's default PK system is so great. I contradict myself here because on dota items do determine who wins, but you gain these in two ways: rice farming like an azn or ganking and pvping your way to gain gold + the overall advantage. I don't like PvE at all unless it's integrated into the gameplay. I don't like going out of my way to farm monsters so I can gain levels, which are like obstacles on every MMORPG rather than part of the gameplay. The dota setup has levels play a crucial role in how long your hero is useful throughout the game and determines how strong particular heroes are and when they're at their prime. In any other MMORPG its just an obstacle to get over so you can finally reach the end game. |
I want to cut crafting. Crafting is a definite time-sink. I enjoy games with expansive inventories and things to do with them. But too many games Crafting brings in its partner Gathering. And Mr. Gathering is boring.
I want to utilize a system to upgrade your weapon and armor, sure--But not really wanting to go for a original crafting system. What're stores for. XD I'm going along with the...When a baddy dies he drops one item that signifies you killed him. A horn. A claw. What have you. The I am going to utilize a "Bounty" office to sell those "Proof of Kill" marks for some gold :D Or maybe use them in an upgrade. So there is still a need to gather/farm--But definitely not as long of a trip. PVP - Target Lock or No Target Lock? |
I was also thinking of working with more of a Quest/Achievement based track of progression versus leveling. Now I haven't completely ruled out a leveling system--I just think I can get around needing one.
Would you be frustrated being held back by the amount of quests you've done in an area? If you couldn't do the end game dungeon in that area? |
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