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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualCaldenfor

Posted 19 July 2012 - 07:57 AM

Remove griefing from the equation as much as possible, don't try to work around it.


*EDIT*
Oh, the -1 probably wanted me to solve the issues as well.

The issue I have that needs to be addressed is in regards to the MMO portion of the discussion, as multiplayer is certainly quite different.

Scenarios/Battlegrounds: Why rely on them? Is it because you don't feel you can include enjoyable PvP game aspects without them? If you remove them from your plans you instantly remove the capability to grief within them, either through lack of activity or actual ruining of fun.

What do you do instead? Provide an open world experience where the players can interact in various ways, but not in a FFA PvP atmosphere. FFA PvP is a bad idea for an MMO in our current development world.

"But that kills realism! If I see someone I want to be able to kill them." :: Seriously? It is a game. There needs to be restrictions put into place to ensure the enjoyable aspects of a game. There are several different ways to handle player interaction in an open world environment other than FFA PvP. There is the RvR system established by Dark Age of Camelot which can only truly work if PvP lands and PvE lands are almost always separated, potential for realm invasions is too cool to ignore completely. There are simple faction systems. You could rely on Guild vs Guild combat rather than larger factions if you so choose, but for me the solution is a combination of several different mechanics blended to make an enjoyable, yet still risky game world.

For the solution I have in mind I would prefer to save the details for dedicated teams that would see it through to completion. An evolution from Ultima Online without the FFA PvP problems. Being able to steal is a must for the solution to thrive.

#3Caldenfor

Posted 19 July 2012 - 07:55 AM

Remove griefing from the equation as much as possible, don't try to work around it.


*EDIT*
Oh, the -1 probably wanted me to solve the issues as well.

The issue I have that needs to be addressed is in regards to the MMO portion of the discussion, as multiplayer is certainly quite different.

Scenarios/Battlegrounds: Why rely on them? Is it because you don't feel you can include enjoyable PvP game aspects without them? If you remove them from your plans you instantly remove the capability to grief within them, either through lack of activity or actual ruining of fun.

What do you do instead? Provide an open world experience where the players can interact in various ways, but not in a FFA PvP atmosphere. FFA PvP is a bad idea for an MMO in our current development world.

"But that kills realism! If I see someone I want to be able to kill them." :: Seriously? It is a game. There needs to be restrictions put into place to ensure the enjoyable aspects of a game. There are several different ways to handle player interaction in an open world environment other than FFA PvP. There is the RvR system established by Dark Age of Camelot which can only truly work if PvP lands and PvE lands are almost always separated, potential for realm invasions is too cool to ignore completely. There are simple faction systems. You could rely on Guild vs Guild combat rather than larger factions if you so choose, but for me the solution is a combination of several different mechanics blended to make an enjoyable, yet still risky game world.

For the solution I have in mind I would prefer to save the details for dedicated teams that would see it through to completion. An evolution from Ultima Online without the FFA PvP problems.

#2Caldenfor

Posted 19 July 2012 - 07:54 AM

Remove griefing from the equation as much as possible, don't try to work around it.


*EDIT*
Oh, the -1 probably wanted me to solve the issues as well.

The issue I have that needs to be addressed is in regards to the MMO portion of the discussion, as multiplayer is certainly quite different.

Scenarios/Battlegrounds: Why rely on them? Is it because you don't feel you can include enjoyable PvP game aspects without them? If you remove them from your plans you instantly remove the capability to grief within them, either through lack of activity or actual ruining of fun.

What do you do instead? Provide an open world experience where the players can interact in various ways, but not in a FFA PvP atmosphere. FFA PvP is a bad idea for an MMO in our current development world.

"But that kills realism! If I see someone I want to be able to kill them." :: Seriously? It is a game. There needs to be restrictions put into place to ensure the enjoyable aspects of a game. There are several different ways to handle player interaction in an open world environment other than FFA PvP. There is the RvR system established by Dark Age of Camelot which can only truly work if PvP lands and PvE lands are almost always separated, potential for realm invasions is too cool to ignore completely.

For the solution I have in mind I would prefer to save the details for dedicated teams that would see it through to completion. An evolution from Ultima Online without the FFA PvP problems.

#1Caldenfor

Posted 17 July 2012 - 10:37 PM

Remove griefing from the equation as much as possible, don't try to work around it.

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