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General Discussion / Re: The Perfect MMORPG...?
« on: November 14, 2007, 08:06:29 am »
EDIT: About Perma Death, with good NPC systems controlling behavior within towns, the new players would only have to be concerned with alleys and isolated places. That's because only a moron would go after a new player and get killed after by a guard.
Perhaps only a moron, but there are a lot of morons out there and all it takes is one to get into its head that killing new players is fun....then create another character and do it all over again!
Well Perma death is kind of harsh don`t you think? Severe consequences yes but permadeath....the game would run out of players fast i`m affraid . Imho i think there needs to be a sense of risk asociated with PvP interaction , lose should have serious consequences but not as far as permadeath . Losing all the equiped and inventory items for once? losing skills (lvls)? permanent consequences in relations with the NPC`s (you commited a crime in a certain town , you won`t set step in the town (or the region for that matter) without the guards rushing to kill you (again)
That would probably soon lead to (let`s assume players are able to buils towns , infrastructure, and craft every item available in game) entire player owned towns , regions , kingdoms in the (let`s asume NPC `s have a small region of influence in a very vast game map) wild unexplored lands . Let`s even go further , how about "resurection" requires someone to resurect you in a cretain ammount of time or the death is permanent . In NPC towns or regions , NPC`s will resurect you , IF they like you enogh (you`re not a criminal or such , or a declared enemy) . In the player ran regions , only owners of cerain structures , say a temple to Laanx (maybe you need a strong claim on the region in order to build one in the first place) can perform resurections
What will this lead to ?:In a NPC town , someone kills a newbie : the guards rush in , kill the agressor (permanently) and the local priests take the newbie to the altar and resurect him .
In an unclaimed land , in some forest , two players run into eachother and decide to fight : The winer can drag the loser`s corpse to a shrine in his alliance`s town (if any) and if he can do it in time , resurect the dead enemy..or he can just walk away and the loser`s death is permanent . The resurection procedure should be a lengthy and complicated ritual , so it would prevent "on the run" resurections , or even not allow resurection if there is fighting nearby (i don`t want a FPS respawn point thing )
/rant off , back to work