Originally posted by SaintNuclear
The problem is that MMORPGs aren\'t really MMORPGs. They\'re MMOGs that call themselves MMORPGs because it\'s a longer acronym with \'funny\' words in it and it just sounds so neat.
That\'s not entirely fair. Traditionally in computer games, an RPG is defined as a game where character advancement and development is the primary feature of the game (this is probably a holdover from single player RPGs, since you cant actually RP by yourself, computer games in the early days needed a genre definition for games that played like a pen-paper RPGs, and that\'s the one they came up with). By that definition, games like EQ, AC, DoAC, and so on are perfectly correct when they call themselves MMORPGs. It\'s a matter of semantics, I know, it all depends on your definition of RPG, but that\'s where they are getting that acronym from, not because it sounds cool.
Your whole post is wrong because of this one mistake you keep repeating: You think that PS will be like it\'s \'type\' of games, but there isn\'t really a type of games that PS is like. It seems to me, that when classify PS as a \'type\' of games, you classify it as a MMORPG. [...]But there aren\'t really any other games that you can say that they\'re from the same type as PS.
Okay, fair enough. You\'re correct in that I classify PS as an MMORPG. I\'ve played it (albiet briefly) just to have a look around, and what I saw was an MMORPG in development, no different from any other MMORPG I\'ve played in the past (and that\'s not a shot at the design or the designers, it just means that in its current unfinished state, there is nothing currently there that would make the game any different from any other game in the genre).
But you keep refering to this mystical difference that will make PS unlike any other MMORPG out there, which makes my arguments invalid. So explain to me what this difference is. I\'m not being facetious, I\'m actually asking, I\'d like to know.
One argument I\'m not going to accept is \"the community will enforce...\". That\'s horse manure. It NEVER works, it\'s been tried any number of times (reference early UO and PKing, for instance) and has failed every time. It is currently failing in LinII, where harvest bots are pretty much destroying the game. What I\'m after is Server (or even Client, but Server would be better) enforced rules that define this game as different such that I\'m completely off base.
A few posts ago you said (and I agree) that an economy without common stuff that don\'t worth much will be fubar\'ed. But now you say that you can get (it seems that very easily) thirty items that each of them worth 30k.
The latter seems alot more fubar\'ing to me.
You\'re taking me too literally

My point was that a higher up character can take on higher up critters, and get higher up style rewards. If I (as a higher up) take down a critter that drops 500 gold, a god-sword, and grapes, I\'ll take the first two and leave the latter. It isn\'t worth taking and will take up space/weight in my pack that could better be used for stuff looted from the next critter I take out. And now you have item build-up, or it get scavenged by a newby char. Either way leads to problems that we already discussed. (I understand your argument about critters not dropping unnatural items, but the idea is the same, and I\'m not going to rack my brain trying to come up with natural items that are worth more or less, I trust you understand what I mean, hehe).
If it costs 30k, you won\'t just find it anywhere. You\'ll have to work hard to find it. And once you do, it\'ll be only one, not two, and certainly not thirty.
Have you ever PLAYED another MMORPG? This argument is fallaceous in the extreme. There will be quests in PS just like in other games (or that\'s my understanding anyway). There will be some reward for these quests. There WILL be players who do these quests over and over and over to get that reward. And therefore, yes, there will be players with 30 \'vorpal blades\' (or whatever) running around in game.
And if you did managed to get a hold of more than one, you just won\'t be able to carry more than one - too heavy.
Then your game is unbalanced. Granted, carrying 30 blades would be a lot. But if I\'m carrying NOTHING else, and I can\'t carry 30 blades, then I could also not carry one blade and armor. Or one blade, a shield, armor, health potions, and all the other equipment that a normal adventurer would lug around. If the game is that stingy about weight restrictions, then it becomes unplayable. Weight management will become your primary focus, and thats a bad idea now matter how you look at it.
Monsters won\'t drop Uber Swords of the Ap0calypse. You\'ll be able to loot natural things from monsters, like raw meat, hide, teeth, and claws.
If newbies will think they can get rich by stalking higher-ups and scavanging the loot, let them.
This things will be sellable, true, but they won\'t make you rich so fast.
That\'s just it, I think they can and will (presuming no item decay, which is where we started this discussion). You just got finished saying weight restricitons will be harsh. As a higher up, this will cause me to leave all the lesser stuff alone and only take the better stuff. And the higher I get, the more I\'m going to consider lesser stuff worthless. A newby, on the other hand, will pick up that stuff and use it (or go sell it if anyone in the game ever buys anything, which given the way your economy works (as you\'ve described it), I increasingly doubt).
That\'s not enough to make an area a \'hunting zone\'. A hunting zone isn\'t just a place with high-level monsters that drop Super Chainmail of Gods. It\'s a place with many hunters, and many monsters.
One leads to the other.
There can\'t be many hunters in a place that spawns a monster every once in a while. Well, there can be, but they\'ll be utterly bored.
Ever played EQ? This is EXACTLY what happens. Players line up waiting for the boss critter to spawn so they can take it out and collect the reward. Boring? Yes. But profitable. And this is the most populous MMORPG in the US (don\'t ask me why, there are more basic play problems in EQ than in any other game I\'ve ever seen in the genre, hehe). I think you grossly underestimate the levels to which a certain segment of the population that plays this genre will go to advance in the game (either monitarily or by character buildup).
A hunting zone will spawn enough monsters so it\'ll be full with hunters that fight almost non-stop. One monster dies - there\'s already another one. Sometimes with more than one monster against each hunter.
A place like this is designed like this. The devs don\'t just happen to decide to make some huge valley with 10 monster spawn points for the heck of it. It\'s obvious that such a place will draw monster-bashers, and if the game don\'t like this kind of activity, places will be able to make it very hard to just monster-bash aimlessly.
Hmmm. Not sure I agree with your logic. PS will have quests. I presume (and you can correct me if I\'m wrong), the quests reward is guarded by critters (or at least some of them will be). You now have a hunting zone. An area where higher up critters congregate in some numbers in order to protect the quest reward.
I don\'t think you can avoid hunting zones. They will happen. Or else you will have a very boring game

I\'m enjoying this debate. I hope you don\'t think I\'m being overly argumentative. That\'s not my intent

Ron