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Mmog with the goal to survive

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Welwordion:
I only meant if you are to strong, survival is to easy. Take Superman without Kryptonit there would be nor real challenge for him.
Oh and even in a survival game you compete, however not with other players but with the forces of nature, the animals you hunt and the hardships on your way.
If you can easily can get food their is no challenge in being hungry,also people tend to appreciate stuff more that is harder accomplish right?

P.Y.: Yeah thats what I wanted it to be "full customizability"

Numsgil:
I'm thinking skills in a survival game would be things like lighting a fire, chopping a tree (which if you ever do in real life is serious work, even with modern tools), running without getting tired, etc.

Flying, "magic", etc. aren't necessarily things I think you'd include in a survival MMO.  It would just be distracting.  Though some spirituality might not be terrible.  Dream visions, "astral projection", etc.

Realistically though I think skills and practice should just help you become faster/better at what you're doing instead of letting you do new things.  A "legendary" character that can chop down a tree in a single thwack still isn't unbalanced, since there's more to surviving than chopping down trees.  Since the trees aren't respawning there are still physical limits to his power.

A character that can just materialize wood from nowhere would certainly be unbalanced and would ruin alot of the fun.

I hope that makes sense.

Endy:

--- Quote ---I only meant if you are to strong, survival is to easy. Take Superman without Kryptonit there would be nor real challenge for him.
--- End quote ---

I agree with this 100%, I've deliberatly created harder situations in my games just to increase the difficulty level.  

To be really fun it needs to be challenging, but not impossible.

Presumably communities would/could still form, from scratch, the same as they do in real life. An area has particullarly valuable resources and people can pool their efforts/tallents to create a better life with the community, than they could alone. Eventually you'd be able to barter your particular skills for what you need instead of having to be at least moderatly talented in every area.

Would also like to see if the different components could be made to evolve ecologically, mentally, and genetically. This way the enviroment and species within could naturally adapt to man's influence. It'd also be nice if there were seeds allowed in the game, these could eventually encourage new growth. They'd also be hoardable incase some nut really does decide to chop every tree. A player with a stash tucked away could definitly come out on top if he's the only one able to supply lumber.

Welwordion:
Well I agree Num: regarding the kind of skills I just want not, that  certain skills are not included cause the would be unrealistic in real life, those skills is what I would call magic.
Maybe it would be better to say magic are abilities based on the physics of the game that from our viewpoint look magical.


--- Quote ---Realistically though I think skills and practice should just help you become faster/better at what you're doing instead of letting you do new things.
--- End quote ---

Well there is the topic of thinks like writing, you can not write from the start you have to learn it and so there also should be thinks you might have the potential for but still need to learn first.

Also I do not necessary  think of the playing chars as "human" ,so the potentials(what you can learn not how good) you  have mightcould vary based on what kind of creature you are.
So when I say flying I rather mean that you are a winged creature, you choose at the start of your family line (or for each children?)
from a certain pool of traits, which basically give you the potential to learn certain thinks others might not.
For example you could have natural posion or the ability to eat certain kinds of food.

I already thought of similar such Games concepts on paper and had quite the fun imagining what you might be able to do.

PurpleYouko:

--- Quote ---Maybe it would be better to say magic are abilities based on the physics of the game that from our viewpoint look magical.
--- End quote ---
That is exactly the same thing  
This happens to be the way that I think magic works anyway. All it does is to manipulate the physics of the world in some way. Theoretically, machines should be able to be constructed that could manipulate these same forces.

The way I see a perfect-for-everybody game is that it should include all the magic, weapons, fighting, quests and survival aspects.

If you live in the places where everybody hangs out then survival skills are not important but if you want to be a pioneer and explore the wild frontiers then it becomes a major issue. If you want to live away from the crowds or start a new comunity in the deep forests, hundreds of miles from the nearest city then you will need to boost those survival skills like fire-lighting, food gathering etc. You will also need to be able to fight off wild animal attacks and maybe native tribes (not necessarily Human) that you encounter.

I also see the areas around the big citys expanding as the local populations of wild animals and dungeon-type monsters being systematically exterminated from those areas. Trees wil be chopped down for wood to build new houses and shops which the players can own, live in or work in. As noted before, these trees will not re-grow or at least will take years to do so.

Before too long your fronteir town may become part of a big city and you will need to move to new fronteirs.

I see no major difficulties in bringing all this stuff into one persistent world game.

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