General > Off Topic
Mmog with the goal to survive
Numsgil:
--- Quote from: PurpleYouko ---You will also need to be able to fight off wild animal attacks and maybe native tribes (not necessarily Human) that you encounter.
--- End quote ---
This is the city slicker's view of the wilderness.
Think Louis and Clark. Randomly attacked by natives? Nope, they were helped by natives who were curious. Most had never seen a European before.
Likewise with animals. Most animals know better than to approach a human. The few that do are generally curious. The few "wild" animals that attack people generally do so because of either:
1. You stepped on her kid/ touched her kid/ gave her kid a snack, looked at her kid funny. Momma bear.
2. They're in heat (bull elephants come to mind.)
If I go to the nearest national park (Land Between the Lakes, about 20 minute drive) and wander randomly around, I'll be lucky if I see anything bigger than a squirrel. Not because there aren't animals larger than squirrels but because they're terrified of humans (and rightly so).
Quite contrary to games where the local fauna not only are aggressive but hunt you down. This again has to do with the point of your game. Is it competitive or cooperative. Competitve games need to have constant cannon fodder for its players to sharpen their teeth on. Any game based around combat.
Um, hehe
Welwordion:
Yes, do not take survival as something optional, a game feature its rather a certain philosophy.
The differencies are tin the way you prefer to lif eand survive, You either do some work to get money and buy food, you go out and hunt down animals or collect fruits (if you are lucky enough to find them)
or you plant something, protect it(so nobody eats your work) help it grow and eat it once its ready.
Of course this is not meant to occupy "all" your time, its only means to give your life a basic challenge.
So to say you can create, conserve or destroy, all will take its effort and so your action will bear meaning and consequences.
PurpleYouko:
--- Quote ---Quite contrary to games where the local fauna not only are aggressive but hunt you down. This again has to do with the point of your game. Is it competitive or cooperative. Competitve games need to have constant cannon fodder for its players to sharpen their teeth on. Any game based around combat.
--- End quote ---
I see it as a game that can be built around whatever the heck you want. For combat lovers who want to improve those kind of skills there will be plenty of monsters. Not ones that actively hunt them down in most cases though.
For non combat based players there will be options to become a financial giant by opening shops (or massive chains of shops eventually) and manipulating the supply of resources. Options to work together or alone to clear forests and plant grain (or other resource plants) which you can later harvest and sell. You could create a small village then invite others to join you in a co-operative effort. Maybe at first you might be at peace with the native neighbors (human or otherwise) but pretty soon somebody is going to piss them off then you have to defend your new town.
Maybe as a freelance hunter/trapper you can live at one with nature and build up your skills in that area.
I see it as being completely open to do whatever you like in whatever way you like.
Numsgil:
Have you ever played Ultima Online?
IMO that's the best game out there that balances combat and non- combat playing styles.
Unfortunately, the game is still combat based. Most of the economy revolves around the fighters, who are basically "minting" money everytime they kill something.
I'd like to see a game where the combat is on the fringe of gameplay and the trade skills are at the center.
Fighters risk their life to harvest rare resources instead of crafters working their butts off to construct armor.
PurpleYouko:
No I haven't played Ultima Online.
I played a bunch of their offline games and they have always been made really well.
I want to make an equal mix of combat and non combat.
Some people won't play games that are wholly non-combat and some won't play ones that are all combat. It's hard to please everybody but I intend to try.
Some games have allowed players to "mine" for gold before but that has always been viewed as a pretty lame and boring passtime in an MMO.
I don't see it working to take away all the benefits of killing stuff but I also see no reason why a giant bee should be carrying around a peice of armor and 39 gold pieces that just suddenly appear when you kill it.
I want more realism. If I kill a scabby little goblin who is hitting me with a rusty dagger then what I should get is a rusty dagger and not a +3 sword with gold inlay that's worth 1000s.
Real goodies should only be found on very tough monsters (that actually use them) or in well guarded places like tombs or the heart of a dungeon.
From the other perspective, you should be able to get just as much money by planting stuff (or gathering wild stuff in the forests) and selling your produce at market.
Other players will be specialized in crafting items like ploughs or swords which will help other players.
If the stock levels in all the shops are limited such that they can only sell what players have sold them, then the economy becomes player driven. If stuff is in short supply then the shops will have to pay higher prices and then charge higher prices.
I want to start out with only the very basic stuff available in NPC shops. Anything else must be player created.
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