| dynamic world ecosystem please, from the start, lets implement a dynamic world ecosystem. I recall a small indie MMO of recent that was doing this, don't remember who.
A Dynamic World Ecosystem meaning Wolves eat Rabbits, if players kill off all the wolves the rabbits population goes out of control, if players kill off all the rabbits the wolves start attacking towns/humans.
And please, items that cycle and have limited existance. In old MUDs I liked that items I bought today may not be available months down the road. Makes you feel special for being there and having that item. Creates a rarity system. Even if the item is a piece of shit sock with -10 armor on it, if you're the only one with it in the game, makes it so much sweeter.
My biggest gripe with MMOs today is they claim they're dynamic, but they're only dynamic going forward. Sure they add new content, but everything they put in from Day 1 is more or less the same on Day 20678. I don't call that dynamic.
It's not as difficult to achieve if we build a system like this from the get go. All it would involve is a large database of checks/balances and different rule/data sets.
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