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| | #1 (permalink) |
| Registered User Join Date: Jan 2006
Posts: 1,003
| Gameplay This is something that needs to be discussed. You can go on and on about setting and all, which obviously are very important, but what about gameplay? Is it going to be similiar to shadowbane? Planetside? EQ? Similiar in the sense of PVP for land, pvp as a non-factor, or just a pve hack/slash. Once this is decided on, many of the other discussions will fall into place. So the discussion begins, pvp or pve? I believe, since this is your first go at it to work on pve inspired game. I love pvp, but interesting PVE makes the whole grind experience worthwhile. Theres always pvp to break up the montony, but what if PVE was the same way? Why can't fighting monsters/animals at level one be just as exciting as fighting monsters/animals at level 50? Shouldn't the whole game PVE wise feel like an endgame? Sense of accomplishment followed with nice rewards? In conclusion PVE+ with good tradeskills, one solid city, some good lore. From there mess around with dungeons, etc etc. Lets start basic, and work our way from there. 1.) Game play 2.) Setting 3.) Skill or level based? three important pieces of the foundation. Last edited by Rhaze; 04-11-2007 at 10:20 PM.. |
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| | #2 (permalink) |
| Registered User Join Date: May 2002 Location: NYC
Posts: 5,835
+54 Internets | I think you could have some regional conflict even with PvE... as an example for a fantasy-setting: abandoned castles in the beginning of the game with dungeons below them. An access quest in the zone (with zone-appropriate difficulty, ie short one for low levels in newbie areas, incredibly tough at the high end. Also: Access quest would have to open a physical door so everyone could go through, death to individual flagging.) lets you in and when you defeat the boss, you take control of the castle. You could have the vendor system from Shadowbane, where you invest money to get better equipment offered. Maybe you upgrade the difficulty of the dungeon by investing gold in it to make it harder for someone to "take over" your place. Castles in harder zones could be upgraded to much higher difficulty (and attract better vendors) than those in early areas, and each guild could only have one castle -> ie good guilds move to higher zones. I think having a physical object in the world that is meaningful and belongs to you (or your guild) gives playing a sense of purpose - especially if you can work towards making the place better. Maybe castles should not be invadeable by anyone and the limiting factor for the best ones would be the difficulty of beating the dungeon below it? Either way, just some ideas ![]() |
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