Birthday wrote: »
This post makes a really good point.
In DayZ before maps with all the loot's spots were made available for everyone on third party websites exploring was epic because even though you'd run for miles and see absolutely nothing or some stupid village with nothing in it, the extremely powerful feeling of why drove me to spend 6 hours everyday in just running directionless. To uncover secrets deep in mountains, woods and deserts that no player has found yet. To find the best loot spot to outgear players. To find a great place to establish and build your base, where no one can find it and at the same time be in a convenient place, close to a high-loot place or high population(pvp) place.
And even after the maps in third party websites ruined that experience, DayZ did a great job at still giving a "Why to explore" to the player by using the randomly spawned helicopter crashes which gave top-military gear. So again exploring made tons of sense.
Gear in WoW showing how far you've progressed definetly gave me a strong why to play the game. I PvP'd in Arenas a lot just to be able to get the gear to show off. I PvE'd for the same reasons, and invested lots of time to explore and find hidden quests which gave fun/powerful items that not a lot of players were aware of. Then again third party websites, hand-hold mechanics etc. ruined that part of PvE and exploration.
Here are some suggestions which will keep the mystery and immersiveness of the big world, promote more organic player movement, give players more incentive to explore and create a more incentives for players to PvP across the whole world rather than center them in certain parts and add additional exploration/PvE upkeep-tasks for nodes which will again covert later into incentives for players to PvP in different places and diminish the effects of hand-holding thirdparty websites.
-Quests which are not part of the main-quest storyline should spawn randomly across more than one zone. This will make players move more organically in the map and give more incentive to explore and diminish the effects of third party websites like WoWhead have.
-Mobs can have progressions too.
a) Depending on what nodes players choose to progress Mobs could have a change in their AI.
For example - progressing a node where you help npc dwarves with their mining or w/e makes the dwarve npcs more powerful and makes them invade a different node where elves life, taking over their towns and forests.
b) After a faction of mobs (Let's say goblins) has occupied a cave which has seen little player activity for about a week - they should grow in numbers and start expanding - creating new events and new quests for players centered around this faction of mobs gaining power. The goblins could start ambushing NPC and Player caravans, raiding villages during the night and thus destroying or setting back a certain node's progression. This will give guild players an incentive to set up ambushes to stop their enemy guild's players who are trying to drive the goblins back into the cave so that their node can progress safely etc.
c) Factions of NPCs which have more to do with trading, science or w/e (not war-orientated factions) could give certain bonuses to nodes/guilds if the guild/node has helped them or chose them over another faction to integrate them into their node. This again can open up possibilities where other players will try to slow down that faction of NPCs by doing quests to sabotage their mines or cut their transport routes etc. and give even more choices for players to make which choices will make more or less player enemies and give better or worse bonuses.
Diocles wrote: »
Movement and World Interaction
People have already mentioned this but I have to reiterate since this is numero uno for me. The avatar is a representation of my virtual self, so janky and stiff character animations that lack transition or outright look unnatural (as in things bending wrong or clipping) bother me a bit. More importantly, limitations and restrictions on movement effect me more than anything. The inability to jump/vault over a waist high fence, climb up to a ledge that's well within reach, or constantly get stuck on ankle-high projections when walking up a hill is a full-stop failure on translating the thoughts of how I wanted to move forward in the world--small limitations like those are mildly infuriating.
I'd rather play something that looks like dirt yet moves and feels like there was care and thought about the player behind it, rather than something that looks pretty but doesn't feel smooth or account for player freedom.