Dygz wrote: » Players building dungeons is disastruous.
Dygz wrote: » You don't build dungeons in Valheim. You can make a server in Valheim. Valehem is not an MMORPG. Dungeon Keeper is not an MMORPG. Dwarf Fortress is not an MMORPG. Rust is an MMO Survival Game - it is not an MMORPG. 7 Days to Die is not an MMORPG. Orcs Must De is not an MMORPG. Rimworld is not an MMORPG.
unknownsystemerror wrote: » No And there is an example of an mmo doing this that was disastrous. Neverwinter Online did it years back. They allowed player created dungeons that anyone could join into. People immediately created exp/loot farm dungeons with high level mobs, put in terrain pathing so the players could not be hit while attacking those mobs, and they became rinse/repeat content to cheese the levelling, loot, and fucked the economy. They were removed shortly after. While you may have the best of intentions in your "level of reality" there are always others who will game a player created content system for advantage. Then you get to the legal questions of player created content and the steps companies have taken in recent years to deal with problems and lawsuits of claims of ownership. The DOTA fiasco cost those involved several hundreds of millions of dollars. Conan Exiles has a cap of 70 players on a server. While I guess you can claim it as a mmorpg, it depends on your definition of massive. Atlas and Ark allow people to build "bases" and structures free form. They also run into server load issues when they reach their cap on objects rendered. I played Atlas and decided for shits and giggles to pave over an entire island base with stone foundations to keep others from building on it. Spent a couple weeks and dropped 10s of thousands of stone foundations and created a "parking lot". People trying to log in on or approach the island were hit with massive lag spike and others in our company that were playing on Xbox immediately crashed on trying to load in or approach the island. So..... no.
Ace1234 wrote: » Sounds fun- Ive liked most your ideas so far. Sure there could be "issues", as with anything, but there are ways to mitigate them, and if the idea is fun enough then it can be well worth the downsides. The reasoning people use in response to an idea sometimes is concerning to me. You don't automatically scrap an idea any time you notice a flaw- making adjustments and tuning exists. Thats like saying that Steven should have scrapped combat altogether because it "didn't work well" in the alpha. As the devs say all the time, things are iterative and improvement can be made over time. Just because something doesn't immediately sound flawless at a surface level, doesn't mean it can't eventually work very well. If everyone used that reasoning then there wouldn't even be any systems in the game at all, since everything would be stripped at any sign of complaints.
Arya_Yeshe wrote: » He specifically stated "players building dungeons is disastrous" So he is wrong in that, because players do make great dungeons and in multiplayers they do make great trap bases.