Greetings, glorious testers!

Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.

To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.

Suggestion - Events/Dynamic ideas

edited May 31 in General Discussion
Sooo, watched some of that Node war stream and one thing I'd like to suggest is just the avoidance of "linear" gameplay. Here's something I've yet to see MMOs do, and thats true dynamic/living-world situtations. I understand folks are coming from the old gen of "hey im doing PvP, SO everything around me must feel and be PvP only", which hey thats great, but pretty much 98% of MMOs do the same thing.

That being said, coming from a Lineage 2 Event GM background, I'd recommend a GM take control of a boss and shoot right in the middle of a war. Or perhaps an ambush by a bandit boss shows up and folks have to decide if they need to fight, retreat or push the players. Something that has stuck with me forever and truly set the memories of L2, was creating those types of events. I still have some old players hit me up to say thank you or catch up, and I believe that the interaction of GM and/or the game itself is vital nowadays. To be immersed in a setting that "hey this is an actual battle happening in the world and it WILL make a difference", that has to include the world itself.

Bystanders watching from afar, suddenly they see a pack of beasts going towards the war because they hear the noise. Do they attack? Do they let them go by? Is their morality tested that they allowed these beasts to flank their faction/town (or however you guys have that set up) side and now they're losing? Does the leader designate an LT. to gather some members mid-fight and handle the beasts or rally everyone to make a final stand/push? Do the two nodes band together to defeat these beasts or both suffer?

Just these type of things to keep the game forever unique, challenging and immersive IMO. Its becoming a bore to watch games be the same linear path of "oop i did my pvp today, ok next to go do my gathering path, alrite now let me just do marketing in the town, ok thats it - same ol routine for the day". But instead the dynamic feel of "ah let me do my PvP war today - OH CRAP my town is being raided by bandits, ah but theres that strong ingredient i need for gathering, wait i needed to sell this sword by 3pm before work, but my village is having a mount race for the grand prize of free housing!"

Or another view, "wow this town looks gorgeoues I'll hang around *dragon flies overhead*, uh oh! are we threaten? do i follow and see where it lands? but i need to finish this dungeon, let me join a party *joins party*, DING! A small horde of goblins is marching towards the town right now! Oh crap, hey party we have to defend. *battle ends* you know I'm curious about that dragon, lets hunt and do the dungeon later. *They find the dragon's lair* do we go in? *ambushed by evil plants and forced to go inside* now we have to escape or fight..."

Just picture it and see the difference, that no player should login and ever have the same experience as anyone else or any other day before. You guys have the potential to make a player's story, truly their story and not just another video game. Just a thought...

Comments

  • DepravedDepraved Member, Alpha Two
    Sooo, watched some of that Node war stream and one thing I'd like to suggest is just the avoidance of "linear" gameplay. Here's something I've yet to see MMOs do, and thats true dynamic/living-world situtations. I understand folks are coming from the old gen of "hey im doing PvP, SO everything around me must feel and be PvP only", which hey thats great, but pretty much 98% of MMOs do the same thing.

    That being said, coming from a Lineage 2 Event GM background, I'd recommend a GM take control of a boss and shoot right in the middle of a war. Or perhaps an ambush by a bandit boss shows up and folks have to decide if they need to fight, retreat or push the players. Something that has stuck with me forever and truly set the memories of L2, was creating those types of events. I still have some old players hit me up to say thank you or catch up, and I believe that the interaction of GM and/or the game itself is vital nowadays. To be immersed in a setting that "hey this is an actual battle happening in the world and it WILL make a difference", that has to include the world itself.

    Bystanders watching from afar, suddenly they see a pack of beasts going towards the war because they hear the noise. Do they attack? Do they let them go by? Is their morality tested that they allowed these beasts to flank their faction/town (or however you guys have that set up) side and now they're losing? Does the leader designate an LT. to gather some members mid-fight and handle the beasts or rally everyone to make a final stand/push? Do the two nodes band together to defeat these beasts or both suffer?

    Just these type of things to keep the game forever unique, challenging and immersive IMO. Its becoming a bore to watch games be the same linear path of "oop i did my pvp today, ok next to go do my gathering path, alrite now let me just do marketing in the town, ok thats it - same ol routine for the day". But instead the dynamic feel of "ah let me do my PvP war today - OH CRAP my town is being raided by bandits, ah but theres that strong ingredient i need for gathering, wait i needed to sell this sword by 3pm before work, but my village is having a mount race for the grand prize of free housing!"

    Or another view, "wow this town looks gorgeoues I'll hang around *dragon flies overhead*, uh oh! are we threaten? do i follow and see where it lands? but i need to finish this dungeon, let me join a party *joins party*, DING! A small horde of goblins is marching towards the town right now! Oh crap, hey party we have to defend. *battle ends* you know I'm curious about that dragon, lets hunt and do the dungeon later. *They find the dragon's lair* do we go in? *ambushed by evil plants and forced to go inside* now we have to escape or fight..."

    Just picture it and see the difference, that no player should login and ever have the same experience as anyone else or any other day before. You guys have the potential to make a player's story, truly their story and not just another video game. Just a thought...

    I don't think a GM should interfere with high stakes pvp. a separate, fun event where there arent real consequences for losing, that's okay, but not during a castle siege or node wars. you can still have bosses attack players, or packs of mobs, etc, during pvp, sure, but not GM controlled. there could be biased from the GM, and even if there wasn't, players might perceived it to be that way. the G's should be 100% neutral and dot interfere, or act as referees or anything of the sort.
Sign In or Register to comment.