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Power-Scaling, Mobs, Elites, Bosses, and World Dynamics in an Open World MMORPG

Even though my opinions might not hold much weight in the grand scheme of things, I believe it’s still important to talk about these issues and express feedback or viewpoints. In any game, and especially in MMORPGs, community input is key to shaping the experience for everyone. It creates a dialogue between players and developers, and sometimes, even the smallest feedback can lead to positive changes or new perspectives.

Regardless of the direction the developers decide to take with the game, having these discussions helps ensure that different ideas are heard and considered. At the end of the day, it’s about improving the experience for everyone involved. Even if my thoughts don’t directly influence the development path, sharing them contributes to a collective effort that, in some way, pushes the game forward.

World Dynamics and System Balance

A well-structured world with thoughtful dynamics is crucial for maintaining balance and engagement in an MMORPG. Balancing PvE and PvP (or PvX, a blend of both) in an open-world game requires carefully considered design. While instanced content (like dungeons or arenas) can coexist with open-world elements, it’s essential to integrate them in ways that maintain the openness of the world. For instance, even if a player enters an instance, the design could allow others to join or interact with that instance, maintaining the sense of a shared world.

Challenge at All Levels

One of the biggest challenges in MMORPGs is maintaining a sense of difficulty and progression as players level up. Hitting level 50 (or any max level) shouldn’t mean that a player can breeze through standard mobs without thought or strategy. Instead, the game should make it feel like players are constantly rising to new challenges. As players level up and face tougher monsters or enter higher-tier zones, the difficulty should increase in a dynamic way. Mobs should get stronger or more complex, requiring players to use new tactics, skills, or strategies like kiting or using defensive items effectively.

Strategic Combat and Encounters

Combat should remain strategic at every level. A level 50 player facing a level 50 mob should not be able to easily overpower it. Instead, it should require more thought and planning. For example, at higher levels, mobs could require players to kite them or use new abilities, adding layers of strategy to fights. Similarly, elite mobs should not just be harder in terms of raw stats, but require specific strategies or teamwork to defeat. When a player sees the term “elite,” it should carry weight, signaling a need for coordination, thought, and effort.

Scaling for PvP and PvE

Balancing between PvP and PvE is crucial and requires a dual-scaling system. For instance, a PvP-specced player in normal-tier gear should still be able to hold their own against a PvE-specced player in slightly better gear. The PvP player’s advantage could come from knowing how to handle PvP rotations, cooldowns, and tactics, while the PvE player may have an edge in PvE scenarios. However, in situations where numbers outweigh tactics, such as being outnumbered in a PvP setting, the odds should naturally shift in favor of the group. The game’s combat system, especially with classes like melee versus ranged DPS, should account for things like gap-closing abilities, keeping the fights dynamic and engaging.

Depth in Game Mechanics

Games thrive when they incorporate layers of depth into combat, crafting, and exploration. Implementing systems like elemental affinities or monster types with unique weaknesses can add this layer of variety without overwhelming the player. While not a massive factor in every fight, having elemental considerations or status effects in play can add flavor and strategic options. These layers enhance replayability by making each encounter slightly different.

World Bosses and Special Encounters

I’m a strong advocate for adding epic battles or bosses that fully utilize the open-world systems. For instance, having massive naval battles against a Kraken or Leviathan, where players need to use ships, teamwork, and tactics, would be a thrilling experience. Similarly, an underwater zone, like an Atlantis-inspired city or cavern accessible via sea portals, would add a new dimension of exploration and challenge. These types of encounters could serve as major world events or elite boss fights, adding both spectacle and depth to the game.

Conclusion

Balancing world dynamics, power-scaling, and the integration of PvE and PvP systems in an MMORPG is crucial to creating an immersive and challenging experience. By ensuring that progression feels like players are constantly rising to meet greater challenges, not just overpowering weaker enemies, the game remains engaging at all levels. Strategic combat, depth in mechanics, and unique world encounters like naval battles against sea monsters can further enrich the experience, making the world feel alive, unpredictable, and full of possibilities.

Comments

  • PendragxnPendragxn Member
    edited September 15
    In games like New World, server capacity is not just determined by the number of accounts but also by the number of characters created on each server. For instance, if a server has a capacity of 1,000 players, that means it can accommodate up to 1,000 active characters, not just accounts.

    Let’s say 500 players on this server decide to create two characters each. This results in a total of 1,000 characters (500 x 2) being stored on the server. Even though there are only 500 active players, the server is now at full capacity in terms of character slots, as it’s already housing 1,000 characters.

    This could potentially prevent new players from joining the server or creating characters, even if there aren’t always 1,000 players online at the same time. The server’s resources are still being used to store and maintain the data for all those characters, effectively breaching or maxing out the server’s limit based on character slots rather than active player count.

    Theoretically, given the number of character slots available on a server or world, the actual number of active or concurrent players might be significantly lower than the total number of characters. This means that while a server might support a large number of characters, the number of people actively playing or interacting in the same environment at any given time could be much smaller.

    I also think they’ve gone overboard with 64 different class combinations. The better approach would be to cut that number down and merge some of the overlapping primary and secondary archetype classes into around 25 or 32 distinct classes. Instead of focusing on the sheer number of combinations, they could add more depth to the merged archetype classes and put more effort into balancing and polishing those off. If they can manage to pull off the full 64 combinations without compromising balance, then great, but realistically, balancing all those classes dynamically across both PvE and PvP is over-ambitious. That said, this is just my personal opinion. You’re free to feel differently about it, of course.
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