As stated by Sharif and found on the wiki, players are conduits of some Essence stuff from a higher plane. And there are Corrupted that are some kind of messed up beings that are also conduits of Essence.
https://youtu.be/VntEoWPU-1o?t=900So why not have the world be a Battle of Worlds?
The more
goodie goodie players in a location, the more 'positive' influence on the area. Since players are kind of weak beings compared to corrupted it's not too dramatic;
which I like.
The more Corrupted in an area, the darker and more terrible a place it is; and apparently there are all kinds of ESSENCE and the Corrupted are also Conduits of it. . . so there's room for Diablo Flesh Horror Butcher dungeons, Necropolis', Dark Blackened Lands, Infernal, Evil Glowie Poison Mushroom Nature, Sea Evils, all kinds of danger.
Imagine an area with blackened ground; Corrupted grass like a black matte of stiff blade-like fur. Spanning the horizon is darkness wide and high, slow roiling grey black clouds that never disperse and expand their reach wider and wider the higher they go.
Mist and haze obstruct your view of the grounds below, they reach far beyond the clouds; but when direclty under the clouds past the broad veil you clearly see that they hide a dark vortex swirling within them, swirling high into a deep pitch black above.
Just make shit like that part of the world and hurricane like dark clouds swirl where evil shit's grown to mega raid tier. Constant Corruption players have to fight all over;
If any one area is left alone it should scale quickly to 200+. . . 500+. . .. 1000+. . .
.
IT can't be contained and there must be constant raiding or GAME OVER when everyone dies and the world is taken overThe corruption should constantly be growing and an ever present threat to All. It should be raiding. It should be able to WIN. GAME OVER.And if power scale from level 1 - 100 is not too dramatic and level 10s are quite useful, then having your character get DELETED is not too dramatic.
If gear is dropped on death as standard and is mostly crafted then all this "protect the trade", "build up Nodes" stuff is meaningful and creates tension between the world and players.
If you have to whittle away at local problems to reduce their ability to destroy nodes and take over everything while also not provoking a counter-attack [waiting for reinforcements] and you don't have Omniscience or stale scripted meaningless stuff. . . . if you NEED to protect the Node or you lose everything because it's a fortress against the deadly world. . . pretty cool, pretty fun.
But player death should be impactful.
Besides dropping gear. So, how about. . .
You lose half your progress.
You always retain half of your progress. But you lose half of it on death.
If you die 10, 000 times in a row you can still make progress; you become ROBUST against the loss of progress.
Example:You gain 10 levels [Level 11]. You die -> You lose 5 levels [Level 6]. You gain 1 more level [Level 7]. You die -> You lose half a level [Level 6.5].
EDIT: And thinking about it, a flat amount of progress should be lost no matter what (half a level? quarter of a level? 1/8 a level?). And with more deaths, the respawn increases up to some cap; starting at 3 minutes going up to 8 minutes or something after 15 deaths.
Remember that I want level 10 out of 100 to be useful to a level 100 ( or Level 6 out of 60, whatever ). Power shouldn't scale to x100; it should be more like starting at level 20 and reaching Level 100 [5x power gain]. Plate armor should work for anyone with the strength.
Encumberance should be a thing. Literal bags with literal bag space be a thing. 1 man carts. Mules. Most of these are intended but it shouldn't be gamified in a small gamified world; just give things impact and relevance.