Falkath wrote: » I wonder if you know the differences between MMORPGS and survival games ? I suggest you look it up. .
WHIT3ROS3 wrote: » This isn't really about PvP or PvE, it's about how to maintain demand for materials and goods for gatherers and crafters.
WHIT3ROS3 wrote: » Falkath wrote: » I wonder if you know the differences between MMORPGS and survival games ? I suggest you look it up. . EvE Online and Albion Online have singular mega servers that are 20 to 30 x the population of a single proposed AoC server. They are full-loot MMORPGs.
WHIT3ROS3 wrote: » Whilst perusing the world map and looking over the islands of Sujoma, Draakathbohr and Peligora, I couldn't help but think that AoC might benefit from having some full loot PvP areas. What we have seen of the corruption system is nice (I also think it might be a good idea to have some completely safe areas like the actual Node settlements) but I have a concern that there won't be enough "gear churn" for gathering and crafting to always be in significant demand across the different tiers of gear. If for example, you had one or more of those islands as a full loot zone, it could be completely avoided by people not interested in that type of gameplay, but for those who are interested in "Risk vs Reward" you would provide a space for people to gear up, ship out and then fight on a full loot island. It would create a continuous demand for gear of all different tiers as many may only want to equip lower-end cheaper gear to explore the island as if they die they won't lose too much. It would create demand at the auction houses for people wanting/needing to replace sets they lose. Currently, you can only lose gatherables upon death from your personal inventory (as well as suffer a durability loss which can be repaired for a silver sink) You can lose stuff that is loaded onto a caravan and a ship but where/when will you ever need to craft/replace a piece of gear once you have one? Perhaps there could be a trash rate applied to gear that when knocked down so that there is a chance a piece of gear you are wearing or weapon you are using trashes and needs to be replaced. If a server is around 8000 people, where will the demand for sets come from after 8000 of a particular one has been crafted?
Arya_Yeshe wrote: » Falkath wrote: » I wonder if you know the differences between MMORPGS and survival games ? I suggest you look it up. First a full loot zone would just be avoided by anyone with decent gear not to lose hours of work. The main idea behind starting an MMORPG is that you'll have to work for your stuff, not just sneakly loot it off someone unlucky. And no your armor won't decay to be useless at some point, you can repair it. Will there be enough demand on crafting if 8000 players have 8000 of the same item ? Well in what world would everyone want one specific item and be happy about it? There will always be something more you'll want, a ship, a second set, a new kind of weapon, a new house,... crafting can't die in a game like that, there is always going to be demand even if it can change, also gear isn't just 4 tiers where if everyone gets last tier the game is over. You can always improve your gear and your stats. Lies and slander People will finally THINK and PREPRE and PLAN about how they would into such area, yes people would bring good gear because they will be so rich and have so many different sets that they will have good stuff to spare and have some adrenalin rush in there Possibly people would come mostly using trash, but that is not a permanent thing
Falkath wrote: » I wonder if you know the differences between MMORPGS and survival games ? I suggest you look it up. First a full loot zone would just be avoided by anyone with decent gear not to lose hours of work. The main idea behind starting an MMORPG is that you'll have to work for your stuff, not just sneakly loot it off someone unlucky. And no your armor won't decay to be useless at some point, you can repair it. Will there be enough demand on crafting if 8000 players have 8000 of the same item ? Well in what world would everyone want one specific item and be happy about it? There will always be something more you'll want, a ship, a second set, a new kind of weapon, a new house,... crafting can't die in a game like that, there is always going to be demand even if it can change, also gear isn't just 4 tiers where if everyone gets last tier the game is over. You can always improve your gear and your stats.
WHIT3ROS3 wrote: » You could also have the other newly added island as an exclusively PvE island. Where players cannot attack each other at all. Filled with super intense mobs that would potentially allow you to find artifacts that could be used in the creation of cool PvE-focused gear.
juniorwizzard wrote: » As it stands now, we will have guilds of criminals roaming the countryside like locust, with far too few bounty hunters to even make a dent in the culture.