Tier 1 from Molten Core. The paladin set I not sure anyone likes, hence the joke.
For me, Second Life is conceptually what MMORPGs started out as. Creating a character in a fantasy world was about more than just kill x, get loot y as there were mysteries to unravel, places to explore, people to talk to, things to see in town, and a life to carve out. Like you say, though, if the systems are robust, you probably won't have (many) players who are top raiders/top crafters/top gatherers just because it takes time to do all that. I'd also throw out the diplomacy system Vanguard was looking to build as another avenue of character development, even though it was done as a card game system, it was a neat idea to add to an MMO.Hmm.. That might just be a little too far towards Second Life for me haha.
It does sound like a fun way to pursue new explorations. If you can maintain a server continuity rather than cross realm (a necessity with open world instead of instanced content), you get back to the EQ days where people can build a reputation on their server, for good or ill. If you're a jerk that takes people into dangerous areas and then just disbands and leaves, that's going to get around and you're going to get a black mark by the community. But if you build a reputation that your guild is THE guild to go to for helping gatherers explore dangerous areas? Could allow groups to further build their focus on what they want to do/be known for.I think that'd be cool. I like the idea of say you, me and Granyala just grabbing random quests in a 3 star zone from other players to adventure out and explore and protect them. That to me just sounds like so much fun to have. Bonus points if the requester wants to go somewhere exotic and dangerous we've never been before!
Yeah, I understand, and it makes sense. Just a careful line to walk, depending on what your end vision is. It's not a hill I'd want to die on if I were on a dev team of this dream MMO.The feedback loop is just so players who aren't as creative have hints on what they can do to overcome an area they're struggling with.
This would never happen. Faroth Village is too well defended and well fortified. Bandits would never dare attack Faroth Village, so says Faroth!I imagine that a local village is under attack from say bandits, one of the NPC's outside changes the quest, someone sees it, goes inside and says Faroth Village is under attack by the Bandits again, anyone up to help out? You just see a group of 10-12 people resting/crafting etc in the tavern, drop what they're doing and head over to help. That sounds fun.
Yeah I imagine balance wise it'd be a hot mess (especially with skills adding effects, and counter effects), but I honestly think in a game like this fun should be king. I think that it's ok to have a downright broken skill, because the enemy might have one too.
Problem is people are a-holes and a game with open world pvp becomes a nightmare for players who aren't interested in it. Corpse camping, griefing lower level players, someone with infinitely better gear that's been playing for a year vs a new player of 6 months, none of these make PvP fun. However, it might be worth theorizing if PvP would be much of an issue in your game. One reason world pvp and ganking is prevalent in WoW is the game is designed to promote hostility between players via the two factions.In my world it was also open PVP. Which I know a lot of people don't like, but as someone who adores open world pvp and the thought of PVP in a game where you design your own skills sounds like fun. You'd bluff, feint, test boundaries, bait out dangerous moves or defensives. I also think it helps creativity. I mean imagine if you're out and about, helping someone gather killing enemies, and another person comes up. By his looks he's likely a caster of some sort, but then he pulls out twin swords of magic, one fire, one lightning and turns into lightning and zaps towards you and attacks. You both chain your attacks as best you can, trying to setup big combo's when you think the other has no defensive options left. You end up losing. (never did determine what you lost for dying) Now you're annoyed this guy killed you, but in the fight he did something you never saw before. You thought to yourself that was sick, I wonder what he used to build that skill and it encourages you to see what other people came up with. I'll tell you right now, some of my best ideas are built off/improvements of someone elses IMO.
Look back at EverQuest, Final Fantasy XI, Vanguard, and even Final Fantasy XIV and this isn't the case. The players are all on the same side "us vs the world for treasure." EQ & Vanguard in particular still had faction conflict - trolls/ogres/dark elves tolerated one another but hated high elves/humans/dwarves, but when a dark elf and a high elf are in the mountains and there's an angry mountain giant to kill.... well, mercenaries don't necessarily care about politics and racial divides when there's treasure to be had.
So it's an interesting question - if an MMO had open world PvP, but the game wasn't designed to promote hostile pvp in the first place, would the negative aspects be prevalent? Likewise, if servers are contained, and players can build a reputation, that behavior could come back to bite you in the long run. EverQuest saw jerks blacklisted to the point they essentially couldn't play the game. Nobody would party with them, they were excluded by way of community decision. Those days may be impossible (we're not a few hundred thousand players max anymore), but it's interesting to think about.
Let me know if you post it. I think we may have veered off course in this thread enough for now. ^^;