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NPC characters scattered throughout the game world that give out quests that have many different types of objectives and means of accomplishing them. The biggest thing is to make them so that they aren't any more efficient at procuring skill points and/or resources than any other activity.
One quest might be to get some players and hold an area from an npc invasion that starts spawning when you activate a certain aspect of the quest. But instead of sololy relying on your groups weapons and magic, you'll each be given so many resources to place turrets and traps and the like and killing the npcs might net you more resources, just like in a tower defense game. Other players could see this going on and try to help you kill the npcs or help the npcs kill you. The towers would, however, be programmed to attack anything that isn't in your party.
Another quest might be where you, or a group of players, have to use vehicles (like hulks, ships, or some new kind of vehicle) to race through some check points or seige an npc holding. The NPC could give you the vehicle that you need as part of the quest, and it could be timed to disappear after an hour or so to limit players from hoarding free vehicles.
Get rid of global banking and add regional resources.
Add many more different types of resources.
Add many more different weapon and armor types in each group: Yes, we have different pictures and skins, but functionally each weapon of a type in any given rank is identical. Vary the stats up a bit. Give different weapons different functions. Make it so that a r20 might not always be better for a given situation than a r30. What we have now is very much like climbing the rungs of a ladder. I'd like it so that the lines are a bit more blurred.
Increase the number of abilities across the board.
Allow some spells to be targetted instead of shot, and give some spells seeking capabilities: Targetted spells could use a greater amount of mana and have longer cool downs over any non-targetting counterpart and seeking spells could track a players movement that is in the vicinity of the spells casting, but a resourceful player would be able to use the environment and other players to get the spell off of them. They could even have counter spells to trick seeking spells.
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Comments
identified 2 Darkfall no-no's in your post's.
More Quest's and tab-targeting are DF no-no. Also there are enough NPC's (in really too much of them laready for my taste)
Nothing against mobs attcking cyitys or an area but quests aren't needed to trigger this. It should be sandboxy. Other suggestions are fine.
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$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!
"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)
There was a thread like this on ForumFall last week. http://forums.darkfallonline.com/showthread.php?t=284852
Here's what it would take for me to resub:
-More sandbox features. DarkFall lacks tools in all areas, for a sandbox, we should be able to do a lot more than we can at the moment. By that, I mean mostly customization of the world, characters, armors, etc. Some added depth to certain mechanics to Crafting for exemple would be very appreciated too.
-Prestige Classes AND a slight nerf to Hybrid. The way I see it, unless hybrid were to be nerfed, Hybrid would still be the way to go vs. Prestige Classes, simply because you have access to everything with no loss. Perhaps the upcoming Armor System will be the nerf to Hybrid I'm waiting for, we'll see.
-Regional (or Local) Banking with Localized Ressources, and slight modifications to NPC Capital Cities so that they may encourage players to use them as Trade Hubs (unless players were given the tools to create the Trade Hubs themselves). This would create a terrific economy, Player Holdings will worth more based on their locations so this would mean more meaningfull PvP, etc. Also changes to the Crafting, so that players can only learn a limited amount of crafting skills (or at least require a specialization through prestige class to access more skills)
-Removal of Zap Towers and introduction of NPC Guards and Merchants that can be hired by Clans. A change to Zap Tower/NPC Guard's system so that, rather than choosing wether they attack no one/reds/enemies only, you can select specific individuals or clans to be on the Guard's "kill on sight" list.
-Alignment System revamp to encourage Racial Alliance Clans, addition of lawless areas (AV mentionned this recently too), an alignement debuff for ARAC clans (traitors), and meaningful alignement mechanics so that PKers aren't just someone who happened to defend himself. I want PKers to live a different experience from the typical Clan experience. Add more depth to the Chaos Cities to make them a viable place for PKers to hide and live off. Basically make PK'ing a choice, with consequences but while remaining a viable option in DarkFall.
-Tools for players to create their own little "base" (destroyable) without having to build a city, possibly with a few crafting tools like a campfire (cooking) and an anvil for weaponsmithing or armorsmithing only. Only a very small amount of players could bind there (<5), but it would allow Small Clans or band of players to hide or meet up, or even perhaps to spy on enemy clans.
List goes on and on, but these are my top ones and I'd really love to see at least 2 of those changes in the game.
I would argue the opposite: Not having quests makes a game less of a sandbox. I define a sandbox as a game that gives me multiple choices of things to do. If I had to do quests in order to progress then I would agree with your statement. If doing a quest was one, of many, near-equally efficient, ways of progressing or otherwise playing the game then I do not see how that in any way makes the game less of a sandbox.
And I wasn't refering to tab-targetting, while I didn't specify, I was thinking more along the lines of click targetting. In any case, I'm seeking to add options. I'd probably be playing an MMO right now, instead of being on the forums, if I could tolerate tab-hot key combat; however. if it was but one, of many, near-equally efficient, ways of combat, then I see no reason why it couldn't be included. In any case, it was more of an idea to add variety to the combat mechanics rather than having different colored balls that fly in a linear fashion. Choice is the spice of life and all that. Cheers!
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"Chemistry: 'We do stuff in lab that would be a felony in your garage.'"
The most awesomest after school special T-shirt:
Front: UNO Chemistry Club
Back: /\OH --> Bad Decisions
That thread is dead i know, but id just like to reply to this one.
The type of quests you suggested, we already have these in darkfall. Instead, we call them dynamic event organized by GM's. Its better since they end up being fun instead of a everyday chore.
For your second quest suggestion, this just doesnt work. What would be the point of crafting boats and warhulk when they are already so expensive? What would be the point of war declaration? Come play darkfall, join my clan. We raid hotspots daily. Beside, we already have Sea towers and soon, land towers.
For local banking, there is always mortal online you know. If darkfall had global banking + how low population it is, there would be like 0 activities. It would be boring as hell. The least they did is allowing Supreme generals of player cities to prevent any outsiders to use the bank so its enough.
Trust me, we dont need more resource.
For the weapons and armor part, this is a PVP game. Balance over anything else or players will start getting mad when they lose their items. There is enough equipment in game. This is not wow where once you get a Season 6 sword, you need to wait an other year to get a season 7. In darkfall, when you lose your stuff, its simply the time to work to repick your stuff back or to kill players to take from them. The only way you get tired of your equips is when you keep everything in your bank. Real pkers always take their best stuff and go out there so there's nothing that can last long enough. We are use to FPS games like Counter Strike. So we know that we will always go back to hand gun once we run out of money.
I will stop here because i cannot find that word in my disctionary. What means targeting??? If you are talking about aimbot, this will get you banned instantly.
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Darkfall wasn't planned as PvP ground only and the entirely patch and expac additions AV has put in show this. Regional ressources and banks (even local) will only do good to DF. The player roles in an MMO doesn't stop at the options which weapon you carry. Crafter's, hunters and gatherer for raw materials and components have to have an important role in the warfare through the economy and also the the location and situation of resources and banks. On this i support the OP.
The proposed target system if i understood it right would add type of spells which you have to mark your target and lock on it and then fire a spell with a guided projectile that follow the target. I dunno if it would be a good addition perhaps just for a few abilities and spells and very regulated with rules etc. example to exclude to hold multiple targets at once and to have to lock on a target and the next spell should be to fire at the target without allowing any other use of spell or change of weapon inbetween.
My opinion hasn't changed on OP. More quests aren't needed instead more circular sandbox content. example on the mobs who attack cities: Quest trigger or even GM events aren't needed instead mob spawns that when they left in peace start to attack nearby holdings and NPC cities.
-----MY-TERMS-OF-USE--------------------------------------------------
$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!
"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)
Well, guess you won't be back for awhile since many features you suggested won't ever come in or not for a long time.
By the way, some recources are regional. Taint of Khamset? Beastmen Tooth? Gaunt bile? I could go on, but at work so can't think of more. There is some that are very regional and I prefer certain player cities/hamlets specifically because of their placement to local mobs.
2 big no-no's
Tab target and a quest based game!
There are many tab target press 123 MMO's out now.
A big draw for a lot of players is that its fully aim based combat. And theres not many of these sort of MMO's around.(Edit) (dont think theres any MMO's like Darkfall around?)
It's amazing, really. Here is one of the few mmos that doesn't have the same features that a huge majority of other mmos share, and people want to change some of the core elements to turn into another of the common pack.
Variety is a healthy thing for any form of entertainment. It should be encouraged, not altered to resemble the rest.
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Yeah, you pretty much nailed what I was saying.
@Realbigdeal, I know those things are expensive which is why I suggested if quests/missions like that were added then the npc would give you something with a timer. So you can't really abuse it, maybe somewhat, but not a warhulk or boat you'd be able to keep.
--------
"Chemistry: 'We do stuff in lab that would be a felony in your garage.'"
The most awesomest after school special T-shirt:
Front: UNO Chemistry Club
Back: /\OH --> Bad Decisions