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Good vs Neutral vs Evil + Contested Dungeons & Land

AlleinAllein Member RarePosts: 2,139

Just an idea I had while patiently waiting for Friday...

I'm not a huge fan of game systems that lock you into a particular team based on a decision you make on day 1, but I could get used to a game that allows you to start as one alignment and through "hard" work, switch sides.

Or just let everyone pick whatever deity at the start, regardless of race/class, and be able to switch down the road as well.

With that, I could see EQN or any game, go for a more fluid 3 way fight type game (DAoC, TESO). Could even do the one shard, one alignment deal. All your characters (if more then one allowed) are the same, if you switch on one, all switch. Make the process long, but rewarding so that you don't have to do it for multiple characters, to discourage spying.

Depending on your alignment, you could have different looking gear (what's a Good Necro look like?), variation on spells, housing, mounts, race appearance (Evil Halfling vs Good Iksar lol), etc.

To bring PVE and PVP together, have contested areas directly effect dungeons. Pretty much a copy of DAoC and Darkness Falls.

Only one side has access to the dungeon at a time depending on who controls the land around it. So it would require teamwork from both play styles and would reward both for their efforts.

PVE could help take the land, then go raiding, PVP people could hold off and fight others that attempt to take the land and dungeon for their side. If the attackers manage to win, those inside could defend themselves until the end or hope they kill that dragon fast. Encouraging epic mob battles, not 5 man instance fights.

All of this with a flag system that encourages PVE players to flip the switch to benefit their PVE goals, but still able to go about their business in piece. Heck they could avoid fighting completely and craft/provide siege weapons or supplies to help those in the actual battle.

Lands controlled by a particular side could have guards/npcs defending key locations to ward off enemies and have all zones with various levels of content so there isn't ghost zones with no one playing because everyone moved on to something harder. Crushbone lvl 5-100. Freeport could be Evil, but if Good kills all the guards, Freeport switches and physically looks different, has different items for sale, NPCs/Quests available, etc. Opens up so many options.

Just something that popped in my head that mixed ideas from multiple games. Patiently waiting doesn't stop the imagination apparently.

Would love to see a drawn out system that encourages everyone to get into the mix for a big pay off. Getting to the big mob battles would take effort beforehand and make it into a big occasion.

Not simply everyone walk up to the entrance and enter. For me, half the fun is the journey and adventure on the way to killing a dragon or whatever epic beast awaits.

Bring back the risk vs reward for everything and everyone. 

Comments

  • ropeniceropenice Member UncommonPosts: 588
    Very cool ideas. As a mostly pve player, I would get behind that. Help out the pvp to control areas and still be able to switch so I'm not getting ganked every time I try to get some xp. It's good to see some pvp ideas with compromise in them, but still give incentive to participate.
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