It's my most click-bait title ever. But seriously, I was reading about Wild Terra and thought about this old issue
again. What's the argument in favor of this?
A "sandbox" is about freedom. Therefore, players should have the freedom to kill other players (and loot them because risk v reward).
Another argument is: Players should create the content, which is fighting each other (or cooperating with friends to fight others and take their stuff).
But as far as I have seen, since the old days of UO, these games just don't survive (except for the anomaly of EVE). They become niche because the predators chase away the sheep and the people who don't have friends or a guild who wants to play this type of game. The population keeps shrinking from there. (This comes from my personal experience of two years playing Darkfall. I also played Mortal Online for several months shortly after it launched.)
I know variations of this discussion have appeared in these forums many times. Here, I want to focus on some specific questions:
- Am I missing any of the arguments in favor or why ffaowpvp is a must in "sandboxes" besides what I wrote above?
- Are there any games that have survived and thrived on this model in the past 10 years besides EVE?
- How will this even work in the era of cash shops (because p2w seems inevitable in this type of game, especially as the population starts dropping and the devs try to squeeze what they can before the end)?
- Are there are pve-only or consensual-pvp "sandboxes" around or planned? Are they feasible as "sandboxes"?
Comments
You nailed it. There should be jails and such too.
Let's party like it is 1863!
But the stuff, gear, weapons, money , and so on would have to be extremely easy to get (<1hr to get all your gear) and have little effect on the PvP itself (can't be like archeage and full loot... or the people on top will just be gods while everyone else is running around naked). Can't have stuff that require a commitment of time to obtain if someone or a group of people can gank you and take literally 20-100hrs of your work.
I personally would never play it. I play mmos for progression of yourself and guild.
PvP is good, full loot pvp though would be a game breaking aspect and would make it where I walk the other way. But I can see a small audience that would probably enjoy it.
EVE survived these years, because there are other things to do then kill each other. The universe is a big place, you can find a quiet spot to do your own thing. Plus the monitored zones are a nice example vs reward. Kill some one in high sec and the space police will demolish your ship.
I don't know if there is a good balance to be struck. There is another chalk of these games coming out and it will be interesting to see if they can do better than Mortal Online, Darkfall, or Cash Shop online (Archage). I suspect that the model itself is untenable, as the existing players form guilds, alliances, gain power, experience and resources, the delta for new players gets larger and larger. Attrition of the older player base sets in as they get bored, and no new players join due to the violent, endless stream of savage beatings they receive.
In games that do not use the infinite universe as their setting, the majority of these things are not possible. In fact, in games like Darkfall, the aggressor has most of the advantages, not the defender. There's no bookmarks that you can warp to. No locking mechanism that allows a faster character to run off... ect.
In order for FFAOWPVP to work, the player who is not looking to fight needs to feel as if they have some advantages. If all of the advantages are in the attackers ballcourt, then the game will crush under the weight of the gankers who don't care about your crafting empire and your desire to simply move some steel ingots from one city to another.
The defender needs to win more than the attacker simply for the economy to survive. If the defenders are completely on their back heels all the time, then the game isn't fun for them anymore and they will leave.
Because usually in games with that you get a larger hunting parties attacking smaller groups and loners which will give those players maximum loot an hour for relatively little risk. The real risk is taken by loners and small groups and their reward does not measure up.
I think the real problem is there, in PvE it is rather easy to balance the loot to how hard challenge the players face.
There possibly solutions, you could skip the player loot, you could make a formula that only makes players drop stuff if they were beaten by an equal or lower threat, you could "lock" combat like many old PvE games did or something similar.
FFA full loot PvP games with more gear then "Doom" will never become popular. Eve BTW is faction based which have way higher potential then FFA. You will need to tweak the formula to get more players.
1 Freedom,well what about the OTHER player in that 2 player equation,what if his wish is to NOT be attacked,where is his freedom to do as he wants?What if he just wants to go out harvesting?
2 Risk??What if player 2 is far inferior to player 1 ,where is the risk?The ONLY risk would be for player 2 and that only risk would be the simple task of login because any higher tier player would kill him.
Two very obvious points that i cannot believe anyone misses,yet once again,i feel so many gamer's really just don't ..."get it".
Never forget 3 mile Island and never trust a government official or company spokesman.
There are several pve only or consesnual pvp only sandboxes. Ryzom, Istaria are two of them.
Loved the first post hated the second one!
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Another advantage to chainmail bikinis!
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
It make perfect sense.......
FFA PVP MMORPGs will always be second rate PVP/game experiences, the only way to really get around that is to take away power gaps and make them 100% based on player skills. This will at least take away the most detrimental factor to future growth (noob ganking).
Gear should also be much more balanced across the board. The MMORPG design is in large part a PVE design, lvling, mob grinding, RPG elements, etc... are almost all about gaining strength then putting groups together to take down PVE content. Hence why PVP is largely a side activity (BGs), or exclusive to end game (SWG/DAOC as players are more so on equal ground)...
For every minute you are angry , you lose 60 seconds of happiness."-Emerson