I want to start off by saying, I am not looking for a discussion on how much an OWPVP game would crash and burn, or how much they suck, or anything like that.
The idea here is, IF you were given the chance to make a game that had OWPVP, how would you go about making in happen in a way that you think would make it work the best.
For me.
if I was going to make an OWPVP game, I think the best way I could set it up would be similar to Boundless/Trove. With the Voxel World Set up.
A player would start in their "Home Instance" that they could fully modify as they liked.
And from that home instance they could enter "Campaign Worlds", which would be fully destructible randomly generated Voxel World with many various biomes, mobs, and the like for the player to interact with.
Now, to give the game a sense of trill, and to really work that thrill and fear factor of OWPVP, Once you enter a World, you would be locked to that world, till you die. However, to make a game of high stakes, each world is limited perma-death, as long as someone else can raise you, you can keep on going in that world, but, if you cannot get raised within 10 min at which point you auto-recall to your home instance, or if you log out dead, then you're character has permanently died in that world, and can never go back, along with the option to just recall to your home instance dead or alive.
However, you only get ONE shot with any given world, So if you go into a world, get killed or ganked, and have to recall, you can't ever return to that world. This may or may not be advantageous to the people in that world, as once a world was devoid of active players for more than 48 hours, it would shut down, that means, if not a single person logged into that world for 48 hours, that world and everyone it would die away.
The objective of course is to survive and collect things from each world to add to your personal collection, simply put, proofs of accomplishment, they could be kill trophies, cosmetic skins, etc, that you can adorn your home instance with, nothing that gave you direct power, but things that showed your accomplishments.
You could join guilds in the world you were in, but once you left that world, you left everything behind, and would need to join a new guild in your next world.
However, the other goal is to thrive in your new world, perhaps form or join a guild, and become one of the many people that rule that world, and shape it as you like.
Since it is Voxel, you could build castles, keeps, walls, anything you like.
Throw in a rich crafting system, that not only involved armor, weapons, agriculture, but also domesticating and breeding animals and monsters, so that players could a huge army or dragons around your keep in your world.
That is.... till you died.. and lost it all, and had to head home to try again on another world.
I think that if I was forced to make a OWPVP style game, that is kind of how I would set it up.
So how about you.. what would you do if you were put in a position to design a OWPVP game?
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Comments
How often do the spawn?
How many toons can someone have?
How will a since of community form?
2 normal factions that are opposed to eachother, but can temporarily ally to fight a 3rd irregular faction.
1 villain faction that can only be joined by "corrupting" yourself. PK'ing allied players raises your corruption, eventually permanently transforming you into a hostile Bane that can't positively interact with the other factions. Effectively, you become public enemy number one.
Major story NPCs who lead players into faction battles.
One central hero NPC who can lead players into a massive raid in the center of the world against a superboss and all of the Bane players that defend it.
Now.. so tell me.. How would you design an OWPVP MMO?
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I'd design it for mobile platforms, add a top notch cash shop chocked full of P2W, exotic looking gear which pandered to the worst of human psychological exploitation.
Then after localization I'd launch it all over Asia (forget the west) and watch the cash just roll on in.
Though thinking on it further, its already been done, still, I'm sure there's room for one more.
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
The irony with the many so called OwPvP games is most people spend most of their time PvEing to try and get stronger.
Secondly, as I said, with Permadeath, if they hit a world with an established power, that can fight back, they can't come back in and keep re-trying, once driven out, they are out.
So did take those situations into consideration.
As for everything. well then it would not be the game for you, feel free to slam the door on the way out.
Now back to your ideal setting. I don’t believe you vision of some big castle where the king and his people could walk around would come to fruition, or be fun.
Whats the idea walking around the castle farming within the walls, forming hunting parties?
With that question put to you, I never said this was my ideal game, hell chances are I would never play this game, as the OWPVP would be hard pass for me.. Read the OP, it should have clued you in.
So, again, I said if I was put upon to make an OWPVP MMO
This is how I would do it.
Ideally a very hands off game for me the developer, which is the main point, and the joy of this design is that I don't have to care what the players do in this sandbox world I give them to play in. If they want to build a massive city, with industry, farming, and mythical beasts, or pepper the landscape with enormous purple dicks that erupt chocolate every 10 min, or turn the whole zone into a nightmare plane of hell full of fire and brimstone, it makes no difference to me as the Developer. That is the whole point of an fully modifiable world to start with, I don't have to give a fuck, the players set the stage, in every sense it is their world to shape, I just gave them the tools and rules by which they can interface with.
That is also why, if the populations end in a world, like say the players turn the whole Landscape into a huge monument to the awesomeness of Kardashian Ass, and everyone opts out of playing there then eventually the world would reset, or perhaps a bunch of people love it, and it become the most popular world. Either way, makes no difference to me.
That is what would make the best kind of game for me as a developer, one where the players can do whatever the hell they want.. they just get ONE shot at it, per world.
Minimize no counter play mechanics: these would be hard stuns and the classic "perfect stealth".
make revenge mechanics potentially be very damaging: the ability to curse your gear (things like forcing a cosmetic change, lowering their max level for a month or two, and similar). Or cases where you can pursue a god of vengeance for similar mechanical punishments, though at the higher time cost of the quest. (The goal here is to increase the risk of looted/ing gear)
Remove the ability to bank gear/gold: starting at just the stolen gear, eventually escalating to all gear on pariah characters as they get forced out of society.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
I haven't really thought it through but I do feel the Old West is one area that has been ignored, and from I understand it pretty much was OWPvP.
1, you have to flag
2, you can't run into a safe zone "flagged" in order to get away. The opponent could follow you in there and the fight would continue.
No stealth. You could shut off your name tag and hide but no I'm invisible and get to unleash a barrage of attacks before you know what hit you.
The game would probably be more skill based over having super levels where you can stand there being attacked by a guild and not break a sweat because you are uber high level.
Castle system like Lineage 2 with territory control. Including the smaller keeps.
I like the idea of declaring war like Black Desert but I also would like it so a war doesn't end unless both sides agree.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I would upload said napkin and write a nice introduction resembling a dream combination of Crowfall, Shadowbane, DAoC and Eve.
I would present this package to Kickstarter asking for a measily 850.000 dollars and a releasedate in the next 3 years and watch the donations pour in.
I would then download some standard stuff from the Unity store, present that to my loyal idiots, ehhmm backers, and sigh and moan about not making it. After having had several sales on my own hastily put together “company” website. I would then disappear into the night aith the leftover 840.000 dollars.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
So a Picture on a Napkin as your OWPVP game, seems legit.