Would you play a game where you can stay away from fighting if you want to, and still advance normally throughout all the time you spend playing the game.
I would totally play a game like that. It probably would be more of a skill based system over a leveling system in order to promote alternate ways to accomplish your goal. Players who spend a lot of time playing the game versus casual players should also be rewarded for their efforts, but you also want to keep some sort of balance so that you don't get an EVE situation where new players feel overpowered by veterans. Rewards could come in the form of money and reputation instead of just getting better gear and so forth.
I would play the hell out of that sort of game. Something where a player could advance by exploring, or crafting equipment or weapons for other players, without being forced to go kill monsters to become stronger. It doesn't make a lick of sense that I have to have a sufficient bodycount before I can learn how to sew a poofy shirt; I should be able to sew the poofy shirt once I become good enough at sewing to do so.
- - - - - - - - - - - - - - - - - - - - Playing: Nothing Played: Champions Online, CoX, STO, PSO, WoW, lots of free-to-play crap Looking Forward To: DC Universe Online, Blade and Soul
Any game that wants a crafting system should make it entirely possible for someone to be able to be a completely successful player by only crafting through the whole game. The crafting system should be able to hold up on it's own or I don't think the developers should bother spending any time creating one.
Sent me an email if you want me to mail you some pizza rolls.
In Earth and Beyond the level cap was 150 (although you got skill points after that), you could do 50 levels of Combat, exploration (discover new things, take scientific/exploration missions, mining, etc...), and trading (crafting, trade runs or selling loot to vendors). Each increased your overall level, so you could equip new weapons and gear without actually leveling combat. Mobs were rated by combat level, and you got exp according to your, and the mobs level...so for example you could get trade/exploration exp up and be lvl 75 or something, and fight lvl 1 mobs with awesome gear equipped, but normally it was best to balance them all out.
Try A Tale in the Desert. Since there is no combat, all advancement comes without fighting.
Well, except for fighting with other players. ("You built a tin mine in my camp and it's ugly!" "It's not in your camp and you have no right to deny the world all resources remotely near your camp!" And then commence screaming at each other in various public channels.)
If I were leveling through crafting I would want it to be focused on creativity, both statistic and visual and not just gathering a bunch of mats to make things over and over until my crafting skill levels.
But generally I think if you are going to have something other than combat to level then you should be able to level it without having to rely on combat.
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
You might give Vanguard: Saga of Heroes a try. Though it has all the standard questing in any MMO it also has a very extensive crafting system that allows you to become a max level crafter without ever touching a weapon. The same is true of diplomacy. It suffered from a horrible launch, but is now pretty darn good. They also have a free trial that I'm currently playing and loving. My ultimate goal is to build my ship and sail it around the world...which is entirely possible. Frankly, I'm pretty stoked.
Comments
I would totally play a game like that. It probably would be more of a skill based system over a leveling system in order to promote alternate ways to accomplish your goal. Players who spend a lot of time playing the game versus casual players should also be rewarded for their efforts, but you also want to keep some sort of balance so that you don't get an EVE situation where new players feel overpowered by veterans. Rewards could come in the form of money and reputation instead of just getting better gear and so forth.
I would play the hell out of that sort of game. Something where a player could advance by exploring, or crafting equipment or weapons for other players, without being forced to go kill monsters to become stronger. It doesn't make a lick of sense that I have to have a sufficient bodycount before I can learn how to sew a poofy shirt; I should be able to sew the poofy shirt once I become good enough at sewing to do so.
- - - - - - - - - - - - - - - - - - - -
Playing: Nothing
Played: Champions Online, CoX, STO, PSO, WoW, lots of free-to-play crap
Looking Forward To: DC Universe Online, Blade and Soul
Any game that wants a crafting system should make it entirely possible for someone to be able to be a completely successful player by only crafting through the whole game. The crafting system should be able to hold up on it's own or I don't think the developers should bother spending any time creating one.
Sent me an email if you want me to mail you some pizza rolls.
In Earth and Beyond the level cap was 150 (although you got skill points after that), you could do 50 levels of Combat, exploration (discover new things, take scientific/exploration missions, mining, etc...), and trading (crafting, trade runs or selling loot to vendors). Each increased your overall level, so you could equip new weapons and gear without actually leveling combat. Mobs were rated by combat level, and you got exp according to your, and the mobs level...so for example you could get trade/exploration exp up and be lvl 75 or something, and fight lvl 1 mobs with awesome gear equipped, but normally it was best to balance them all out.
Try A Tale in the Desert. Since there is no combat, all advancement comes without fighting.
Well, except for fighting with other players. ("You built a tin mine in my camp and it's ugly!" "It's not in your camp and you have no right to deny the world all resources remotely near your camp!" And then commence screaming at each other in various public channels.)
Keep an eye out for the release Free Realms here is a video they claim many many "areas of gameplay" to advance through none of which require fighting
www.gametrailers.com/player/38459.html
Depends on how and what I am doing.
If I were leveling through crafting I would want it to be focused on creativity, both statistic and visual and not just gathering a bunch of mats to make things over and over until my crafting skill levels.
But generally I think if you are going to have something other than combat to level then you should be able to level it without having to rely on combat.
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
Some While aGo i played a game where you could do that, until SomeOnE ruined it.
I am, I'm playing Street Gears and it's brilliant so far for an F2P game. There's no weapons in the game or monsters.
The only type of violence in the game is pushing a competitor with an elbow tap, that's it.
Hello all,
You might give Vanguard: Saga of Heroes a try. Though it has all the standard questing in any MMO it also has a very extensive crafting system that allows you to become a max level crafter without ever touching a weapon. The same is true of diplomacy. It suffered from a horrible launch, but is now pretty darn good. They also have a free trial that I'm currently playing and loving. My ultimate goal is to build my ship and sail it around the world...which is entirely possible. Frankly, I'm pretty stoked.
Kayn