While I definitely wouldn't want to deter anyone from trying it out, this probably isn't the right game for the PvE grinders. I don't doubt that there will be mobs to kill, you just won't get any XP or loot for doing it.
If they want this to be a successor to DaoC there will have to be some form of grind. This is what MMOs are about.
In order to have world PvP... there has to be a purpose of going out in the world.
If you want Straight out organized pvp right after character Creation then you need to design something extremely different from everything that has been created in the MMO industry so far.
I'm fine with several of these options, but VERY glad to see nobody has so far voted for this:
Why the hell would someone like mob grinding over questing - 0.0%
Cannot stand "questing" as it exists in today's MMOs such as WoW. Any monkey can run these quests. So much more boring than the mob grinding that we used to do in the dungeons of EQ and DAOC.
I personally look for CSE to introduce several Darkness Falls style dungeons, but the "big one" would contain all the rarest materials required for end-game crafting items.
Though not to split up the game world, but an entry level dungeon that would be like level 1-5 with monsters and connected so pvp could occur. Dungeons would continue to exist until a certain point when the character would have its essential abilities/skills, then only open RvR with monsters in the zones. At end game, obviously, a darkness falls style dungeon.
My name is Plastic-Metal and my name is an oxymoron.
I'm fine with several of these options, but VERY glad to see nobody has so far voted for this:
Why the hell would someone like mob grinding over questing - 0.0%
Cannot stand "questing" as it stands in today's games such as MMO. Any monkey can run these quests. So much more boring than mob grinding that we used to do in the dungeons of EQ and DAOC.
Even the quests in DAoC today are more entertaining than most of the quests found in current generation games. Then again, World of Warcraft invented MMOs and coined the term, 'quest' so... no wonder most quests found in games these days are just a copy of a copy. /sarcasm in case no one caught it.
My name is Plastic-Metal and my name is an oxymoron.
Bonus crafting mats, or money sure. You're not getting anything for character progression (other than maybe crafting mats) from pve though, that has already been stated.
Originally posted by Odaman Bonus crafting mats, or money sure. You're not getting anything for character progression (other than maybe crafting mats) from pve though, that has already been stated.
That's what I want to see. Killing mobs drops money and crafting mats, which helps fuel the economy. Crafters produce everything used by players. An entirely player driven supply and demand economy.
This is a game that is all about RvR. There are no PvE levels for which you would need to grind mobs. If you want to grind mobs to advance in RvR, you've come to the wrong place (unless you count Arthurians/Albs as mobs).
Comments
If they want this to be a successor to DaoC there will have to be some form of grind. This is what MMOs are about.
In order to have world PvP... there has to be a purpose of going out in the world.
If you want Straight out organized pvp right after character Creation then you need to design something extremely different from everything that has been created in the MMO industry so far.
I'm fine with several of these options, but VERY glad to see nobody has so far voted for this:
Why the hell would someone like mob grinding over questing - 0.0%
Cannot stand "questing" as it exists in today's MMOs such as WoW. Any monkey can run these quests. So much more boring than the mob grinding that we used to do in the dungeons of EQ and DAOC.
I personally look for CSE to introduce several Darkness Falls style dungeons, but the "big one" would contain all the rarest materials required for end-game crafting items.
Though not to split up the game world, but an entry level dungeon that would be like level 1-5 with monsters and connected so pvp could occur. Dungeons would continue to exist until a certain point when the character would have its essential abilities/skills, then only open RvR with monsters in the zones. At end game, obviously, a darkness falls style dungeon.
Even the quests in DAoC today are more entertaining than most of the quests found in current generation games. Then again, World of Warcraft invented MMOs and coined the term, 'quest' so... no wonder most quests found in games these days are just a copy of a copy. /sarcasm in case no one caught it.
there s a few hundreds mmos out there with big PvE.
Let CU be the one without
Niche game is not made for millions of people, a few ten thousands that would love to have what MJ wants to make.
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
That's what I want to see. Killing mobs drops money and crafting mats, which helps fuel the economy. Crafters produce everything used by players. An entirely player driven supply and demand economy.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer