KitNyx wrote:
Same for me. I dislike MMOs on rails. A sandbox should be a sandbox, IMO. Be it for PVP, PVE or skill based progression. BUT it needs to be done right. Bad game mechanics, sandbox or not, are still bad game mechanics. "Z"
Or if it is a crafted item, say the "Greatsword of Frank" and he lost it. I go in and find it I could give it back if he is a friend, sell it back or walk around showing it off, "Hey look, I got Frank;s sword, neener." Though I like the idea of someone helping me (or me helping them) get it back. I forget what game it was but they mobs would loot corpses so if you didn't loot it fast enough and the mob (I think it was specifically a goblin) would walk over and loot it. Must have been UO or something similar. "Z"
I have faith in the community that there will be those who PKer/Grief and those who rise to fight them as PKKers/Defenders. I've experienced it for over a year in UO. No game I've played has given the community a chance to police themselves except maybe EvE which I never really got into. Most MMOs place strict boundaries to cater to the squeaky wheel. Anyone who thinks it is impossible is ignorant. Anyone who thinks maintaining a balance is easy is naive. "Z"
I think permadeath can be kind of a fun challenge. Maybe for only certain servers of special hardcore characters. I've always thought it would be cool to either reincarnate a character which would be random and could come back as an animal or monster or over around as a ghost and haunt people. >;+P "Z"
If they pieces are in place then it should QC itself. Word of mouth or a rating system would help. An idea is that the items are placed there by players be they drops or crafted. So if the dungeon is easy then it is no worse than giving away the items. If the items were generated by the game mechanics it could easily be abused. The motivation would be to put high grade items and gold at the 'end' and make it as hard as possible to obtain. This would increase the fee for entry which is automatically calculated. On that note, a giant maze might be cool. Ideally the mechanics offer the pieces to use and allow for most control to the players. "Z"
Not sure how, but this would be fun. If you tied it into the who player kingdom/nation concept. Maybe someone(guild) builds a tower or dungeon that people can pay gold to enter. The dungeon owner(s) could populate the place with items and depending on the amount of gold and value of items would automatically calculate the cost for entry. I'd so build a dungeon especially if people paid to enter. :D A sort of 'create your own theme park' dungeon. "Z"
I much prefer the open world FFA PVP even with harsh death penalties like full loot or permadeath but I'm a sucker for difficulty and the rush. In UO I was a PKKer (Player Killer Killer). I like the way communities form and truly depend on one another for support and the camaraderie is real. Its not about phat lewts. I like these risky and open PVP not because I grief or PK, I like playing the good guy. >;+) "Z"
If it is a sandbox then I think something slanted to a skill based leveling system is more appropriate, IMO. Why can there not be both Class and Skill based in one game? This is just an idea, feel free to improve upon it, but why not? At the base all classes use skills, why not have the foundation of the game be based on a skill system. Then have an additional layer of classes on top. I hate class systems because you are stuck as that class and (for me) kills creativity. Lets say you create a character, you can pick a class which automatically selects skills for you to use or a custom option that allows you to pick and choose skills to work on ala UO. If a class is chosen it places you on a rail so to speak, a linear path (just like other MMOs with a class system) and may (or not) automatically increase certain stats. Now later you can derail yourself from a class and increase/decrease certain stats if you so choose. I like the option of gaining different skills (thus dropping others) later in a game if I can. I would be highly disappointed if Pathfinder Online jumped on the ole' class based system bandwagon. "Z" |