Jhofre Vascari

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Goblin Squad Member

What could be a good work-around would be different server types. Perhaps have "hardcore" servers where death is much harsher and corpse looting is wide open. Then have servers where death is just a time sink and you may only lose a single item out of your inventory (if any at all).

Having 2 types of servers may increase dev and patch time frames, but I believe it would be well worth it in the end, with a larger player base.

Goblin Squad Member

Thanks for the tip Nostrus.

Another point I wanted to make about UO that could translate here is world ecology. UO never was able to pull this off, mostly due to the limiting technology available at the time, but it was a desire of Richard Garriott to include it.

Basically you could have a situation like so:

A dragon hunts and eats deer in a forest to the north.

A local lord in the village wants to upgrade his local militia from leather to studded leather armor, so he commissions people to bring the village masses of deer hides.

Once the deer stock is depleted in the northern forest, the dragon starts feeding on livestock further south near the village.

Now that the dragon is terrorizing the village, the local lord hires adventurers to take out the dragon.

Once the dragon is killed and its cave/treasure discovered and looted, a wandering hill giant family finds the abandoned cave and moves it.

The giants hunt the re-stocked deer population in the northern forest....

Anyway, you get where I am going with my simple example. A dynamic world with and active ecology. The world itself would create quests and adventures.

Goblin Squad Member

My intention was not to use the same system as UO, but for PO to take a page from their concepts. I would like to see players have the ability to buy shop space in towns and sell their own wares. Let them set their own prices and let their items vary in quality depending on their skill.

Things like that makes it fun being a shop owner.

I hope Paizo can make a living breathing world. That was what always made D&D tabletop so special. Players had a lot of freedom.

Goblin Squad Member

The original Ultima Online did a lot right. I think one thing that should definitely be looked at is the crafting system and trade skills. It was pretty fun just playing a tradesman and seeing others use your crafted items. It was also fun running a shop and selling your goods.

I suggest strong incentives for player ran economies.