Onishi wrote:
Wow, that is wonderful. I hope they are able to achieve this goal. Thanks for the quote!
The yelling for support and running away have already been in other games like EQ and such, so it should be something they can accomplish. What I would like to see that I have been asking for years on boards are mobs that gather in an area not too far from towns and such and start building a little town of their own. If not kept in check, the town will get bigger and become a threat to the other town. If the mob town is big enough, they might even launch an attack. I would like to see intelligence of that type at some point.
I like the idea but I would also like the idea of being able to break down the barrier outside of war. The key would be that the spell to break it would have to be a multi-level spell requiring different enchantations by the highest level mage and, on top of that, requiring multiple mages to combine forces to bring it down. Once done, their power is zapped for a long period of time and the spell cannot be performed again for days or months. Maybe the spell requires a component that you can only carry one of at a time for some reason and is very hard to obtain.
I can understand the OP to some degree. I do not agree on endgame content being where it is at as I don't do too many raids/dungeons. I enjoy the content before endgame. The fishing, crafting, adventuring places. I like to RP now and then as well. That being said, I do agree on static mobs/quests, those are interesting ideas. To build upon that, they should have mobs/NPCs that slowly build up "camps" near cities over time. When it gets big enough, they attack. Maybe it takes a few RL weeks or months to build up, but once it does it can mean danger to any player built cities. This would create a little more dynamic content that players can control by keeping the population down.
I posted this in another thread but since this is the list, here it is again: 1)What I would like to see is where your level, if they go with levels, is based on your combined skills. For example, fighting skills, crafting skills, gathering skills, etc. Each of them can be broken down into multiple skills. Combined together they make up your level. In this way, you can become a level 100 crafter without ever fighting if you want. Also, using items would be based on your skill. If you are a level 100 crafter and want to fight that level 50 mob, you will die in an instant because you are a level 1 in fighting. I wish games would go this route instead. It allows you to create the kind of character you really want, not what the game forces you to make.
Nice post OP. My first comment is on #6. What I would like to see is where your level, if they go with levels, is based on your combined skills. For example, fighting skills, crafting skills, gathering skills, etc. Each of the can be broken down into multiple skills. Combined together they make up your level. In this way, you can become a level 100 crafter without ever fighting if you want. Also, using items would be based on your skill. If you are a level 100 crafter and want to fight that level 50 mob, you will die in an instant because you are a level 1 in fighting. I wish games would go this route instead. It allows you to create the kind of character you really want, not what the game forces you to make. |