Drop all loot on death, open world and unrestricted PvP?

#1BarrowhitePosted 5/8/2012 9:57:26 AM
I hope they implement these concepts into the game rather than the grindstone for the purpose of getting shiny loot to get more shiny loot that allows you to get more shiny loot that you can never lose.

Game should be built around an almost entirely player driven economy with no NPC vendors and loot drops should be far sub-par to what you can produce, instead most loot providing you with items which contribute towards creating equipment/potions etc etc.

Further to this, hopefully TES will force you to make tough character decisions, allowing you to build your character from the ground up rather than having to pick a "Class" you can pick your skills.

Also, skills should give a diminishing return as you level them up, providing you with less of an advantage over lower level players meaning that through personal skill and proper tactics you can triumph over a superior enemy in terms of equipment and levels. If you set up an ambush on a road, it should count for something in that you have lead them into a killing field.

On that same tangent, being shot in the face should be a legitimate concern whether it comes from a new player with 25 archery skill or a legendary bowmaster with 100 archery skill.

Sort of like EVE Online does well but in a fantasy setting like Darkfall Online tried to do, but failed.

But alas, the carebear, risk adverse, instant gratification, can only have fun if always winning enthusiasts will win out, and this game will be forgettable.
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Mr.Kipling just launched a nuclear holocaust at third world countries!.... But he does make exceedingly good cakes
#2FelazanPosted 5/8/2012 10:05:59 AM
Not a chance, only "indie" MMOs can have that these days. Look at Darkfall online for everything listed. (Its still a mostly bad game gameplay wise tho).
#3Twinrova225Posted 5/8/2012 12:28:48 PM
That's such a terrible idea. You'd need to make loot obnoxiously easy to get. Oh, and anybody with a chip on their shoulder could camp outside the starting zone and repeatedly kill everyone that steps out.

Yea, that's a GREAT way to keep players.
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"Cid is badass. He's old and still crackin'. He can fight underwater with a lit cigarette in his mouth. He drinks the goddamn tea." -Gaming_Mastery
#4FelazanPosted 5/8/2012 1:23:51 PM
Twinrova225 posted...
That's such a terrible idea. You'd need to make loot obnoxiously easy to get. Oh, and anybody with a chip on their shoulder could camp outside the starting zone and repeatedly kill everyone that steps out.

Yea, that's a GREAT way to keep players.


This guy is the reason we keep getting WoW clones. Nobody can handle anything else anymore. Go look up ultima online or lineage please, they worked. You can find work around town camping and it wouldn't be worth it since new players in the starting areas would have worthless loot.
#5Twinrova225Posted 5/8/2012 1:35:58 PM
Felazan posted...
Twinrova225 posted...
That's such a terrible idea. You'd need to make loot obnoxiously easy to get. Oh, and anybody with a chip on their shoulder could camp outside the starting zone and repeatedly kill everyone that steps out.

Yea, that's a GREAT way to keep players.

This guy is the reason we keep getting WoW clones. Nobody can handle anything else anymore. Go look up ultima online or lineage please, they worked. You can find work around town camping and it wouldn't be worth it since new players in the starting areas would have worthless loot.


http://en.wikipedia.org/wiki/Criticism_of_Ultima_Online#Griefing

Yea, I see it worked REAL well for Ultima Online. /sarcasm

http://en.wikipedia.org/wiki/Lineage_(video_game)#Subscription_history

Citing a dead game that had less then 1/10th the population of WoW doesn't bode well for your arguement either.

It has nothing to do with wanting "instant gratification" or with players wanting instant win buttons. What I'm pointing out is that there is a very tiny, non-feasible market for the kind of unrestrictive environment being proposed in this topic. It simply doesn't work out well and many players don't like watching all of their progress get dropped down the drain because somebody decided to be a jackass that day/
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"Cid is badass. He's old and still crackin'. He can fight underwater with a lit cigarette in his mouth. He drinks the goddamn tea." -Gaming_Mastery
#6FelazanPosted 5/8/2012 1:42:37 PM(edited)
1/10th of WoWs population is still very good and especialy for back then, aiming for WoWs subs number is why we get clones upon clones. Brings in those players that can't handle anything else anymore because it would be to hard. An RPG can be about more than gear progression especialy an MMO.
#7TheSmilingLordPosted 5/8/2012 7:43:23 PM
Twinrova225 posted...
That's such a terrible idea. You'd need to make loot obnoxiously easy to get. Oh, and anybody with a chip on their shoulder could camp outside the starting zone and repeatedly kill everyone that steps out.

Yea, that's a GREAT way to keep players.


Technically, gear aka "loot" is obnoxiously easy to get in the Elder Scrolls universe.

I wouldn't have full loot in though. Gear, potions, etc might be easy enough to replace, I'd stop at taking their coin however.
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Gamertag: Ragnarok
#8wesker741Posted 5/8/2012 11:08:12 PM
Barrowhite, I take it you were a fan of pre-CU SWG?
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#9Raven_ShikumiPosted 5/9/2012 1:51:25 AM
From what information has been released, the game is pretty similar to WoW and SWTOR.
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"Fool!" - Excalibur
#10IemanderPosted 5/9/2012 4:45:43 AM(edited)
Twinrova225 posted...
That's such a terrible idea. You'd need to make loot obnoxiously easy to get. Oh, and anybody with a chip on their shoulder could camp outside the starting zone and repeatedly kill everyone that steps out.

Yea, that's a GREAT way to keep players.


This is why there exists something called "balancing", if characters are vulnerable in their early levels, give them a top level guard to protect them. If the high level dies, he has much more to lose than the reverse anyway. I can't see any high level griefing a low player when the gains are so small and the possible loss so high.

Anyway, Eve online already proved that this concept works just fine.

In fact, this would for once, make an MMO exciting.
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DA3 will definitely be like DA2. But more polished, even more casual, and sales will be equally low and Bioware will be like durrrr?! hurrrr?!