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[Discussion] An Act Based MMORPG

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So, after lots of discussions (interviews with players in mmorpgs, talking with partners in project, and interviews with people familiar with mmorpgs), this is currently what I have come up for as the concepts for building one type of a good mmorpg.


The more localized a quest is, the lower level it tends to be. Higher level quests means that the quest has more influence on the world means that players will come from all over to do it means that it is not as local.

Example: killing a local troll lord vs stopping an undead horde from ravaging the city (undead horde may also be hitting several other cities). The source of the horde is unknown to the player, but it happens to be a very powerful lich.

By making all areas have combinations of low, middle, and high level quests, it encourages player to travel to all areas. The higher they are, the more likely they are to travel all over the world. This means that players won't feel like they are going through linear progression, field 1 being for lvl 1-15, field 2 for 15-30, etc. It'll make the world more real. One great thing about older MMOs is that they had higher level content (secret areas) in generally lower areas, like a lvl 40 area inside of a lvl 20 field, or lvl 60 monsters on an island in a lvl 1-10 field. This takes that and pronounces it even more. Of course, these quests will not be kill so and so monsters, they will be about solving problems, so you will have to find the root of the problem and eliminate it, making for very interesting and unique quests.



Deserts vs Northern vs Tropical etc



One of the greatest things I have seen in modded MMORPGs are ones that have acts to them, where you have to kill some boss to progress to the next act. These acts allow you to explore new sets of areas.

To keep in line with a wide persistent world, a combination of opening areas (not places on the actual continent, more like dungeons, other planes, and perhaps even other continents) and timelines (different versions of the same areas) will be used.

Consider a main city. That city may have 3 versions across 7 different acts on a timeline. The player, depending on the act they are on, can choose which version of the city they wish to go to. The first city may be the regular city, the next a ravage one under war, and the third one that is being rebuilt. When the player is going into the field, they may have 3 options (if they are on act 7) for which city they want to go to : ).



One of the big problems in MMORPGs is the idea that enemies are fodder. Players essentially fight their way for the bosses, and kill the bosses in order to clear content. The monsters just happen to be in the way. In fact, it is better to just have the bosses and remove the monsters from the game altogether. The monsters just detract from current mmorpgs.

In order to solve this, a few things need to be done. Firstly, the environments that the monsters are fought in need to be more interactive and more challenging. As the game progresses, the challenge of these areas progress. These challenges may include traps, moving platforms, puzzles, and other interesting things. While in these areas, you will be fighting monsters, so you have to deal with both the challenges of the environment you are fighting in as well as the monsters themselves, and the monsters will be well adapted to that environment, making that environment serve to their advantage. Of course, not all fights will have crazy moving environments. The fight could take place in ruins, thus giving a theme to the fight. However, just placing it in some generic wtf forest is no good : P.

Furthermore, the monsters need to be varied. You shouldn't see 10 or 20 of the same type of monster wandering around an area and there shouldn't be spawn camps. There should be very many types and they should be more realistically placed, not wandering all over. They may ambush as a result of a trap or they may be clustered in groups.

Monsters will always be clustered in groups to reach the half the difficulty of a local mini-boss.

The more intelligent/powerful the monsters are, the smaller the groups will be. Consider a large horde of mindless zombies clumping together vs 2 giants that try to flank the players.

Monsters will be reused from area to area. It is realistic to have the same types of zombies across 10 different areas with even the exact same levels of power (ranging from low to high level quests). Reusing monsters is ok, but they need to be highly limited in a given area (lots and lots of variety). Having too much of one thing is never good : P, but spreading that one thing out is fine.

Some monsters may be using gear that the player can loot and others may drop materials for various things, adding rewards for killing said monsters. Of course, they would also give xp. However, it should be more fun to progress through the monsters and these very interesting/challenging fights than to kill them for the rewards =).



PVP can be fun, but without rewards that will benefit the player, most players won't want to partake. Therefor, to address this, cities can have colosseums with that host tournaments with level range requirements and various awards. The rewards will always be different and the rewards will always be known for a given tournament. The better the reward, the higher the levels required.

Tournaments will be a mix of npcs and players. Even if 0 players partake in the tournament, the tournament will still happen between NPCs. Players can also watch the tournament and bet on the winners.

Tournament rewards will be rewards that can only be gotten through the tournaments or by buying them from players that got the rewards from the tournaments. There will be many reward types, so the chances of a player being able to somehow farm all of them is just unrealistic. The rewards can range from antiques for the home to special types of novelty gear crafted by local blacksmiths to legendary items that were part of private collections from ancient fights/wars. They can even be keys to new unknown areas with incredibly tough beasts.



Stats don't increase the character's power, they just make more things possible. Consider techniques that require enough speed to pull off, or armor that may be too heavy for the average character to use. Spells may require more intelligence to learn and more mana to employ. Health won't raise for characters, defense won't raise for characters, only the capability to use gear. Obviously, agility will increase speed and strength will increase power for a weapon. Mana will also increase the power that can be pooled into a spell. In this regard, players do grow more powerful, but that power is nowhere near the power that can be gained from actual gear/spells as a result of increased stats.

Nothing will have requirements. If a player attempts a technique and is not fast enough, that technique will have openings in it, allowing the enemy or other player to respond. If a player tries to use gear that is too heavy, they will use up more stamina while attacking/moving and possibly attack slower/move slower. If a player tries to learn a spell that is too complicated for them, the spell will have a very high chance of fizzling or exploding in failure (more intelligence it requires and less intelligence the player has, the higher the chance). If they try to use a spell with not enough mana, it'll just fizzle out.



All gears and spells are always useful. Beginner gear/spells can be used all the way to the end of the game if the player desires. Gear doesn't necessarily increase in power, although some gear can. Gear increases in the maximum energy they can store/use, the minimum energy required for use, and their efficiency in energy usage. For non-magical items, their efficiency and potency for enchantments can change. However, the player and character need to have the skills in order to use said enchantments on weapons or to utilize the weapons in their entirety. Because of this, beginner character's won't necessarily benefit from a legendary weapon because they won't know how to use it. If it was the legendary sword of dark flames, it'd likely just be an ordinary sword to them: they wouldn't know what it was or what it could do. It might be more durable and sharper than a regular sword, but that'd be about it.

Staffs can store much more energy than wands, meaning that spells using more mana can be cast with them w/o exploding/damaging the staff. Staffs have less efficiency than wands and higher minimum mana usages than wands (spells fizzling out due to not enough mana spread throughout the staff).

Wands specialize in efficiency, but can't utilize as much mana as a staff.

Higher spells are more efficient than lower spells. There may be 2 different versions of a fireball spell, each employing different techniques. The first may have a minimum mana cost of 20 and may get more powerful at a rate of 100 mana per 10 power. A higher level one may have a minimum mana cost of 2000 and may get more powerful at a rate of 15 mana per 10 power. The lower one can always be used, but a high end character would be better with a higher level fireball spell.



Rather than increasing damage/stats for enemies, the difficulty of the enemies should be increased. Consider a massive stone golem and an angel of vengeance. The stone golem will be slow, but will dish out incredible amounts of damage in very large areas whenever it hits. The angel of vengeance will be extremely fast, may dish out less damage per hit, but will be much harder to avoid and to hit. The golem is less difficult than the angel although it deals more damage. In terms of levels, the golem may be level 10 and the angel level 60.

A higher level player would probably be 1 hitted by the golem w/o defenses up (like spellshield enchantment on shield) and 1-5 hitted by the angel. With defenses up, a very powerful shield enchantment may be able to take 3 hits from the golem and 12 hits from the angel. A higher level player will have an easier time defeating the golem than a lower level player because they have more options open to them. A caster will have more powerful spells that they can utilize. A melee player will have more ways to defend and more ways to attack. It's not about scaling damage, but rather opening options up to players and monsters as the levels progress. The players will have to know when and how to use these new options.



When a player kills a boss, they will be able to pick "1" item of their choice. This item will be of legendary status and will likely be useful for the remainder of the game. They are only ever guaranteed that one item. Farming a boss later will only get the player materials for special gear, furniture, foodstuffs, etc. The chances of them finding another item are 0. In this way, it's not really worth it to farm a boss. Furthermore, these special things using these materials will require many other materials, meaning that the other materials should be bought from or sold to other players, not farmed. You can certainly buy other legendary gear from other players, but the prices will likely be extremely high. Legendary gear can include equipment and spells. Your character is then defined both by its stat progression, its skill progression, and its equipment/spells. You can certainly progress it forever, having infinite stats and skills as well as all equipment/spells in the game, but doing this is simply not really feasible due to time and in-game currency requirements.



Learning spells gives you the combinations required to cast that spell, similar to Guitar Hero but without the rhythm. You go through that sequence as fast as you can in order to get the spell out as fast as you can. Opposing casters can attempt to unravel your spell as well as they can see your spell. Allied casters can also help cast the spell. Lines of combinations are split among the players so that the spell is cast faster. Furthermore, the players can all pool mana into the spell, making it possible to cast epic level spells that require enormous amounts of mana. In this way, spell combat become more of a reality: you are no longer just clicking on an ability and watching the effects.



To be decided. It needs to be a system that gives the player a lot of control and is very open and also has to support control of players that may dual wield weapons. The only thing I could think of was using motion controllers, but that is out of the question as nobody would want to buy motion controllers. They were a flop for PC Games.



Heknar was originally a general of Astrea - corrupted by Heknar
Astors, ruler of dragons - created the world and sent dragons to watch over it, most died
in war to banish Heknar
Deimos the bringer of Chaos - thrown out god, turned into chaos
Nimhdu the Infinite - self proclaimed head of the gods

Daolin - the gods, or rather self proclaimed. From another world. There are many interconnected worlds. They
commissioned Astors to create their own world and then locked it off from all others. Astors can be thought of as a
forger of reality. Astors then sent dragons to protect the world from the group and limit their influence. Deimos was
against the group's idea of creating new worlds, so he was cast out and turned into an element of chaos, bringing
conflict wherever he went. He went to the world to try and help them reconnect with the rest by finding the heart of
the world. He worked with Heknar to do this. When Heknar came in contact with the heart, he became corrupt, with the
help of Deimos' presence as well. He then led a war on the rest of the planet. The dragons responded and cast him out
into another plane on top of the world, a subspace forged by Astors to lock Heknar up. Deimos gave up and went back
into the astral space around the planet. Tens of thousands of years later, Heknar accrued enough power using the heart
of the world to break out of the subspace. He began to invade the world once again. There were few dragons left to stop
him, so it is now up to the planet to defend itself. The Daolin could care less, they actually find it interesting,
using Deimos as a catalyst to start such events.

The planet eventually defends and destroys Heknar. Deimos is known as a legendary evil demon lord that had once thrown
the entire world into chaos. Deimos comes down and the planet attacks and destroys him. They then learn the truth about
the daolin as the chaos given by Deimos is no more. They travel to the subspace of the Daolin and defeat them, thereby
reconnecting the world with all of the others.


The storylines of the world (the many starts to the many areas) form backstories for the various characters and in their own ways develop the main storyline. Eventually, all in their own ways, they start to focus on Heknar. With their own perceptions, goals, and origins, the players move on Heknar together. This type of storytelling is essentially about weaving many stories together into one large world story ; D.


The current solution to endgame stuff is to just make players wait for expansion packs. If you have a better solution that doesn't include repeating tons of previous content through farming/grinding, I'm open to them.

If you have better ideas or ways to expand the above ideas or see problems in them, please let me know ^_^.

Also, I don't know if the above was apparent, but the storylines would eventually converge on to common acts with perhaps minor difference in viewpoints, sources, and overall goals. The first 3 acts may setup the player's background and the remaining ones be major stories seen through the unique perspective of the player coming from where they come from. For example, an unknown force invading the world form another plane would likely entail every player on every storyline, hence why it would be a global quest ^_^. Acts are broken down into quests for each act. These quests can be a set of different stories that are all related to one cause. You could complete these stories in whatever order, but you'd have to complete all of them to get to that final quest or set of quests, like perhaps a thieves guild storyline. You may have to do various things against the thieves guild before you can actually invade it and take it down, but the order of the things before the invasion don't matter. It'd be really cool if you could have 10 quests and only have to complete 3-5 of them and then a main one, but that'd be cost prohibitive :(.
 
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Dr Super Good

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Quests making up Acts that are both Area and Timeline Based
The problem with this is to prevent paradox like effects occuring you need to have area transitions which are equivelent to "teleporters". By teleporters I mean similar to Diablo III where changing from main world to a dugeon or another floow on a dungeon caused a massive discontunity that prevented enemis from following you and was not coupled to the area you just came from.

From an MMORPG point of view this is probably not a good idea. Seeing people walking out of a town to suddenly dissapear as they entered a different time line would look silly. The constant asking of which "Act" you want to enter also sounds like it could annoy people in the long term.

If you want a "time travelling" MMORPG then consider a "Tardis" like interface to it. The Tardis is a fictional machine used in Doctor Who that can tavel through time and space in such a way it litterally appears to teleport. Obviously it does not need to look like a Police Box but still some object or area should be used to unify all discontinuity into a single place instead of on area transitions. This would effectivly make Acts discrete so once you are in an Act everything will happen univerally for all players at the same time.

The only way to change Acts would be through this "Tardis" thing. Each major area could have one (towns for example) and you might even turn them into waypoints for teleporting around the world (depending on if you want some other form of long distance transport). This would also allow for big time discontunities such as hundreds of years between Acts if desired. After an Act becomes exausted a new parallel version of it will open up with everything rerolled for people to join. There might also be many parallel versions of an Act (like good, bad or X happened).

This would cause a lot of player base fragmentation which may be a bad idea. Some less popular acts or hard to unlock acts may have only a dozen odd players on their entire world while other popular ones would have over crowding issues.

Another idea would be a universal continious world which changes over time (Acts) until an end is reached in which case the entire server begins from the beginning again. The end could be defined with a weekly period and every day corrosponds to advancing an Act. Quests that were completed, how well they were completed and how many were completed could influence what version of an area an Act uses. Choices with quests as well could play an influence as some NPCs who you can kill may reappear in others Acts as well. As a sort of goal based system you could align people with certain long term objectives (like good, evil or save X) and reward them with extra loot if they manage to change the timeline to fufill that objective in the long run.

For ballance (to stop everyone choosing the same boring objective) they are awareded randomly every time the server resets so there are approximatly the same number of players aiming for one outcome as there are aiming for another. Your friends or group members add a relationship with long term objectives so you are likely to be assigned a similar or complimenting objective to them (although that might change side every restart). For fairness the goals are given on an Act by Act baisis (every day) so even if you fail one you still have a chance at others.

The underlying concept of the MMORPG would be a group of people could literally change the shape of the world through questing. This would also add a good emphisis on PvP aspects as certain quests (major ones) could see you fighting monsters and players to get to the objective. People could even start racing to objectives (such as to kill X boss before another group kills Y).

Monster Fodder
An idea would be to add some realistic elements to monster behaviour. If a player does certain quests some monster types might become friendly to him (such as helping the Giants kill X means they are not default hostile towards you). This could allow interesting aspects such as people allying the Necromancers and encouraging the destruction of cities by having to kill retaliation armies from those cities while other players would have to fend off undead hoards and try and help the armies of the cities defend.

Monsters could also develop fear. If you kill a lot of a monster that monster type might develop a fear of you. If you kill a monster mob leader the remaining forces might retreat or try and group up with other mobs. Small mobs might group into larger mobs to take you on. Some more intelligent monsters could start to avoid you meaning you need to set traps for them inorder to fight them.

Really intelligent boss like monsters might show some level of self-preservation. For example in a Necromantic invasion of a city the army might be lead by a powerful necromancer or undead night. If the forces defending the city are overwelming him and his army he might order a reteat order calling off the evasion. A little while later he will relaunch the same attack expect maybe with more troops or with troops that might be more effective against the defending forces. Obviously rehealing and replenishing of monsters from this would be bound by strict mechanics such as an income and cost system so it is not possible for a monster to retreat just by himself and suddenly come back a few minutes later with a force twice as big as the one he just lost.

This would add many interesting mechanics to the MMORPG. Frendship would add depth to some monsters so they are not just some generic actor spawned on a computer and isntead players may become attached to them around or even find that they have back stories behind why they are monsters. Fear would stop players from picking on the same enemy all the time or encourage team work (such as other groups without feared people attracting monsters that the feared people then flank). Self-preservation would mean some players might grow to hate a parcitular instance of an actor who keeps running before they can kill him and also encourage more advanced team planning such as assination squads or ambushing a retreating actor to finish him off.

Obviously some monsters would not exhibit such behaviour. Zombies have limited intelligence so will always suicide attack things. Some demons might be incarnations of melevolence so can never be friended. Self preservation would have limits until eventually an actor will suicide (such as a general being told to never come back unless he wins a fight or if there is no place left to run).

Some of the changes I suggested above would support field PvP. Inorder to get their bonuse reward for the game players would have to fight over which direction a quest will go. As not everyone enjoys PvP there could be an option to abstain from partaking in the quest in which case you cannot interact with any of the involved actors and players who are partaking in the quest. Some level of Hardcore-ness should be added to quests in which if you die during a PvP quest you are forced to abstain from it (so nasty PvP practices such as respawn camping or suicide pushing are not possible).

Boss fights could be made interesting by throwing in supporting players which could potentially be interactable by the boss (eg players arming balista to shoot the attackers of the boss or a boss who was disarmed being lent a weapon by a player who will get it back at the end of the fight). Some weaker bosses might even have a few players able to be thrown in to make up part of the boss fight (a king with 2 champions who players can opt to be).

I like your turniment idea as well for more formalized PvP. What is great is unique items (specially created items that cannot randomly be generated) can be thrown in at certain times. This could arrange Epic turniments where players from all over the server enter just to try and get the item. Depending on sucess of the game the prizes might even be physical such as real computer hardware.

Character Power Progression
I like the idea of attributes improving abilites beyond pure statistics. Your example of a move without enough agility having an opening. With high levels of agility (well byond the requirement) the move might get a bonus to it such as a small chance to be opperate more effectivly or a flat bonus effect. A move charge that rushes at an enemy dealing damage might be easilly blocked at low agility levels that gracefully degrade until the move is default effective (requirements met) and then also reduce the damage you take while charging (requirements exceeded).

To discourage people using moves which have a much higher requirement than they can fufill you may want to add extra penalties if they are below the requirement by a large amout. If you have half or less of the agility required for charge then you gain a chance to trip as well as being more vunlerable.

The boosting of abilities when beyond the requirement would allow for more build choice. Charge might be a simple move with low agility requirement compared to more complicated moves that are more effective when their requirements are met but charge is still highly effective at that value of agility. This would encourage the use of low requirement skills even when many higher requirement skills are available. Players may even choose to not use higher requirement skills they have access to.

Magic could use a progression system to some extent. You may attempt to fire a simple Fire Bolt at an enemy which will fail some times without enough intelligence. You may also try to fire a much more powerful and expensive Fireball at an enemy which may fail and turn into a Fire Bolt if you lack the intelligence (which might also fail if you really are stupid). At high levels of intelligence (beyond the needs of Fireball) when trying to cast a Fire Bolt you may find it turns into a base requirement Fireball some times yet only cost you the energy of a Fire Bolt.

In real life some people are much more durable than others. Thus some bonus to health could exist in the form of a stat. The key here is to not make the bonus too big. Having a tanky hero getting 1000 health when mages only get 100 is an example of what not to do. However having a tanky hero having 125 or 115 health while a mage has 100 is the sort of values to look at. Yes you could do this all with gear but it still adds a level of progression people will like without altering the game play much.

Gear/Spell Progression
I am not sure about your magic progression system. High power spells could much rather have a penalty for excessive use. This comes in the form of increased cost or casting delay. If you barely have the requirements for Fireball then you may find yourself casting it once or twice and then having to resort back to Fire Bolt for a while before casting it again. If you greatly exceede the requirements for Fireball then you could stand there spamming it many times or even minutes before having to resort to Fire Bolt.

This would mean lower tier spells would always be useful but the rate they are used would decrease as mages become more powerful.

Monster Progression
That is fine for bosses but generic monsters? An idea would be that generic monsters gain certain properties as levels progress.

A goblin at a low level might have some basic basic armor, a better weapon and a basic shield and use them rather clumbsilly. A high (end-game) goblin might not have much better equipment (as goblins are primitive) but might start to magicly enchant his weapon, cast shield spells and use very powerful sword moves.

Another type of goblin might field high end armor and weapons even at low levels but be very incompetent. At high levels the goblins might still use the same gear but instead be devistatingly lethal as they have special monster only skills.

If you use the suggestion for a continious weekly resetting world with quest objectives that shape it then that is another outlet for loot. As the rewards from Act objective completion are not farmable (they happen at a server defined rate for everyone) they could be used as another source of legendary items (low occurance rate obviously). This would also encourage players to partake in questing to complete their objective as even the small chance of a legendary would drive some of them.

Do not give players a choice with the first boss loot legendary. This will annoy a lot of players as they may start to reget the choice of item they made for the rest of the time they play the game. It is far better to flat out give them a random one that they have no control over as then the player can keep playing without regrets. It would also encourage trading of legendaries.

Spell Combat
This system is flawed. Input macros would remove any element of skill related to it and would be the only way to play mage. Even if you randomized the sequence an image processing intelligent agent could be used to key in input at the maximum possible rate. A capatch could be used but at this stage you have killed all enjoyment mage players would have with casting spells. You also will have discriminated against players who are natrually born with slower reaction times.

Melee Combat
Currently I advise you default to standard systems for both Melee and Spell combat. If other ideas in the game are popular then you can look into more advanced systems for these. Technologies may exist in 10 or 20 years time that could allow exactly what you want and are common enough to be viable.
 
Level 31
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Quests making up Acts that are both Area and Timeline Based

Actually, on this point, you're completely wrong. Raiderz proved that this design is possible as it has different versions of the same field (low lvl vs high level ones, essentially act based). Furthermore, MMORPGs prove that this idea is possible =O. Early in the game, there are very, very few high levels and lots of low levels. How few? Perhaps 10 on the entire server. They are ok with this, in fact they are proud of this. Also overcrowding isn't an issue either. Modern MMORPGs use things called Channels and dynamically add new channels as more players go online.

Monster Fodder
Players care less about content and more about rewards : (. The monsters are trying to shift the focus to them. Sadly, the layout of the world isn't quite persistent enough to do what you proposed. Act based progression has also always proven to be major successes in MMORPGs, though they're never used in commercial ones (no idea why, they're always mad successes on private ones).

C9 did what you proposed, and nobody really liked it. It was kind of a side thing that nobody cared about. I didn't like it either.

Character Power Progression
Gear/Spell Progression
At the point you are suggesting with weak spells/more powerful spells, at that point, it's really not much different from traditional casting systems. The idea is that you can power up a spell as much as you like, however, more advanced techniques are better for power ups than weaker techniques. Sure, if you don't have the mana and thus don't plan on powering up a spell a lot, then u'd use a weaker technique -.-. We're talking about 2000 mana vs 20 mana. The weaker spell would have to be powered up 10 times in my example to even hit the 2000 mark. Also, remember that epic spells may require 4-6 casters to even cast (tons of mana, tons of time).

I don't support the resetting world idea nor do I support farming. Farming just isn't fun. Even allowing farming would make players farm and make them start to grow tired of the game. Just having the option there is damaging to the game -.-. Also, having the random option I think would annoy players more. They should be able to pick the item they want, after all, the boss fights are going to be incredibly difficult. You wouldn't do random skill progression for players, would you? That makes no sense. Same regard to gear.

Spell Combat
Actually, thinking of using Leap instead now as I realized I can just do *virtual* controllers : ).

Melee Combat
Leap : o


Some of the stuff you suggested sounded a bit like Diablo 3. Resetting worlds was something that I did once consider perhaps 5 years ago, but I realized that it's better to just have a 1-go world instead (an MMO that ends). Resetting = repeating content a lot and starting over. Players don't like to start over.
 
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The below is something I've been working on for a few hours. I come up with solutions to many problems to an act based MMORPG, but I run into problems for other aspects that I want to be in the MMORPG : (. Building wherever is new to MMORPGs, and ArcheAge is one such game that is doing it.



The big question is how to start the player.

The player should not randomly start with gear. They need to go through some sort of tutorial in order to earn gear. There are many aspects of the game, so in the same regard, there should be many tutorials. The tutorials should fit in with the continuity of the world: no weird let's all do this intro quest thing. Instancing should be avoided wherever possible.

Consider a blacksmith that used to be in the military. You ask someone where you can learn about swordsmanship, so they send you to the blacksmith. He says he'll teach you if you can manage to steal a baby chimaera. You are like, WTH?! So you go do it. Someone else comes along and asks and he says, already mentoring someone, so the other person learns about some guy named Mad Eye and he has his own stuff. Stealing the baby chimaera would involve dodging the chimaera's attacks and then taking one of the babies.

The quests depend on where the player is starting. Players should start in main villages rather than main cities as it'd be unfair otherwise.

The player should eventually head to some sort of main city (do local quests, learn some of the game, then head to city). Traveling should be done via a caravan or something. They should run into events along the way, like bandits. Perhaps they were hired? Perhaps it's the mentor's old buddy taking them there? Perhaps the mentor themselves?

After this point, the player will start getting involved with other players. They have learned the basics. As a mage, they may be going a mage academy (one of 3 on the main continent).

So the first big challenge is having events occur w/o making players feel left out and without instancing. Progression is good, but making the player feel like they are playing a single player game is bad.

Storyline Example #1: The player has an option to choose between a variety of races. Races have different factions with each other. From there, they can pick a starting area. The starting area will always be a small town, main cities are off limits for starting. The player can move into business, politics, adventuring, or the military.

Before the player even moves into one of the four main fields, they need to learn the absolute basics. Archery, magic, swordsmanship, craftsmanship, trading, politics, adventuring, and strategy. Each of the basic 8 fields have introductions to them (tutorials and so forth). The player can of course mix these up (learn magic and swordplay and etc). There are no limits to what the player can do.

The world is meant to be wide and diverse with many things happening. Repeating quests and lack of continuity (due to players due the same quests etc) are things that shouldn't be done in an MMO. Progression, however is good. How can world progression be done? How can player progression be done?

Having one-go world events is not feasible from a money perspective, and it is unfair to new players. Having repeats destroys continuity. The player needs to feel that they are involved in a continuous world story without having it actually be continuous. How is this possible?
#1 - ongoing events (war in an area) and 2 versions of the field (timeline).
#2 - limit instancing (gives feel of single player game). An example of bad instancing is instancing a dungeon. An example of good instancing is instancing a quest where the player's party has to defeat a Lich Lord and that party was sent by a council to do that task.

Question - how is it possible to repeat quests while keeping it continuous? How do players help other players? Lower levels etc. How to prevent segmentation between quest lines?
The only way to solve this is through absolute persistence or by destroying continuity.

If destroying continuity (which can't be helped if an MMO wants a story and progression), how does one give higher level players rewards without encouraging farming? How to get people to repeat content?
#1- killing doesn't grant experience, using skills does
#2- content isn't actually repeated for the player repeating it. How? Perhaps, based on the amount of gear you have already gotten from the boss, every x number of boss kills gets you legendary gear.

We need to get away from bosses. Doing things w/o a boss can be just as hard if the environment/enemies are difficult. The end reward may be for example a key. This was done in DND Online. Bosses were instead only in epic raids.

Although there is progress, the player shouldn't be stuck in a storyline. At the same time, it shouldn't be like Elder Scrolls with a main storyline.

Solution - no main storyline, rather many small storylines. Some larger storylines that the player can progress through (like their main, massive long-term adventures). For example, becoming the leader of a guild with lots of adventures and so on.

So now, we just have a virtual world with no real timeline and many quests for the players to do. However, quests themselves do have timelines and can cause world events to happen. Quests can also become available after a period of time (like my idea with Lich, Heknar, etc).

Let's say that a player decides to enter a tomb, and as a result, awakens a Demon. The demon raises a horde of demons to attack the surrounding cities. Now, the cities are under attack etc. How often can this demon be triggered? It seems like it should be a one-go thing. Putting it on a timer will just make players farm it as well and make it predictable. Making it random will make players check it. Once players know of an area, they will attempt to farm it as much as they can. There will be no surprise. Furthermore, if the city is under attack every day, that becomes an annoying event for people who have already done it.

How is this solved?? It almost seems impossible to do stories for a world as they will be farmed by the players : (.

One way is through instancing and making it so that the instance can only be done once and that people who have already done it can join people who haven't. However, instancing shouldn't be done for something like this as it actually modifies the world (cities on world attacked). It'd give it the feeling of a single player game.

If we decide to instead make these events available whenever, then players will just farm it and the area will be characterized unrealistically by the event. If we decide to follow a repeating world timeline, then players would end up having to repeat content and wait a while to get the content they want. Is there a solution??

You can drop the storylines and have a completely player-driven world, but then the adventuring side of things will be weak. It'll be too focused on pvp. Interesting fights with major bosses is a good thing. That is content. Content is always good.

We can have many stories that players can do and progress various areas. Let's say that they do the demon quest, so the demon hits the town. Now, they have 2 versions of the town that they can enter - pre demon and post demon. Some major quests will unlock new areas further in the timeline.

From here, we can have major stories like my idea with the Lich and Heknar that unlock entire new worlds! So in finality, rather than streamlining quests like the first idea, we completely disconnect everything and only use quests to unlock new areas!

Now that this has been settled, the player can do absolutely anything that they want! They can also repeat quests as they like. Quests are done for progression rather than rewards, and due to this, we no longer need bosses with epic gear at the end of a quest. Based on what a player is doing (adventuring vs politics vs strategy vs business), the player can also unlock areas and progress their own timelines, going into the new fields etc!

The next point... besides progression, what rewards are there? How are play structures transferred across timelines? How are player fields contested over across timelines? Timeline zones could just be for adventuerers? No extra player structures etc... but if a politician and someone in the military want to deal with the lich storyline and etc and then their city gets damaged in the process (as per the main storyline) thus introducing a new version via timeline, how do we keep the current version of the city with player structures?? They'll get access to the new areas, but only for quests: building etc is only done in the first version, the new versions progress storylines. Politicians modify the world, hence the building stuff, and they shouldn't be able to modify other versions of the field (further storylines) as that wouldn't make sense at that point. Then what's the point of being a politician at that point? D:
 
the act based story/game progression is what I love in some MMO's I play nowadays... it gets you more hooked into the game unlike those where you just grind and grind and grind all of your life...

IDK if its possible but I think its also good to have the player's share a common storyline (something like how finishing each floor boss on the anime Sword Art Online will allow all players to move through the next floor)... but of course, by doing this you might need to make the progression quests harder to finish and make the idea of players helping each other to finish the quest much more prominent... :)

I just believe that if somebody can implement that, it will make the game much more fun and also helpful to the players as they would be developing their socialization skills more than when playing the current MMO's where you're just normally focused on your own character and in which the largest group that you'd be concerned with is a guild... while in that kind of set-up, you'll actually be concerned with the game as a whole and with every other people playing it...
 
Level 31
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Well Adikutz, the problem with 1-shotters like that is that they aren't financially feasible. They give the MMO a short lifetime. They are also unfair to new players that will never have a chance to defeat those bosses and get the loot : \. There is a reason that games like that typically aren't done : ).

Also if you saw in the last post, I kinda changed it around.. a lot o-o.
 

ABM

ABM

Level 7
Joined
Jul 13, 2005
Messages
279
Nestharus
if you want an infinite world why don't you create a real world?
i mean no single player quest, no group quest.... just a real living world.

in the real world we are just people, if we exist or not the world continue to exist by itself, it evolve by itself, it doesn't care about us and we are nothing, but even if we are nothing we live in this world and can interact with it...
(don't focus on player, focus on world)

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here i try to give you some example:
i am a new player i arrive in a small village.
the village has an economy (needs, production, jobs, people npc, etc)

A)i am a traveler from another country region (unknown background)
i have cloth and small basic traveler gear, some money.
i need to eat or to do shopping i interact with npc
i need money i ask npc for job-

1) possibility to become assistant for a npc and learn a job
help hunter kill wild game (learn hunting, archery, skinning)
help cook in the inn (learn cooking)
help apothecary gather herbs around the village (learn herbal lore)
help blacksmith in the forge (learn smelting, basic forge crafting)
enlist in the village guard (learn swordmanship, armor and shield wielding)

you work like in real life to get money, to work you need to learn from someone, the more you work the better you can become in your field of work, but to progress upon a certain level you better find a teacher with suitable master of the craft.

so player instead of running wild killing monster can enjoy game hunting, or mining and smithing, increase their job proficiency...

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but since it is a rpg, life isn't so simple...
while hunting around the village you could spot or be attacked by a group of goblins or bandits... (wich mean you better run for your life and alerte the village garnison [quest] ) the bandit can either just try rob you and kill you or prepare an attack on the village.

while looking for herb for apothecary you could see a group of player from the fighter guild/ military garnison search for roaming goblin in the area (and ask you information about that)

There is a world
divided in area and in sub area, each area alive and independent but linked to the rest.

(when problem arise too big for the area)
if a village get problem it ask the town (linked to nearby small village) to help (send quest for military or guild or mercenary)
if town has a problem it ask the capital for help.

problem for village is located to village, if big linked to nearby town.
problem of town can be linked to nearby village (i heard the town has plague/ was attacked by orcs/ etc) and if big linked to the capital.

job, ressource, and everything will be more easily found in capital (should have almost everything and best artisan) than town, or village.

there might be more than 1 kingdom (each has a capital)
if a war erupt between kingdom it might affect all the country involved (stock in village become depleted because of war stocking, etc)

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ok i don't know if what i say make sens to you so to make it simple:

player don't exist because they roam around talking to npc, killing any things in their sight, monster bashing...
player exist because there are in a guild/job and they have a purpose in that job guild, when they are bored from this job they can enlist in a new job and have completly different purpose and experience. (also npc can react differently toward you depending on the job/guild)

inside the same kingdom different faction (guild/job) could wave indirect or direct war/conflict thieves guild vs military guild or commerce guild or mercenary guild hired by commerce guild to stop thieve raiding caravan...
so player from same kingdom could actually become enemy because of their faction and could fight each other....

this has infinite possibility, world event can change many thing, local event too (but affect less player/area), the world can move, evolve and never end....
war start but war also stop, and repeat as is history....
a pact can be made with the orc to stop war, and be broken, and then peace again...
religious fanatic can try to kill the king or overthrow the government or raise an evil god, the can be stopped and killed, but some member can survive and try again or they can succeed and then the plotter will be normal people who try to overthrown the evil government/ god while the fanatic are in power....

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ok this is as much suggestion i can make

ps: (the unknown background can also be on create new character known background)
player create a guardman... you are a young cadet entering the military academy...
quest learning swordmanship, etc... then you get assignement to do job concerning military, patrol, arrest bandit, etc...
quest don't need to be always completed successfully, failure is acceptable, sometime you win sometime you don't, next time try better.... failure can have no consequence, some consequence in promotion, or trigger new quest add-on (following of previews quest)
 
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