Quote:
Originally Posted by Nerdgasm
It all depends on how we'd set it up, or how we'd want it set up, because if we set it to (an example), 1-18, then after a certain zone is taken over, we'd need to #nukeitem, and #level 1 everyone again (easily done through a script), and have them re-earn the item, however if we wanted to input some kind of a 'win' thing, so if the person stays till they win, we could give them a 'Win token' and it could be an alternate currency so we they could buy a permanent item. As I stated in my previous forum statements, we cannot give someone the ability to obtain 'OMG WTFPWNQ' legit gear, and have them just shit on everyone. There are those players out there who like to get the best they can get and just kick everyone to crap... As much as I hate to admit it, I use to be that person until I stopped caring so much... Lol, on UO I was an unstoppable PVPer....
It's all stuff to think about, how to make it to where everyone starts out SEMI equal per PVP battles, now in a PvE environment, I spose it's not as hard.... -shrug-. I dunno... We'd have to figure thing out slowly but surely.
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I'd prefer a sense of balance between skill and strategy versus character progression because both are important. This is intended to be a blend between a MMO and MOBA after all the former being more centered a lot more heavily around character progression the latter more around skill and strategy.
It's defiantly something that's going to require testing and feedback how we should approach this balancing issue. Progression is important, but we should try to minimize the character progression discrepancy so it's not "elitist" takes all approach yet at the same time still provide some character progression. Character progression requirements should be minimal/modest to maintain a reasonable playing field in order to "keep" up with players with tons of time to devout to the game.
Item recommended and required levels could help to keep players start out on a more level playing field. It could be setup though so as players gain levels that level playing field might gradually start to diminish a bit as well the extent of which depends on how we decide to set things up in the end naturally. Anyway recommended and required item levels could be used to provide a nice balance blend between character progression versus individual skill. AA's can probably used a bit to set players apart. We could adjust those and set the recommended levels on them to help curve and balance out the impact of them as well.
I understand completely the concern with "elitist pwnage" and trying to minimize the impact of it, but at the same time know players want to progress and set themselves apart it's a little bit the point of a RPG in some aspects. I don't think we'll ever get balance perfect for everyone in a game this dynamic regardless though, but I think we can get it relatively close while being fun to most players we're doing well. I think this whole MOBA/MMO concept is just so refreshing, different, and unique that it could have a lot of player interest appeal. If we can get it reasonably balanced both in terms of player skill and character progression and the relationship between the two things we're doing well.
I had tons of PVP fun with UO on live, but the emulators on the other hand has never felt accurate especially the spell interrupt combos involving weaken, clumsy, and feeble mind that was never used in UO gold period and at best wasn't used until arm/disarm and last target got implemented about half way through T2A and even thing I don't believe recall it being immediately discovered or used, but I left to start playing EQ just around where it probably began to start seeing use like maybe a month prior to the UO:R felucia and trammel debacle the killed the game for good on live. It's a shame no UO emulator ever came about with uoextreme support they might have actually done the game justice.