by #20blade on Fri Sep 01, 2006 1:07 am
10 Things if I Were an MMO God and people had to play my game and I had no bottom line and coding were as easy as Hamburger Helper!
1) Your character will eventually die but will be suceeded by offspring and no longer be available to play on that shard. Not right away, but once you reach top level, the clock starts ticking until you get a no_res and no_respawn flag, and you don't know for sure when it's coming because there is a bit of a random factor to it. Not terribly short, but shortened with each resurrectable/respawnable death after you hit top level. You can turn it on sooner if you like if you're tired of that character or something, but say not before level 30 outta 50 and then only if you have an heir (see below). You can't have a kid at level 2 and then suicide. No kids having kids!
Once the no-res hits you, you are told: your next death will be your last.
So, be a wuss and play it safe, try to increase your kid's inheritance with safe PvE and let him mature a few more (auto) levels? Or stay at top level minus one, always suffer a moderate but significant disadvantage in PvP, and never get to use the top level type items like the Uber Katana of Ginsu Potter but otherwise kind of live forever? Probably have to have a limited amount of time you could spend at level top minus 1, say, 50 days played in game or something really long, but you die if you don't level by the end.
Or, go out and charge the enemy shouting 'Follow me!' or like the Sioux (I think) fix your sash to the ground with a spear and shout "Here I stand! Here I die!" and create an epic moment for yourself and those around you.
It's up to you.
Even Odysseus came home after 10 years at Troy and 10 years wandering to kick major butt, take names, fight side by side with Telemachus, and we never hear about him again because presumably the rest was boring as an infomercial on aging in the greek world. More likely, with his diet of roasted chines of suckling pig and wine and lotus eating and stuff, he croaked soon after he got home.
But in this MMO you get to write the sequel, and the sequel to the sequel. And a some billing cycles down the line (just 'cause I don't worry 'bout the bottom line don't mean all your 13.95 a month US dollars are not belong to us), you could say, this is my character Nerfherder. His father stormed the beaches of Normandy. His grandmother infiltrated the enemy town and slew the lord of the keep but was caught. His great grandfather helped build the great castle of White and fought with the Hundred Heroes Guild (who only had 43 members, actually). And it would be true, not an RP background you made up. You could have family trees. Family Crests? But more invested with each successive character than simply I went through the grind for the 5th time, you know how hard it is to make myself do it a 5th time?
Some people want to play the same toon forever. They can. See below.
2) Your character can have children/heirs, whether an expensive clone (pay the priest a pretty penny to pray for a divine gift of another bawling knee biter that looks just like you with baby stats within 5-10% of your current character as a lowbie), adopt an orphan with limited knowledge of 'attributes,' (finder's fee, but get a degree of choice in stats) or chose a player partner and roll the biological dice (Doctor's fee? Random stats and choose class later based on it?).
This opens a can of worms, same sex partners? Ogres mating with elves? Maybe a bad idea. Perhaps avoid that part and decide the world will be somewhat Spartan, you pick up a kid from the baby creche to call your own or get yourself cloned.
Once your current active character dies, the kid becomes your active, say, at medium or low level. Depends on how early you had the kid. He/She could start out at say, age 18 levels outta 50 instead of 2, but will inherit a lot less. Raising a kid costs money. You don't think the kid was drinking rainwater and foraging while you were off adventuring and fighting wars did you? He had training equipment. He totaled his warhorse. He had tutors and schools and trainers. He blew plat after adena after credit on barmaids and at the orc track and now that mommy or daddy have gone to Valhalla the bookies want what's theirs. You can't have the kid too early though. No dying and ending up with a level 45 outta 50. The kid's max 'starting' level once the parent dies will have some sort of reasonable max cap, maybe 1/2 of max or something.
Have him too late, and you end up with a level 3 kid with a buncha money and equipment he can't use (no twinkies). You can play the kid toon till the parent 'dies' but only on a social/RP level. And time passes for both parent and kid while you do that, just as when you are playing the parent.
3) You can play the 'dead' parent character on another shard, or perhaps some sort of afterworld zone, Valhalla, Hell, Elysium, or a combination, and fight your way back to the land of the living. But it would be a PvE grind and harder than taking your 'living' descendant up to max level. Remember that old old D&D map from like 1983 Dungeon Master's Guide showing all the differnent alternate planes and how they connect? Would be limited to encourage people to play in the 'main' world. Once the child shows up in the afterlife, he or his predecessor become available in a social only zone. The other is stays in the afterlife and you can work towards resurrection. But in the meantime, the honored dead could quest or fight mobs or fight old enemies also now dead for what, the chance to send a small gift to the living, a charm that allows them to make a ghostly visitation to the main world, other neat loot that are in many ways intangible but would be important to the dead.
When the current incarnation of the world nears it's end (see below), players could call upon their dead ancestors to aid them in their hour of need. That is to say, if your side is nearly lost, and down to defending their last stronghold, you and your allies can whip out grandpa uber level 50 mega arch mage just one, last time to fight in your stead and see if he can whup ass for a timer of 15 minutes or so, if he's earned enough in the afterworld to get that ability. But if you push the enemy back and then a month later the barbarians are once again at your gates about to end this world cycle and reset the map...Grandpa, he's off chillin' with Shatner somewhere.
4) To prevent massive wealth building, there would be a heavy inheritance tax. Also, the parent will be able to bring some small proportion of belongings with them into the afterlife. More, if the child pays for a proper funeral (burial with items, burn the boat with items like the Norse, something, anyway, you gotta pay an NPC for it). But, with some conservation, over time you could build wealth from a poor day 1 level 1 with a quilt shirt, no pants, no AC adding shoes, and a sword that barely manages to piss off a rodent to a kid who starts off fairly comfortably well off.
Your kid would have to pay a cost of being raised/inheritance tax, based in part upon how much money the parent had and how old the kid is at the time he/she switches from NPC to PC. I'm no economist, but for this to work you would have to come up with a fairly complex economic system to drain off some of that money to prevent inflation.
5) A cycle of death and renewal for the world as well. Things that were built by players in this incarnation will be there in some form in the next incarnation of the world, either as existing cities (winning faction), or ruins. If the Dark players win, the next world is blighted and ugly, a red sky, but in a way Goth pretty, like the Gilgamesh anime. Light wins, sunshine, flowers, someone buys all the newbies a Coke and a smile and somehow it's oppressive in its own way, like the Moorlocks are about to sound the raid siren and you're gonna be what's for dinner. Or something like that. Urban/modern vs classical/traditional, tastes great vs less filling.
6) PvP matters. There is an end. You win the map, it doesn't just reset. It changes. The top alliance (not guild) gets to pick where they start on the next map, and get some benefit from being the lords of that area. If you lose, you're stuck. If you win, you may find your guild on the side of the losers this time around, even though the rest of the alliance you once had a part of now sits in that big old fortress town on the heights. If the margin was small, maybe a small guild will be forced to change. If large, the biggest, or a number of guilds may be forced to change. You could ask for volunteers. In WWIIOnline, after winning several maps, some axis teams switched to allies to even things out and for the challenge. I admire that, and they had fun too.
But the basic principles of the map changes
1) Glory is fleeting
2) You will never, ever get to rest on your laurels. Even if your alliance comes out top dog, it'll have to fight tooth and nail the next map to keep that position. Welcome to the next level. Lost the last map? Revenge.
3) Yeah, you're great. I see the ruins of your big town there. But that was the last map. What have you done lately?.
7) You can switch sides with each map cycle, but not in the middle, if you could find someone wanting to switch from the other side. There would be auto-balancing as well, random, but not of individuals. Maybe a tower of Babel divides the peoples of the world anew each map.
8 ) No special drops close to home. Monsters drop money or raw materials. Merchants sell great items for lowbies, mediocre to poor for top levels. To get better, you find a good crafter, but these things will be expensive and will wear out eventually (No Uber Vorpal Lighthsaber of Drano to pass on for 99 generations). Or, go adventuring close to the enemy, and take the risk of death, for some phat lewt and face permadeath earlier if you die a lot trying.
9) Occasional (once or twice a year) significant events. Cataclysms. Defections of guilds from one side to another (to balance sides). Cats and dogs, living together. Major story events nobody saw coming unless they were really, really paying attention, but would get everyone running back into the game.
10) A better justice system. A way to deal with other players who mistreat you (invade your camp, steal your loot, train mobs into you, whatever) without complaining to their GM or a CS representative, or all out PvP anywhere anytime against anyone. A trial by combat system? This one, I have no clue.
11) No 'stealth' mode. But, you can infiltrate the other side. You can 'dress' like the other side (by looting other player's bodies of "clothing," but not their special items so that they can corpse recover them or I as MMO god may have to listen to too much whining). If you die, you also have a no weight set of clothes you don't see or can drop, but enemy players can loot off of you. Great. Put on the stolen disguise. You don't see it and the enemy doesn't see it either, it doesn't actually change your character's appearance. But wearing it changes your name tag to look like theirs instead of just "Enemy" or no tag. If you die you lose that suit and have to kill to get another or buy one from a high level crafter. But while you wear it, your name tag looks like a friendly to them. And an enemy to your own folks, unless you take the clothes off, and your own side can kill you, while you wear it.
Put on the clothes. Move at will in the enemy town. Until you open your mouth and all they hear is "Ooga booga mum mum ha ba shi?" Unless you trained specifically in 'enemy language' and your intelligence is high. Then you have a better chance you sound like them. But not perfect.
Then you're toast. They could just randomly go hit everyone they see all the time to find suspected spies but that gets the guards on them and they get fined, even though they couldn't really kill their own realm/side mates. 1, then 5, then 10 then 20% of the cash value of what you own, maybe, so you really wouldn't want to do that as a routine method of spy detection, though if you waited long enough you would go back down to 1% for hitting someone on your side, say, a few days in game to let the heat off.
So you can spy. You can get close to an enemy guild leader and unleash the uber throat-slitter power move and hope his no-res-no-respawn flag is kicked in, and if not, you get some XP if he dies or something. You can invest in those skills. You can go around the enemy town saying nothing more complex than 'Yeah' and 'I need gold' but if someone gets too suspicious, they hit ya and surprise, you bleed.
But no button to push for stealth. The spy/assassin should be one of the hardest roles to play in the game.
12) There would be a no-clip vs enemies, but allies could pass through. You and your friends can try to hold the door, but you can't grief your side by blocking them from getting into the keep. Rather than pure zerg, you could hold doors, block passes, even perhaps try formations in the field. Have to figure a way to allow spies/assassins some chance to get past though. If 10 try, 2-3 might slip past, kind of thing. But the real goal of this is to give tanks a true role in protecting the ranged and the healers as well as fighting on the line. I'd like a game where lines of tanks grind against one another in melee, with healers and casters/ranged in the rear, disguised (but not invisible, and quite vulnerable) assassins causing havoc in the rear, with commanders trying flanking moves and wedges to push through the enemy lines. You would need commanders and sub commanders who actually grasped tactics, not just the zerg or attrition.
Did he say 10? 12 is 10 and 10 is 12. Or I shall send you to room 101, Winston?
Ampknife the MMO player and itinerant surgeon.