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Obviously not necessary for all games, but many players don't like the fact that their performance is based, in large part, on the quality of their gear. The determining factor being pvp.
What if you take the system seen in Dawn of War 2's Last Stand as a system to advance your character.
For those that don't know, as your character gains levels, you are rewarded with gear. Each gear peice allows for a certain bonus or ability. The gear sometimes increases in quality, but for the most part, you are given gear that gives you different abilities. Wear one chestpiece and you can drop a missle turret, wear another and you can drop a heavy bolter turret.
The gear determines the strategy you can take, not necessarily how much damage you can take or dish out, merely HOW you take damage and dish it out.
Can we hope to see this style in the future for MMOs? Perhaps DMO?
MMOs played: Horizons, Auto Assault, Ryzom, EVE, WAR, WoW, EQ2, LotRO, GW, DAoC, Aion, Requiem, Atlantica, DDO, Allods, Earth Eternal, Fallen Earth, Rift
Willing to try anything new
Comments
Interesting alternative but it's still gear dependency. Gear dependency means that you have to rely on gear to be successful. Eventhough, this alternative omits damage and mitigation output, it still incorperates gear dependency. With this system the player is relient on the type of gear they are wearing to the abilities they have access to. If one set of gear is better over another for one situation that is still gear dependency.
A way to eliminate gear dependency is to make gear a perk. To make gear a perk, stats should not dictate any combat flow. Stats should be universal as well in my opinion. For damage output I think gear should only contribute to a critical chance because a critical chance is based on a dice roll. It's not a certain. Stats should help support your character, not direct your character in combat situations. Wow is notrious for that. I think the best way to omit gear dependency for damage output is to have that as a separate entity in combat mechanics. Where damage output is determined by the player not the gear.
For mitigation, gear should play a role in that because that determines your AC value. But also I also think combat mechanics can play a major role in mitigation as well.
By getting rid of Gear progression, you would then have to have the MMORPG form of progression something else.
maybe leveling skills?
Well thats a grind again. People dont seem to like grinds nowdays. What left?
Story Progession? lols yeah right
just saying
Philosophy of MMO Game Design
There will always be a grind no matter what mmo you play. It's how well the designer disguise it. A grind means the task your are doing feels like a job/reptivite. I never said gear progression would be omitted. I don't know where you got that from. Re-read my post. I said gear should be a perk. How did you get the elimation of gear progression from that?