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How a monthly fee free MMO( RV) should be. IMO

shane910shane910 Member Posts: 359

  Character creation:  You set your character stats that dont change, effectivly making you different from others.(no need for a grind)

  Character skills:  You would only be able to have so many(as they say it will be), so needing such vast differences in skill lvls (1-100) would not be nessairy mabe just 1-5 , not everyone would even have the same skills since their are so many . And most players would experiment with one for a bit and change to something else, especialy if you couldnt sell because their are too many of that type of crafter in your area. ( no need for grinding for weeks to be effective in your skills, since grinding is not fun...ever, and reduces replayability.)

    Having skills and stats like that , increases the replayability by ten fold.   (here is why) If you decide to reroll your char after you grind all your skills up , becuase you feel underpowered in certain areas after a few real fights, you would not want to do all that grinding again if it takes forever you would likley quit right then... Or grin and grind + pay for all the gear again(pricy).  Most wont, as we have seen.

 

   Crafting:  Crafting should be a two part System.  One part for the lower class(non vermers) that is harvesting.  Those players could harvest much faster than the upperclass(vermers), since upperclass can usualy afford to be more lazy. Lowerclass cannot craft items that the upperclass can, because they cannot attain the skills(wouldnt theach the family craft to a slave), just basic skills like wood crafting (for handles and poles) and mining or smelting. (to make bars or ignots) and mabe harvesting crops and getting them ready in the retting pit or grinding it for grain.  Basiclay the harvesting part of all crafts.

    Then the second part for the upperclass,(once they decide they like the game and start verming) they can still harvest but at lower speeds(should leave that to the slaves) but they can craft the more difficult projects, like turning the pole into a bow, or axe. Or even turning that ignot or bar into a knife blade or axe head and making thread out of the retted crops or bread out of the grain.  And the more skillfull of all crafts.

 

   Prices: Prices need to be set at a level that is acceptable to the average player and capped.  Meaning you verm that month you are set for that month, a month of actual play time.    Could do that even by just adding NPC merchant to NPC towns and making them have the average prices you feel are correct (that dont change).  That way players know in NPC town they can buy from the NPC's and players should sell for less near there if they want to sell at all, but the further away from town the players move the more they can sell their wares for, and boom you got trade routes and caravans heading out all over to make a proffit at player towns.

 

  Safety:  NPC towns should be very safe(in roman towns), but because of that the conflict would be very low.  So all the players that want to fight would have to move away,  join a guild and move to their land, a good distance from their NPC towns. 

This would need to happen so players wont just hang near NPC towns forever, and player merchants can sell their wares too.  All those players that moved away will need gear/houses/food, so those player merchants/crafters will set up shop near that town or in it to sell to those combat players for a profit, but not too high of prices because if they are the player can just make the journey to the NPC town and buy. Traveling isn't instant , it would be journey so your prices would have to be ridiclous to make a player make that trip so if you charge fair you will get sales.

 

  Combat training: (roman)  For comabt we need a better way to train.  I say in the arenas we have NPC gladiators we can fight with possibly up to four at a time or more, if you have slaves, for group battles. (no deaths, just to incap)   Thier should be a system that you sign up for these battles, that system would let you battle once every 10 mins or so. so if someone was in line after you you cant come out and jump in front of them again. (plus you will probably need to heal anyways)

    Could be a way to make it so you can have large battles of many players and their NPC slaves vs NPC or player group of the same size. 

  Would just be a hell of alot more fun than standing arround hitting someone over and over then letting them hit you over and over....

  Could be a way for player towns to make money too by charging a small ammount for seats to watch the fights :)

  And could do something like capture the enemy(but way down the road ya know).  If you incap a enemy barb, you can click on capture instead of Deathblow, then they will instantly be transported to a slave house for the arena. where they will have to fight x ammount of battles to be released unarmed and escourted off the board, or killed in the battles and then to elyseum.  (ofcourse that would have to be fast and near instant but would have to be designed new, thats why I said way down the road.)

 

  Well thats just a few but I dont want to go on for hours, this would be alot more fun, and have tons of replayability plus the players would be more apt to verm.    

Comments

  • siredmondsiredmond Member Posts: 122
    So, your effectively making the game a pay to play game so people can do the "fun" stuff?
  • SWGforrevaSWGforreva Member Posts: 194
    i agree with combat training, as it is right now its very reptitive and boring to max ur combat skills
  • shane910shane910 Member Posts: 359
    Originally posted by siredmond

    So, your effectively making the game a pay to play game so people can do the "fun" stuff?



    Kinda sorta....   

      You would pay, like the standard monthly fee, if you like it enough... If you dont however, you dont have to pay and you can still play, but at a slightly lower status, like a slave,  we romans do need slaves after all and quite a few players just cant pay or wont anyways, but still want to be a part of the community.   This way they would be, since they can work harder than a wealthy person (paying) would, they would be sought after by players and guilds to help with production. 

      Even tho they arent contributing to the game getting better by money, they are contributing to the game by making the much needed community larger.   thats the trade off.  

    Since they would be involved in the game more, and probably become friends with the ones that they work for, most will likley start verming to get on par with their friends, when they can afford to. 

      But again keep in mind this would be after we have lower prices and a balanced verm, the verm you buy for that month, should last you for atleast a month worth of in game time.  If it dosent (like now) its just gonna turn people off, noone wants to pay for a digital house(in any game) what they pay for they car payment per month..........

     

  • siredmondsiredmond Member Posts: 122


    Originally posted by SWGforreva

    I'm sorry this is just plain wrong, the whole point of a game or more so mmorpgs is to escape reality, how can people play a game where their rl economic status represents their in game one..this really makes no sense at all


    Somehow I agree with this one.

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