Natural environment,
This is not an original idea, however it had only been done once. Remember Darkfall Unholy Wars by Aventurine. The game itself was only moderate in popularity because of its full loot PvP and it's unfair advantage of player time investment prowess system.
The features are not for this topic, but the "world" is !!
Creature AI was absolutely amazing,
Everything seem to have a mind of it's own in a way that's hard to explain. Things would stair at you in the most hideous way before they would attack. Spiders would actually lunge at you, others would go and get friends to attack much like Murloc's from World of Warcraft but only much more animated. Aventurine truly nailed a frightening environment.
Landscape and draw distance,
Pits, valleys, trees, bushes, rocks, cliffs, rolling hills and caves all for the player to hide. And guess what?... You really hid from creatures and real players !
Could you imagine this heart pounding feature?
-Being stuck behind a tree afraid to move !
-A real player spots your movement from a mile away !
-Hiding in a bush works, but a movement gives you away !
Tedious is another topic,
Collecting ten jars and filling each one by the river banks to quench your thirst meter or sitting to eat to regain a health bar is not my idea of fun. Collecting 500 linen, only to Collect 500 cotton, only to collect 500 wool is somewhat getting old. I for one don't find tedious like Kingdom Come: Deliverance fun, it reminds me of work.
Holy Cow !...…. Natural as a feature, yet it had only been done once !
What do you think of Natural?
Comments
AI done best in FFXI and by a long shot,no WOW is not good AI ,it is laughable at best.
The idea of hiding is already done in games,just a game like FFXI has many more aggro mechanics than say simple proximity and seeing one another.
Here is the problem with natural environment and it pertains to PVE.Imagine if a player could simply climb a tree or jump up on a cliff and just kill for days with no way to ever take damage?The game would be severely limited and easily exploited.
The mention of "tedious" is exactly what should be in a rpg game and yes even a survival game.Might not be fun but then i suggest yo udon't play games with realistic features and stick more to what sounds like you want a simple pvp game with hiding.Guess what already done,played UT99 for years,best pvp game i have ever played.
Never forget 3 mile Island and never trust a government official or company spokesman.
I can't even count how many times I've seen games start off with some deep or "natural" or real-sim mechanics during beta, only for them to be removed because people get sick of them.
The problem you run into in many games with weather and clothing is everyone ends up forced to carry around like 12 sets of gear everywhere they go.
So, you either have to have an unlimited inventory with easy-swap from set to set, or you have to have your world set up in such a way that you won't need to change it constantly from zone to zone.
It wouldn't be so bad if you were planning to go to a large desert region, where there were multiple areas that you'd be spending a lot of time in, and you knew how to "dress for the occasion". But, in most games, the game worlds are not designed that logically or predictably.
You often end up with a climate in one small zone that is completely different and unrelated to the climate just a zone or two over.
It's not usually as simple as, "I'll just take my lava suit since I'm going to the lava badlands". It's usually more, "I'm going to the lava zone, but there's a jungle region between my bank and there, so I'd better take my jungle explorer's outfit. Oh, I'd better take my arctic gear, because there's tundra on the other side of the lava zone and I'll probably go there", etc.
I would definitely like to see an end to the invisibility that games call "stealth" and get more of the realistic hide-and-sneak. We've seen a couple games with more genuine sneaking mechanics(ESO, Conan, etc.), which is nice, but things like "hiding in a bush" tend to be quirky due to graphics settings and performance.
As an example, I remember back in the Battlefield series, people would turn off/down the settings that affected foliage/grass, so that they would see snipers hidden through them. Developers can keep those settings from having such an impact, but then you have to concern yourself with performance, because trees and such can add up pretty quickly.
I have very mixed feelings on food/drink type stuff. Anything where I have to eat/drink every few minutes is just ridiculous. I mean, IRL I could go for days without food, yet my character is starving to death within 2 hours. That's just a big nuisance.
I also hate systems where food/drink are stat buffs or health regen, because that's just kind of dumb, honestly. I do think, obviously, that staying satiated needs to have an effect, be it fatigue or strength loss or whatever. But, intake needs to be far more realistic than we see in most games.
When I think of irritating food mechanics, the game that always comes to mind first is the Ultima Underworld series. That was the worst, but I also hated the WoW style. Either you'd be the size of a house from eating so much, or your insides would liquefy from drinking so much.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
In fact I was just pondering hiw Ark's cliffsides could be made more lifelike and interesting. Currently they are miles behind the other elements in terms of graphical quality.
Imagine running water, procedurally generated moss, various rock strata, etc.
Also hoping against hope that someone, someday, will take Just Cause 3's procedural tech and create a gigantic rpg world. Other than Witcher I mean.
Philosophy of MMO Game Design
How is this different then say.. something like Ark?