I had this idea for how new FFA Full Loot Niche MMOs can should handle releases and post release.
We already know that FFA Full Loot MMOs are very niche in this space. Most fail and the community of toxic PvPers run away all the PvEers and then eventually turn on each other, destroying the game "Generally"(Not all the time, but most of the time this happens).
I was thinking about some solutions to this without completely removing the FFA Full Loot stuff. There are many solutions to this of course. But this is one of my recent ideas that I theorized around for a bit and wanted to share.
What if for new FFA Full Loot MMOs, all the FFA Full Loot was disabled for the first month and a half after release, so players could get a chance to become more accustom to the game world, lore, gameplay and community and PvE elements, etc, which can build up player attachment, before dropping the "Potential" toxic bomb on them which is "The FFA Full Loot".
Then I would do this in ONE WEEK PER MONTH Intervals, disabling the FFA Full Loot, giving time for players to jump back into the game on a consistent regular bases , which fuels the consumer base on the business side, and helps retention of players.
In many of the "Sandbox" FFA Full Loot MMOs over the years I would notice how the PvE side of the game was very limited and secretive. There was very little large scale open world PvE gameplay due to fear of the PvP and potential backstabing of ambush groups of PvPers during a PvE Boss encounter. So this kind of content was very limited. Such as in Darkfall.
With this model I suggested above, the fun large scale open world PvE content could still be beneficial to Developers to make since for one week per month, that content would be full on supported by the PvE players that come in to play during that no FFA Full Loot period. Some of those players may continue to play when that FFA Full Loot is turned back on, and take that gamble. Which is the point of this idea. Creating retention.
Thoughts?
Philosophy of MMO Game Design
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Philosophy of MMO Game Design
Well yeah EVE pulled it off. Sort of.
Next up, game pays players crypto to be virtual targets in full loot pvp MMO.
One is (idk if it is still in) that you got hunt by a revenge angel if you ganked players below a certain HP threshold.
The other is the frenzies where the sky turns red and everyone can freely attack/kill everyone for some time, just to have the whole server being rolled back at the end.
1997 Meridian 59 'til 2019 ESO
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Not sure why so many here took the approach it was an intent to deceive, rather to give players a chance to try the game to see if the PVE content warranted putting up with the full loot PVP side.
There are players like me who carebeared it up in EVE for 10 years as there was a lot I liked, enough to make losing my stuff on an occasional basis worth the risk.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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I will take Bait and Switch for 100 Alex, and next I want dead game for 1500.
This shows that implementation matters. Most players will not like the entire world to be ffa full loot all the time. But if it’s relegated to specific zones or specific times or a specific mode, then it can be a novel and exciting experience for players every once in a while.
Hardcore ironman in WoW classic is growing in popularity. They even say Blizzard will add it as an official mode based on data mined information. This is even more hardcore than full loot pvp - you lose your character! Diablo and PoE also have such modes. This shows that a significant number of players enjoy high risk play, as long as they have control over when they engage in that experience.