Hello, A good MMORPG should be free to play that ofcourse, Because should be made for experts gamers for a casual's, normal, experts and game masters, a good game should be like real life where you can do all you want, like travel around the world, trade(a game without trade player to player isnt a true game), mounts, loyal pets, but all this its thinking about this is a fantasy world, where magic rules, where you can do things in the real world you can't, some times the most simplicity can make a good game for year's and very popular, rankings should be possible, but not a great factor, showing the best level player to motivate the people and for them in the top show they're skills of grind, perseverancy, etc...Thinking in the player to break they're limit's, secrets quest that can be made just 1 time for 1 player, secret class, skills, items, that make a lore on the game, and make the gamers break they're brains just to get it, that make fun a world, its like a real world where if one person take one item, there wont be a person with that item except it, that's mmorpg or atleast what should be, complicated quest, research, just the one who are destined to get it, will get it, that's a mmorpg or that should be.
P.D: A good MMORPG should inmerse you in the history, for exemple: if you dont know the story, you can't complete quest, why? because you didnt know the relations of the MMORPG or wich item do you need for complete it, some times a good MMORPG should got some AREAS undiscovereds, why? because it is so hard to find them, not always the hand gived will be better, no one finds it but still existing, what becomes that? A legend, a mystery, what gives that to the MMORPG? life.
Last edited: 2020-12-12 23:51:52We at Scars of Honor are thinking about what a real hero needs and we think that heroes love going on journeys.
What do you think about having your own journey and off course a journey book where you can track it?
Will you like to have the ability to make journeys yourself and invite other players to come with you for a small price?
Maybe help you with a tough mob or help you gather enough materials, or even if you need people to help you build up your house? Whatever you think of. And we are not talking about regular parties, we want you to decide what you need to be done and you to set the reward for the other players.
The whole idea is not to follow a premade path and repeat it again and again and again with your alts.
Share your thoughts, we would love to hear how you imagine going on a journey!
Could you please explain or give an example of what you mean by journey?
Just to get a grasp of what you have in mind -
Is your 'main' journey the way you progress through the game to reach the end-game or?
Helping for a tough mob, gathering materials ect. feels like natural activities in an MMO, right? I'm not sure if putting up what essentially will seem like a mission/bounty a good thing in all cases.
Up until now, in the MMOs I've played helping for a tough mob or getting help for building a house were all done by the guild or spammed/asked for help in a global chat or my favorite part - setting up a bounty to kill someone in pvp, because someone wanted to get revenge. Setting up a journey(bounty/guild mission(?)) for such activities does seem like a good idea to me, but for activies like gathering materials essentially it sounds like you put up an advert in an auction house/market place for 50 apples for X amount of gold, which defeats the purpose.
If a journey is completed, what will the rewards be? Will the completion give experience or only materialistic rewards like gold/items/mats ect. ? What will the rewards be based on - what the creator of the journey decides or an arbitrary system that decides it based on how long/difficult(based on a very complex formula from locations, mob levels, travel distance, completion time ect.) ? Because this sounds very exploitable and also maybe even impossible, depending on the structure of the open world BUT it does open the room for a competition for who can be the best 'dungeon master' :D Having an 'open' leveling system where the players goes wherever he wants and completes quests made by other players sounds great, but also as I said, very easily exploitable.
Could you please explain or give an example of what you mean by journey?
Just to get a grasp of what you have in mind -
Is your 'main' journey the way you progress through the game to reach the end-game or?
Helping for a tough mob, gathering materials ect. feels like natural activities in an MMO, right? I'm not sure if putting up what essentially will seem like a mission/bounty a good thing in all cases.
Up until now, in the MMOs I've played helping for a tough mob or getting help for building a house were all done by the guild or spammed/asked for help in a global chat or my favorite part - setting up a bounty to kill someone in pvp, because someone wanted to get revenge. Setting up a journey(bounty/guild mission(?)) for such activities does seem like a good idea to me, but for activies like gathering materials essentially it sounds like you put up an advert in an auction house/market place for 50 apples for X amount of gold, which defeats the purpose.
If a journey is completed, what will the rewards be? Will the completion give experience or only materialistic rewards like gold/items/mats ect. ? What will the rewards be based on - what the creator of the journey decides or an arbitrary system that decides it based on how long/difficult(based on a very complex formula from locations, mob levels, travel distance, completion time ect.) ? Because this sounds very exploitable and also maybe even impossible, depending on the structure of the open world BUT it does open the room for a competition for who can be the best 'dungeon master' :D Having an 'open' leveling system where the players goes wherever he wants and completes quests made by other players sounds great, but also as I said, very easily exploitable.
It's about the convience of buying/selling items, people don't want to waste time spamming chat to sell/buy things, then meeting up with the player to complete the trade.
We at Scars of Honor are thinking about what a real hero needs and we think that heroes love going on journeys.
What do you think about having your own journey and off course a journey book where you can track it?
Will you like to have the ability to make journeys yourself and invite other players to come with you for a small price?
Maybe help you with a tough mob or help you gather enough materials, or even if you need people to help you build up your house? Whatever you think of. And we are not talking about regular parties, we want you to decide what you need to be done and you to set the reward for the other players.
The whole idea is not to follow a premade path and repeat it again and again and again with your alts.
Share your thoughts, we would love to hear how you imagine going on a journey!
It's definitely a good concept, I'm happy to be a solo player or party up with people. As someone mentioned earlier in this thread, it depends on your timezone and who is around... I can't think of any ideas as I'm stuck as to how customised journeys would benefit the person creating it? Because wouldn't everyone try to create these journeys if the benefit was really good? Then no one would want to help.. I guess you have to find a balance between the rewards for the person giving the quest and the person helping.
We at Scars of Honor are thinking about what a real hero needs and we think that heroes love going on journeys.
What do you think about having your own journey and off course a journey book where you can track it?
Will you like to have the ability to make journeys yourself and invite other players to come with you for a small price?
Maybe help you with a tough mob or help you gather enough materials, or even if you need people to help you build up your house? Whatever you think of. And we are not talking about regular parties, we want you to decide what you need to be done and you to set the reward for the other players.
The whole idea is not to follow a premade path and repeat it again and again and again with your alts.
Share your thoughts, we would love to hear how you imagine going on a journey!
The hardest to re-create in any game is the feeling one gets when venturing out into the unknown for the first time. That's the addiction to games like this for most of us old gamers. Finding a way to share that 'virgin' experience with others is the holy grail that makes or breaks games like this. That's the ultimate goal for any great team of designers. With that said, you then need to break down the types of gamers that usually play these games year after year - The Collector('oh look, shiny!'), The Explorer, The Quester, The Crafter, The Wallflower, The Camper, The Killer('oh look, squirrel!'), The Weekend Warrior, The No-Lifer, and the list goes on...
Your task, should you choose to accept, is to find a way to combine as many of the gems that all these gamer types search for while gaming into one all encompassing and very addictive time consuming aspect of the game that you can monitor, collect dynamics, and then manipulate into future aspects of the game.
After 4+ decades of gaming (Zork, Telengard), I can say one thing... Nothing will ever be the same as that first time when....
But hey, I'm still searching...
It's definitely a good concept, I'm happy to be a solo player or party up with people. As someone mentioned earlier in this thread, it depends on your timezone and who is around... I can't think of any ideas as I'm stuck as to how customised journeys would benefit the person creating it? Because wouldn't everyone try to create these journeys if the benefit was really good? Then no one would want to help.. I guess you have to find a balance between the rewards for the person giving the quest and the person helping.
Hello KFCTONIGHT,
it can't be balanced very easy. The one that is creating the journey should offer a payment to all participants. Loot, or gold. A payment of some sort.
At the end of the journey he is obligated to pay. So when you don't have enough resources you go help others, when you have plenty you hire others to help you.
What do you think ?
Kind regards,
Armegon
The hardest to re-create in any game is the feeling one gets when venturing out into the unknown for the first time. That's the addiction to games like this for most of us old gamers. Finding a way to share that 'virgin' experience with others is the holy grail that makes or breaks games like this. That's the ultimate goal for any great team of designers. With that said, you then need to break down the types of gamers that usually play these games year after year - The Collector('oh look, shiny!'), The Explorer, The Quester, The Crafter, The Wallflower, The Camper, The Killer('oh look, squirrel!'), The Weekend Warrior, The No-Lifer, and the list goes on...
Your task, should you choose to accept, is to find a way to combine as many of the gems that all these gamer types search for while gaming into one all encompassing and very addictive time consuming aspect of the game that you can monitor, collect dynamics, and then manipulate into future aspects of the game.
After 4+ decades of gaming (Zork, Telengard), I can say one thing... Nothing will ever be the same as that first time when....
But hey, I'm still searching...
@Blyx,
very well said sir!
It is indeed very important to find the balance between all the aspects of player types. That is why we have you our community. I believe there is no better approach than working with the community that is going to play your product. There is no chance for you to know what all types of player will want, but solution is very simple - just ask. And that is what we are doing.
Kind regards,
Armegon
Hello KFCTONIGHT,
it can't be balanced very easy. The one that is creating the journey should offer a payment to all participants. Loot, or gold. A payment of some sort.
At the end of the journey he is obligated to pay. So when you don't have enough resources you go help others, when you have plenty you hire others to help you.
What do you think ?
Kind regards,
Armegon
So...for what i read its obligated to give a share loot/gold for the help? And if someone wont nothing he's helping just because he's bored? That will break the balance apart, will be a discussion always in the loot share's for who take's the best loot or get more gold, that is and that will be always in a journey where all seek be the best.
First I want to say WOW...I love how these open discussions end up with amazing ideas and also feedback from the community.
We said many times that the community will play a huge role in our project and that is why we value every single comment.
So to the point about how I imagine the journeys. I really want to get away from the "go to the npc with an exclamation mark, get the quest, slay 5 chickens, go back to the npc". Personally I imagine them like a real long journey, maybe we can make it every 10 levels. You start the journey let's say at level 1 and you complete it at level 10, you also complete the zone in which the journey is and get a bunch of cool rewards, maybe a title etc... During the journey you explore the whole zone and follow a story, doing different stuff and gaining exp and small rewards, also learning new stuff from the NPC's you meet. The other thing I imagine is every class / race combination has its own unique 5 journeys (till you reach level 50). Of course you will say "How am I going to be able to play with my friends?" Well you will have the ability to join one other's journeys and combine them so you can level up together. I want to say that this is in my mind and I am telling you this for the first time, I haven't talked to any ody about these ideas, but I think this could be a nice concept, it needs work of course and I'm not sure everything is doable but this is how I imagine it.
Now for the player made tasks or whatever we will call them, let's say you have a main role in your guilds raiding party and you go to raids very often, you barely have the time to let's say collect mats for crafting, that is when you put up a task for gathering mats and you offer items/or a little amount of gold, cuz you don't have the bigger amount of gold asked at the market. Or you need help with a bunch of hard mobs on your journey, that's when you hire someone to come and beat them for a certain price. You can think of yourself as an employer.
For the question about what's in it for the people who take on the tasks except what the other will give them, well we can make an achievement for certain amount of tasks made, we can throw in even a title, everything is open for discussion and can be made.
With this functionality we will engage the players to help out strangers. Everyone is been in a situation where all your friends are offline and you are stuck at some point and can't do it by yourself, start writing in the global channel for some good fellow who will come to aid but you spend hours in searching for that one guy who will come and do it just because he is a nice guy.
Now I thought of something else, we can make it with information also, you need something to know and can't find the knowledge, well put up a task for let's say 20 gold and someone will come and tell/show you what you need.
This is getting very long so I stop here. I must say it again this is my own concept about the things and I'm eagerly waiting to know what you guys think and also the devs cuz they are hearing it for the first time also.