[MUD-Dev] UO rants
Paul Schwanz - Enterprise Services
Paul.Schwanz at east.sun.com
Mon Aug 28 14:49:31 CEST 2000
> From: "Dave Rickey" <daver at mythicgames.com>
>
> -----Original Message-----
> From: Vincent Archer <archer at nevrax.com>
>
>
> >It sounds like what Dark Age of Camelot (another soon-to-be contender
> >in the MMOG arena) is trying to do. 3 teams, and as an objective for
> >conflict (as opposed to "let's kill some ennemies"), you have "Relics"
> >who give your realm some benefits.
> >
> I think that's my cue.
<snip of DAoC's system>
> Home regions are intended to be primarily safe, Frontier regions are
> contested territory. The further you push into your realm's Frontier, the
> more risk of PvP, but the more reward from PvE gameplay. The highest PvE
> reward ratio will come from attacking NPC outposts in *enemy* Frontier
> regions. We're seriously considering allowing these outposts to change
> hands, fulfill some set of victory conditions on a particular outpost and it
> will start spawning Guards from your own Realm.
>
Perhaps the victory condition is destroying the outpost. Then rebuild your own
outpost after gathering and hauling materials to the spot and paying for
builders. An outpost could "command" a certain territory around it, preventing
opposing construction in that area unless and until the outpost is destroyed.
Same concept, but I think it is more interesting, with intuitive and believable
victory conditions.
> The theory is that it's not the *risk* that makes players avoid PvP, but the
> lack of control over the *level* of risk.
I think you've hit the nail on the head. I look forward to seeing DAoC's
concepts fully implemented.
--Phinehas
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