originally posted by: camain
a reply to: StallionDuck
honestly, I would like to see a game where if you die, your stuff sits there unprotected, and it can be ganked by whomever killed you. you want to buy
stuff, sure, but just because you buy it doesn't mean you get to keep it. Also, when you die, you lose half your levels. That way you're starting buck
naked by a bank, and if you don't have stuff, you don't have stuff. Teach people to clan up more, and protect each other. Also, don't go suiciding on
high level creatures, make sure you got a plan.
My two cents.
Ahh good olde Ultima Online back in the pre-trammel days... I miss those games!
Richard Garriot said it right when he mentioned that without loss, games aren't as fun as they should be and I agree. I'd love to enjoy a 1 life -
perma death - full on no protection PVT in another MMO, that actually plays well.
A lot of games have pvp/pve but that's still carebare to me. I don't like pve games overly much but if there is a choice in the game, I'll play the
pve side since the pvp side just isn't the same without limitless restrictions.
You can use UO as an example. I played that game since it hit the market and I spent so many wasted life's years in that game. I would also be
ashamed save that it was probably the best game ever in existence. There was nothing like it. Addicted? Oh hell yeah....
The only 'safe' space was in the city near guards but even that didn't always protect you because guards, though tough as hell, could still be killed
and thieves could still evade them in some aspects. The moment you stepped out of the city, you were on your own.
PVPers (REDS) were always out there waiting. There were guilds filled with reds.
So why didn't the game end horribly this way?
Because everyone has a sense of existence and not just being. You had choices to make. Run or fight. Keep your stuff or loose it all. Granted,
there was no perma death but the risk was very high. So instead of players crying non stop... People banded together and HUNTED these reds...
Guilds sprung up just to hunt reds and take their loot. Soon, sides were more equal with no one having a strong footing anywhere permanently. It
swathed in territories that changed often. Certain areas and paths, you did not trek down because you knew you'd probably be attacked but that also
made it more fun to do it anyways....
Don't tell me what I can't do! - Yep... I died often!
But it was great! Reds even took on the persona of orcs and played the part. hell, they even made their own language and it was learned by many (it
wasn't difficult... just orc speak Loose 1000 IQ and you'd get it). That made the game a true community of unique players and experiances.
Houses could be looted if you didn't lock your door. Even if you did... A thief could steal the key out of your pocket and enter later or they could
simply hide and when you walked in, they'd walk right in behind you, hidden. When you left... Thieves would then loot the place clean.
No... Everyone had weight factors so you could only move so much so quickly. I got caught more often than I was successful!
Man the stories.... The people I've known and becomes close friends with from worlds over.
So what was the balance? Surely there were issues...
After killing a few people, reds were perma red, meaning they could no longer enter a city without getting killed by guards or players.
(once you killed so many, you were perma red and could no longer enter a city without being killed on sight by guards or players). So if you did bad
things, you would be penalized in ways where it could be considered fair on all sides.
Then... One day... UO changed hands and to appeal to more paying customers, those dummies decided to make a mirror land that had new rule sets meaning
you couldn't pvp in the new lands.
The old lands - original lands now called Felucia, no longer breathed life. Everyone just left and went to Trammel because once you have the option,
obviously you'll lean towards not loosing your things. So fel just died - people quit the game - no one played in fel except the few PVPers who now
fought amongst each other and eventually, whoever didn't jump servers (because the player base was getting so thin) just quit altogether and went to
Everquest which was becoming a hit at the time. Then WOW came about and the rest is history.
I don't understand though... I liked EQ, even beta'd EQ 2 but how people actually liked WOW blows my mind. I think it was just fandom from the
warcraft series that made it what it was, personally because I never enjoyed playing raid MMOs.