Quote:
Originally Posted by Visarian
First I will just list out what a typical grind is, and then I will show you what my idea is in paragraph form.
Typical Grind-
-thousands of boring mobs
-large time commitment
-hundreds of boring quest that only provide small portions of a the xp required to level
-reward usually doesn't justify the work put in until endgame
-gear becomes less useful as you level
My idea:To have a mmo where boss kills are the main means to leveling. For example in this game there might be around 200 bosses requiring more skills and higher "skill" level to kill(not a higher level(no l2)), however not to the point where a well organized and experienced pick up group cannot kill the boss. And whenever a boss is killed it drops items for each player on the team not just one or two of them, and allows each player to get a new skill which will be identical to one of the abilities of the boss.
No class specific items because class will be defined by the skills you acquire when a boss is defeated. So the main means of "leveling up" is by acquiring new and better gear as well as new skills. In the end players will be defined by the bosses they have killed, and not the amount of time they have put into the game.
All Bosses are accessible from the beginning of the game and all gear they drop will be equivalent; meaning that all gear dropped will have a direct effect on the skills that one acquires from a specific boss. For example: If Boss A gives a skill called "water gun" then the leggings armor it drops will increase the abilities of the "water gun" skill when they are both being used. Also lets say that each boss drops 10 pieces of armor and has 10 corresponding skills and when all 20 are used simultaneously the player gets a bonus
I'm sure the biggest problem with this game will be balancing the skills. meaning that with the numbers i proposed there will be around 2000 different skills.
PvP would be really sweet because it would be like a bunch of bosses fighting.
I know its brief and there are definite problems with the base explanation I gave but I think it is a good start and a possible solution the the typical grinding mmo. I would like if Aion were like this in some way.
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Unless making each and every skill identical, or there will never be a "balanced state" between skills, there will always be skills that are better and skills that are not as good.
Better skills => Heavy camping on the boss that drops such skill => A. Everyone will get it if the boss has high spawn rate or B. Everyone will still get it, just takes longer due to boring waiting time for respawn and interference from other players.
Not as good skills => No one wants them => worthless mobs/locations
With your logic, there is no point of even designing a game, just create 200 identical room and put one boss in each, then make an arena so players can fight each other.