The goal of this thread is not to propose immediate work on this idea. It is to spark ideas and interest among the players and staff, and to be an organic thread, with the main post (idea) constantly evolving and being rewritten to accommodate new and exciting additional ideas/features.
Specifics:
While Warrenord is cool and everything, I feel like it promotes a solo questing experience rather than a group question experience. Now, I may be wrong, but when I was quest staff, and I was writing quest and coding them in game, I never really felt like I was creating a quest that multiple people would work to accomplish at a time, simply because the quest weren't that hard, and there was no interface for multiple people, say a party, to work together to complete a quest.
Essentially, create a PVE world that offers quest that are meant to be soloed, quest that are meant to be completed by groups of 3-5 players, and events where upwards of 10-15+ players gather that aren't necessarily working together. Let me elaborate.
For quest that can be soloed, I'm using World of Warcraft as my reference. Throughout the continents in the WOW world, there are thousands of solo quest, which is where I did a majority of my leveling the little bit I played. Most of the quest you could do on your own, but some went a little easier with two or three people working together. Throughout the new PVE world, create tons of camps, villages, towns, cities, and have quest within them for the surrounding area. Say 5 quest for a small camp, 10 for a village, 20 for a town, and 30 for a main city. Encourage people to work together, but don't make the quest so hard that they can't be completed on your own.
For quest that require a group, I'm using World of Warcraft as my reference. Existing within the many continents of the WOW world are multiple mini dungeons that while you /can/ do them by yourself, they become easier and more rewarding with multiple players. The only current dungeon that we offer on the server is Arachn, and I consider that a fully sized dungeon. Have a world that's a little bigger than Warrenord, and fill it with multiple mini dungeons, like 10-15, and make the mobs hard enough to require people to work together to complete it. Have mini bosses throughout, and a strong boss at the end that drops a custom item. Encourage players to work together, whether they are in the same faction, or just happened to show up at the dungeon at the same time.
Straying from the general quest idea, I use the mobile MMORPG Order and Chaos as the reference for this idea. In Order and Chaos, in certain parts of the world, there super strong boss mobs, that weren't at the end of the dungeon, but on the surface of the world. They may be secluded, say at a mountain top, or in a cave behind a waterfall, but they were easy to reach. In these areas, PVP was enabled. The mob spawned on a schedule, so say every three hours, it respawned. For the three hours leading up to the spawn, people would camp the surrounding area, every now and again straying into the PVP enabled area and fighting. When the mob spawned, "guilds" as they were called in this game, essentially factions, would fight to kill the mob, and fight to kill each other so they could get the loot and not the other people. Frequently upwards of 20+ people would camp out these spots, and for hours PVP would happen back and forth, or flame, you know the usual. Maybe we could work a quest in here, like a daily repeatable, but the main point is to bring tons of people to a specific area to camp the area, and then both fight the mob and each other. These areas could be spread all over the map.
Now that the basic premise of the world has been established, I can discuss additional features.
· Faction embassies: In the main city, create a district where factions can rent a small house, sort of a "guild house" that will serve as the embassy in this world. Make creating MassiveLocks and MassiveShops in this world free. Create a /tp point to this embassy specific for this world, with the normal 10 second teleport duration and cancel if move. Factions can decorate these guild halls however they like, and can use them however they like. An inn with beds, a guild home to meet at and set out from, a storage warehouse, etc.
· Separate inventory: Make the inventory in this world separate. Everyone starts with no armor, no weapons, no food. Create very easy spawn quest that give out food, armor, and weapons that are intended to be the very first quest players in this world do. Create NPC shops in every settlement, and have what they sell specific to what settlement they are in. Ex: Small caravans/camps only sell leather/iron armor and weapons. Small villages and towns sell Iron/Gold armor and weapons. The largest city has armories that sell diamond/diamond enchanted armor and weapons. This will also encourage travel around the world to the specific settlements to get armor and weapons.
· Storyline: Note – this does not have to be lore compliant. Create a storyline that every quest is structured around, as to create an overall end goal. Players can work to achieve this end goal, and once they have, can do the daily repeatable quest, and be at the daily events around the world either camping the mob or PVP'ing other people.
· Achievements: Find some way to give achievements to players. Example: Complete 10 quest. Complete all the quest in a specific settlement. Defeat a world boss. Complete 100 daily repeatable quest. The possibilities for achievements are endless. Make them accessible through an achievement list.
The largest pro of this world as I see it, is that it would integrate and facilitate questing (solo and group), PVP (in controlled amounts as to not overwhelm), RP (but not enough to detract from Regalia), and a new gameplay style that blends most of the elements on the server. The average player that enjoys exploring a world, playing a storyline, and having a small challenge in the form of PVE and PVP will enjoy this world greatly.
The largest cons are the amount of work it would take to create. The creation of this world and its content would span multiple departments. Also, to the best of my knowledge, many of the systems that would facilitate the features I proposed do not currently have a tech solution.
Specifics:
- Terrain in the world is not editable. Except for in faction embassies – see below for additional info.
- Mobs only spawn in specific set areas, rather than anywhere it is dark enough.
- Mobs can spawn during the day.
- World is non-PVP. PVP is only activated in certain event areas – see below for additional info.
While Warrenord is cool and everything, I feel like it promotes a solo questing experience rather than a group question experience. Now, I may be wrong, but when I was quest staff, and I was writing quest and coding them in game, I never really felt like I was creating a quest that multiple people would work to accomplish at a time, simply because the quest weren't that hard, and there was no interface for multiple people, say a party, to work together to complete a quest.
Essentially, create a PVE world that offers quest that are meant to be soloed, quest that are meant to be completed by groups of 3-5 players, and events where upwards of 10-15+ players gather that aren't necessarily working together. Let me elaborate.
For quest that can be soloed, I'm using World of Warcraft as my reference. Throughout the continents in the WOW world, there are thousands of solo quest, which is where I did a majority of my leveling the little bit I played. Most of the quest you could do on your own, but some went a little easier with two or three people working together. Throughout the new PVE world, create tons of camps, villages, towns, cities, and have quest within them for the surrounding area. Say 5 quest for a small camp, 10 for a village, 20 for a town, and 30 for a main city. Encourage people to work together, but don't make the quest so hard that they can't be completed on your own.
For quest that require a group, I'm using World of Warcraft as my reference. Existing within the many continents of the WOW world are multiple mini dungeons that while you /can/ do them by yourself, they become easier and more rewarding with multiple players. The only current dungeon that we offer on the server is Arachn, and I consider that a fully sized dungeon. Have a world that's a little bigger than Warrenord, and fill it with multiple mini dungeons, like 10-15, and make the mobs hard enough to require people to work together to complete it. Have mini bosses throughout, and a strong boss at the end that drops a custom item. Encourage players to work together, whether they are in the same faction, or just happened to show up at the dungeon at the same time.
Straying from the general quest idea, I use the mobile MMORPG Order and Chaos as the reference for this idea. In Order and Chaos, in certain parts of the world, there super strong boss mobs, that weren't at the end of the dungeon, but on the surface of the world. They may be secluded, say at a mountain top, or in a cave behind a waterfall, but they were easy to reach. In these areas, PVP was enabled. The mob spawned on a schedule, so say every three hours, it respawned. For the three hours leading up to the spawn, people would camp the surrounding area, every now and again straying into the PVP enabled area and fighting. When the mob spawned, "guilds" as they were called in this game, essentially factions, would fight to kill the mob, and fight to kill each other so they could get the loot and not the other people. Frequently upwards of 20+ people would camp out these spots, and for hours PVP would happen back and forth, or flame, you know the usual. Maybe we could work a quest in here, like a daily repeatable, but the main point is to bring tons of people to a specific area to camp the area, and then both fight the mob and each other. These areas could be spread all over the map.
Now that the basic premise of the world has been established, I can discuss additional features.
· Faction embassies: In the main city, create a district where factions can rent a small house, sort of a "guild house" that will serve as the embassy in this world. Make creating MassiveLocks and MassiveShops in this world free. Create a /tp point to this embassy specific for this world, with the normal 10 second teleport duration and cancel if move. Factions can decorate these guild halls however they like, and can use them however they like. An inn with beds, a guild home to meet at and set out from, a storage warehouse, etc.
· Separate inventory: Make the inventory in this world separate. Everyone starts with no armor, no weapons, no food. Create very easy spawn quest that give out food, armor, and weapons that are intended to be the very first quest players in this world do. Create NPC shops in every settlement, and have what they sell specific to what settlement they are in. Ex: Small caravans/camps only sell leather/iron armor and weapons. Small villages and towns sell Iron/Gold armor and weapons. The largest city has armories that sell diamond/diamond enchanted armor and weapons. This will also encourage travel around the world to the specific settlements to get armor and weapons.
· Storyline: Note – this does not have to be lore compliant. Create a storyline that every quest is structured around, as to create an overall end goal. Players can work to achieve this end goal, and once they have, can do the daily repeatable quest, and be at the daily events around the world either camping the mob or PVP'ing other people.
· Achievements: Find some way to give achievements to players. Example: Complete 10 quest. Complete all the quest in a specific settlement. Defeat a world boss. Complete 100 daily repeatable quest. The possibilities for achievements are endless. Make them accessible through an achievement list.
The largest pro of this world as I see it, is that it would integrate and facilitate questing (solo and group), PVP (in controlled amounts as to not overwhelm), RP (but not enough to detract from Regalia), and a new gameplay style that blends most of the elements on the server. The average player that enjoys exploring a world, playing a storyline, and having a small challenge in the form of PVE and PVP will enjoy this world greatly.
The largest cons are the amount of work it would take to create. The creation of this world and its content would span multiple departments. Also, to the best of my knowledge, many of the systems that would facilitate the features I proposed do not currently have a tech solution.
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