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NakaMember
Thanks for the feedback 🙂
My idea to deal with griefing is that each player enters their own seperate instance of the adventure world (as it was when it was created and first published). This way each player can experience the adventure world from start to finish. ‘Instances’ are basically how most MMOs handle dungeons, except with Oort the instances can be player built.
If you and I entered the same portal to this adventure world we would each play a seperate and unique instance of that world. If we grouped up and formed a party before going through the portal we would be able to play in the same instance and play the instance together without interference from other players.
When we leave the adventure world and come back to it later – it will be back to how it was when created and we can replay the adventure.
NakaMemberWell… Lemme think…
If the standard mmo model is used (hopefully it won’t imo) where players have to specialize in what they do, then, presumably crafters will need to acquire materials, and perhaps many of the materials come from mobs or farms or mines. So miners and fighters will buy gear from crafters who will buy materials from farmers, fighters and miners. It’s an economy that results in everyone having to buy something. Additionaly, to afford this shopping everyone will need to produce or acquire something to earn gold. If the game ends up requiring even further specialization so that all players aren’t able to craft all gear, then even crafters will have to buy some gear.
If a more minecraftian system is used (which would be my preference), players who like to fight are still able to craft their items, but can spend gold on gear if they don’t enjoy resource gathering and crafting. If everyone can gather anything and craft anything they can chose to put in the time to build their gear from scratch or give other players gold in exchange for gathered materials or finished items.
So we CAN have our cake AND eat it 🙂
NakaMemberGosh this tangent is exciting
“sometimes less is more…”
Combat can be fun and multifaceted without a laborious level up system – in fact it will probably be easier to keep the game balanced and fun for old and new players playing in the same areas. You won’t need mobs for lvl 1 to 80 and contrived mechanisms for keeping the areas playable for everyone. No lvl 79 hamsters being stronger than lvl 3 robo-bears and no clicking 20000 times to kill a dingo 3 levels higher than you…
I love the idea of being rewarded with skills (or perks/feats/abilites) as you engage in activities you enjoy. Maybe skills can lean towards adding flavor and utility over raw power, reducing the need to min-max as a “berzerker” to be relevant.
Or if these skills are tied to gear, players are able to change what they are good at on the fly while promoting the crafting of lots of items and collecting lots of materials for the recipes. And because you can only wear a set amount of gear pieces at a time this imposes a natural and tangible power cap.
If the parity between high and low level is fairly small we can all play together in the same areas, fight the same monsters and engage with the same content. If combat is straight foreward and intuitive (and doesn’t rely on creating macros for skill rotations) it is more accessible to everyone.
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Bran-fart completed
P.s. If we really need to have experience maybe it can be a crafting component?
NakaMemberYes “oh enlightened one”! That sounds infinitely more fun and intuitive!
NakaMemberHello community
Not sure if I’m using the most appropriate thread, nor am I sure if I’m hysterical over nothing, BUT:
As far as I could tell, Oort is going to be about exploring, gathering, crafting and building. The MMO aspect is about connecting and sharing player creations and having lots of trading happen. The collaborative and interconnected player driven creation-process in a beautiful world is the “selling point” that drew me in and I hope it is what interested other players as well.
Combat is an important part of the equation as well, but I’m not at all keen on typical MMO style level-grinding. By having 50 or 80 or 100 levels to tediously grind through while collecting 13 ostrich anuses or whatever and having to have level-appropriate gear that maxes out my dps may lead to a very uncompelling experience. Because you would then need level-appropriate zones and monsters and lvl 124 players will have 91k hp while lvl 1 players will have 4hp, etc etc… This means the game is frustrating before max level, which becomes a chore to get to.
Would it not make sense to keep the rpg elements toned down? For example: fewer levels (if any), smaller power discrepancy between high and low level characters, abilites and power tied to race abilities and crafted items (that are NOT level dependent), etc.
In summary:
I would rather play a beautiful minecraft-clone with mmo elements than another beautiful wow-clone with building elements.Of course, just an opinion of one guy. Any are free to prefer something different. Apologies if I completely missed the point…
NakaMemberYes please!
Left handed players struggle with wasd for movement and space for jump. I’m hobbling along like Quasimodo in game. Please add basic remapping of controls.
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