Promote Organic PvP and Reduce Fast Travel in Open World Sandbox
I’ll post this the following, the Suggestion section, although the AI will probably have a difficult time deconstructing this to make any sense, but this is the process we have to work with.
RoA Open World Sandbox Suggestions to promote an open world and dissuade against
using the framework for an Open World Sandbox design to be an “Arena/Start Mission” PvP game.
These suggestions are to promote/encourage organic PvP and reduce the ZERG syndrome
that plagues this game.
Fast travel needs to be RARE, not common.
I realize that the 24/7 PvP’ers will not like this approach, but the gluttony of Fast
travel in the 1st iteration of RoA was an attempt at redesigning an Open World Sandbox
MMORPG to be more of an “Arena/Start Mission” PvP game which does not work.
There are plenty of other PvP games that are specifically designed for this type of gameplay.
RoA/Darkfall is not one of them..
BTW, not every player, new or vet wants to PvP 24/7.
Fast Travel:
Bindstone/House Recall
Ruinstones – One time use
Remove Ruinbooks
Remove Billboards (my understanding is that these will be removed)
Change Ruin Glyphs back to Chaos Stones
- (But nobody uses them) – Not true , I, and I’m sure plenty of other people used them in DFO
Remove World Portal Network
Holding Portals
- I am on the fence about Holding Portals
- Portal Shards need to be rare an available across the world map
- Med lv; mob drop would be semi-rare
- High lvl mobs, more common on select mobs
The only Timed events should be;
- Sieges
- Sea Towers
- Villages
- Trade routes
Remove all other timed events.
- remove the predictability from the game such as Golem spawns and other Rares
- Yes, force people to travel out and investigate those mobs that provide rare drops.
- (But I just want to PvP) …….. Then TRS can add an Arena location… A timed/scheduled/controlled event with winnings.. I remember there was a community event that was held, I believe in a Chaos City, that actually had a circular Arena. This would be perfect for a designed scheduled PvP dueling event with winnings.
Ruinstones should be rare across the world map, not just a few select mobs.
Rare drops for some Med lvl mobs (so new players and solo players might get 1 or 2)
Higher drop rate for Harder Mobs.
- These mobs would be heavily contested my Clans, as Fast Travel is no longer the norm.
Rare ore should be regional with the exception of Selentine.
Selentine should be a Rare across the world map, maybe a higher rate available on one continent.
Q4/Q5 mats should be regional.
- This wouldmake certain Holding valuable as they would be closer to those mob spawns.
Removing the majority of Fast Travel will force players to go out into the world to contest
Rare Ore, and Rare Mats.
There will be no set time, so ya, you’re on your own on whether you get PvP or not.
- (But I just want to PvP) …….. (Please see note above about the Arena)
Holdings:
Holdings have no real value, and no value added for Building the Structures.
This comment came from a Clan member when I asked how come no one is buying Building Mods…
He said, “Building the City provides no value”
So anyone who is into crafting , will not craft and sell Building Mods… no market for them.
The only Holdings that have any real value to build a specific structure are those Holdings that
have a Shipyard availability.
Those holding are worth Sieging and defending obviously.
I am not as familiar with the layout of the Holding, since I played solo for the most part,
but my understanding is that most, if not all rare nodes were moved outside of the City walls.
Not sure why that was a good idea.
I would have all rare nodes behind the city walls.
Just some thought to steer away from the “timergate”/Arena/Start Mission” PvP design, and
move towards a more organic confrontation by make Rare Ore/Mats rare.
Add value to a City infrastructure that is built, with walls, Gate… etc..
And making Fast Travel an extremely rare event.