Winstonian
Grandmaster
Summary:
I've noticed a few members on here complaining about a lack of things to do or accomplish, and I've also observed a sort of 'end game' rut: people hit max levels and just grind the end game content. (Which is a normal progression for a MMO, and there isn't anything wrong with.) I thought of an alternative for both veteran players who want something else to strive for and for new players that gravitate towards a more 'Siege Perilous' style of play.
I'm not saying that this would be easy, and I definitely don't have all of the answers, but I don't doubt for a second that the minds that work on this shard would be able to make it happen.
Concept:
- While creating a character, the player can choose to make the character 'hardcore'. (Only one character per account.) The character has slow skill gain and very specific limitations.
Details:
- The character starts with all skills at 0 and with no gear or items.
- Skill gain is slowed GREATLY across the board, and all skills require movement (walking or riding) between gains.
- Skills cannot be gained when used against another player.
- Skills cannot be lowered. Once skill is gained, it's at that level permanently.
- Each 'hardcore' character is hued differently than other characters, and can be attacked anywhere, at any time, by other 'hardcore' characters. (A 'hardcore' character that becomes a murderer adopts the traditional 'red' hue.)
- If a 'hardcore' character dies in town, his body will be lootable by all players.
- If a 'hardcore' character dies in a dungeon, his body is dismembered, and all gear/loot is lost permanently.
- 'Hardcore' characters cannot consume skill scrolls.
- Automated scripts wouldn't work.
- Resources would be more difficult to come by. ('Hardcore' characters couldn't trade with regular characters, and vendor prices would be increased.)
Crafting:
- Items crafted by 'hardcore' crafters consume 5x the resources, but affix a 'Hardcore' label. These items do slightly increased damage/have slightly increased defense (compared to a GM weapon/armor), and are only wearable by other 'hardcore' characters.
Content:
- Three "small" dungeons would be added over time. Only 'hardcore' players can enter these dungeons.
- Mid-range (60ish): a 'hardcore' player with 60ish skills could have reasonable success within this dungeon.
- High end (80ish): a 'hardcore' player with 80ish skills could have reasonable success within this dungeon.
- Max level (GMish): a 'hardcore' player with GM skills could have reasonable success within this dungeon.
Drops:
- Instead of the traditional 'a magic kryss'-type items, magical items dropped have specific names. Relatively rare.
- Drops in the max level dungeon could have a unique look/hue.
Closing:
The above is an extremely rough sketch. I feel that quite a few players would gravitate towards this style of play during their down time, and would make for one hell of a challenge.
(All of the above can be tweaked or modified. Just ideas.)
I've noticed a few members on here complaining about a lack of things to do or accomplish, and I've also observed a sort of 'end game' rut: people hit max levels and just grind the end game content. (Which is a normal progression for a MMO, and there isn't anything wrong with.) I thought of an alternative for both veteran players who want something else to strive for and for new players that gravitate towards a more 'Siege Perilous' style of play.
I'm not saying that this would be easy, and I definitely don't have all of the answers, but I don't doubt for a second that the minds that work on this shard would be able to make it happen.
Concept:
- While creating a character, the player can choose to make the character 'hardcore'. (Only one character per account.) The character has slow skill gain and very specific limitations.
Details:
- The character starts with all skills at 0 and with no gear or items.
- Skill gain is slowed GREATLY across the board, and all skills require movement (walking or riding) between gains.
- Skills cannot be gained when used against another player.
- Skills cannot be lowered. Once skill is gained, it's at that level permanently.
- Each 'hardcore' character is hued differently than other characters, and can be attacked anywhere, at any time, by other 'hardcore' characters. (A 'hardcore' character that becomes a murderer adopts the traditional 'red' hue.)
- If a 'hardcore' character dies in town, his body will be lootable by all players.
- If a 'hardcore' character dies in a dungeon, his body is dismembered, and all gear/loot is lost permanently.
- 'Hardcore' characters cannot consume skill scrolls.
- Automated scripts wouldn't work.
- Resources would be more difficult to come by. ('Hardcore' characters couldn't trade with regular characters, and vendor prices would be increased.)
Crafting:
- Items crafted by 'hardcore' crafters consume 5x the resources, but affix a 'Hardcore' label. These items do slightly increased damage/have slightly increased defense (compared to a GM weapon/armor), and are only wearable by other 'hardcore' characters.
Content:
- Three "small" dungeons would be added over time. Only 'hardcore' players can enter these dungeons.
- Mid-range (60ish): a 'hardcore' player with 60ish skills could have reasonable success within this dungeon.
- High end (80ish): a 'hardcore' player with 80ish skills could have reasonable success within this dungeon.
- Max level (GMish): a 'hardcore' player with GM skills could have reasonable success within this dungeon.
Drops:
- Instead of the traditional 'a magic kryss'-type items, magical items dropped have specific names. Relatively rare.
- Drops in the max level dungeon could have a unique look/hue.
Closing:
The above is an extremely rough sketch. I feel that quite a few players would gravitate towards this style of play during their down time, and would make for one hell of a challenge.
(All of the above can be tweaked or modified. Just ideas.)