Could they help the problem by limiting the server choices for newbs? If all new players had to reach x level before getting to choose a server it'd help with low level populations.
Permanant character death WITH penalty attached for re-spawn?Kwil said:How to balance? Easy. Permanent character death.
Oh wait.. you mean how to balance and keep an audience? Hmm.. that's harder.
Shujen said:Simple solution:
Get rid of leveling.
The idea that the wolves in THIS forest are ten times as deadly as the wolves in THAT forest is ridiculous. The idea that Villager #4 in Town #2 can beat up everybody in Town #1 one-handed, including the huge bully you needed a group to tackle, is insane. A top-level player can kill everybody else endlessly without breaking a sweat.
Forgetting what it means for group quests, it means also that 99% of all content in an MMO, no matter how huge the MMO is, is totally pointless to visit by a top-level player - especially if his equipment never gets lost, loses durability or is otherwise impermanent.
All zones should have something worthwhile for a top-level player, be it resources to exploit (trees that only grow in one area) or politics and commerce to exploit (logs that fetch a good price in one area).
There should be a plateau that is easy to get to, and that plateau should be extremely difficult to transcend, except by politics (clan/guild effort), and the rewards of such should be communal, not individual (a support network, not better gear).
I'm thinking UO, EVE and the upcoming MO. We need more sandbox MMOs.
Yes, and on top of the majority of Epic chain being solo friendly now, Breeland and the Lone Lands (basically the territories you'll be in following the intro areas from level 15 to 30 or so) have also been revamped to remove most group quests or at least rebalance them such that full 6 person teams are no longer needed. I certainly may have missed something, but I'm running a new character through now (currently level 27 and just starting the Ost Guruth area quests in the Lone Lands) and I haven't found any forced grouping at all. I'm really not sure what Shamus is seeing as I've finished most/all chains I've started and have never had to group once. In fact, there are so many quests now with such good rewards (and such fast xp gain) that you will without doubt miss a bunch of hubs and quest chains in the early game unless you choose to do the quests when they are vastly outlevelled.vivadelkitty said:Turbine has actually rennovated the entire level 1-50 line of Epic Quests. There's now a scaling buff that will allow players with the group quests to get increases to damage and health, and reduce incoming damage, effectively making them 'elite' players for the duration of the quests. It will also apply to some non-instanced quests, but there's more of a restriction there.
More information about the new system can be found here: http://www.lotro.com/gameinfo/devdiaries/628-developer-diary-volume-1-revised-edition
Edit: This rennovation occured with the latest content update that launched this week.
Honestly, I can't remember that one but I started in Ered Luin. I remember soloing the Dwarven Citadel though. Hunter has some sick DPS combined with traps.Shamus Young said:I don't know. Did you solo the quest to save Gerebert as a Minstrel or a hunter while the quest was still meaningful in terms of loot and XP? If you "aced it with relative ease", you might want to share your extreme elite techniques with all of the other frustrated players who end up leaving Gerebert to rot because the game throws masses of bandits at you.
except the whole point of playing an MMO is to play with people you meet in game, and everyone having to swap servers at different level points means there's absolutely no reason to make friends with anyone till you hit max lvl, you'd be effectively discouraging grouping making your game no better than an oblivion clone that forces you to connect to the internet to play.jmpatt said:So, here's a thought, not completely fleshed out, but maybe workable, using the WoW nomenclature: Every 10 levels or so, you get the chance to choose the next realm server you want to go to. So, launch day you have 20 realm servers, each with a big population. As the initial crowd moves on, you add realm servers that are not eligible for level 1 characters to start in. If you need to, start removing realms from the list that allows new players. There may be huge gaping holes that I'm not thinking of, but it certainly seems like it might be viable...
Agree completely. The whole point of MMOs from a design perspective seems to be that everyone is playing in the same world, and yet almost no games make any attempt to create a world. If all we get is a bunch of more or less scripted events in a more or less linear sequence, essentially a theme park, things can be done much more effectively in single player or conventional co-op. MMOs have a purpose, but simply recreating the single player RPG with thousands of players isn't it.Shujen said:Simple solution:
Get rid of leveling.
We need more sandbox MMOs.
How?Shamus Young said:I was able to break the economy just by selling my excess herbs at the auction house.
You could always take the Mabinogi approach and make field leveling fucking pointless from the get-go.How would you keep the population balanced?