Game's principles / mechanics and game's zones

Awamory

New member
Mar 7, 2021
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Hello, these are just my suggestions, just basic principles. Of course it will be a good idea to develop it deeply, more detailed, but it should be a big job, not just a forum post, it is just a template.

What should I do if I’d like to get a popular game like MO2?

Principles:

1. The game should not just attract people’s attention, but hold people

2. The game should help to fulfill the needs of ALL types of players BUT not at the expense of another group of players

3. The equal gifts / bonuses / rewards should be for ALL activities in game

4. The more you play your role (as a PvP fighter / PVE farmer / crafter / explorer…) the more benefits you have in this role – CONSTANT CHARACTER DEVELOPMENT FROM GAME’S MECHANICS

So in this case

1. We don’t want to get a BIG PvP arena as entire world with nice decorations

2. We’d like to get the balanced fantasy world there everybody can find his / her own gameplay BUT not at the expense of another group of players

3. Rewards should be unique and adequate things for EACH type of activity – crafter’s rewards, tamer’s rewards, fighter’s rewards etc – like artifacts, gear, capes, ranks, magic things, decorations – for character, for house, for pets etc.

4. We should give our players a lot of DIFFERENT opportunities to develop their character, not just throughout fight way

5. We don’t want to see our players in game like homeless people - naked / with bad gear / small variants of capes etc but we want to see them like successful people if they play our game. Because we DON’T hate our players, we like them. We should help them to get tons variants how their character can look like / the ways how they can develop their characters.

As conclusion

1. NOT 2-3 variants of capes with VERY LOW chance to get it from a boss BUT dozens / hundreds different types of capes / gear from different POIs with good chance to get it like 25% or even more

2. If JUST ONE player can use a gear / book / scroll / reward then we should have opportunity there JUST ONE player can get it SOLO from boss / POI.

For example if it is a book / scroll which just 1 mage can scribe in this case it must be enough just 1 person to get it from a boss / open world / task / quest etc.

If we have a big boss like Spider Queen or Mino King there we should use a LOT of people to get reward from them then there must be rewards for FULL guild / big bunch of people like something for stronghold / keep / houses / guild buffs / guild artifacts etc., BUT NOT for 1 player like a scroll / a sword etc. Rewards should be adequate.

3. 1 world, 1 server but different player’s zones – because the game should help to fulfill the needs of ALL types of players BUT not at the expense of another group of players.

Basically we have the such groups of players:

1. PvP-players, they play this game for PvP only, mostly they are RPK or ARPK

2. PvE players – they’d like just to live in fantasy world and develop their character there different ways – to kill mobs / bosses AND other activities like to craft, to trade, to explore etc.

3. Players who like discovery content, to explore the world, to find game secrets in crafting / geography / hidden places etc.

4. Different types of role players

So we should create different game zones where different types of players can live and get / create their content.


As a suggestion we should have 3 types of zones.

1. Blue zones
– a big areas like Meduli biome maybe surrounded with BIG walls and gates with guards and difficult to pass forests / mountains with hard mobs etc. And a lot of guard’s posts/ patrolling guards inside etc, where blue players with 0 murder counts and good reputation can live. Where these people can build houses and where their houses will be demolished immediately by guards if their reputation score will be 0 or below. Where people may be get killed as well but everybody can report murders, with blue priests only. And reputation / standing can increase only inside this area.

These areas should have ALL necessary resources to live and craft decent gear, things / all classes of mobs (for tamers and dominators) / a lot of POIs / some bosses etc as well.

Players can be involved in PvP in these areas WITHOUT murder counts

- only if their guild has a war against another guild and people from these guilds met in this zone (except cities in this zone – NO WARS inside cities).

- in duels, if they both accept duel (we should have mechanic where each player can invite to duel another one, but if he / she gets refused 3 times he / she can invite to duel in 24 hours)

- during bounty hunting like we have it now

So we should have mechanic where each guild in game can declare 10 wars for example and has 10 allies for example.

2. Red zones – lawless zones where everybody may be get killed without any murder report, with blue and red priests, with a lot of POI, maybe some unique things like unique kind of animals / unique capes / gear / some unique types of artifacts or resources which could help to their owner to craft steel / other material faster or in bigger numbers.

With small blue islands like guarded camps.

Players should want to visit these zones if they want to get something unique in game (capes, some kind of resources, decorations etc), ATTENTION – IT SHOULD BE UNIQUE STATUS THINGS TO SHOW THIS IS EXPERIENCED PLAYER BUT NOT KEY THINGS WHICH CAN CHANGE GAMEPLAY / TO GIVE EXTRA OPPORTUNITY IN PVP TO THEIR OWNER.

3. Open world – something like we have now inside and near blue cities – Bakti, Moh ki, Tindrem etc including jungles. We should have Open world between Blue zones and Red zones.

For start we should create maybe 2-3 blue and 2-3 red zones and see how many players will live there. If we have a lot of players in Blue zones we should create the new ones in Open world. If we have a lot of players in Red zones we should create the new ones in Open world.

The game should help to fulfill the needs of ALL types of players BUT not at the expense of another group of players.

So the MAIN principles:

- NO forcible PvP – players should have zones where they can craft / live / tame / roleplay / farm mobs and where opportunity to be get killed in PvP is minimal

- NO 100% safe areas without PvP – even in Blue zones people can be get killed in PvP

- People should have opportunity to choose themselves where to live, which zones in, people have a right to have their own gameplay without forcing to do something they don’t want and GAME MECHANICS MUST HELP THEM WITH IT – they could do that the way to choose between different World zones.