PDA

View Full Version : What I think this game needs for longevitity.



mrcalhou
03-28-2011, 05:25 PM
They need to add things to the game to make it less stagnate. Creatures, "dungeons," content, etcetera.

They also need to add abilities and make crafting more differentiated. Eve's crafting works fine because there are a ton of skills and the real-time progression makes it so that there's enough different specialities that it's likely that you won't be able to get everything from someone in your corp and either you'd need to fill that gap yourself or find someone outside your regular group to buy from.

Right now Xsyon, just like Darkfall before it, is too limited in terms of what players can do, what players can create, and most importantly how much players actually impact the game world.

After they get the technical problems ironed out, they need to implement severe item decay or even item destruction upon death. An MMO economy revolves solely around consumables. Then they need to implement weapon abilities, armor abilities, harvesting abilities, and crafting abilities. They need to branch out each of the skill sets into sub-skills and sub-sub skills and possibly even have abilities take from the skill point pool--all in a bid to encourage specialization.

Since this game doesn't have a time-based progression system to control character expansion, they need to find another method to artificially control skill point acquistion. The current click-wait system encourages macroing (I don't care that macroing is "against the rules" when the game makes it too easy to do so). It's a design flaw and a cop-out, and that needs to be changed, which is why I suggested crafting and harvesting abilities as well.

They also need to add regional resources quickly. The fact that everything is made from either junk piles or trees is just another cop out. I don't give a flying damn about realism in a game if it's going to make the game boring and stagnate.

santoclawz
03-28-2011, 06:23 PM
i pretty much agree, i got 2 friends to play and they dont log in at all now, not since like day 3, why? they experienced it all. i still try to log in as much as i can and work on my overly ambitious homestead but its such a chore, also what happens when im done building the damn thing...

Killarai
03-28-2011, 06:48 PM
I would definitely appreciate some explorable caves with wolves and bears. =]

Koll
03-28-2011, 07:00 PM
I demand a zombie horde. With zombie racoons XD

ocoma
03-28-2011, 08:29 PM
I want to be able to tame said zombie horde.

cbowsin
03-28-2011, 08:42 PM
This is a sandbox, most of your ideas would be great for a themepark style game

mrcalhou
03-28-2011, 09:04 PM
This is a sandbox, most of your ideas would be great for a themepark style game

Umm... I'm seriously confused as to how you were able to come to that conclusion based on my post, especially when the two games I mentioned were "Eve" and "Darkfall."

I also never mentioned that content should be limited based on some arbitrary number or that the only progression should be storyline missions that lead you from hub to hub. There just needs to be things to do. Ideally the game would be "end-game" as soon as you log-in from character creation.

If by sandbox you mean "this game is the same everywhere so when you see one thing you've seen it all" or "harvesting and crafting are the same, boring, macro-friendly click and then wait for a bar to fill so you can click again systems that "sandbox" games have relied upon for over a decade" or "we're not going to give you anything to do in the game besides build stuff that's useless until you have so much of it that you just throw it away so you can build more stuff that you will just throw away" then, yeah, I'll agree with you because we all know that sandbox means having everything equal for everyone at all times.

I honestly prefer Eve's definition of a sandbox as an "emergent game-play" game; where the players' CHOICES define the game, not the lack of content or the lack of penalties or the lack of substance.

Right now we just have a skeleton of a game, and for the time being that's fine. For the long-term it won't work. I've been through games. Many games. I know what works. I know what doesn't work. I've watched games falter for not working. I've watched players leave games because they got bored with lack of meaningful content, and the lack of balance.

kenji
03-28-2011, 09:10 PM
I should fear some type of monster in this game besides just gank happy players

santoclawz
03-28-2011, 10:03 PM
This is a sandbox, most of your ideas would be great for a themepark style game

elaborate please

cbowsin
03-28-2011, 11:32 PM
WoW, really, ok ...


They need to add things to the game to make it less stagnate. Creatures, "dungeons," content, etcetera.

Themepark. Dungeons are themepark content. Sure there can be dungeons in sandbox but to be a sandbox no dungeon can reward higher than other dungeons, they need to be lateral expansions. So they add a dungeon that gives you a +5 mace. A year later they add a new dungeon that rewards a +5 sword. Now you are all upset because the only difference between the +5 mace and the +5 sword is the graphic. So you want the new dungeon to offer a +10 sword. Now you don't want newbs starting fresh to have access to the +10 sword cause you spent 3 months trying to get the +5 mace, so you insist that players get the +5 mace before getting the +10 sword so it can be fair for the time you put into it and eventually you get WoW style raiding. hence themepark


They also need to add abilities and make crafting more differentiated. Eve's crafting works fine because there are a ton of skills and the real-time progression makes it so that there's enough different specialities that it's likely that you won't be able to get everything from someone in your corp and either you'd need to fill that gap yourself or find someone outside your regular group to buy from.

Themepark. This game already does what you essentially want. I can be toolcraft 80 and some newb can load in and he can have a foragers bucket where I have yet discovered that recipe. That is pretty differentiated. However obviously you are not pleased with thus otherwise you would not have suggested this, so I can only assume you want some kind of ladder progression in tradeskills, enough to make everyone unique. As we all know, ladder progression is themepark, so you want a themepark skill progression.


Right now Xsyon, just like Darkfall before it, is too limited in terms of what players can do, what players can create, and most importantly how much players actually impact the game world.

Never played Darkfall so here I can only assume you are correct in your analysis. However the limitedness of this game is not because of what players can and cannot do, but based on many 'features' have not been turned on yet. However, since I can create a homestead, dig a hole, abandon tribe and every other player in the game can stumble upon my hole I would say players have a big impact in the world.


After they get the technical problems ironed out, they need to implement severe item decay or even item destruction upon death. An MMO economy revolves solely around consumables. Then they need to implement weapon abilities, armor abilities, harvesting abilities, and crafting abilities. They need to branch out each of the skill sets into sub-skills and sub-sub skills and possibly even have abilities take from the skill point pool--all in a bid to encourage specialization.

An MMO economy revolves around supply and demand. Right now since very few things are in-game there is very little demand for anything.

Sub-skills and sub-sub-skills are all ladder progression and ladder progression is themepark. If you want to come into the game world cooking and do nothing but that, you do not need to master foraging and fishing to do so, you can just cook To have what you have requires a list of things that need to be accomplished and that is themepark. Where you need to do A and then B before you can do C. A Sandbox is if you want to do just C, then do just C.


Since this game doesn't have a time-based progression system to control character expansion, they need to find another method to artificially control skill point acquistion. The current click-wait system encourages macroing (I don't care that macroing is "against the rules" when the game makes it too easy to do so). It's a design flaw and a cop-out, and that needs to be changed, which is why I suggested crafting and harvesting abilities as well.

I read this as, since there isn't ladder progression aka themepark, the game encourages macroing. Which is untrue. Regardless if the game is sandbox or themepark, people will find a way to gain an advantage if one is available. What you are trying to do is say that since one thing exists, a themepark model is better to prevent this problem, when in fact it does not as it also currently exists in many MMO themeparks. This portion does not create a solution to the 'problem' you just spin it to make it sound like your idea will resolve the issue, which from evidence of many themepark mmos, it does not.


They also need to add regional resources quickly. The fact that everything is made from either junk piles or trees is just another cop out. I don't give a flying damn about realism in a game if it's going to make the game boring and stagnate.

This is the irony of the whole post. You say "characters are too limited in how much players actually impact the game world.", "They need to add things to the game to make it less stagnate", and "An MMO economy revolves solely around consumables." but then go on saying they need to add resources quickly? Well which is it? If a player chops down a tree near your homestead then obviously you want that tree to grow back quickly so you can use that resource, which I assume is what you mean in this portion of the topic. A lot like frequent respawns in themepark mmos. Yet because this player chopped down a tree you need it is apparent that players do have a big impact on the game world. Because now that you have to wait weeks for that tree to respawn the game world is much less stagnate. Now you have to trade with that same player who cut down your tree to get the resources you need creates a demand for something in which he can supply, you ask for quick resources as they provide in theme park mmos.

Back to what I said. You are looking for the things that are provided in a themepark mmo, when this is a sandbox.

Killarai
03-29-2011, 12:09 AM
WoW, really, ok ...

I'm going to take a wild guess and say that you've never played Ultima Online..

Your assumption in what these features mean make it Themepark, not our preferences.

Before boasting your perspective is correct over how a Sandbox should be played, please take a look the other Sandbox games before Xsyon and judge upon that, especially the ones Xsyon is inspired by.

cbowsin
03-29-2011, 12:29 AM
I'm going to take a wild guess and say that you've never played Ultima Online..

Your assumption in what these features mean make it Themepark, not our preferences.

Before boasting your perspective is correct over how a Sandbox should be played, please take a look the other Sandbox games before Xsyon and judge upon that, especially the ones Xsyon is inspired by.

Aren't I playing a sandbox game? Do I really need to play every single sandbox game to post my rebuttal. Does that mean I have to play every mmo before I can make a comment? Instead of posting some opinion, why not explain the difference between a sandbox and a themepark. Don't worry, I'll wait.

Killarai
03-29-2011, 12:39 AM
A Themepark MMO is based around the linear play style of a set story for your character, a Sandbox MMO throws you in a dynamic world where it's possible to change the environment and politics, you are essentially creating the story.

A dungeon can easily be non-linear, and it wouldn't even be that they're all the same in difficulty, it could very well be the fact that they're actually just completely different types of dungeons for completely different types of playing styles and creatures or environments.
"Holy shit, a dungeon with multiple entrances and exits without a boss!? Nowai."

http://uo.stratics.com/content/atlas/dungeons/dst1.gif

Check that out, non-linear dungeons, who would've fuckin' thought, aye?

http://uo.stratics.com/content/atlas/dungeons/dsp4.gif

All I'm saying is, if you actually played these games prior, you'd have known this shit.. Instead you're throwing assumptions based on your own incomplete perspective.

I can explain quite a bit about Sandbox games, I have all night.

cbowsin
03-29-2011, 01:15 AM
A Themepark MMO is based around the linear play style of a set story for your character, a Sandbox MMO throws you in a dynamic world where it's possible to change the environment and politics, you are essentially creating the story.

Well nice of you to respond to one of many responses I made. Perhaps if you have all night then you wouldn't have mind responding to all my responses. Also thank you, it has been a long time since my forum debates and forgot the term is linear as I used ladder in my responses.

With that said, 'difficulty' is a slippery slope. In a sandbox, perhaps they created a dungeon for pvpers thus making it impossible for crafters but also introduced a dungeon for crafters thus impossible for pvpers. Well if that was the case then then they would have to create a dungeon designed for every possibility of the sandbox to satisfy all the various different plays styles in a sandbox. Assuming they did this, then they introduced new dungeons well they would have to make them the same difficulty as the previous dungeons otherwise they would end up adding dungeons with a higher skill requirement which basically makes it linear as a player would have to do one before doing the other thus making it linear. It has nothing to do with the number of entrances and exits. I appreciate the pics but you fail to make your point how you want something other than a themepark.

Killarai
03-29-2011, 01:39 AM
Wait, where in the hell did I say there were to be "dungeons" for "crafters"?

I honestly don't feel like this is even debatable, seeing as how my opinion isn't an opinion but factual gameplay mechanics previously successfully done.

Oh, I get it.. You're splitting the community into PvPers and Crafters, how fanciful.. "Crafters" as in PvE players.

Why in the hell would you try to split them up? A dungeon wouldn't be a safe-zone, you have every right to PvP in a dungeon with PvE players, I don't see this as a problem.. Again, UO did this.
Why would you also need to create dungeons with tiers with, "Skill requirements"?

Again, you're making assumptions and going downhill with them twisting them to seem linear and play like a Themepark, you could literally twist anything about a non-linear game, add one little thing to it and make it linear for an argument.

I have a challenge for you, instead of thinking of these as themepark additions, try to figure out how something like this could be incorporated as a non-linear gameplay mechanic, yeah?
You may have played far too many Themepark to Sandbox MMO's to not quite puzzle together the simple mechanics of a Sandbox.

You literally don't need to touch shit for it to be a Sandbox.. Hell, that's actually what a Sandbox is, you want a dungeon? Don't fucking touch it's mechanics, just throw a godamn dungeon in there with skeletons, bam! Dynamic and non-linear, it's just a room with some godamn skeletons.

See this shit? That's a fuckin' graveyard, and you know what graveyards have? Yeah, godamn skeletons.
Dynamic? Hell yeah, just a godamn graveyard with skeletons and realistic loot, no crazy shit there.
Oh, PvP? Yeah.. Easy, a player kills you while you try to kill a skeleton, BAM! Dynamic.. Non-linear play.
http://www.ezmodeunlocked.com/wp-content/uploads/2009/10/uo.jpg


And you see this? Yeah, that's a fuckin' dragon.. Oh wtf, is that a boss!? No, it's just a fuckin' dragon, who the hell needs bosses when there's fuckin' dragons roaming around?!
Again, dynamic loot.. Hell, maybe I have their AI code lying around here, it's just a random generated pile of gold and shit.

Name = "a dragon";

SetStr( 796, 825 );
SetDex( 86, 105 );
SetInt( 436, 475 );
AddLoot( LootPack.FilthyRich, 2 );
AddLoot( LootPack.Gems, 8 );

http://www.onlinegametrader.net/~nystul/Guides/archery/dragon.gif

Yeah, dragons have gems and shit. :|

xyberviri
03-29-2011, 02:03 AM
I think they would have to work on animal AI before adding any of that.

Also belive the whole animals grow/level over time is your dragon your asking for, if a bear can grow to a adult then not get killed and then grow into a epic creature you would have this grizzly that just tears players apart solo which would mean you would have to gather a raid group against it, but once its dead then you would have killed it from the game.

I think animals should create offspring that is slighly lower to there level so a level 1 bear grows up and becomes a level 10 bear and now its offspring start at like level 5 and they grow up and to level 15 and they produce offspring that starts at level 10, etc etc, so that higher level animals produce higher level offspring. so that you can create a cycle where animals start to become over powered.

thats not saying that we should have racoons taking down a army of players or that all bears should be like this, but animals in the mist should follow that pattern.

As far as dungeons and grave yards:
I could see caves being added and animals being seeded in there, how ever once you kill them off that would pretty much clear the cave out. grave yards might be possible when they add religion and probally as part of the player death possibly, but again this is more of a theme park element.

but a cave with cave dwelling creatures that grow and get stronger as time goes by would be interesting, esp if they left at night to go hunt for food.

Things that can be added to a world simulator that dont seem to be added just because you can add them, thats what i think of when i want to suggest stuff for Xsyon. Stuff that could be possible.

how ever i think we should stay away from humanoid npcs, i guess zombies dont really count.

Killarai
03-29-2011, 02:12 AM
...

No doubt, and I'd like to stay away from features that are easily not proper for Xsyon's setting and environment, however.. We do need more action and explorable areas, not just MORE of what we have, but some variety.

bruisie159
03-29-2011, 02:44 AM
This is a sandbox, most of your ideas would be great for a themepark style game

There is a growing use of the "sandbox excuse" around here. Maybe the devs use the term also an excuse for having no content.

A sandbox should nopt mean no content. It should mean choices. Choices mean - lots of content. SWG was full of content and you could play and progess any way you wanted to. You can dip in and out of professions and combat, you could specialise, socialise, or just go off hunting alone and still have fun and make progress. Eve, while its a game i personally dont get on with provides lots of choices. WHat you choose to do is up to you.

The type of game you and others that preach the same "this is a sandbox, dont expect the devs to provide content!" mantra would probably be better suited to second life. Although with second life content is "player" driven its created outside the game on the whole. That kind of meta content is not possible with games like Xsyon and therefore there needs to be plenty of sand and toys provided by the devs.

Roxout
03-29-2011, 04:02 AM
Easiest way to give this game some direction... Item decay. Couple that with an area of the map that cannot be claimed and yields the highest quality materials and poof instant content.

As it stands there is no reason to leave the safety of your tribal territory. This is fine, but there needs to be a penalty for never venturing out. Perhaps if there was a placed that we all wanted to explore with the chance of gaining untold riches, we might have some interesting drama develop.

Many of you cry about griefing, but in reality the griefing is what will add the player driven content. This is a post appocalyptic survival scenario after all. There is no need for "dungeons". There is a need to encourage some conflict. Even if the combat it terrible.

cod3r_
03-29-2011, 05:09 AM
I can't help but assume the Devs fully intend to add these sorts of things. More mobs, more places of interest, deep caves with stuff in them, combat, sieging, and I thought some sort of skill cap was going to come at some point which would mean everyone would def be different. There is no way they've created this much and don't have a pretty good idea where they need to keep going with it.

esudar
03-29-2011, 05:30 AM
ZOMBIES!!1

joexxxz
03-29-2011, 05:45 AM
For example right now there is four seasons.
Right now there is rain, day, night.

Once i saw a player sleeping on the ground at winter times with no closes.
Mistake!!! He should of died, or got sick.

For example: i can store food (fish) in my bins for a million of years and it would not rot. Whats wrong with that? Lol

You dont need to add more content right now, but the first thing to do might help allot is to fix simple things like that.

Second there is rain, can the basket bins protect items from the rain, not really. Certain items in basket should decay faster after they get wet.
For example:
1 cloth : attribute:
moisture measure: 0 - dry, 10 - max wet
For example if you take your cloth and put it in the water for a period of longtime, when you get that cloth out, it should be easily torn appart.

Same here, if the moisture measure was allways high, then the decay is much faster.
Its just one example, food should also be decayed.
If this items were fixed right now, it would be more intresting to play.


Easiest way to give this game some direction... Item decay. Couple that with an area of the map that cannot be claimed and yields the highest quality materials and poof instant content.

As it stands there is no reason to leave the safety of your tribal territory. This is fine, but there needs to be a penalty for never venturing out. Perhaps if there was a placed that we all wanted to explore with the chance of gaining untold riches, we might have some interesting drama develop.


Many of you cry about griefing, but in reality the griefing is what will add the player driven content. This is a post appocalyptic survival scenario after all. There is no need for "dungeons". There is a need to encourage some conflict. Even if the combat it terrible.

Roxout please check my post, i have a few suggestions about that
http://www.xsyon.com/forum/showthread.php/5982-Idea-for-SAFE-ZONES?p=71296&viewfull=1#post71296

Vandali
03-29-2011, 05:49 AM
This thread has made me wanna return to UO. Those dungeon images bring back good memories, my provoker in the day loved the shadow wyrms beneath destard, high risk, high reward, something that is sadly lacking in this game at present.
Theres no risk, theres really no sense to the game(skilling system with leveling points, baffled) decay off making crafting useless, hopefully in six months they will have made this a challenging, but rewarding adventure, but currently that isn't the case.

Delvie
03-29-2011, 07:27 AM
Basically it comes down to content - what the game needs is more content - there again we knew this going in. There is a huge list of promised features yet to be implemented, new land beyond the mist yet to be seen, not to mention a combat upgrade. Personally I love the game but I'm forcing myself to go slow - no point on getting everything to max 100 right now. The MMOs that I play release content on a regular basis - when the content dries up I move on, I expect most folks do the same.

I figure this week is the end of March, realistically I'm looking at a couple more weeks stabilizing systems, a push back of some of the mist, release of the rest of the animals, and hopefully sometime in May the release of Animal Taming and Cooking. I expect as the mist moves back there will be a mini land rush as some tribes up and move and we all spread out a bit more, don't expect a ton of mist to be pushed back - just enough to spread us out some.

This Fall I expect code will be implemented and changed and changed again as we work out how war and peace should really work. Don't kid yourself - this needs to be worked out in a way that a majority of the population can tolerate. Everything from seige times to what happens when a good aligned tribe member loots someone off their tribal lands. Realistically it's almost impossible to even start discussing the matter until gates, seige equipment, and the combat upgrade get worked out. Fall is probably too ambitious a time line as this will be a huge undertaking.

I don't expect Prelude to end until next year sometime. There are several more skills that need to be implemented and Religion. Hopefully when Prelude ends we'll have alternatives to junk piles and have worked out the warfare mechanics. Because at some point we have to figure out how to implement cities which is a whole different dynamic than a Tribal Town and will require political systems.

And then there are the other usability enhancements. Where do they squeeze in a decent chat system? What about fixes for the UI? What about moving the character delete button? A new location/compass system? One of my requirements for a game is WASD/Arrow key movements - Xsyon has that - great, but I didn't realize how much difference a good chat system can make until using this one. Changes to how Tribes are managed - allow us to create and keep tribes separate from totems so you don't have to completely reform when you want to move. etc. etc. etc.

So I'll be happy if every three months I can look back and see that progress has been made.

mrcalhou
03-29-2011, 08:02 AM
Themepark. Dungeons are themepark content. Sure there can be dungeons in sandbox but to be a sandbox no dungeon can reward higher than other dungeons, they need to be lateral expansions. So they add a dungeon that gives you a +5 mace. A year later they add a new dungeon that rewards a +5 sword. Now you are all upset because the only difference between the +5 mace and the +5 sword is the graphic. So you want the new dungeon to offer a +10 sword. Now you don't want newbs starting fresh to have access to the +10 sword cause you spent 3 months trying to get the +5 mace, so you insist that players get the +5 mace before getting the +10 sword so it can be fair for the time you put into it and eventually you get WoW style raiding. hence themepark

Dungeons do not need to be homogenous across the board to the make the game a sandbox. Making the dungeons necessary for advancement would make the game a themepark. Allowing the players to choose if they should even bother doing it at all makes the game a sandbox.



Themepark. This game already does what you essentially want. I can be toolcraft 80 and some newb can load in and he can have a foragers bucket where I have yet discovered that recipe. That is pretty differentiated. However obviously you are not pleased with thus otherwise you would not have suggested this, so I can only assume you want some kind of ladder progression in tradeskills, enough to make everyone unique. As we all know, ladder progression is themepark, so you want a themepark skill progression.
Practically all of the progression I can think of is "ladder progression" depending on which way you look at it. I favor lateral progression which is what I meant by differentiated. Currently, crafting is lateral in the sense that you can choose any crafts you want to, but each craft only increases from 5-100 -- the current system is much closer to ladder progression. I'd want each craft to branch out laterally, as well as, vertically.

So you might have weapon crafters that choose to specialize in a particular weapon and then of these some might focus on heavy axes while some focus on light axes, then one of the ones focusing on heavy axes might decide that they would rather focus on damage per hit, while two might focus on swing speed and then one of the ones focusing on swing speed would want to focus on crafting an effect that has a % chance of occuring on hit while the other one focuses on an effect that gradually stacks (each one of these attributes would need some form of counter attribute to help keep some balance and prevent any one particular thing from being so OP that no one would use anything else). At the end of the day this is still "ladder progression" but at least it'll give you more rungs to pick from.



Never played Darkfall so here I can only assume you are correct in your analysis. However the limitedness of this game is not because of what players can and cannot do, but based on many 'features' have not been turned on yet. However, since I can create a homestead, dig a hole, abandon tribe and every other player in the game can stumble upon my hole I would say players have a big impact in the world.
There is that, though personally I find having to place a homestead to be an arbitrary limitation. What I mean by having an impact on the game world is territory conquest -- having to be able to hold and take areas, not just place a safe zone and call it a day. But you are right with this. People do have more of an effect on this game's world than in other games.



An MMO economy revolves around supply and demand. Right now since very few things are in-game there is very little demand for anything.
Yeah, and stuff doesn't break or wear out. There's little need to replace something unless what you have is taken by someone else, but then they don't need to replace it. Currently removing items entirely from the game isn't working. There's no demand because there's way too much supply.



Sub-skills and sub-sub-skills are all ladder progression and ladder progression is themepark. If you want to come into the game world cooking and do nothing but that, you do not need to master foraging and fishing to do so, you can just cook To have what you have requires a list of things that need to be accomplished and that is themepark. Where you need to do A and then B before you can do C. A Sandbox is if you want to do just C, then do just C.
I never said that you'd have to forage before you can cook. Cooking would be the skill. Cooking fish would be the sub-skill, frying trout would be the sub-sub skill




I read this as, since there isn't ladder progression aka themepark, the game encourages macroing. Which is untrue. Regardless if the game is sandbox or themepark, people will find a way to gain an advantage if one is available. What you are trying to do is say that since one thing exists, a themepark model is better to prevent this problem, when in fact it does not as it also currently exists in many MMO themeparks. This portion does not create a solution to the 'problem' you just spin it to make it sound like your idea will resolve the issue, which from evidence of many themepark mmos, it does not.
You read this wrong. The game encourages macroing because all you have to do is click the mouse and then wait. There's not other interaction necessary. It has nothing to do with the style of progressing. Just the way the player performs the progressions.



This is the irony of the whole post. You say "characters are too limited in how much players actually impact the game world.", "They need to add things to the game to make it less stagnate", and "An MMO economy revolves solely around consumables." but then go on saying they need to add resources quickly? Well which is it? If a player chops down a tree near your homestead then obviously you want that tree to grow back quickly so you can use that resource, which I assume is what you mean in this portion of the topic. A lot like frequent respawns in themepark mmos. Yet because this player chopped down a tree you need it is apparent that players do have a big impact on the game world. Because now that you have to wait weeks for that tree to respawn the game world is much less stagnate. Now you have to trade with that same player who cut down your tree to get the resources you need creates a demand for something in which he can supply, you ask for quick resources as they provide in theme park mmos.

Back to what I said. You are looking for the things that are provided in a themepark mmo, when this is a sandbox.
You assumed wrongly. What I said was that they need to add regional resources. That is a resource that appears in a specific region or regions. It has NOTHING to do with respawn rates. I just reread what I wrote, and I cannot fathom how you managed to come to the conclusion you did regarding what I said about resources.

They need to add regional resources to encourage people to trade and leave their homestead. Practically everything is made from junk right now and you can find junk everywhere throughout the map. One place in the game world is pretty much like any other place and once you plop your safe zone over a junk pile you're pretty much set for a while.

Sorakin
03-29-2011, 08:20 AM
Basically it comes down to content - what the game needs is more content - there again we knew this going in. There is a huge list of promised features yet to be implemented...

^ This. the arguments about sandbox, themepark blah blah blah are stupid. What you label a game makes no difference if it doesn't even have the content. We are missing content, so people want more. What kind of content they add is up to the devs. Would uber-zombies spawning in the mists and attacking tribes be theme-park or sandbox?!?!?! Who cares... it's content and I approve either way.

The OP is right about one thing, we need more content.

Everyone here must hate going to themeparks, did you all fall out of the teacups when you were a kid?

StarvingSteve
03-29-2011, 12:46 PM
Xsyon needs FEATURES, not content.

Killarai
03-29-2011, 01:21 PM
Xsyon needs FEATURES, not content.

Semantics.

joexxxz
03-29-2011, 01:59 PM
Xsyon needs FEATURES, not content.

Lol a feature cannot be without content, am i right???

To add a feature you need content.

scambammer
03-29-2011, 05:43 PM
Everyone here must hate going to themeparks, did you all fall out of the teacups when you were a kid?

Ever notice that a real life sandbox actually has very little appeal to a large amount of children? Every sandbox I have ever seen in reality is either empty or has a child or 2 quietly off in their own little worlds with shovels and miniature die cast cars in hand...all the other kids are on the swings and the slides and the monkey bars or playing tag or screaming very LOUDLY!

One thing that all kids who spend more hours in the sand then on the slide have in common is....they don't want the tire swing in their sandbox.

mrcalhou
03-30-2011, 02:29 PM
Content and balance are both important.

Cracky69
03-30-2011, 02:56 PM
Xsyon needs FEATURES, not content.

Exploring used to be a feature, but the selfish community have just screwed this with another shiny new map. What feature out of those remaining will the community screw next - PvP perhaps. Oh yeah! Done already.

Half of you think the only thing to do with a sandbox is wreck it.

mrcalhou
03-30-2011, 05:09 PM
Exploring used to be a feature, but the selfish community have just screwed this with another shiny new map. What feature out of those remaining will the community screw next - PvP perhaps. Oh yeah! Done already.

Half of you think the only thing to do with a sandbox is wreck it.

If they ever had regional stuff, and randomly generated content, that will help with the exploration. Additonally, this would also greatly help PvP.

Trenchfoot
03-30-2011, 05:42 PM
I wouldn't mind changing the nature of the mist. Maybe that the mist doesn't kill you anymore, but the strange creatures in it do (wolves with buck teeth). Maybe the mist acts the same way visually. If you go too far in you can't see what's ripping you apart. Maybe if you stand on the edge of it you can see odd shapes shuffling about. And possibly sometimes you could coax one of them into the open.

You could even use it to add dungeons and the like. For example someone wanders out onto the edge of the map where the mist is supposed to be, but they find the mist 'temporarily' lifted there and oh look a cave to explore. Better check it out before the mist comes back.

Or the mist could even roll in and drop mobs/resource/dungeons anywhere on the map (so that these things could happen even closer to the lake.) Then the next day the mist rolls in and it's gone. The mist could really become an entity in the game. Something that all the tribes fear equally. Tons of possibilities.

orious13
03-30-2011, 06:00 PM
Dynamic mist (hot spots) would be great... the only place you can get obsidian (really high quality plants/fish/leather whatever). Lasts for 1 or 2 days then is gone for like half a week or more.

Later on a boss that drops whatever scroll you need to learn magic. lol... reminding anyone of any game?

Trenchfoot
03-30-2011, 06:26 PM
The only true sandbox IS in fact, a sandbox. It's such a broad term that to argue it is pointless. It's like an argument over the definition of 'supper' or 'dinner'. Is dinner lunch or is supper the evening meal? Forget about it.

It's better to just deal in specifics.

For example: I am not against additional content. As long as it's dynamic/unpredictable and it doesn't become a landmark. ie. And right over here is where we keep our mobs at... Feel free to harvest them as they spawn at X interval... Make sure you plant a totem on top of them to monopolize....

I think the mist could be used as a device to counter this perfectly. But whatever content it is i think it should have a quality summed up best by Old Man Winkle when we told him we were going to go farm the mist.

'Farm the mist? No one farms the mist boy, the mist farms you.'.

Hanover
03-30-2011, 06:39 PM
I think we need to STFU, pending further development. We are only 2 weeks into the PRELUDE!!!

Cyrus
03-30-2011, 08:55 PM
Exploring used to be a feature, but the selfish community have just screwed this with another shiny new map. What feature out of those remaining will the community screw next - PvP perhaps. Oh yeah! Done already.

Half of you think the only thing to do with a sandbox is wreck it.

You are lucky enough they didn't release the whole game 1600 zones yet, despites most of it is mysted at the moment. Because i could warranty you they may just do that big error tomorrow, to have their name on the map credit screen, despite they just needed to dump an xsip file. A shame. I look at you Sparrow and Shinsei.

I won't release it myself, never. But another will, just matter of time and "celebrity" greed. Wait for spoilers.

blythega
03-30-2011, 10:11 PM
Another thread from someone who does not read. http://www.xsyon.com/forum/showthread.php/2522-Official-FAQ-List Read the FAQ first before you make these kind of posts. It answers ALL your questions

mrcalhou
03-31-2011, 02:25 PM
Another thread from someone who does not read. http://www.xsyon.com/forum/showthread.php/2522-Official-FAQ-List Read the FAQ first before you make these kind of posts. It answers ALL your questions

I didn't ask these as questions. I wrote them as statements. Because I'm not asking anything in this thread. I'm saying that these are the things the game will need for the future.

StarvingSteve
03-31-2011, 02:36 PM
Xsyon needs FEATURES, not content.

Semantics.

Lol a feature cannot be without content, am i right???
To add a feature you need content.

Not at all.

Content: More animals, drops, etc.
Feature: Animal taming, animal AI etc.

joexxxz
03-31-2011, 04:42 PM
Not at all.

Content: More animals, drops, etc.
Feature: Animal taming, animal AI etc.


Haha. Animal taming? Well you need animals. Thats content.
0 - animals = no content.
1 - animal = content.
x - animal = more content of the same type.

I ment more content of a different type.

mrcalhou
03-31-2011, 07:56 PM
They're not really the same. But they both share many similarities. I'd say content would be closer to having more of the same, but features would be closer to giving more, different, choices of things to do. But in the end, I don't think you can draw a clear line.

In anycase, I really hope they start adding some consequences for choices. There's too many "right" ways and "wrong" ways to play. I want more grey.

And I want item decay and destruction to help fuel the economy. I also think the quick crafting system needs to go. Crafting items should either take a lot longer to accomplish or should require much more player input than just waiting.

joexxxz
04-01-2011, 12:28 AM
In anycase, I really hope they start adding some consequences for choices. There's too many "right" ways and "wrong" ways to play. I want more grey.

And I want item decay and destruction to help fuel the economy. I also think the quick crafting system needs to go. Crafting items should either take a lot longer to accomplish or should require much more player input than just waiting.

Good points. More grey + 1 ;).
And crafting needs to be redone at some point ;)

soulless
04-01-2011, 05:37 AM
Fishing action could be made alittle more interesting some how... also could add a few different things to catch, perhaps somthing usful in crafting occationaly...

mrcalhou
04-01-2011, 07:42 AM
There are a ton of rpgs that have better fishing. Just not any MMOs, as far as I know, for some odd reason. I remember playing games where you had to actively time pressing the button to reel the fish in, gauge the fish's strength/power against your own and against the strength of your line and pole. From a design point of a view I can think of very simple ways to make crafting and harvesting more interactive, more fun, and less macro-friendly.

I don't see why they can't have crafting and harvesting be affected by player skill as well as character skill.

joexxxz
04-01-2011, 08:42 AM
There are a ton of rpgs that have better fishing. Just not any MMOs, as far as I know, for some odd reason. I remember playing games where you had to actively time pressing the button to reel the fish in, gauge the fish's strength/power against your own and against the strength of your line and pole. From a design point of a view I can think of very simple ways to make crafting and harvesting more interactive, more fun, and less macro-friendly.

I don't see why they can't have crafting and harvesting be affected by player skill as well as character skill.

I was playing FABLE - THE LOST CHAPTERS, and the way fishing works there is fun. Would also prevent macroying.