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  1. #1

    Cool Some features that I think would be incredibly fun

    Hello! First off, let me introduce myself. I am CouldntDeal. I guess I would just like to get my ideas out someway, so here I go.
    (*Note: Some features may already be in play, I'm just adding everything in a ball)

    Hydration and Hunger so that players who like to farm can do so, with purpose. Help feed the village. Fresh water (Flowing) must be gathered for the village, no drinking still water (I've played Oregon Trail. You don't want dysentery). Everything is the game can be crafted. So crafting is a primary thing. Say you actually have a couple people in your village, awesome great. Now what? Gather some wood, kill a bear for hide/food. Use the hide for clothes, food for... well, food. Also, taming system would be nice. "Whoa guys! A Random Yak has appeared!" *CouldntDeal used Tame* "It's super effective!" Then now I have a yak. Say I tamed a Male and Female yak. Now they can breed, and I can kill some off If I needed food. Also, now I can keep them in my Farm/Ranch area in our village. Oh, say we wanted to travel... Boom bust out some wood, craft a wagon. Awh man, I don't want to pull this wagon... Bam grab the Yak. Attach that bad boy to the wagon. Now you can travel. Your buddies can ride on it as well. Oh, and you can also fill that thing up with some items you scavenge.

    What if you don't like Farming/Ranging? Psh, go Mining for your village. Bring back raw material. Maybe be able to craft gold and silver coins for your village alone. Make some sort of currency among yourself. Granted, it may not be worth anything to anyone else in their village, but in yours... it can. Also, this allows players in the village to make new buildings. Shops if you will. The Armor smith can now trade stuff for material, make armors, and sell/trade it to allied players, or tribal players. Same goes with weapon smith. Gatherers can go out and grab Dyes from plants, wood/mining materials ect. Righteous. Hm back to that wagon thing again... Load that sucker up with a bunch of stuff your tribe has crafted, bring it on over to a nearby tribe. (Now we're thinking with trading. You might want to bring some body guards as well. You never know.) See if you want to trade. Or, go to the nearest tribe with an empty wagon, and fill it with the nearest tribes resources. I don't care what you do, that'd be badass.

    Now, what would be another thing I find that would be incredibly amazing, would be ships. With Ocean as well. No skill requirement to craft a ship, just a balls ton of resources. And I mean a lot of resources. So that tribes can work hard for their ships. This allows piracy, along with fishing, or mass fishing with nets, that could be made out of rope, which is made out of hemp, which is grown on a farm. See where I'm going with this? If you catch a bunch of fish, and have too much. Trade it for something else? Or just keep it in your stockpile. A game like this is truly open ended, and easy to play around with for a good gaming experience.

    Now, again, these are just my thoughts and opinions, feel free to change them up as much as you want. But think about how fun that would be.

    Sorry about the wall of text! But thanks for reading!


    - CouldntDeal

  2. #2
    Does this game not currently have a thirst/hunger system and the ability to grow crops? Growing crops is a LOT of fun for me, in a sandbox game. I was hoping Xsyon would have these features.

  3. #3
    Crops, agriculture has been discussed. Its part of the plan for the future

  4. #4
    @CouldntDeal

    All of those ideas are meaningless if yo're attacked by terrorizing zombie hordes and griefing players. If all of the conflict-obsessed players get their way this game will be so bled dry that there won't be any life left for anything other than signing its funeral papers and giving everyone the bad news one dark day in december on the front page that the game has been shtudown.

    No room for art or culture or community or building or exploring. Just murder.

    Just say goodbye to a mmo-rpg that could have been special and remembered.

    It'll be just another shadowbane or darkfall or any number of other pvp-mmorpgs.

    Building a fresh new world is innovative. It's new. Go in that direction, developers!

    Most mmorpgs have you led by a carrot through amusement park rides.

    You don't change the world in those games. They're static.

    They don't even come close to what Xyson could be. This is something special.

    But no, lets just throw it all away and obsess about conflict.

    A bad memory filled with remorse for what could have been...

    Quote Originally Posted by Mahkia View Post
    Does this game not currently have a thirst/hunger system and the ability to grow crops? Growing crops is a LOT of fun for me, in a sandbox game. I was hoping Xsyon would have these features.
    I've read that trees grow in spring from seeds cast by last years trees ... and players can spread the seeds. You can cut down select trees. The mechanics are there for this, I think.

  5. #5
    For every PVP MMO you can name that failed I can name 5 that were NOT PVP that failed.

    I understand you are not into PVP, but doesnt mean its insta death for an MMO.

    I can see you are new here, and really dont know much about the game, but the safety in this game vs PVP is very high. Try playing it before being upset with open world PVP.

  6. #6
    Even though this thread has been necroed a couple of times now.

    I feel PvP has a place in a game like this, otherwise it gets stagnant, and people will just get bored in game and leave for greener or newer pastures.

    I think there should be HARSH consiquences for unprovoked killings. There should be some form of economy other than who can make the best armour or weapons. I could go on for pages of things that make a great MMORPG Sandbox, but I wont here.

  7. #7
    Quote Originally Posted by Hodo View Post
    Even though this thread has been necroed a couple of times now.

    I feel PvP has a place in a game like this, otherwise it gets stagnant, and people will just get bored in game and leave for greener or newer pastures.

    I think there should be HARSH consiquences for unprovoked killings. There should be some form of economy other than who can make the best armour or weapons. I could go on for pages of things that make a great MMORPG Sandbox, but I wont here.
    YOu don't get it. A game doesn't need conflict to be successful. It needs players and broad open spaces where they can live and share in each others presence. Culture and art are valuable things. These happen when players build homes and villages and cities and unique crafts and trade relationships form and friendships blossom and people express themselves in myriads of ways. Bringing conflict into the equation turns on the fear-portion of our brain. What this does is makes people stupid and instinctive. It essentially shuts off the creative part of our brain and turns these games into a cesspool of revenge and bloodlust and frustration and ultimately they transform into gravesites where past heroes and villains moarn. A dead game. A wailing desperation that shrieks in empty starved places. Picture a landscape of bones and darkness and ghosts of long dead children looking for their parents. See drybeds where rivers once flowed. See eroded things turned to rock and ragged cliffs where none can enter. Feel the pain, the isolation, the exhaustion.

    1) building
    2) exploration
    3) hunting

    Those're the things this needs most of all. From this social communities can form. And the more you allow players to express themselves (peacefully), the stronger the vibe will be.

    Whatever you do, don't turn on the fear portion of the brain.

    It's worse than sex. It's worse than greed.

    Make it so that 99% of animals leave people alone and only become aggressive when attacked - some become more aggressive than others and some are social (help each other if attacked) and some will walk away if you stop attacking and some panic and run the moment you lift your hand. Animals that harm players without being attacked should be few and far between - but when they do strike, their should be enough time so that players can work together to defeat them and the animal should not be able to destroy whole villages. The worst that should happen is some moderate repairing will be needed. But I think animals like this should attack in small spurts where it hunts players in a village and causes a few scratches to buildings and then leaves to nearby forest until players come together and kill it. It should not spend all its time in one place or one village - it should move around so it does not stop the flow of the game too long in any single area. This allows word to spread about it.

    There should be warnings to players so they're aware that these kinds of things can happen. There's NOTHING worse in a game than to be misled about its dangers and then experience them. Nothing will make a player quit the game faster than that. Expectations have to be just right.

    The game doesn't neeed this, but the hunters might. The key thing is not to let this conflict drive the rest of the game. Have it so that it's meaningful in small portions. The rest of the time hunters will just be going after food and hides and animals to tame. Players that build or craft and explore can do that and 99.999% of the time they won't have to worry about being attacked from behind. Only hunters face a higher chance for the very fact that they're in the deep forest where the animals will be. In fact, even in populated areas, attacks shouldn't be big surprises. Whether it's zombies or animals, they should make lots of noise. Players need to be in control, not a victim of circumstance.

    Game is driven by things that people build and the things they share, like stories, friendships, crafts, appearance, etc. These should be the bedrock of the whole game. Expressing oneself is IT.

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