Liamx4 wrote:If they want to have a good population for a MMO and still going for a full loot game, they should start to think on an insurance system just like UO did (UO was the father of full loot games and still Origin/EA had to put insurance because players doesn't like full loot anymore) or just like Star Citizen is doing. They could have success with crowd funding using an insurance system just to negate the full loot system (like, as i said, star citizen MMO).
Few hundres players is not a MMO, is like an UO shard, but we are no more in late '90s, it's 2013 and a MMO must have players and features that players like.
And Life is Feudal have PvE, just called hunting, make a great hunting system, bandits, animals, from which take basic materials to use in crafting process. No need to have PvP everywhere is people can do what they like (PvE / hunting when they want, PvP with all the risks going in a specific map).
PvP or full loot is in no way equal to hardcore, nor life simulation, or they should put: character aging, illness, permadeath. Full loot and PvP are only used to harass other players, so that should be limited only in zones where players go if they want to compete with others
Kuroi wrote: then don't play, or deal with it.
Liamx4 wrote:If they want to have a good population for a MMO and still going for a full loot game, they should start to think on an insurance system just like UO did (UO was the father of full loot games and still Origin/EA had to put insurance because players doesn't like full loot anymore) or just like Star Citizen is doing. They could have success with crowd funding using an insurance system just to negate the full loot system (like, as i said, star citizen MMO).
Few hundres players is not a MMO, is like an UO shard, but we are no more in late '90s, it's 2013 and a MMO must have players and features that players like.
Liamx4 wrote:Kuroi wrote: then don't play, or deal with it.
Or make suggestions on making a better and more complete game, just what I'm doing
Siegbert wrote:Yeah, idk about full loot either. I imagine it to be pretty frustrating when you constantly lose stuff you have worked for. In Mortal Online I felt this way.
An MMO is an ever-changing game, a MMO in development phase even more. UO put Trammel and item insurance years after initial release, because players asked for it, now that Life is Feudal is still in development stage is the right time to insert features players will want to play the game, like pve zones, item insurance, just look at UO...Kuroi wrote:changing the game design is not a suggestion, it is just changing the game as you wish it to be, lol.
Really? Can you mention a full loot MMO with a population good for a MMO (at least some some thousand players)? No? Try to imagine why...Kuroi wrote:MO now has a little player base (not that really little, tbh) cause the game suffered of plenty of bugs since release, full loot has nothing do to with it.
Liamx4 wrote:UO put Trammel and item insurance years after initial release, because players asked for it
Liamx4 wrote:Really? Can you mention a full loot MMO with a population good for a MMO (at least some some thousand players)? No? Try to imagine why...
And still they put it because people wants it. An MMO must be a game for only its devs or for players? So a MMO should have features that players like...Kuroi wrote:EA ruined UO, everyone knows it.
Kuroi wrote:you are just blinded and narrow-minded thinking that "full loot" is the reason of such low pop, grow up man
Liamx4 wrote:And still they put it because people wants it.
Liamx4 wrote:But it is the reason. People start playing new MMO, they start losing all equip because of full loot and pvp everywhere, people sto playing the game.
Kuroi wrote:
every full loot MMO which had good population just went bad cause of bugs and bad optimization, like Darkfall which had more than 20k people on release a lot of them left the game for its bugs and crashes and lags, totally NOT for full loot.
Mortal Online got like 30k preorders before closed beta, initially they were planning for closed beta A to D stages, then they had to create E and F cause of all the people who bought it. and same as for DF, it started to lost population once people couldn't handle the initial bugs and crashes, i remember on release date there were like 10 people on every tree on every tree in every city, it was fuckin overcrowded. same here, bugs and crashes killed population
there are hundreds of good UO servers with thousands of people each, soon Az will start his IPY3 server which will have its usual 2-5k people
Haven&Hearth used to have more than 2k people playing it, and it has permadeath. now people play it less cause Salem is out.
Xsyon had a very good player base, then the game was just shit.
you are just blinded and narrow-minded thinking that "full loot" is the reason of such low pop, grow up man
Liamx4 wrote:Who talked about casual players? Not me.
Even the most hardcore players does not love full loot, just look at the most famous PvE/raiding guilds of themeparks, members of those guilds play a lot and they play well, they are not casual players, still most of them prefer PvE and not have full loot in pvp.
Moreover, most of actual MMO players are not players who can stay online 24hr a day, often less then 10 hours a week, and they in that time wanan play, not be parma dead and naked because of the first stupid player just pass by and enjoy harassing them. They should not be able to play?
I think every player should be able to play, the game simply should have various mechanics in different zones, from full loot/full pvp without player cap, to full pve, to balanced pvp zones (bg/arena).
Liamx4 wrote:What's wrong in making a game to attract a large base of players?
Kuroi wrote:making wow clones is always wrong.
Liamx4 wrote:Full loot is not a good feature for MMO players, and reality is just there to be seen by yourself (UO made trammel + insurance, no other full loot game of success, and so on)
Liamx4 wrote:Can you mention a full loot MMO with a population good for a MMO (at least some some thousand players)? No? Try to imagine why...
Bobik wrote:But turning full loot off in our game, is just like suggesting "Hey, let's make it not MMO, but Superheroes in future setting?!"
Cian wrote:You will be many suggestions Bobik. Please don't lose the vision of your game just to please a few loud people.
Bobik wrote: Insurance system works there perfectly and who knows, maybe we will implement something similar. )
Exactly, just like Star Citizen is making 30+ millions of dollars, stating that it's a full loot game and then making pay for the insurance, so you have your ship back if that is destroyed. This is not full loot, nor EVE online.Bobik wrote:EVE online, up to 55k+ ppl at once at prime time. It is not like totally full loot,
In these alpha stage of development I think inserting a similar system, with insurance on all items, can be done. Do not understimated what the majority of MMO players really like and want and not what a few players who cannot even make a full UO shard.Bobik wrote:maybe we will implement something similar.
just make a system that by paying gold in game (or copy Chris Roberts with the alpha ship cash shop) you can prevent any item from being looted, so you does not want to risk items just have to pay.Bobik wrote:But turning full loot off in our game,
Liamx4 wrote:just make a system that by paying gold in game (or copy Chris Roberts with the alpha ship cash shop) you can prevent any item from being looted
Kuroi wrote:he talked about EVE insurance, do you even know how that works? you get some GOLD if your insured loot gets lost, not your insured loot.
Liamx4 wrote:And I suggested --- you get your ship back --- or a lock on items that players does not want to lose.
Cian wrote:What is there to insure? Some armor that took a few hours to make? Maybe a horse? Some food? Perhaps you want to insure your peasent's hat?
You going to spend gold to insure them? How will you get this gold? Animals don't drop gold. Will you mine this gold yourself?
Perhaps you want to spend real money to buy insurance on your castle? What would they pay you back with? Castle materials in your bank? Maybe have them build you a new one?
Insurance doesn't work in a sandbox game where everything is player made. To do so would require that Bobik set an arbitrary value for everything.
Then you cloud the economy with insurance pay outs that will most certainly exceed the actual normal gold creation. Insurance will become the primary means of Gold creation and the economy will be dependent on it.
There is nothing positive about insurance in a game like this. Please abandon the idea. It's not need anyhow, you can make everything yourself within a few hours.