by
AericMorte
» 18 Jan 2014, 22:03
From all appearances, this is not going to be a "quest heavy" game by any stretch of the imagination. From what I have read it's going to be NPC light, and THE PLAYERS are going to be expected to drive the action in game. Ultimately, this means conflict in its various forms will the the "end game" activity in LiF.
The only type of safe zone I can think of is something like Darkfall where you log into a neutral area to begin the game. The big difference I would make is that you no longer can harvest in this area once you aquire so many skill points. So essentially, once you lose that new player gleam, the "starter" area becomes totally useless to you and you are forced to find your place in the world.
The no loot conversation was quite entertaining. It simply will not work, as the point of this game is to make it the most like real life as possible. That is why original UO was so ground breaking. It wasn't only because it was the first MMORPG, but because Richard Garriot and Origin went to great lengths to make their world operate with logical, real life rules and consequences. A vast majority of MMOs have abandoned this concept all together, or they taint it with half measures---like insurance. Insurance is for when your horse tips over a lantern and burns your house down. Not for when you lose your magic sword fighting an orc horde. If you don't want to lose your magic sword, use some operational risk management. If the thought of losing your prized possession is too great, then maybe you should fight one or two orcs instead of 20. Perhaps you should use a non magical item instead of your best gear, and save it for when you are going to war with other players?
Anyone who has played this type of game knows that you don't craft one set of gear and go on your merry way. You craft several gear bags, so that when you die you just go in your bank, grab your premade items, and continue without delay. This has been common practice since 1997, and given the mechanics of LiF, it isn't going to change anytime soon.
The less magic there is, and the closer to real life this game aims to be, the less of a burden there is with losing items. The argument is extremely thin considering the original poster is using mechanics from several games to justify a point that has nothing to do with THIS game.