I apologize in advance... this is going to be a long one.
Hope you all bare with me
Jezbelle wrote:Let's stay on topic... this has nothing to do with "choice" or the "freedom of choice" in any way!
The only reason i suggest implementing these mechanics, or similar ones (like in my other post
end-game-very-interesting-idea-t1243/ ) IS because I want the average player to infatuated with the end-game for 10 years.
The only reason I suggest giving bonuses to land/ownership is because it will double every player's greed. Their need to have it. Land struggles will keep them occupied for years to come because the result is that it "improves their character". Just like raiding in end-game kept WoW players occupied. Because it had the reward of loot to entice you.
Do not get me wrong, Jezbelle - I find your ideas interesting and also creative.
I just do not find them right for this game. Telling you so IS being on subject in my opinion...
What you must realize is that the End-game in LiF is the constant changes in the world, the changes of power, the dangers of being sieged, raided, what politics are played out and living in it all, having to deal with the results of all this. Whether you want to participate in planning/conspiring to those changes, or simply just be affected by them in your "daily-life" chores.
If you have read what Bobik visioned and why he wanted to create this game, you would find that many of the things you are suggesting with your "End-game" thoughts and ideas - even though good ideas - are exactly what he is trying to get away from.
And the fact that he is trying to avoid them is one of the key factors that I personally burn for this game.
A large portion of this community are the ones that LEAVE the type of games you speak of, because there is nothing to do BUT End-game grind fests... But these people are not any less loyal - they just do not have that many games to be loyal to...
Why do you think games like AO, UO and SWG kept on living as long as they did? Well... those are the people I speak of, and others like them.
LiF - if it delivers like it has promised, and without to many "holding-hands" mechanics - has the potential to live for 10-15 years - with its vibrant RP/PvP/Craft community. Probably longer as well.
In Lotro i led a successful Heavy RP/Raiding kinship for over 6 years. And most of the old kinships still present in Lotro today are not the ones that concentrate on end game content.
Its the ones that concentrate on RP, PvP - or using the game and the world in other ways that the game dev's never thought of.
I personally do not play Lotro anymore - as I am seeking something more, and also work with game development - in addition to being a film/Game music composer - I simply do not have the time anymore.
The people I speak of are the ones that would like to actually LIVE and BREATHE the LiF world, and who like to be a part of something that is in constant change - WITHOUT any of the "grind-to-win" stuff.
Jezbelle wrote:You put too much faith into the average player. He is not like you or me. He is not a role player. He is not interested in anything past making his toon better than everyone. After that, he quits. Why not prolong that process?
you are absolutely RIGHT and WRONG!
- RIGHT:
The Average Player is definitely not like you and me
- WRONG:
I do not put ANY faith in a player who needs to be led through every aspect of the game - Those are the type of players who ruin every good game in my opinion - IF the dev's listen to them, that is... Like I said earlier - there are tons of games for them to play, and leave us who seek something a little more interesting, and with more challenging depth, a few good games to play.
After all - many of the over 18.000 members on this forum came to follow this game exactly from that point - that it offers something with allot more substance than themepark games do. And mechanics like the ones you are suggesting here are after all typical for themepark games.
This game has been hidden as it has not had much press coverage, so the community has for the most part found LiF because they were seeking something different and pretty specific. And they found it. Lets leave it different and specific - please...
I personally do not put WoW as a milestone to how to keep players for a long time... on the contrary... WoW is a childs game as it is now - and that is also the only reason for its survival.
It was ground breaking at one point, but thats a long time ago.
WoW is everything I personally DON'T want in a game...
I do however think you are -pardon me using such a word - naive - if you think that a average WoW player stays for long in WoW today... (No offence meant by that)
The old ones who were that type has left for more mature games a long time ago, I even suspect many of them now are the type that wish for LiF to be as Bobik visioned
What you find there now are mostly immature children who play for periods, then leave. Its just that the flow of children with access to it is so large the numbers have stayed "stable" for quite some time. It does of course have its hard "core" of stayers - but they are very few - just so loud or visible they seem more.
And all of those are the ones you will get here if too many of these "End-game" mechanics find their way into LiF. And again... the mature and loyal crowd would leave, and the "mob" of children would ruin it, and leave it broken and barren in the end.
Keep the sandbox game a sandbox...
Kings and lords should be self acclaimed, or chosen by the players - as it already is, and was intended - and it should be up to each player to follow or disobey, work against or not care.
Having skill bonuses for being a King as a mechanic leans towards "magic" and "fantasy" for me personally - and thats a "no-no". And it is not even necessary. Cause the leaders, lords and kings who will be good leaders, lords and kings will have something natural that is far more powerful than what game mechanics can offer...