I also believe that PvP gear should lend the best drops for PvP and end-game related activities. The type of player to beat the game, by nature, have a competitive outlook. Integrating PvP into the end-game would be a great way to minimize player burnout while also allowing for direct...
I've made lengthy explanations on how PvP could operate in the past, but to summarize, I believe that it should play a role in acquiring certain prestige gear or taking part in certain endgame content via world events that require PvP battles between groups.
Imagine there was a daily raid that...
A random house should have a basement filled with curious objects. When discovered by the player, they would get an achievement or 'discovery' called "Another Kind of Dungeon".
Dungeon-Specific Sets. Say, you complete the spider dungeon, get the spider set, and it gives you immunity to cobwebs, or poison, while in the dungeon. This would be a difficult set to acquire, would play into a grindy 'dungeoneering' skill, with many attempts and completions of every boss...
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Your own example is solved by your own explanation of phasing. In any situation where there's the imagined 'one monster', it would be silly to have one monster for two non-partied players in the first place.
The entirety of the debate surrounding this is highly situational, both of us could...
Normal blocking still has this issue, imagine chat not making any sense
Bypass it, just like discord does in calls.
If you're in a party with someone you don't want to be around you, you'll either leave or it won't be that big of a deal. Seeing/hearing them in the party would allow it to...
I think the ability to completely remove a player from your game experience would be a good application of phasing, and only improve a "blocking" feature.
Depending on how PvP is implemented later, this may not be viable.
MMORPG
I wanna roleplay. Marriage could be used in housing and would lead to some hilarious interactions between players (divorce drama, etc.). I think it would be something fun to have if it didn't give any actual game benefits, and was just there for the sake of the social implications
First impressions mean everything, especially when it comes to a service like a Minecraft server. Currently the Dyescape site is functional, but it does nothing to separate itself from the average server website. Along with this, it has some quirks to it, like the tab that says "START DATE"...
I made this so everyone can look more popular than they actually are.
What you do is:
Give this post and all comments a +1, then leave your own comment so people can give you a +1.
At 20 players it would only reach 360. After 5 the XP gains really are negligible. A system with the base being 2/x instead of 1/x would be less punishing on groups, and I feel like it would be a better middle ground between everyone getting 100 XP and everyone sharing that 100 XP.
2/x table...
From what I've seen in the discord, the current plans for XP sharing are pretty straightforward:
Divide the normally gained XP of a mob by the amount of damage dealt by a single player.
While this is 'fair', it makes larger scale team play not viable for leveling up, pushing people to play...
The main concern I've seen so far is the implementation of PvP, specifically the impact on lower level players, and those who would generally be inconvenienced by a wholly competitive environment (within the main servers).
In this series of posts, I will propose gameplay features to keep higher...
There are a multitude of systems that could be put in place to let everyone coexist in a single environment, but I think any specifics on either side of the argument should be given until there is actual playtesting, as everything you mentioned has been speculation
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