[Part of my MMO Design Folder.]
In my previous review of the Witcher 2, I mentioned that I quite like the potion system there and thought I would explore the notion of putting a similar thing in an MMO. Currently the most common types of consumables I've run into in MMOs are the ones that either give you a buff for -x- amount of time or the type that you drink for immediate bonus like restoring HP or Mana. Sometimes you can drink like there is no tomorrow, as fast as you can press a key. Sometimes there's an arbitrary cool down.
Personally, I'm the type that keeps over 100 health potions in my pack because there's simply no penalty in doing so, and no penalty for drinking them in quick succession when I need to in most games. Mabinogi does start giving you stat deductions in that event but it takes a LOT of drinking to get there.
The system in the Witcher is pretty simple. You have a "poison" bar that fills up based on the type of consumable you are taking - often with three being the maximum before suffering an overdose. All of them have an effect duration, even the "health" potion which just temporarily improves your regeneration rate. Most importantly, almost all of them have negative side effects. A potion of fire resistance might make you more susceptible to cold for example.
This would force people to think about what they are doing instead of chugging down every type of bonus they can. It also makes encounters more manageable from a design perspective because people are more limited with what they can field on the table, unlike trying to make a challenging fight for both non-dosed players and those who have access to every consumable in game.
On the down side this might reduce the "gold sink" nature of potions somewhat, if people when faced with uncertainty of what to get simply buy nothing. What do you think?
Showing posts with label Gold Sink. Show all posts
Showing posts with label Gold Sink. Show all posts
Sunday, 28 December 2014
Monday, 15 December 2014
MMO Design: Gold Denial
[Part of my MMO Design Folder.]
You might recall me mentioning I'd do a post about "Gold Denial" (stop players from gaining gold) a short while back, which is an alternative to a "Gold Sink" (make players spend gold on x) but I was having trouble thinking up of a valid way to do this while still letting players feel they are "improving". Fortunately for me, Cryptic has already answered that question in Neverwinter Online with the introduction of Artifact Equipment. Let's go over the basics first for those who don't play.
In that game, killing enemies gives you items and a pretty small amount of coinage. Selling said items were what really brought in your gold, especially the higher tiered, rarer gear - the rarest of which actually is more profitable to be sold for other currencies on the player market. Like Diablo, some equipment has gem slots where you can enhance various traits or damage, depending on the gem. You can also enhance the gem quality by feeding it other gems to make it stronger and to make the progress meter break through to the next "level" you need special items that cost quite a bit and face an ever increasing chance of destroying them the higher the level is.
Since gems are just commonly dropped by bad guys though you could just be patient getting them and selling the excess gear for money. With Tiamat's arrival, players now have access to potentially powerful Artifact Equipment which doesn't eat gems to advance - it eats other equipment! Specifically it eats other "identified" equipment, since most things that drop are unidentified (and you sell them that way) this also diminishes the stacks and stacks of ID scrolls (another common drop) people are carrying.
This way players still get that feeling of improvement, yet at the same time have their gold income potentially cut down to almost zero. For awhile at least. A long while. Max rank for each artifact item is 60 which counts needs a total of 4,645,200 refinement points to reach. The most common gear gives around 100 points when consumed. Given that people can and will have multiple artifact items (cloak, belt, main hand, off-hand, etc) this acts as an awesome gold prevention method - which coupled by the gold sink that is Tiamat herself (on potions and injury kits) is good design, in my book anyway.
What do you think? Should this sort of system be introduced into more games?
You might recall me mentioning I'd do a post about "Gold Denial" (stop players from gaining gold) a short while back, which is an alternative to a "Gold Sink" (make players spend gold on x) but I was having trouble thinking up of a valid way to do this while still letting players feel they are "improving". Fortunately for me, Cryptic has already answered that question in Neverwinter Online with the introduction of Artifact Equipment. Let's go over the basics first for those who don't play.
In that game, killing enemies gives you items and a pretty small amount of coinage. Selling said items were what really brought in your gold, especially the higher tiered, rarer gear - the rarest of which actually is more profitable to be sold for other currencies on the player market. Like Diablo, some equipment has gem slots where you can enhance various traits or damage, depending on the gem. You can also enhance the gem quality by feeding it other gems to make it stronger and to make the progress meter break through to the next "level" you need special items that cost quite a bit and face an ever increasing chance of destroying them the higher the level is.
Since gems are just commonly dropped by bad guys though you could just be patient getting them and selling the excess gear for money. With Tiamat's arrival, players now have access to potentially powerful Artifact Equipment which doesn't eat gems to advance - it eats other equipment! Specifically it eats other "identified" equipment, since most things that drop are unidentified (and you sell them that way) this also diminishes the stacks and stacks of ID scrolls (another common drop) people are carrying.
This way players still get that feeling of improvement, yet at the same time have their gold income potentially cut down to almost zero. For awhile at least. A long while. Max rank for each artifact item is 60 which counts needs a total of 4,645,200 refinement points to reach. The most common gear gives around 100 points when consumed. Given that people can and will have multiple artifact items (cloak, belt, main hand, off-hand, etc) this acts as an awesome gold prevention method - which coupled by the gold sink that is Tiamat herself (on potions and injury kits) is good design, in my book anyway.
What do you think? Should this sort of system be introduced into more games?
Labels:
Artifact Equipment,
Cryptic,
Design,
Gold,
Gold Denial,
Gold Sink,
MMO,
Neverwinter,
Neverwinter Online,
Tiamat
Friday, 28 November 2014
MMOs: Cosmetic "Tax" Gold Sinks
[Added to my MMO Design Folder.]
Getting gold out of the game is always a challenge for MMOs, given the amount generated by often times simply killing critters. Or killing critters and then selling their junk to NPCs who never run out of gold to hand out (outside of some early shards of Ultima Online from personal experience). While I put aside the "gold denial" topic for another time, you are probably familiar with the usual gold sinks already present such as fast travel, goods only purchasable from NPCs (often consumables), and maybe even death tax (which seems to be phasing out).
Well, while playing Vindictus I struck upon a silly notion. Cosmetic gold sinks! "That's not new," I hear you say. Yes you can already buy haircuts or name changes or dye to color your clothes, but all of those are one off purchases, at least until you decide to change your look, name, or attire which isn't all that often in MMOs.
Gear that eventually goes *poof* or simply deteriorates to being worthless stat-wise has never been popular when I've brought it up here before but what about gear that frays, rusts, discolors, tears and chips? Even if it is the same powerful item it once was, would you still be ok wearing it if there were growing splotches of flashing pink and green? Or if all your armor slowly turned into a turd brown color with sploches of yellow, full of scratches, ding marks and holes?
Hair is a good one too. Just let it grow every x days spent in-game and the longer you don't tidy it up via NPC barber then the longer and more unkempt it goes. Male characters would have facial hair growing as well. I suppose you could opt to be bald at the start though. Leave it long enough and maybe flies even start buzzing around.
Would this simply lead to a world of bald and/or shaggily bearded hobos running around with rusty looking weapons or do you think people would pay to keep their character looking "good" (keeping in mind that regardless of looks, no stats/usability changes for players)? What do you think?
Getting gold out of the game is always a challenge for MMOs, given the amount generated by often times simply killing critters. Or killing critters and then selling their junk to NPCs who never run out of gold to hand out (outside of some early shards of Ultima Online from personal experience). While I put aside the "gold denial" topic for another time, you are probably familiar with the usual gold sinks already present such as fast travel, goods only purchasable from NPCs (often consumables), and maybe even death tax (which seems to be phasing out).
Well, while playing Vindictus I struck upon a silly notion. Cosmetic gold sinks! "That's not new," I hear you say. Yes you can already buy haircuts or name changes or dye to color your clothes, but all of those are one off purchases, at least until you decide to change your look, name, or attire which isn't all that often in MMOs.
Gear that eventually goes *poof* or simply deteriorates to being worthless stat-wise has never been popular when I've brought it up here before but what about gear that frays, rusts, discolors, tears and chips? Even if it is the same powerful item it once was, would you still be ok wearing it if there were growing splotches of flashing pink and green? Or if all your armor slowly turned into a turd brown color with sploches of yellow, full of scratches, ding marks and holes?
Hair is a good one too. Just let it grow every x days spent in-game and the longer you don't tidy it up via NPC barber then the longer and more unkempt it goes. Male characters would have facial hair growing as well. I suppose you could opt to be bald at the start though. Leave it long enough and maybe flies even start buzzing around.
Would this simply lead to a world of bald and/or shaggily bearded hobos running around with rusty looking weapons or do you think people would pay to keep their character looking "good" (keeping in mind that regardless of looks, no stats/usability changes for players)? What do you think?
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