For trading, you could always use shops. Would also be interesting with fairs, auctions and such, like events where players can meet up and trade in a more accesible way. This way players will have to interact to trade, and it's even better if prices of goods will flaculate due to supply & demand (bartering is !FUN!).
I just want a spiritual successor to Ultima Online before they split the realms in two so you couldn't attack people. That pretty much nailed MMO design for me. Risk vs reward, freedom, full loot, thievery, sandbox housing + player owned shops, proper alignment system, dynamic events just by wandering around (well you stumbled upon people and would decide how to engage with them), traps you could set etc. Looking back I guess the combat wasn't great, but it did a lot of stuff right and hasn't been successfully emulated since
Darkfall and Mortal Online come closest, but each have their own problems. DF isn't really much of a sandbox and Mortal I don't think ever had a good engine, but I didn't play past the beginning
Mortal = great idea, poor execution
Lord British is coming out with a new mmo btw, https://www.shroudoftheavatar.com/
I definetly want player to player trading aswell, but I also think this is a way to make the world very alive and immersive. Naturally not everything will be available in shops just the basic raw materials everyone needs. What is created out of them will not be in shops, besides a basic sword and board, or some pants and boots.Well, I think player owned shops could be an idea, altough with limited space, so you have to decide what kind of goods to sell. You would also probably need some NPC (or hire bored players who to try some store-simulation? :lol:) to man the shop, wich shouldn't be free.
(Check my latest post, i ninja edited it! :oops:)
Mount and blade combat
????
GOTY, 10/10 ign
I want hot e-sex RP with fully fleshed animations and a wide variation of positions and species to choose from
I once wrote these feature ideas down for a non fantasy medieval mmorpg (for some reason; way before M:BG was announced):
[/spoiler]
- fully realistic fictional medieval world (no fantasy items, beasts, just land names different)
- Mount & Blade -ish combat system
- skill based leveling (skill increased by using appropriate actions)
- combat skills like one handed swords, two handed swords, shield
- other skills like crafting, farming, fishing, tailoring, resource gathering and many more
- skill caps and limitations to prevent grind to win
- Player control of villages, castles, lands... (setting tax, amount of guards, …)
- Players earning titles by raising skills (good farming skill = “Farmer” Joe)
- Royal titles such as Count, Duke, King (ala CK2)
- Royal titles earned by earning prestige (battles, efficiency of owned land, buy with gold)
- Player title hierarchical structure, Counts paying taxes to Dukes, etc (just like CK2)
- Player run economy
- Every item can/must be crafted
- Localized trade, no global shops/auction houses, transporting goods by yourself (with cart, ..)
- Resources depending on counties and land, each land would only have certain resources which will encourage trading
- Open PK PvP, killing without reason = murder = consequences = guards alert at villages
- Full loot on death
- Outlaw system, outlaw camps/villages, jail system for those caught (pay or mine in a mine, hand in ore to get out)
- Faction warfare over kingdoms/lands, Kings declaring war costs prestige etc., killing in wars != murder, wars/sieges scheduled
- Land claiming, house building, sandbox features …
- Tournaments for earning prestige
- Buildable / customized castles / villages (you'd have to build and place blacksmith, walls, towers, etc)
- Kings, Duke, … lose throne by losing prestige every day of control, then they can be challenged (in a tournament, by guild war, ..) for the title
- Item quality
- You can sell to NPC villagers, but it is discouraged (less money and it takes time) - selling 100 wood for example in your shop would take 10 hours, 10 wood per hour. Selling to players would give you more gold and faster time.
- Possible permadeath and character retirement, you then play as a son with about the same skill/attribute stats
- Faction switching with severe penalties
[/spoiler]
Like the idea of optional perma-death that provides character benefits :twisted:
Toggling 'perma-death' provides a large bonus to stats, and to exp gain, and if a character achieves a unique title like a King or a powerful noble they cannot untoggle this mode. If they die they die, and the position must be filled by another player.
Perma-death players killed by perma-death players have a high chance to die (but not 100%) if beaten.
Perma-death killed by a non-perma-death regular player has a medium-low chance to die.
Non-perma-death characters, as the name implies, cannot be killed permanently - but cannot hold unique positions or gain the benefits unless they toggle this.
- Player run economy
- Every item can/must be crafted
- Localized trade, no global shops/auction houses, transporting goods by yourself (with cart, ..)
- Resources depending on counties and land, each land would only have certain resources which will encourage trading
- Open PK PvP, killing without reason = murder = consequences = guards alert at villages
- Full loot on death
- Outlaw system, outlaw camps/villages, jail system for those caught (pay or mine in a mine, hand in ore to get out)
Hey I don't wanna derail stuff but if anyone has an idea for a good 2D (topdown) fighting system I would love to read it