I would really like a game similar to Darkfall but with Faction PvP instead of FFA/Guild PvP along side some fun public PvE gameplay that is challenging while not being excluded to guild content.
Whats your thoughts on something like this?
does that spark your interest?
Philosophy of MMO Game Design
Comments
Philosophy of MMO Game Design
if you make it so you can only loot players of the enemy faction, what will happen is that there will be a one faction which dominates (always is) and everyone will just re-roll to that faction so they can just steam roll everyone in one big zerg, AND run very little risk of getting killed and looted themselves.
eventually it will be so lopsided that there only will be one huge faction rolling around in a megazerg with no one to fight cause nobody wants to be on the weak side.
this just doesn't work in an open world scenario where people can simply choose their faction, and there is nothing preventing people from simply making a huge zerg.
full loot should just be full loot. perhaps you can implement a mechanic that only gives "murder points" if you kill members of your own (or friendly) factions. you get a certain amount of murder points and you are outlawed by your own faction and become free kill for anyone, or something like that. that would encourage people to seek out opposite faction members so as not to incur murder penalties.
imo however any full loot game should always have highly secure zones where murdering is swiftly punished, and medium to no security zones where people can choose to do whatever they want. i do believe EvE struck the best balance so far in this regard. you are never completely safe, however you can choose how much danger you feel like tackling.
Which is a good thing. Full loot actively discourages PvP and results in a game where people start running for the hills as soon as they think they aren't 100% certain to win.
i think if done right full loot adds a lot of excitement to a game. most developers simply go too extreme with it. there needs to be a large part of the game where it is incredibly punishing to attack others, and other parts where it's a free for all.
Insurance trivializes losses for most ship types in Eve, so it's not a true full loot/full loss game. The ship and many/most mods are lost which reduces the incentive for people to go around ganking for loot that you saw in UO or Darkfall. Even with insurance people still stay aligned to warp instantly so they can run if anything shows up that they're not confident they can kill (or for many people just any hostile player at all).
For players flying fits that insurance doesn't trivialize, their losses are likely covered by their corp anyway, so it's still trivial.