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15435: Re: [MUD-Dev] UO rants

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From: Paul Schwanz - Enterprise Services <Paul.Schwanz@east.sun.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 28 Aug 2000 14:49:31 -0400 (EDT)
Organization: Kanga.Nu
> From: "Dave Rickey" <daver@mythicgames.com>

> 
> -----Original Message-----
> From: Vincent Archer <archer@nevrax.com>
> 
> 
> >It sounds like what Dark Age of Camelot (another soon-to-be contender
> >in the MMOG arena) is trying to do. 3 teams, and as an objective for
> >conflict (as opposed to "let's kill some ennemies"), you have "Relics"
> >who give your realm some benefits.
> >
>     I think that's my cue.  

<snip of DAoC's system>
 
>     Home regions are intended to be primarily safe, Frontier regions are
> contested territory.  The further you push into your realm's Frontier, the
> more risk of PvP, but the more reward from PvE gameplay.  The highest PvE
> reward ratio will come from attacking NPC outposts in *enemy* Frontier
> regions.  We're seriously considering allowing these outposts to change
> hands, fulfill some set of victory conditions on a particular outpost and it
> will start spawning Guards from your own Realm.
> 

Perhaps the victory condition is destroying the outpost.  Then rebuild your own 
outpost after gathering and hauling materials to the spot and paying for 
builders.  An outpost could "command" a certain territory around it, preventing 
opposing construction in that area unless and until the outpost is destroyed.

Same concept, but I think it is more interesting, with intuitive and believable 
victory conditions.

> The theory is that it's not the *risk* that makes players avoid PvP, but the
> lack of control over the *level* of risk.  

I think you've hit the nail on the head.  I look forward to seeing DAoC's 
concepts fully implemented.

--Phinehas



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