Trading:The amount of times I’ve said to someone “click the lock shaped button” and they’ve replied with some other language I don’t know. Or just general dribble I don’t understand. This is why I think trading, and the economy of the world in general should be (without direct input) controlled/monitored.
Economy: The economy. In every mmo I have played, you’ll think of an item which is probably fairly abundant, but due to different times of year (real life, although ingame weather could come into effect), events, etc the price changes. Because this item is used a lot by players, they’ll want to, if they have abundance, or are a mech, want to sell high. The buyer, who wants to ideally buy low, will have to negotiate with the seller for the most reasonable price to buy their goods. This is how people buy and sell stuff, and I expect simple click, click, and you’re in a trade window hopefully.
Auction house: Several games (most notably, yes, Runescape) have an auction house, where people can put offers up selling their items, for a timed session, to be viewed, and bought by players. Now this is a good thing to play with. If a main, super city was in the game, then this would be the primary location for the Auction House to be, or perhaps a trade city itself, perhaps run by caraveneers, and taxed by the rulers of the town. Taxing could also be incorporated by an autocratic ruler of the town, who provides good protection for the travelling traders, but they suffer from the high taxation.
NPC shops: Every mmo has them. Either with an infinite spawns of them, and then say every game day the armour/weapon colour changes, or it’s fixed. Infinite money, can sell all your stuff there, easy stuff. But on fallout, we barter. Yes we; the shopkeeper/caravan with the Played character. I’m not sure how a mix of bartering and the usual mmo npc shops work, but I expect it’ll be a fiddle.
Traits:I’ve played an mmo with starter traits. Basically gave 5% to a stat, and like 10% hp or mp, you get the idea, just a little boost to specialise yourself. Well on FNV we have them funny traits we can pick, which weren’t the best, other than good hearted because then I ended up with 0 in energy weps and explosives and I’m fine with that until higher levels. So yeah, I like the idea, but maybe more variety of choice. Eg affecting crafting, or perhaps lower taxes from towns?
S.P.E.C.I.A.L.:What a lovely system.
Level up to level the skills you have, or with skill books, or grind it, or upgrade the skill every x levels, buy a skill scroll? Or is that too mmo-y, and not FOOL.
Perks:Through levelling (preferred one each level on F3, but some of the FNV ones were nice)
They’re attainable through quests, or taught by npcs if your reputation (if implemented) is good (or bad?) enough.
Leaderboards:Every game, has a leaderboard. Even if it’s frigging pacman.
A dense, highly populated, complex, but simple, Leaderboards showing the who sever who is best at everything. Most items crafted, best pvp rating, clan wars etc etc etc. It’s a must.
Housing:Many different places these can be, in faction towns/’main’ city, clans, guild hideouts, totally player made settlements. Possibly pvp take over? Steal/break into? Many opportunities to play with there.
(As you can see I’m starting to get a little thinner with the paragraphs, I’ll add bits here and there but I’ve been typing this for a while now)
will continue shortly/tomorrow morning
Last edited by siwelmail on Wed Aug 31, 2011 3:22 pm, edited 3 times in total.