P
Ok, so instead of going blindfolded into market (kickstarter and/or live version) with a set state of mind, here's a list of unique things that made older games the relics they've turned into. As time has proven that the generic way is profitable, but never lasting, I would much rather like Em8er to be a long lasting game than a quick cashgrab or an overlooked game.
So here it is, the list in no particular order:
Don't make ammo a generic consumable thing.
Instead, do what they did in Hellgate London where one type of ammo either boosts a specific damage type, add one, or change it into something else. Path of Exile also lends the same idea where ammo is not consumable but adds or changes stats or how the damage behaves.
More good things about Hellgate London is the mod slots in weapons, as RNG can give a weapon single mod slots, or 5, where you can put in various mods that either boosts or changes how the damage behaves, like Kinetic adding and/or turning it into Splash damage.
Grummz wanted to make this game a PVE version of Planetside, and PVE implies RP/RPG, so instead of having specific classes dropping ammo boxes for refill, make it more fluid and less class dependent. Nobody wants a stagnant group of players waiting for someone that can supply ammo.
Make monthly territorial wars. Perfect World International was a very successful game for a very long time and part of its success was the massive territorial wars over the continent (world map).
It starts with guilds bidding the highest amount of in-game currency that the guild and its members collectively saves up to fight an NPC faction, after that, the territorial map is completely player driven once a month with guilds fighting guilds, the more land a guild has the more rewards it receives to cover the expenses and efforts put into the bidding.
Stagnation is counteracted with a full map reset once a year where old guilds break down and new ones are born.
This is a concept not many games have further developed, there's only one game that I know of that used a similar thing, Aion and its "Fortress Control".
Give players a reason beyond the social part to join a guild.
Some games like Aion and Chaos Online had tools within the guilds that the Guild Master and ranked players could utilize to change how the members advance in the world. Aion had Legion Stores, where members of a guild could buy items and materials collected by other players, this in turn helped the guild financially, a win-win situation. This would also be great if there's plans to avoid having a Broker/Auctionhouse in the game. Additionally both Aion and Chaos Online also had a feature where ranked players could lock EXP for a player if someone wanted to grind specific monsters without leveling up, to obtain items or materials that only specific monsters dropped (dungeon or world bosses for example). Alternatively a ranked guild could offer individual players a togglable button within the guild-window to turn EXP on/off himself.
Character customization on-the-fly.
I know it's a controversial game, but it has the absolute best way of implementing after-creation changes;
League of Maidens - allows you to make changes to the character after creation as long as you do not ascend, ascending your character makes you able to progress and level up... So technically, as long as you're Lv1 you're free to change your appearance as you see fit.
Counteracting website spammers.
Many games have this plague of bots spamming chat with websites selling currency...
Having to reach a specific level to talk publicly is one thing.
Being able to block/ignore is another.
Selling the game as B2P.
But the best I've seen have only been implemented by one game that I know of. And it's Perfect World International, again.
They were selling "Megaphones" in the MTX store that allowed players to talk to everyone publicly with a small cooldown to prevent spam, it was also tradable so anyone who spent an hour or two in the game could afford them without spending real money, they were just tedious for bots to acquire as it involved both progression and trading. I believe almost all of these points is required to prevent bot spam in chat.
Friendly dynamic NPC factions.
Freelancer... This game had a very replayable aspect with its factions unlocking fraction-specific items when friendly enough, and being friends with one faction made you unpopular with another so you always wanted to adapt your standing depending on what you wanted. There's not much else to say about it, it's just a damn good mechanic and that's it.
Crafting and soulbound items.
In my world, soulbound items are the worst that could possibly happen to a player-driven market, I just hate the concept as a whole. Please don't do this... I'm bringing up Path of Exile again where the player driven market is perfect because it doesn't restrict anything from being tradeable.
I'd also like to bring back Perfect World International into the mix again as they had a very nice aspect in crafting, where the crafter of an item had its name written in the stats "Crafted By: Pandagnome", "Enchanted By: Wyntyr" it's just a nice attention to detail that I like to bring back to life, especially if there's going to be RNG in crafting - as someone who wants to dedicate time into being a crafter this would be a good thing to add. Not all of us wants to fight, some wants to create.
Feel free to add your own thoughts, but try to focus on these ones as I'm looking for confirmation that it isn't just me who believe these points made the games that much better.
So here it is, the list in no particular order:
Don't make ammo a generic consumable thing.
Instead, do what they did in Hellgate London where one type of ammo either boosts a specific damage type, add one, or change it into something else. Path of Exile also lends the same idea where ammo is not consumable but adds or changes stats or how the damage behaves.
More good things about Hellgate London is the mod slots in weapons, as RNG can give a weapon single mod slots, or 5, where you can put in various mods that either boosts or changes how the damage behaves, like Kinetic adding and/or turning it into Splash damage.
Grummz wanted to make this game a PVE version of Planetside, and PVE implies RP/RPG, so instead of having specific classes dropping ammo boxes for refill, make it more fluid and less class dependent. Nobody wants a stagnant group of players waiting for someone that can supply ammo.
Make monthly territorial wars. Perfect World International was a very successful game for a very long time and part of its success was the massive territorial wars over the continent (world map).
It starts with guilds bidding the highest amount of in-game currency that the guild and its members collectively saves up to fight an NPC faction, after that, the territorial map is completely player driven once a month with guilds fighting guilds, the more land a guild has the more rewards it receives to cover the expenses and efforts put into the bidding.
Stagnation is counteracted with a full map reset once a year where old guilds break down and new ones are born.
This is a concept not many games have further developed, there's only one game that I know of that used a similar thing, Aion and its "Fortress Control".
Give players a reason beyond the social part to join a guild.
Some games like Aion and Chaos Online had tools within the guilds that the Guild Master and ranked players could utilize to change how the members advance in the world. Aion had Legion Stores, where members of a guild could buy items and materials collected by other players, this in turn helped the guild financially, a win-win situation. This would also be great if there's plans to avoid having a Broker/Auctionhouse in the game. Additionally both Aion and Chaos Online also had a feature where ranked players could lock EXP for a player if someone wanted to grind specific monsters without leveling up, to obtain items or materials that only specific monsters dropped (dungeon or world bosses for example). Alternatively a ranked guild could offer individual players a togglable button within the guild-window to turn EXP on/off himself.
Character customization on-the-fly.
I know it's a controversial game, but it has the absolute best way of implementing after-creation changes;
League of Maidens - allows you to make changes to the character after creation as long as you do not ascend, ascending your character makes you able to progress and level up... So technically, as long as you're Lv1 you're free to change your appearance as you see fit.
Counteracting website spammers.
Many games have this plague of bots spamming chat with websites selling currency...
Having to reach a specific level to talk publicly is one thing.
Being able to block/ignore is another.
Selling the game as B2P.
But the best I've seen have only been implemented by one game that I know of. And it's Perfect World International, again.
They were selling "Megaphones" in the MTX store that allowed players to talk to everyone publicly with a small cooldown to prevent spam, it was also tradable so anyone who spent an hour or two in the game could afford them without spending real money, they were just tedious for bots to acquire as it involved both progression and trading. I believe almost all of these points is required to prevent bot spam in chat.
Friendly dynamic NPC factions.
Freelancer... This game had a very replayable aspect with its factions unlocking fraction-specific items when friendly enough, and being friends with one faction made you unpopular with another so you always wanted to adapt your standing depending on what you wanted. There's not much else to say about it, it's just a damn good mechanic and that's it.
Crafting and soulbound items.
In my world, soulbound items are the worst that could possibly happen to a player-driven market, I just hate the concept as a whole. Please don't do this... I'm bringing up Path of Exile again where the player driven market is perfect because it doesn't restrict anything from being tradeable.
I'd also like to bring back Perfect World International into the mix again as they had a very nice aspect in crafting, where the crafter of an item had its name written in the stats "Crafted By: Pandagnome", "Enchanted By: Wyntyr" it's just a nice attention to detail that I like to bring back to life, especially if there's going to be RNG in crafting - as someone who wants to dedicate time into being a crafter this would be a good thing to add. Not all of us wants to fight, some wants to create.
Feel free to add your own thoughts, but try to focus on these ones as I'm looking for confirmation that it isn't just me who believe these points made the games that much better.
Likes:
Wraithbane and Pandagnome