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Earn your freedom in the thunderdome3/10/2024 ![]() Would it be blasphemous for me as an MMO player to say that I don't really like missions and quests? Well, it's not so much that I don't like them overall, but I don't like them to be 90% of the game's content. There should be crafting celebrities who can earn real reputation for their skill. I want to see players making names for themselves as the best armorsmith or the best tattoo artist in the wasteland. In fact, I don't want to see NPC vendors at all. With crafting such a focus for me, I don't want to see NPC vendors selling armor even close to what can be crafted. In fact, a few companies are copying EVE's economic methods, so CCP must be doing something right.īut I want to take this one step further. EVE Online's economy is the best, and the ability to earn subscripton time through in-game means is icing on the cake. I really didn't want to be so cliche, but the truth is the truth. What would happen if I used my hammer on that piece of scrap metal and attached that leather strap to it with a handful of salvaged screws? Oooh, upper shoulder armor! Throw in the crafting queues, XP gain, and offline progression of Fallen Earth and you're there. ![]() More specifically, let's throw in the discovery mechanics of Cooking in Guild Wars 2. So with that crafting system in mind, let's add in the discovery mechanics of Guild Wars 2. So if you want to collect sand, you run over to the beach and an icon pops up telling you that there is sand here. Gathering isn't done through nodes like in most MMOs it's dependent on your terrain. It's close to Wurm Online, but I believe ATITD has a slight edge in the authenticity department. So let's start with the crafting of A Tale in the Desert where you have to collect everything you need and figure out how to put it together. I've chosen three different games here because crafting is serious business to me. until you go out adventuring and find out that there's a better spot about a day's walk westward.Ĭrafting: A Tale in the Desert, Guild Wars 2, and Fallen Earth You find the perfect spot with access to water, a forest, and mineable rock, and you're set. There's no tacked-on housing system in Wurm because the whole game is about housing, in a sense. Of course, before you even begin to do any of this you need to start from scratch - literally.Įven the land rush of Wurm Online is exciting to me. You can build towers to the sky, enslave monsters as trophies, hire NPC guards to fend off baddies, and even pillage ruined castles of players who stopped playing the game months ago. The world is made up of islands that act as servers where anyone can sail between each island to discover new land, fight off hostile creatures, fight off hostile players, or just build his own dream village. Wurm Online is the very definition of a sandbox. The trick is, of course, getting it all to work in one game. My perfect MMO has what I'd consider to be the best of all worlds. It's an ideal situation I can dream about, but do we all really want a truly open world with limitless possibilities? What would we do with so few rules? Themeparks have been done and have been perfected, but many of us want to stretch the limitations of a truly persistent and open online world.Īt least that's what I'd like to think. Maybe it's not even so much a staff preference as it is a statement about where we all are as MMO players. If there's one thing I've noticed about these MMO Blender articles, it's that the Massively staff members seem to really like their sandboxes.
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