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What would you Pitch for the second game? And other ideas.

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RottenLuck
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What would you Pitch for the second game? And other ideas.

Well it's a long way till Missing Worlds Media can make a Second game. But I'm going to pitch one any way.

The Game is a Survival crafting MMO. The setting is on an alien planet.

Story in the distant future Earth has found multiple worlds that can support life. Then they sent the first Colony Ship to one of these new worlds. The worlds been ranked in how habitable for humans colonies a few been dismissed for being to cold (even with life on it), not enough water, or other environmental concerns. The Colony ship headed to what the scientist listed as the best choice for human habitation.

On the way there was an explosion the ship critically damaged was sent to the nearest life sustaining world. One that been considered too dangerous for colonization.

As the ship approached the planet it was found that the ship wouldn't be able to enter a stable orbit. Life Pods/suspended animation pods were ejected into space and they automatically entered a stable orbit. The Ship crashes to the planet below.

After making your avatar one of the life pods enters the atmosphere and lands. This is your start. The life pod itself functions as a basic starter home, and tutorial aid.

The Life Pod has an onboard computer and some tools. using the scanner you can find eatable food and near by resources. (Game will send the life pods to easy locations with Food, Water, and resources nearby).

Game Play. There are no "Levels" you improve in Skills. The more you use a skill the better you are at it. Don't use a skill and you get Rusty and loose some of the skill.

Player / Player interaction. Players can form communities that allows the players to focus on the harder to Master skills. Some can be full time Hunters, where others can be Full time Crafters. Alone the skill system wouldn't be to spread out to allow many skills to hit Master level. Example a stone worker skill might let you make a basic house on your own. Master Level and you can build a full fortress with Walls. A hunter on his own might be able to track and kill prey human size and smaller. A Master Hunter could track and kill a much larger beast.

So lets improve this idea. What would be good ideas to make this game worth playing? And of course this is after MWM gets CoT launched and bring in cash... so 5 to 6 years away at the least.

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Redlynne
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Uh ...

Uh ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

oOStaticOo
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yeeeeeeeeaaaaaahhhhhh........

yeeeeeeeeaaaaaahhhhhh.....................not digging it.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

RottenLuck
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Okay fine was a spur of the

Okay fine was a spur of the moment post anyway.

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2.) If it goes as planned it's not good RP

Cute Kitsune
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You've got Rotten Luck with

You've got Rotten Luck with spur of the moment ideas. :)

The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.

syntaxerror37
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I like the pitch, but it does

I like the pitch, but it does seem kind of odd to bring it up at this point.

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I never set anything on fire accidentally!

The Titan Legacy - Defender of the Inner Flame

RottenLuck
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Well I notice a trend going

Well I notice a trend going on right now. Forest, Day Z, Minecraft survival mode, and many other first person survival games. I have Forest and enjoy trying to survive and build camps. Then I thought it be cool if such games instead of angled to fight against other players (Day Z) reward or encourage working with others to form a colony... From there I thought of the Colony idea on an Alien world (to give it more unique feel).

I know it needs more work to even be mildly interesting. With the alien world there could be new ideas for wildlife from small plants to dinosaurs sized beasts. Could even have ruins of a lost civilization to explore. It's a forming genres.

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Personal rules of good roleplay
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2.) If it goes as planned it's not good RP

Cute Kitsune
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I still want to know why no

I still want to know why no other MMO has an infinitely scaling leveling system. Hell I created such a system myself surely someone else could. If you don't have to worry about people running out of levels and your math works infinitely you can focus purely on content. Maybe I'm missing something.

The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.

LeadWanderer
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I honestly love the idea of

I honestly love the idea of survival games, and while the idea has promise it's VERY early for the MWM people to be thinking about a second title. Technically speaking, CoT hasn't even 'succeeded' yet. I would love, if all the hype and promise of this game turns out to be true and they follow through and listen to the fans (Which so far, feels like they are).

I also feel like an infinitely scaling level system leaves the problem for new players that it will feel or literally be, impossible to stand up to the heavy hitting high level players. I really like the theory that they used and described in the Sword Art Online anime(s), and it seems like we're on our way to getting something like it in CoT, all be it without the ability to pick any weapon we like and switch it up on the same character, and also with the ability to respec (Oh yeah, and no threat of imminent death. Yay.) I really hope the skill system feels like that.

By that I mean that you make a choice to go down a certain path with your skills and character focus and it matters, no concept should be "Unplayable".

Back to how this relates to this idea, that should also be totally possible, though if you intend to start the game agroing every player you can and ganking them every chance you get, you're likely not going to be able to do that. Though the 'infinite scale' or atleast a theoretically infinite in that someone could never truly reach the cap but continually improve the quality of the things they craft or the damage the do, would be pretty fun.

Though there needs to be some way to let new players catch up under that model, such as apprenticing to one of these 'legendary' masters and gain points in their level even faster so they can catch up, but then you'd run into the problem that one of those legends could be a total jerk, leaving this huge void between said player and the next highest.

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Cooperative survival/crafting

Cooperative survival/crafting MMO is something I'd play, if there were sufficient protections (no or opt-in-only PvP) against griefing. The concept seems solid, and could even be a spinoff from the CoT or CoH universes, with the right background story...something to put on the "If we get past the first ten thousand hurdles" list of ideas. Combining CoH/CoT character customization with the sandbox-iness of Tekkit-modded Minecraft and a "marooned on a hostile planet with serious threats" motivating force/story - this appeals to me.

Cute Kitsune
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Back to how this relates to

Back to how this relates to this idea, that should also be totally possible, though if you intend to start the game agroing every player you can and ganking them every chance you get, you're likely not going to be able to do that. Though the 'infinite scale' or atleast a theoretically infinite in that someone could never truly reach the cap but continually improve the quality of the things they craft or the damage the do, would be pretty fun.

The thing about a properly built infinitely scaling system is that for PVP a level 1 and a level 1 billion could be scaled to be equal level. The access to special powers the 1Bill has will likely grant a victory but it wouldn't be a curb stomp. 20 level ones should be able to handle a single 1billion in PvP. In PvE however that big guy can really show his stuff. The trick to balancing it would be economics not mechanics. There should never be a requirement for a new player to spend years to be viable in PvP. That said they should at least replace that wooden buckler with a steel one before jumping into the fray with the guy who has dragons on speed dial when he needs another dragon 20 or 30 scale armors to hand out to newbies.

The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.

RottenLuck
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Well seems my primary goal is

Well seems my primary goal is to have fun talking about new Ideas. Yeah nothing even going to be considered at all till CoT gets past the new game jitters. like I said in my original post not a chance for 5 or 6 years down the road. However I do like to see how people think and how we can talk about ideas and be creative. CoT is past the thinking of mechanics stage the Post Production.

So why not have fun thinking up new ideas for anything else. For leveling I not sure about the infant leveling system. At least in terms of character level. Skills however be on a scale as you use a skill you get better at it. Stop using that skill and the effectiveness of that skill goes down. Thought never to zero you don't forget the skill just get rusty at it. So if Hunter Bob stops using his bow and focused on traps. As the trap skill increases he doesn't use his bow, so the bow hunting skill gets weaker. Now we bring in Newbie ED Ed gets help from Bob to learn to hunt with a bow. Bob skills in bow return to the point where he stopped using faster then when he got to that point before. Ed and Bob then start sword practice both are new to the Sword skill and both have the same rate of skill increase.

A few things I thought of would be interesting on an Alien World is examining the remains of a lost Alien civilization. Maybe even find and repair some of the alien tech. Find the Crashed Colony ship and investigate to see if the disaster was caused by equipment failure or if the Colony was sabotage.

Ultimately the Idea of a Survival Crafting type game on an Alien world has a built in End game reason. If the Game gets shut down... well Story wise Earth could have sent a Rescue ship and it finally arrives. All the Colonist get rescued and go home... either back to Earth or to the original destination of the Colony.

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Personal rules of good roleplay
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2.) If it goes as planned it's not good RP

RottenLuck
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So here a Question to think

So here a Question to think about. How do we stop Player VS Player mentality in this type of game? We all seen and heard about it the Grifting new players, or how Day Z became Shoot other people to get stuff instead of finding it on your own.

How do we encourage Players to work together to build a Virtual Colony?

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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

Cute Kitsune
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Well, personally my method of

Well, personally my method of solving PvP is. You kill someone once, they are dead to you for 30 days. You can't see or chat with them and they can't with you unless either of you are partied with someone engaged in PvP with them. Kill to many people and find yourself with no one left to kill or talk to. Grief mode disabled. No one ever seems to like this idea for PvP though.

The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.

RottenLuck
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Okay moved the Thread to

Okay moved the Thread to another section and renamed the title.

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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

syntaxerror37
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Cute Kitsune wrote:
Cute Kitsune wrote:

I still want to know why no other MMO has an infinitely scaling leveling system. Hell I created such a system myself surely someone else could. If you don't have to worry about people running out of levels and your math works infinitely you can focus purely on content. Maybe I'm missing something.

Well, if it is a skill based system there wouldn't really be levels.

But speaking of skill based systems, I'm not the biggest fan of the skills building through use method of character progression. And degrading for non-use would make it even worse. If you are worried about someone maxing every skill as game breaking, I'd rather have a hard limit on the number of skills known.

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I never set anything on fire accidentally!

The Titan Legacy - Defender of the Inner Flame

Cute Kitsune
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There is no need to cap

There is no need to cap skills or levels if your system is properly built. It's all in the math and the pre planning. Having such a leveling system however also requires you to plan the world much differently. It's to late for CoT to go that route I think but considering he was talking the next game. It is totally doable. I have so many ideas along this line but I've also been working on the concept for over 20 years. If anyone is curious and wants to talk about it note me. I'd rather not wall of text everyone with walls of text without context.

The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.