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Living world

qumi0qumi0 Member Posts: 154 Arc User
edited September 2012 in General Discussion (PC)
What makes the world live? A living world? Simple: changes. In most MMO, the areas are static, they don't change much or at all. I would like that Neverwinter changes.

I would like that there is some kind of a plotline behind all of it and things change with time. If players do not manage to do something it will still change, for example for worse. It would be nice to read it in in-game magazine, the gazetter (was it?). It doesn't have to be huge, but it has to change. Maybe a sale in a shop in suburbs, or a new item added to a shop for a limited time cuz the caravan from Cormyr had come to the city, etc.
Post edited by qumi0 on

Comments

  • nimlohnimloh Member Posts: 177 Bounty Hunter
    edited September 2012
    Great ideas. Especially the small things.
  • vangaldvangald Member, Neverwinter Beta Users Posts: 325 Bounty Hunter
    edited September 2012
    Small changes that might be interesting is each day random trash from local business's or traders laying out on the street or maybe certain streets close down for some sort or repair and a different path has to be taken.
  • giggliatogiggliato Member Posts: 446 Arc User
    edited September 2012
    I'm fairly certain that these things could be generated by the user. Ask the barmaid for news and she will tell you about a caravan that just came into the city that unloaded their merchandise to an NPC down the street, you might have to perform a task for the NPC before you get the merchandise or you might just have to talk to the NPC, we aren't completely sure about the features of the Foundry yet.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited September 2012
    Most "living" thing would be moving crowds who respond when you 'bump' into them. From video it seems its already implemented.

    As for small insects, animals and other 'living' doodads - they will only increase the lag due to massive data. Instead those things should be on client side (unless these are few- in wilderness areas).

    For example the trashcan - if it is always at same place, client will handle it and no info needs to be relayed. But if it is moved (would have to be from server side to stop all exploits) the all kinds of information like angle, position etc. needs to be relayed every second. Add in to more such doodads and it may cause enormous lag statistically speaking.

    There are some games that do that while avoiding lag by letting client handle these things but it is a bad idea. Because then you will always need a rootkit to check for hacking (and rootkits are not popular) apart from the fact that linux-mac compatibility would be threatened.

    So I am quite sure it is not because "they can't" that devs don't implement living world but because of problems that come with it.

    ~~~~
    For changing storyline, I would agree. They can make an event which changes the area completely (like an event). An example of DDO marketplace comes to mind. With a new major patch, they can completely change the area by making an event.
    Also when they have to close the server, as I suggested before, better go with bang when a meteor is going to strike the world and everyone starts to fight with each other and nobody getting ressurected or something.
  • qumi0qumi0 Member Posts: 154 Arc User
    edited September 2012
    I was not talking about small animals... nah, that's not exactly making it a living world, that was an old topic. I was talking about changes in the world. Like merchants having new item cuz of this caravan, etc.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited September 2012
    qumi0 wrote: »
    I was not talking about small animals... nah, that's not exactly making it a living world, that was an old topic. I was talking about changes in the world. Like merchants having new item cuz of this caravan, etc.

    yeah, was replying to van. I agree with the way you put it, (A caravan has come so exotic items can be bought till stocks last tomorrow), would make story interesting. Also overall events changing the shape of the map and city itself would be nice. E.g. DDO had an event which changed the shape of map itself. Live events like this would be cool but need to be a bit longer (like a few weeks) to allow all casual players to participate in that.
  • ezrasteel1ezrasteel1 Member, Neverwinter Beta Users Posts: 109 Bounty Hunter
    edited September 2012
    One of the things that I've always found to be annoying is when you battle your way through a dungeon to reach your objective, only to have to fight your way back out again, against mobs that you've already killed! I understand the rationale, but it still bugs me a great deal.

    A living world should also be a dying world IMO.

    My Best,

    Ezra Steel
  • muzrub333muzrub333 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2012
    ezrasteel1 wrote: »
    One of the things that I've always found to be annoying is when you battle your way through a dungeon to reach your objective, only to have to fight your way back out again, against mobs that you've already killed! I understand the rationale, but it still bugs me a great deal.

    A living world should also be a dying world IMO.

    My Best,

    Ezra Steel

    I agree with you, I have always hated that. It is/was necessary in open world dungeons, but never made sense in instances. I don't care how long it takes me to do a dungeon crawl, if Kobolds/Goblins reproduce as fast as they seem to, we're in trouble.
  • jadescimitarjadescimitar Member Posts: 716 Arc User
    edited September 2012
    Fight my way out? b:chuckle

    How about just running for the exit at top spirit of wolf speed? Before I learned to teleport out, I have led some pretty impressive trains in my day in EQ1 especially in Blackburrow much to the detriment of the newbs close to the entrance. b:sin

    JS

    ezrasteel1 wrote: »
    One of the things that I've always found to be annoying is when you battle your way through a dungeon to reach your objective, only to have to fight your way back out again, against mobs that you've already killed! I understand the rationale, but it still bugs me a great deal.

    A living world should also be a dying world IMO.

    My Best,

    Ezra Steel
    Z2DEDiN.jpg
    This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
    Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
    | R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2012
    Actually D&D's tabletop tournament RPGA have been doing living world concepts for a long time. Depending on how the largest amount of people respond to "path choices," the campaign world changes to those decisions. While overall modules cannot have big changes for the mission objective forks, they can have optional paths where people make choices among several paths. Such as turning over somebody caught to authorities, letting them go because they are trying to fight the system of tyranny of Neverwinter, making them a double agent, etc. the overall winner from x number of new character responses over a course of months causes the next mod's outcome chained to that storyline.
    [SIGPIC][/SIGPIC]
  • finktankfinktank Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 4 Arc User
    edited September 2012
    Actually D&D's tabletop tournament RPGA have been doing living world concepts for a long time. Depending on how the largest amount of people respond to "path choices," the campaign world changes to those decisions. While overall modules cannot have big changes for the mission objective forks, they can have optional paths where people make choices among several paths. Such as turning over somebody caught to authorities, letting them go because they are trying to fight the system of tyranny of Neverwinter, making them a double agent, etc. the overall winner from x number of new character responses over a course of months causes the next mod's outcome chained to that storyline.

    i really like the sound of that and would love to see something along those lines make it into an mmo, providing it was done right.
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