Fewer points

Fewer points of interest continuing the thoughts here below. With some redundancy.

– The characters are created on a server selected by the system. This coincides to a familiar “single-player gateway”. First few steps learning the basics of the game.

Server travel is possible under certain rules to keep the population and factional balance between the servers even.

– The PvE is instanced and divided into two types. The first type is “small worlds”. Mmorpg-like instances hosting hundreds of players and working as social hubs. The second type is “adventures”. Private instances opened by the players for small groups up to raids.

– The PvP is sharded and persistent, as most of the current mmorpgs are structured through different “home” servers. Every character is always bound to one and just one home PvP shard. There are portals in all the PvP shards leading to the PvE “small worlds”. From there the players can go back to a different PvP shard if they want so. Shard travel would require the player to re-bind.

– Guilds are also bound to a shard, as are the characters. A guild can be moved to a different shard, but it will get dispossessed of territories conquered, shard-based resources and other forms of progress.

The idea of these points is to define the scope of the plan. The server travel system is there to regulate the population and faction balance on the PvP servers, while the PvE servers are simply instanced on necessity. Bringing together the need of persistence for PvP with a massive PvE world that can still remain balanced.

The barriers between the players are still there, for example in the form of PvP shards. This creates smaller, manageable communities. At the same time these barriers are kept permeable, so that the players can move past them. Join friends through the PvE instances or rebind to different PvP shards.

While moving between PvP shards is possible, the system is also planned to encourage the players to settle in their home shard to reach a stability. This is why the guilds are also bound and they cannot conquer territories and participate to PvP on multiple shards. The goal is to create server-specific realities, economies and social connections. So that the PvP isn’t felt impersonal and dispersive.

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