Jesus I wish I could up vote that multiple times. Exactly what I am getting at!
I am definitely in favour of a crafting process with dynamic challenges, but I am not sure you can make it interesting long-term. Eventually the player has encountered and mastered all the challenges. At that point...
A fit-for-purpose sandbox flagging system would accrue the penalties not only to the perpetrator but also to their political faction/leader... if they do not enforce some sort of restitution to the victim. Once again, this is something that needs to be supported with in-game...
What would be the benefit of no flagging?
Perhaps no flagging would be workable if the game prevents a population split between dedicated PvPers and everyone else in the first place. Success in a true sandbox should come from building a faction that integrates both.
What is this about the flagging system? Is he happy with how it works currently?
I just read that statement of his that you mentioned. It is impossible to enforce "one character per player". You need to design around multiple characters.
I hope you are right.
Unfortunately I don't think the non-PvP crafting or harvesting mechanics can provide sufficient emotional payoff by themselves to keep most people engaged. Initially of course it can; players are learning the recipes, mechanics and developing their...
To make crafting more engaging long-term you would need to introduce a dynamic element. You would require a design whereby a player has to manually resolve crafting problems brought out by the materials used during the process. Maybe low quality weapons etc can be auto produced but higher...
It was only fun for dedicated PvPers. PvP trumps all other activities in MO which means it is not a sandbox. That is fine, but MO needs to be designed as a PvP-only game without all the time-consuming, non-PvP hoops. Then you will attract more dedicated PvPers and improve retention.
Very good question and not that easy to answer.
What makes anyone play a particular game after the first time?
In my opinion, you will keep playing while you are striving towards a goal or competing. That can be to experience different features, achieve a high score, improve a K/D...
Please don't state that MO is a sandbox. That is the fundamental reason why SV can't retain players. For MO to be sandbox it needs to provide non-PvP play-styles with an actual payoff that is unrelated to PvP.
That is why I try not to be too specific as to what the redesign should be, as any suggestion will naturally be coloured by my personal preferences and design assumptions. And then we would argue about specifics based on different design paradigms and we get nowhere. Base design...
Look, I don't know each and every patch but the key issue to understand is the fundamental driver of player retention; a goal or competitive state. All successful games must have that as a bare minimum and is required before you even talk about innovative features, production quality etc which...
MO has never had more than the bare minimum playerbase and certainly not enough to make it profitable. I agree that as a sandbox, MO does not have enough content but this goes back to my original post that there is a fundamental design issue at play.
A sandbox has to support an...
Perhaps I misused the term "community", I meant being within the same political faction. There needs to be a reason for players of all preferences (if you intend to have a sandbox game) to share allegiance. You need to prevent the "PvP-only vs Everyone Else" social split, but not...
Your generation is obviously not very good at reading comprehension. At no point did I equate grind to character development. Although I agree it can be.
Wood-for-the-trees as always. It is why MO is dead. Keep circling the drain son.