Ivan wrote:Still this is ideal in the way that you can now create whatever you actualy want (religions, guilds, factions, partnerships, deals with other guilds), instead of the half forced way of having 4 religions with OP tomes running around and making it impossible for the world and community to decide what they actualy want to do.
Bella Pious wrote:It will attract people who wants peace to interact with each other. It will push players to care more about the community/guild/religion they should choose to join.
I don't know if these are total opposites but this what really matters. To have an open world in which everybody can RP as wanted but still keep things in check so if somebody wants to stay away from the PvP madness they can, until they feel ready for it.
This is why Law was in place and in the end also OoI, and that's why some tomes were op. Because it was a way to enforce people to obey the law and give some sense of safety to a new player through a game mechanic. With these two out of the picture we don't know what road the shard will take, but for sure we need to make sure that the people who want to stay out, can stay out until they feel ready for it. Maybe they can even choose never to join this part of the game, and this is where real life and games always go separate ways.
In other games like, WoW, for example, you have to progress through the game until you are level x (not a WoW player) before you can participate in some PvP action. The game itself leads you through it and when it feels you are ready for it, pushes you to cross your limits and cross the boundary between safety and being in danger. I say WoW, but I could say any other MMORPG. The fact that UO doesn't have a layered game play experience makes it hard to find a way to address this issue of having players of lvl 1 being constantly murdered and robbed by a player, or several of lvl 80.
So, that's why we need to find a way to ensure that players, when ready can join the real fight.
Btw, the current newbie protection system is also a nice idea, but with some added tweaks. We can ensure, for example, that for each class, a player needs to get to a certain number in stats before he can be attacked, this could be done right after he leaves the baseclass or later on.