前回と同じく日本プレイヤー向けの参入を考えた案を。
(パブリッシュ72やアカウント管理サイトの問題がある中、書いていいものか迷ってしまい前回からえらく期間が開いてしまいました)
2.スキル面のサポート
スキルが上がりにくいと感じます。
昔はUO以外に数えるほどしかMMOがなかったですが、今や無数のネットゲームがあふれています。
「UO以外に楽しめて遊べるネットゲームがなかった時代」とは明らかに環境が変わってUOにプレイ時間を集中する事は難しくなり、
また、14年も運営を行うと新規のプレイヤーと古参との差も必然的に生まれてきます。
アイテム面では練成の影響でバランスがとれてきたという声もあるんですが、スキル面に関してはほとんど行われていない気がします。
([Scroll of Transcendence]は補助的で、誰もが望みのスキルのを大量に手に入れられるわけではないですし、
始めたばかりの人ではなおさらですし「すでにプレイしているプレイヤー向け」に思います)
スキルを上げる行為についても例えば戦闘系において、スキルを上げる行動は「スキル値にあった適切な敵に攻撃を命中させる」事ですが、
その為「スキルを上げるには威力が弱く、速度の速い武器に変えて出来るだけ敵を倒さずに戦い続ける」方法がベストなのはあまりにも不毛だと思います。
とにかく「スキルを上げたければ延々同じ行動をし続ける」だけでしかも100%上がる保証はGSS以外なく、
高スキルになればなるほどその傾向がきつくなり、上がっても0.1ではその実感を感じにくいという現状では、スキルを上げる意欲を維持する事が難しいと思います。
(同じ事をやっているのに極端に上がったり上がらなかったり感じる謎の乱数も影響してると思います。)
そこでクエストを利用してのスキルアップを提案したいです。
従来のクエストの様に繰り返しできる単発のクエストで、
戦士系なら戦士ギルド、魔法系なら魔法屋、鍛冶なら鍛冶屋、裁縫なら裁縫屋という風に、スキルにあった建物の中や近くにクエストNPCを置いて、
話しかけたPCの各スキル値にあったクエストを提供するといった方法です。HSの釣りクエストと似たようなシステムでしょうか。
(戦士系なら「剣術」「槍術」「メイス」「弓」「素手」「戦術」「解剖学」からランダムで選ばれるといった形)
(繰り返しの時点でトライアルアカウントの規制に入りますが、「武器スキル」「魔法」「鍛冶」「裁縫」位の基本的なスキルだけは規制から外してもらえれば・・・
あくまでもプレイヤーの参入が目的ですので、その中には新規の人も居る事を考えて、定番になるスキルだけは繰り返しのサポートを受けさせてほしいです)
クエスト報酬として選んだスキルを一定確率で上げてくれる形でスキル上げをサポート。
(上げる数値は0.1~0.3ほどで、スキルが高くなれば高くなるほど上げてくれる確率は減っていく)
また従来のクエスト報酬と同じように装備品もあっていいと思います。
(前回挙げた「新しいグラフィックの装備」をスキル100以降のクエスト報酬限定にできればと考えてました。繰り返しが問題ならクールタイムを設ければいいかと)
鍛冶や裁縫だったらバルクディードの報酬・新グラフィック装備のレシピが手に入る可能性をいれてもいいかもしれません。
ここで質問なのですがクエストの条件として、従来の討伐・生産の成功条件とは違った条件は可能でしょうか?
例えば包帯だったら「包帯でHPを規定量回復する」「包帯で毒を規定数解除する」
騎士道なら「騎士道呪文Aを規定数成功させる」「騎士道呪文A効果中に敵を規定数倒す」
抵抗なら「呪文を一定回数抵抗する」「対象Aの呪文を一定回数抵抗する」
採掘なら「[鉱石を溶かして作ったインゴット]を規定数作って渡す」
(買ってきたインゴットは数に入らない。もしくは溶かす事を条件にして、溶かしたらあとは買ったインゴを渡してもOK。)
等を成功条件に出来れば、スキルにあったスキル上げと併用したクエストに出来ると思うんです。
Blaxe wrote:
I'd like to make a proposition to invite new players of Japan into the game in this post as well as in my last one.
(It is now long since I posted last time, because I hesitated to post because there were problems of publish 72 or account server migration. )
2. About supporting raising skills
I feel that skills are difficult to raise.
While there were only a handful of MMOs in the old days, there are now innumerable online games in the world.
It is now difficult for players to play only UO, because current circumstances are obviously different from the age when there were no online games that you could play with joy except UO.
Besides, after running for 14 years, there is inevitably differences between new players and old players.
While there are views that items are now relatively equalized because of introduction of Imbueing, I think that there is no leveling in raising skills.
("Scroll of Transcendence" works only as an auxilary tool and besides not all players can acquire scrolls as they desire, much less new players, so I think those scrolls are more suitable for "current players".)
As for actions of raising skills, e.g. in melee fighting skills, the action that can raise skills is "to hit appropriate enemies corresponding to your skill value".
So I think it is too barren that the best way to raise skills is "to continue fighting against an enemy with weapons of higher swing speed AND of less damage, without killing it, for ever".
If you'd like to raise a skill, you must continue doing the same action at any rate, which gives you no assurance to raise it except with GGS and higher you raise the skill you'll be more involved in that situation, and even if you can gain 0.1 point, you can not fell it enough.
I think it is difficult to keep yourself motivated to raise skills in this situation.
( I think the mysterious RNGS that forces you to feel that you can raise skills easily at one time and hardly at another time affects.)
Therefore, I'd like to make a proposition to allow players to raise skills with carrying out quests.
These are single quests that you can repeat like old ones.
Quest NPCs are located in or near the house corresponding to the skill, e.g., Warrior guild for melee fighting, Magic store for magery, Blacksmith shop for Blacksmith, Tailor shop for Tailor.
If you speak to those NPCs, they give you quests appropriate for your skill value. Maybe these are similar to fisher quest of HS.
(They give you a quest of one of skills from Swords, Fencing, Mace Fighting, Archery, Wrestling, Tactics or Anatomy at random in the case of Warrior. )
(Repeating quests will be restricted in case of trial accounts, but I think it would be better if you exclude basic skills like "Weapon skills", "Magery", "Blacksmith" and "Tailor" out of the restriction.
Because this system is aimed for inviting new players, considering that there are new players in trial accounts too, I think that the very basic skills mentioned above should be repeated even under trial accounts. )
This system helps players to raise their skills that they choose as reward for carrying out quest at an proper rate.
(The rate should be 0.1 to 0.3. The higher the skill goes up, the less becomes the rate. )
I think it will be good, if players can get equipments as a reward like old quests.
(I considered that "armors and clothes of different designs with the same properties" that I mentioned in my last post should be restricted as rewards for these quests. If devs can find problems in that you can repeat quests, devs can make cool down timer.
I think it might be good, to introduce bulk order deed or recipes of equipments of new designs as reward of quest in case of Blacksmith or Tailoring. )
I'd like to ask a question here: Is it possible to make requirements of quest that are different from those of old quests for subduing enemies or making quest items?
E.g., "to heal HP to a proper extent with Healing skill" or "to cure poison for proper times" for Healing,
"to cast a spell for proper times successfully" or "kill an proper number of enemies under influence of a skill" for Chivalry,
"to resist a spell for a proper number of times" or "to resist a spell casted by an object A for a proper number of times" for Resistance,
"to hand in a proper number of ingots melted out of ores" for Mining(you cannot count ingots bought from NPCs. Or, under the condition that you melted, after melting you can hand in ingots bought. )
If we can make those requirements for quests, we can make quests, by carrying out which we can raise skills corresponding to our skill value.