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That's weird MMORPG companies develop few weeks addictive MMORPG only and not long term good MMORPG ... /sarcasm off
If loot had real value, if money had real value, if there was a true end-game to push for, people would play this game. Tons of people were here for the initial wave in December off Steam, but almost all left because the world is just boring. Full loot in a world where loot doesn't matter, is like dying in World of Warcraft, but after each death you have to re-equip all your gear and restock bandages/regs/etc. It makes dying annoying, but not a loss.
Oh also, going red means nothing. There's no stat-loss for dying as a red, and so all red means is that you have to log on an alt to do business in town. Which means there are a ton of murderers running around everywhere, making life hell for miners and such.
It could have been a great game, but they made it too arcadey instead of what it was meant to be.
There are ways to make such game not just playable, but actually balanced and fun.
Sadly, LoA is not there yet.
Rubbish.
Full loot adds another element to the game play - having that Risk on your adventures.
Otherwise it would be the same old grind fest and have no care, go fight and not worry about dieing as you still have your gear.
Loosing items on death makes you strive to be better, rather than just slash away without any worry of death.
Many games out there like WoW etc that you can play hours on end and not worry about dieing as come on be honest how does death inpact you on any game that does'nt have a full loot system ? a little time lost maybe ? but that's it.
Full Loot adds a more realistic adventure !
The problem with LoA is that loot doesn't mean anything. Everyone and their dog has 20 backup sets of gear, and gold is meaningless. So dying in LoA almost feels like dying in WoW, you don't even care about dying, and there's no adrenaline rush during a fight. If anything, it almost feels like you win when you die, because now the enemy has to go through your bags looking for something worth a damn, and 99% of the time it's nothing, so you can usually get your stuff back anyway.
There are other issues too, such as no penalty for being a murderer. In UO, when you were killed as a murderer, you lost stats and skills, which meant you had to grind again after you lost. This forced killers to be more careful, not patrolling for miners all day without worry, which also meant they were more rare. When you saw a red in UO, you knew he was a bad ass. Reds in LoA are basically just miner killers.
There are a ton of other problems, but they can all be summed up with the following: The world has no meaning.
Thank you, sir or madam,
This is exactly what i wanted to know. all the bad bits of UO that gave me PTSD so many years ago.
bye
That's not true, and it's not how it worked in reality either.
When you have a roaming group of bandits attacking people, the townsfolk gather together in larger numbers and go after them, or more often hire a group of mercs to do that for them once they can afford it. The larger number force generally takes out the bandits for a time until another group emerges later. This kind of system could easily be implemented, where you get extra rewards worth the effort to kill murderers and criminals.
You also need a trade network that matters, such as one city that requires coal and food, and another city that requires cloth and building materials. You'd need to take those goods in a caravan and travel the roads from city to city, risking attack by bandits. This is where normal players are forced into the dangerous wild if they want to make the most profit as merchants. They'll need to hire bodyguards if they want to more assurances that things will go smoothly.
There are plenty of games that have mixed elements of this, such a Darkfall, Albion, Ultima, etc and they worked very well. The problem with LoA is that there is no economy. I GMd blacksmithing the first month the game was available, had a big shop right outside the main city (me and my guild got it put down the first day), stocked it up with the best weapons and armor the server could offer, and guess what happened? People bought all my stuff, and then I had all this gold that I didn't have anything to spend on (besides more bandages and regs, but I had plenty for that).
There was no reason to even keep the shop open, and anyone who enjoyed combat was basically red, because there were no consequences to being red (besides having to do town business on an alt) and guild vs guild wasn't a thing (not sure if it's a thing yet either, I quit in January). There was literally no reason to play this game outside of randomly fighting people in the wild, which is ultimately why it's dead.
I have 10+ years experience in Ultima Online and I'm sure that the the most interesting PVP is in UO and potentially in any full loot mmorpg.
This system provokes to be more skillfull in PVP and to balance between risk to drop your armor and weapon and temptetion to have higher probability to win in PVP.
Every PVP battle is like a poker game.
That's amazing!
Speaking as someone with as much UO experience as you and 4 months of experience with LoA:
The looting of other players in this game is actually worthless if they don't have straight cash on them (and cash is heavy, so they don't). It is extremely inexpensive to replace gear and it's actually of no consequence when you die. Even the "best" gear (+100/25) is trivial to replace since it can be crafted from a few minutes gathering. You're not really doing anything but playing for poker chips, only the poker chips are not a representation of anything valuable. You'll end up with your limited storage options filled to the brim with it if you decide to hold on to it. It's only ever useful for resupplying while actively PVPing, which, let's face it: is just a distraction at this level. It's a time gate that forces you to go through extra hoops to get back to the fun part, and the server population isn't strong enough to really warrant this sort of gate. There is no "special" loot worth using in PVP, and the special things don't drop on death anyway (they stay on the players; blessed/cursed means you'll never loot it off of them). UO at least had magic weapons, which were both worth using and looting. In general, LoA lacks a lot of variety that was apparent throughout UO, from spells to equipment, which means your options are more limited and the challenges you face will be fairly uniform. This is already a problem in itself, but there's a worse one: the PVP isn't fun and rewards trainers, bots and macros.
"Skillful in PVP" in this game means you have a pet and/or use macros, though trainers and bots exist (there's a dude on Azure sky that teleports to trees and cuts them down; last I checked they never "caught" the guy). I like PVP, but I've come to realize that UO was never very skill based and has pretty much been a macro game since its inception. The nostalgia glasses came off and, really, the game's not very fun. Even if the team was knocking it out of the park (hint: they aren't, there's still no Frozen Tundra, there's still performance issues just sitting in my house to pay taxes, etc), the core game design's real shoehorn "skill" system, which does add some skillful play, isn't really enough. Fights are slow, chunky sequenced dice rolls that don't feel rewarding. If there isn't a stomping up front in the first minute or two, it's very often whoever misses first, which isn't based on skill but chance. Some of the "best" 1V1 fights I had with my comrades were in the 15 minute mark. You'd think that would be exciting to watch, but it's mostly a lot of running around, bandaging, swings and hits, swings and misses, and the occasional cooldown ability. Wins felt labored, but unearned, and most of the skilled players, at least on VE, got bored and focused on PVE, since you'd actually make money.
UO had a lot of extra draws that supplemented the PVP. The world was huge and varied, with a lot of things that supported roleplay and a rather interesting economy, but there was one major aspect: it was one of the only games of this kind available in the late 90's. It brought in droves of players. Without loot that's worth carrying, and without a player base to support it, the PvP is dull and, when it occurs it's underwhelming.
If you want real PvP that's actually fun, play something that has multiple mechanics in fights like dodging/blocking/reflecting/stealing and canceling enemy buffs/transferring debuffs to enemies/etc. If not that, just play an FPS, as you'll have a better quality experience that will actually reflect your skill level. LoA is full of cut n' paste fighting, and it has more in common with a quick draw. Quick draws aren't exactly skillful in a setting with computers and latency. Anybody that claims the PVP is amazing in this game, after having played it, is showing their lack of experience with the medium as a whole. It's a "good effort, needs improvement" situation, through and through.
It's a absolute shame this game didn't work out, as I wanted it to, but sugar coating the situation is just lying to potential players. The player retention is extremely low, which is all the proof needed to demonstrate that this game is far from amazing.
"LOL", said CCP (EVE Online developers) and returned back to work with their full-loot MMORPG that is alive more than 15 years now.
As Auburok stated very well however, items mean nothing in this game, so full loot means nothing. It just means after you die, you need to take the time to equip one of the 500 backup gear sets you have at your house/bank.
I GMed blacksmithing the first month of the game and had the best placed house in the game (just outside the main city). After a week of selling my goods, I realized that I didn't need the gold for anything, and quit the game.
A full loot game needs to have valuable items, otherwise it's meaningless.