O
old.Ramas
Guest
A comment from Lum about DAoC, on another board, where it was suggested that quests which allow players to actually change the environment would be good.....
OK, I recognise the 'NPC areas that function as towns if you have good faction' stuff. But I have no idea what the rest is.
Old world dungeon, I can only assume is barrows? I have no idea what parts of it we can affect though?
But commanding NPC guards in SI?
We have all these things you have already mentioned.
Merchants that activate only to people based on faction - several towns in Shrouded Isles for each realm.
Large sections of an old world dungeon flip flop from "live, working temple of evil" to "dead, abandoned temple of evil with extra bitter remnants" based upon player interactions.
Armies that spawn and attack towns - not only does this happen in several places in SI (the Hibernia version wiping out a fairly major town, I think), a variant in Albion actually allows the player to "take command" of the NPC guards and reinforce various parts of the battle based on player input.
The fact that the great majority of players, like you, don't know about this content says much for the playstyle of players and how they digest content.
OK, I recognise the 'NPC areas that function as towns if you have good faction' stuff. But I have no idea what the rest is.
Old world dungeon, I can only assume is barrows? I have no idea what parts of it we can affect though?
But commanding NPC guards in SI?