Feedback:User/Volfen/Progress Manifold as an Alternative Server Type - Destiny Servers.

Progress Manifold as an Alternative Server Type - Destiny Servers.
Advantages and Benifits --Volfen 23:57, 16 September 2010 (UTC)


 * Progress is not reversed against higher level players, as they will stay their current level regardless of where they wander. (linear to asymmetric)


 * Scaling up players during higher content side-kicking is not necessary. (asymmetric)


 * It allows areas to reset, where designed. So content can rebuild difficulty per counter-action, or neglect; Replay-ability++ (asymmetric)


 * It creates a customizable U.I. that is the unique interface of the player character's (pc's) manifold; allowing clients to see a unique UI interfaces for personalizing progress feedback. The manifold achieves this by interpreting percentile values, and then translating them into either 'ever inflating numeric values' (relative to players level), or 'fixed numeric values' (GW1), or 'literal descriptions' ect. Progress feedback becomes a personal choice, and could even be mod-able.
 * It allows 'Divine Intervention', for players who are having difficulty, to get them through the core story and game goals. (asymmetric balancing)


 * It simplifies propagation of content throughout the game world; game balance built to a 'mean average', or endgame value. (asymmetric content to provide linear path)


 * It is the best solution for expansions and additional campaigns. (linear)


 * It builds a solid foundation for WvW interaction, where level/profession balance will be a huge community issue if not addressed early. (asymmetric)


 * It melds the virtues of GW1 with the traditional MMO progress functions. (asymmetric and linear)


 * It allows development of pure RP servers, as an option to traditional, where numbers and stats could be turned off by default, where literal descriptors serve for progress, rather than numbers; Non-traditional, destiny-like experience. (asymmetric and linear)


 * It provides a solid foundation for crafting longevity. (asymmetric and linear)


 * It allows players of many levels to co-mingle - cleanly de-stratifying player interaction. (asymmetric)


 * It maintains and builds upon traditional MMO progress functions. (linear)


 * It is easy to implement as a +10 interaction restrictor, to throttle progress. (linear)


 * To implement a hardmode/reward condition there only needs to be a + (x) value added to the player-character's manifold. (asymmetric)


 * Dungeons can have a unique Instanced (temporary) Leveling value, where players need to level up per instance, as a means of progress through the dungeon. Rather than "speed running" the dungeon to the end, players will need to attain dungeon related levels to overcome the end encounter. This creates inherent scaling, relative to the number of players. One player could do the entire instance (very long quest) as they would temporarily level much higher during the dungeon encounter, due to greater exp gains. (modified -temporary- linear)


 * A difficulty/reward slider can be added to personal story arc. (asymmetric)


 * It acts as a virtual soul, a manifold between the player and the game world, and the game's design intent, where the character-player is uniquely individual. Allowing for greater individuality and customizations.


 * It would add to many values of GW1: as once you level past an area, that area becomes asymmetric, and would auto-balance to your level, much like an auto hard-mode (or auto normal-mode). And though it auto-balances to the single PC, it also auto-balances to all other PCs simultaneously (regardless of level) who have also reach asymmetry for that same area. This is achieved by using individual manifolds for progress - a virtual soul - for each PC.

Thoughts, and quotes

... much like a metaphysical manifold where progress and time represents 'personal interaction' - the soul of the player-character. Where the player-character's time and progress are 'instanced'; your interaction and progress is between you and the gods of the game structure, or design intent. Even though you play side-by-side with others in virtual Euclidean Space, your experience is managed through a personal filter, a soul, a manifold; an instance-like interaction filter for managing progress.

The manifold would be the 'Time' variable in Euclidean Space. But for purposes of MMO structure: time = progress. We as freed elemental structures pushing forward within a time manifold exacting God's will, or that of the God's of Game Structure. Destiny as progress, rather than numbers.

(Similar to real life in that regardless of the area, you have to level up against it. If you move to Seattle for the first time, you'll not know a single person, or any of the area. You will have to do a lot of RL leveling, and content unlocking, and exploration. Regardless of level (wealth, or age), or the level of the area (costly or affordable), or how special you are (infamous or famous), you will still have to level against any new area you arrive in. And even re-level against areas long forgotten.)

... So, regardless of player Level/Rank, if you arrive in a new area, for the first time, the manifold would balance content interaction to your Level or Rank + increased difficulty; starter areas npc would be + 3, general areas +5, difficult areas +10. This scaling is only relative to the individual PC, other PCs in area would be interacting according to their own unique manifold and ranking. Think of it as, "Instanced Progress" unique only to the single PC, other PCs have their own individual Manifold.

... Gear - relative to crafting - is linear (rank/level/tiered), where drops are asymmetric; quest NPC, will con accessible or inaccessible in linear content, eventually becoming asymmetric once accessible. Also, once crafting content becomes asymmetric your crafted goods will auto-balance and bind to your current level. Sell someone a Hanzo Sword? When they customize the sword, it is bound to their current level, and as they level-up, the level of weapon becomes obsolete, inherent decay – endless, persistent content. (unique items can be upgraded with transmutation)

This system could be an alternate server type, (or alternative to the current proposed system) where the core system is more representative of real life (reality), where progress is realized in something very similar to a Time Manifold, or Progress Manifold; creating a personal sphere of influence, per player character (pc). Numbers are turned off by default. Ctrl+Click (or hover) to reveal.

Similar to GW1 Hardmode (or EotN Normal Mode), the entire game and all stats are standardized to a mean average (or endgame balanced values).

For Linear Progress The current leveling values stay, but can be hidden behind the UI. The math for the Progress Manifold is extremely basic. A simple +10 Level interaction restriction. Gear level also interacts within this manifold - both armor and weapons - to maintain the upgrade and crafting systems. Gear would diminish in effectiveness, down to -10 as the pc's manifold moves forward.(decay)

The design team simply plays creator, determining where the path of progress leads, via hidden level values; a sense of fate, or "destiny" will be the guiding hand, rather than levels and stats. Traits are acquired as ranks rather than stats, and are also a variable function within the Time/Progress Manifold. Levels are literal rather than numeric. Everything is described graphically, and literally, rather than numerically.

This is GW1 Reborn into a persistent world; as an alternative to the traditional MMO formula currently under consideration.

These Pure-RP, Non-Stat servers would provide a valid option to the traditional servers, as both non-mmo, anti-mmo, and many traditional mmo players would see, and likely prefer, the truth and purity of this method.

--Volfen 17:02, 25 August 2010 (UTC)

Asymmetric Manifold

An asymmetric system of advancement can be applied to the Time/Progress Manifold. Where the Progress/Time Manifold is only relative to the pc, (all NPCs vary between +/- 10 level relative to pc rank) where the pcs, regardless of where they find themselves, must progress against their current environment. To move forward in an area would mean exactly the same as moving forward in any other environment.

In essence, a starting pc who starts in Area-51, would eventually progress slightly past the area (NPCs at (-1 to -10) + Character Rank), gaining strength vs. the area and encounters; where a much more advanced pc with a higher rank(level), who has never played Area-51, would need to start from scratch against the NPCs and the area (NPCs at (+10) + Character Rank).

Traits and Equipment access become available as the pc advances in rank and unlocks story; these features would have their own defined geopolitical path (linear manifold) for progressively greater unlocks, leading pcs to some degree, along the story arc. Likewise, using similar variances in gear, the more advanced pc would still have to upgrade gear for Area-51, as everything is relative to the pc (gear is also modified through the manifold, customized gear locks to current level, and thus decays against pc leveling up) These simple modifiers could be per area, per encounter, per NPC.

This system (as in linear), would not depend on inflating numbers as content, or for progress, unless the option to view that style manifold is chosen. (The only truely inflationary value is the hidden or revealed (optional) level of the PC. These levels existing primarily for development, to guide pc's path in the story.)

Thus, when introduced to new content, regardless of location, the pc will have to advance through this content (linear manifold). It also provides a means for adding endless campaigns and content; and the pc could quest endlessly against the same content; creating alliances, then breaking alliances, replaying neglected areas that have difficulty reset by design, and endless dungeon replay-ability as content auto-scales below pc's singular UI.

Asymmetry could be described as creating a gravity-well effect, where the pc as mass (the proverbial sphere on a 2d mesh), pushes against the edges of the gravity well. As the pc pushes though an area, that area gives way, becoming easier through asymmetric advancement. The pc creates a trough path through the game's content - a unique destiny - leaving behind conquered areas. This path is like a gravity signature that in time eventually resets, rebalancing upwards, back to its original difficulty. This element could be fully developed in a Hardmode environment where difficulty resets over time or counteraction, by design; thus creating a function of Progress, within a level-free Hardmode environment.

--Volfen 12:33, 26 August 2010 (UTC)

Non-Combat NPC

This Time/Progress Manifold will also interact independently with non-combat npc (collectively, or individually), whether the Manifold is linier or asymmetrical.

Similar to, but far more robust than the EoTN ranking system, as the Manifold can create unlocks with single unique NPC, or within relationships, or within a greater collectives. The variance that a pc could level up (or down) vs. non-combat npc could be much greater than +/-10, or far less (same for combat npc, ie: starter areas).

Consequently, within the Time/Progress Manifold combat and non-combat NPC could in some cases reset by design, gaining level versus pc, as a function of time or 'counter actions'.

--Volfen 13:42, 26 August 2010 (UTC)

Destiny Realized

The Manifold System should be both Linear for story arc content, and asymmetrical for branching content and replay-ability. This creates a true sense of "Destiny". And, would create a blossoming path relative to pc position in the story arc, where content is continuously branching outward (and endlessly, if the pc replays areas).

This creates a system where persistence is not only environmental, but contextual/content as well. Persistent content purified - at the core of the pc experience. An ideal model for the 'free to play' MMO.