Original Post
So, Ive been playing World of Warcraft lately, and theres alot of Ganking on PVP servers. Ganking, for those that dont know, is when a high level character kills a low level one. Usually, the low level character can not do anythignother than die. Its fairly frustrating and feels unfair alot of the time. But thats a big problem in a vast majority of PVP MMORPGs. Also, Ive always found it unrealistic that level 60 would kll level 20 in one hit. I mean, it woudlnt work in the real world that way. The way monsters are scattered around at your level.. I dont know. theres something aobut the number based leveling up system that just doesnt make sense. I cant quite explain it. So Ive been thinking about a way to go around that, and came up with an interesting way for your character to levelup realistically. First, you'd have a number of stats. Main, Submain, Resistant, SubResistant Main - Your main action. Fighters would have fight. Mages would have Magic. Submain - What type of main action. Fighters could have Blades, Martial arts, Blunts. Mages could have Fire magic, Ice Magic, Lightning Magic, Healing Magic.. Resistant - This would be broken down into Magic Resistance, Physical Attack Resistance, Status Resistance. SubResistant - What type of Magic you're resistant to (Fire, Ice, Holy?). what type of pysical attacks (Martial Arts, Blades, Blunts). What kind of Status (Poison, Silence) Thats the basic set up. Now, as you start fighting monsters or other players, you start to build up your stats. If you use swords alot, your Blades skill goes up. If you're constantly being attacked by Fire Magic, your Fire Magic Resistance goes up. If you keep being poisoned, your poison resistance goes up. Like that. Now, as you play and time goes on, all your stats diminish slowly. If you build up a strong tolerance to poison, and you stop being attacked with poison, your resistance to it goes down gradually untill you no longer resist it at all. Also, as you start building up your stats in one thing, the stats of other things decrease faster based on how long its been since you've used those other stats. For example, if you start working on your resistance to poison right after you spent time working on your resistance to silence but havent worked on your resistance to slow in a while, then your stats in slow would diminish faster than those in silence. There could also be special armors and weapons that define the minimum and maximum your stats can be. The Holy Robe of the Magi could set your Silence resistance min to X and the max to Base_max + Y and do the same for your Healing/Holy Magics. Since as you build up stats, the stats you dont use decrease, you'll never have a character thats a badass at everything. Pretty much, this is forcing the player to decide what sorts of things they're strong at and what they're weak against. In PVP, this creates an almost Rock-Paper-Scissors style. A Fire Mage fighting a swordfighter would be pretty even matched because they're weak against each others attacks. Also, for the most part, it means that a player whos been playing for a few hours now and then could take on a player whos been playing 12 hours a day for the last week. The monsters would also have these strengths and weaknesses. By the Way, in order to get the options to do higher quests, the player earns fame as they do quests and word of mouth gets out. As they get more famous, they're allowed acceess to new zones and quests.