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Would you be interested in....

Goatgod76Goatgod76 Stow, OHMember Posts: 1,214

....the following? Imagine this for an MMORPG...

During character creation, you are making your character as you wish them to be, however, unlike most MMO's..you are making your character as a kid. You heard me right, a kid. Depending on your starting race, you would begin in a different town in a different location of the world. From here, you'd go through a series of quests and tasks as a kid and get familiar with your town and surrounding country side. Basically, it would be to get you more immersed in your character, your race, your country (region).

It is basically the Fable concept in an MMO. Your character would have 2 different advancement systems.

1) A leveing system for your character's aging process. let's say..

1 - 20 as a kid.

21-60 for teenager.

61-80 Adult

81-100 for  Eldery (Old and wise- Basically white haired and a bit weathered)

It wouldn't take too long from kid to teen, but would make slower progression from there on. You would also gain some stats as you age. (Such as +1 or 2 str-agi-dex-stam per age increase) This leveling system has nothing to do with player skill, other than the stat increases, more for just your immersion and illusion that your character is "growing up" in an open world.

2) The second system is for your character's actual "skills". So your character won't have a level other players can see, you would simply have a large set of skills to allocate points received throughout your progression. Not really sure how the allocation of skill points would be done lol. Got an idea? Throw it out there.

- Other than that, it would be an open world.

- Mobs would have no levels either, just preset skills sets (Although for each mob type, there would be several different types of skill sets to vary the battles intensity and difficulty. Would just never know what your gonna get until in the thick of things)

- Raid content throughout the game, NOT just the ending (Or perceived ending).

- World events (Random happenings to keep it fresh, such as bandit AI raids on towns, bandits jumping you on roadways to rob you, dragon attacks on cities, etc.)

- Hands on crafting systems. For example, if you were a Blacksmith, you would have an actual Blacksmithing hut where you would add  regeants, adjust temperatures (Stoke the fire), add special side regeants all of which varies the quality of the items crafted. This would be the same for all types of crafting. Furthermore, the Blacksmith would have the ability to personalize the look of the items they create and name them. This would have a sub editor program available to only the crafter that would have a color palette, etc. (For this to be viable, armor and weapons would deteriorate over time until rendered useless. Or you could have them repaired by only a Blacksmith). This would also lend to the economy.

- No world chat,  whispers and shouts (local) only. 

This was just all in fun, but definitely something I personally would love to see happen. How about you? Have anything to add? Post it here.

Comments

  • sagilsagil StockholmMember Posts: 291 Common

    I'm interested in new game mechanics in mmorpgs so yes I would be interested in that.

  • Goatgod76Goatgod76 Stow, OHMember Posts: 1,214

    For the PvP side of things... (PvE and PvP servers would be seperate). Each race would not only have it's own faction (Obviously), each of these factions would have sub region commanders, which would be a player voted on by other players from said region (Votes on Commanders would happen every X amount of weeks, or, a player could challenge the Commander to a dueal for control (3 duels allowed a week). So on a PvP server, you would pick a race, then pick a region (20 Regions/Provinces) for each races country) to be part of.

    This commander would have the ability to allocate NPC troops to dispatch siege camps set up by enemy player factions (Takes set amount of time to set up, so having patrols occassionally look for these camps being set up woudl be a good idea), or NPC enemy troops sent on your cities (If attacks are sent on your Region capital, there would be a slight cool down timer on when the next attack can be made). Regions COULD be captured by enemy factions.

    Maybe even have Gladiator Arenas for players to hone their skills and win gold for there victories. Players can inhabit the stands and bet on fights. Even have players fight a randomly selected NPC creature to fight.

    Anymore idea from the PvP crowd? POST THEM!

     

  • sagilsagil StockholmMember Posts: 291 Common

    Originally posted by Goatgod76

    For the PvP side of things... (PvE and PvP servers would be seperate). Each race would not only have it's own faction (Obviously), each of these factions would have sub region commanders, which would be a player voted on by other players from said region (Votes on Commanders would happen every X amount of weeks, or, a player could challenge the Commander to a dueal for control (3 duels allowed a week). So on a PvP server, you would pick a race, then pick a region (20 Regions/Provinces) for each races country) to be part of.
    This commander would have the ability to allocate NPC troops to dispatch siege camps set up by enemy player factions (Takes set amount of time to set up, so having patrols occassionally look for these camps being set up woudl be a good idea), or NPC enemy troops sent on your cities (If attacks are sent on your Region capital, there would be a slight cool down timer on when the next attack can be made). Regions COULD be captured by enemy factions.
    Maybe even have Gladiator Arenas for players to hone their skills and win gold for there victories. Players can inhabit the stands and bet on fights. Even have players fight a randomly selected NPC creature to fight.
    Anymore idea from the PvP crowd? POST THEM!
     

    That sounds too much like a rts game imo.

  • LoktofeitLoktofeit Stone Mountain, GAMember Posts: 14,247 Rare

    Originally posted by Goatgod76

    ....the following? Imagine this for an MMORPG...


    1) A leveing system for your character's aging process. let's say..
    Yes! Mabinogi has that and it adds a nice dimension to the character.

     
    2) The second system is for your character's actual "skills". So your character won't have a level other players can see, you would simply have a large set of skills to allocate points received throughout your progression. Not really sure how the allocation of skill points would be done lol. Got an idea? Throw it out there.
    Yes! I'm a fan of skill-based systems. It has its flaws but it seems to lead toward support for more non-combat roles and alternate professions so I'm all for it.
    - Other than that, it would be an open world.
    Sounds good.
    - Mobs would have no levels either, just preset skills sets (Although for each mob type, there would be several different types of skill sets to vary the battles intensity and difficulty. Would just never know what your gonna get until in the thick of things)
    Would be intersting if mobs trained up from combat like UO mobs do. A wyvern or elemental that has been fought several times in UO but never killed is a deadly beast to encounter.
    - Raid content throughout the game, NOT just the ending (Or perceived ending).
    Not sure what you mean by that. RFC and WC in WOW (Horde) are examples of what I'd put in the category of lower level raid content, so our views on that one might vary. If we are talking about the same thing, then I'm all for it.
    - World events (Random happenings to keep it fresh, such as bandit AI raids on towns, bandits jumping you on roadways to rob you, dragon attacks on cities, etc.)
    We recently added Incursions to EVE and also restarted the Live Events, both of which were very well received, so I'm 100% behind the world events idea. :)
    - Hands on crafting systems. For example, if you were a Blacksmith, you would have an actual Blacksmithing hut where you would add  regeants, adjust temperatures (Stoke the fire), add special side regeants all of which varies the quality of the items crafted.
    I'm torn on this one as I enjoy the depth of the UO system and find the EQ2 system entertaining, but things like PotBS' complex tiers of stuff to create stuff to create stuff to create stuff (this may have been changed since I left) seem enjoyable only for a very small group of players.
    - No world chat,  whispers and shouts (local) only. 
    Really liked proximity and line of sight in UO's chat.
    This was just all in fun, but definitely something I personally would love to see happen. How about you? Have anything to add? Post it here.

    I like all the ideas presented, actually. Seems like an outline that would offer a fun virtual world.

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • Goatgod76Goatgod76 Stow, OHMember Posts: 1,214

    Originally posted by sagil


    Originally posted by Goatgod76


    For the PvP side of things... (PvE and PvP servers would be seperate). Each race would not only have it's own faction (Obviously), each of these factions would have sub region commanders, which would be a player voted on by other players from said region (Votes on Commanders would happen every X amount of weeks, or, a player could challenge the Commander to a dueal for control (3 duels allowed a week). So on a PvP server, you would pick a race, then pick a region (20 Regions/Provinces) for each races country) to be part of.
    This commander would have the ability to allocate NPC troops to dispatch siege camps set up by enemy player factions (Takes set amount of time to set up, so having patrols occassionally look for these camps being set up woudl be a good idea), or NPC enemy troops sent on your cities (If attacks are sent on your Region capital, there would be a slight cool down timer on when the next attack can be made). Regions COULD be captured by enemy factions.
    Maybe even have Gladiator Arenas for players to hone their skills and win gold for there victories. Players can inhabit the stands and bet on fights. Even have players fight a randomly selected NPC creature to fight.
    Anymore idea from the PvP crowd? POST THEM!
     

    That sounds too much like a rts game imo.

    Yes, I am sure it does, because it kind of is. But it adds a new dimension to PvP combat that I haven't personally seen in an MMO to date. And what difference does it make if it is kind of like RTS? Most MMO's now seem like single player RPG's more than MMORPG's. It would make for constant PvP action, as well as the added complexity of a military/political system that could lend to the rise or fall of a faction (Bickering and no use of teamwork can lead to the lose of many regions, etc.).

     

    @ Loktofeit: The crafting wouldn't to designed so you'd have to craft a billion useless items to be able to eventually make the good stuff. You would only be making armor and weapons that are useful from the get go, but also advance your skills as you do so.

    I am not quite sure what YOU mean on the raid content stuff lol. I mean that there would be raid content stuff found throughout the world. Since there aren't levels, but only skill sets for players to utilize...there wouldn't be set level raids content in set areas. It would be scattered throughout and accessable by any large group that wants to try it at any skill set advancements. In other words..if we WERE going by levels...there would be raid content found in the lvl 10-20-20-40, etc,,etc ranges within the world. Not just in high end areas. This way, anything found in those areas can be immediately useful to players, and for quite some time.

  • GTwanderGTwander San Diego, CAMember Posts: 6,035 Uncommon

    I only have a comment on the aging aspects, because while I personally like it, there is an issue;

    [player vanity]

    Remember Fable?... and how you get shoehorned into wrinkles and saggy knockers at some point? You even seem to out-age all the other characters in the game, it's just strange. This kind of thing works for me as a plot-pacing element, not a typical character progression one. Beyond the point that it's going to make a lot of people get pissed that their character ends up turning from pam anderson to mother theresa. Don't get me wrong, you can use an art style to pitch a macho/sexy kind of mature, but it will still get to people that don't want to play as a certain age group indefinetely. I can already see the jokes relating endgame raids to fights over the last pudding cup at the retirement home.

    You should consider a twist, and not some kind of death/rebirth or ancestry bullshit (though that could work). I personally would go wild with it, maybe some simarillion type of weirdness where some characters age backwards (like Gandalf). The aging aspects should never stick a player in one place, even if it's a CS consumable to make them age in reverse. Trying to stay in the middle would suck though.

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  • just2duhjust2duh City, NSMember Posts: 1,290

     I'm not so sure most people would enjoy the idea of putting in all the time and effort to become some old geezer lol, but hey maybe that would help stop the rush to end-game at the same time :P

     Personally I like the idea of age progressing with levels, but maybe make it not so extreme.

     I'm actually not a fan of starting games as a child at all, and not really too keen on becoming an old man either lol (but that's not as big of a deal). Though I think for it to be widely accepted the age scaling would need to rest somewhere in the middle, like start off as a young teen of 15ish, then 18, 24, 30, and stop at 40 (or something along those lines).

  • just2duhjust2duh City, NSMember Posts: 1,290

    Originally posted by GTwander

     maybe some simarillion type of weirdness where some characters age backwards (like Gandalf).

     or.. like Benjamin Button! LOL I actually never watched that movie, but I assume he'd eventually de-age to the point of being unborn.

  • Loke666Loke666 MalmöMember Posts: 19,266 Rare

    Letting your character age as you gain experience is not a bad idea, I heard people mentioning it before but it still havn't been done.

    But let it be slower than just in a few steps, let the character grow a little with each level.

    But "elder" depends a lot on your class. A elder wizard is really old but a elder warrior wouldn't be able to lift his sword at that age so wizzards should become older than warriors.

    To instead of actual levels letting the player pick skills and feats as they gain experience is fine as well, but it is probably a good idea to have some kind of challenge rating based on how many points you earned. Of course if your age system is good enough you could see on a player what "level" he is anyways.

    Sounds fine to me, good luck with th project. :)

  • Loke666Loke666 MalmöMember Posts: 19,266 Rare

    Originally posted by just2duh

     I'm not so sure most people would enjoy the idea of putting in all the time and effort to become some old geezer lol, but hey maybe that would help stop the rush to end-game at the same time :P

    Lol, welcome to "life".

  • Goatgod76Goatgod76 Stow, OHMember Posts: 1,214

    Originally posted by Loke666

    Letting your character age as you gain experience is not a bad idea, I heard people mentioning it before but it still havn't been done.
    But let it be slower than just in a few steps, let the character grow a little with each level.
    But "elder" depends a lot on your class. A elder wizard is really old but a elder warrior wouldn't be able to lift his sword at that age so wizzards should become older than warriors.
    To instead of actual levels letting the player pick skills and feats as they gain experience is fine as well, but it is probably a good idea to have some kind of challenge rating based on how many points you earned. Of course if your age system is good enough you could see on a player what "level" he is anyways.
    Sounds fine to me, good luck with th project. :)

    This quote isn't directed at just you, but to all who have responded.

    These are just ideas I came up with in boredom, I am not (unfortunately) working on anything for this personally. Although I wish I could get my rich cousin to pony up 10 mil in investment towards it...but that is a HUGE risk and wouldn't blame him for not doing so lol.

    I stated in my first post that from a child to teen wouldn't take very long at all, but from a teen to an adult and beyond would take considerably longer. MUCH longer in fact. I would want that due to not wanting people get to Shady Pines status too quickly and have to use walkers to roll into battle.

    Maybe there could even be some sort of epic quest to find an amulet of youth or something at those stages of gameplay. A LONG chain quest that would take you across the world in search of it.

    Personally I think people are ridiculous as far as their vanity BS is concerned. I wouldn't want my project to cater to the "Me me me now now now my way!" crowd. But I could make comprimises without just giving in to completely them like so many deveoper's/companies do.

    Levels for players age wouldn't be visible...only a guesstimation through looks.  Every couple of levels of age achieved would give skill points to use however the player wished to distribute them. What I didn't mention, is the whole skill system would be somewhat like Final Fantasies system of grids. It would be one HUGE grid that would have several different class skills in it, but th eplayer wouldn't be stuck to one grid. They would have the freedom to go whichever direction they wanted.

  • Loke666Loke666 MalmöMember Posts: 19,266 Rare

    Originally posted by Goatgod76
    This quote isn't directed at just you, but to all who have responded.
    These are just ideas I came up with in boredom, I am not (unfortunately) working on anything for this personally. Although I wish I could get my rich cousin to pony up 10 mil in investment towards it...but that is a HUGE risk and wouldn't blame him for not doing so lol.
    I stated in my first post that from a child to teen wouldn't take very long at all, but from a teen to an adult and beyond would take considerably longer. MUCH longer in fact. I would want that due to not wanting people get to Shady Pines status too quickly and have to use walkers to roll into battle.
    Maybe there could even be some sort of epic quest to find an amulet of youth or something at those stages of gameplay. A LONG chain quest that would take you across the world in search of it.
    Personally I think people are ridiculous as far as their vanity BS is concerned. I wouldn't want my project to cater to the "Me me me now now now my way!" crowd. But I could make comprimises without just giving in to completely them like so many deveoper's/companies do.
    Levels for players age wouldn't be visible...only a guesstimation through looks.  Every couple of levels of age achieved would give skill points to use however the player wished to distribute them. What I didn't mention, is the whole skill system would be somewhat like Final Fantasies system of grids. It would be one HUGE grid that would have several different class skills in it, but th eplayer wouldn't be stuck to one grid. They would have the freedom to go whichever direction they wanted.

    I do sounds interesting at least, even though I think you need to ponder on exactly how skills and experience will work a little more.I see many possibilities there. Like:

    * You gain skills by using them like in Daggerfall (Bethesda).

    * You gain XP like in regular MMOs and used them to buy skills, the skill cost depends on how high it laready is.

    * You only get XP from bosses and quest, not trash mobs. You buy skills like above.

    * You don't have XP at all but instead a huge bunch of achivement, each achivement gives one or more skill points you can place out.

    Or something else... The FF XI system is so so, you can do better there. 

    Still, a challenge rating (which could be the players age, that could be hidden to other players) makes it a little easier to pick what PvE monsters you want to fight. The rating would of course just be to mobs and not players so players just can compare it with their age to see if they have a good chance or should run away screaming.

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