To be more specific, what do you want from the experience once you log in?
For me I want a unique player oriented experience each time I log in. I want challenge from the AI that varies from NPC to NPC. I want interdependency between players that is not exclusive to combat and especially not end game. I want combat roles to specialized DPS, Support, healing, buffing, crowd control, etc. I want shallow more inclusive vertical progression and more skill and tactical based combat. I want open ended player story over developer story. I want quest to be fewer, more detailed and less tied to progression grind. I want a world that is logically built not a progression funnel.
Those are the main things I can think of.
Comments
All I ever ask for out of a game is for it to be fun, have challenges, have things to strive for and to respect my time.
I want a new Asheron's Call experience. In other words I want:
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
I want deep and varied game systems that don't involve combat necessarily. I want steep consequences for all decisions.
I want lengthy and complex projects that rely on others in some way.
I want to be able to mark some permanent area of the landscape as mine.
Before when i hear about MMORPG , i think about open world and a lots people play together .
Now when i hear about MMORPG , i think about quest hub , instances , and arena PVP .
http://www.mmoblogg.wordpress.com
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
In short, I want a place where I can log in, spend thirty minutes doing nothing but observing the game around me, log off, and never think I was wasting my time.
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"Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."
--Arcken
"...when it comes to pimping EVE I have little restraints."
--Hellmar, CEO of CCP.
"It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."
--Exar_Kun on SWG's NGE
https://chroniclesofelyria.com/blog <-- the latest Dev journal will be added soon to that list.
It really is groundbreaking if I am to be honest.
Join the revolutionary MMO!
Edit: aaand 2 people already posted it already, guess im too slow.
So what game can bring us happiness? Well I have no answers for any of you. If you look deep enough inside yourself I would imagine you could find the missing elements of happiness you yearn for.
I want to do what I want to do in the world as opposed to chase quests on a pre-determined set of paths. Take away character levelling and experience and replace it with skills and abilities that you can improve during the game. The more I fire my gun, the better I get at it, and each upgrade takes me down a peg or two because I need to learn it over again, even if it does more damage, eventually.
I want to have to work with other players, to interact with and communicate with them to achieve certain things - don't allow an MMO to be too solo. Don't alow players to be the best without co-operation.
I want to make my own adventure and not follow a story path. Sure, there can be micro stories embedded within that occur either by my actions or a dev driven event, but take away a structure path that would get repeated with every alt - an alt should mean a new experience to a degree. And damn, I'll pay a sub and expect them to dedicate the effort to give a living breathing world.
I want every character to be able to hold and use every weapon - to a lesser or greater degree, but at least pick it up and do something with it.
I don't want portals, fast travel or the ability to make the world smaller, I want to travel place to place and absorb everything on the way (which there should be lots and tomorrow, something different) - shouldn't be hard as events and NPCs, occurrences could be randomized or linked to triggers in the game.
I want the game to be unpredictable - I don't want a wiki to tell me everything there is to know - or a guide - I want to be able to find things out for myself and the game to be so 'living' and dynamic that a wiki would be out of date really fast.
I want them to get rid of the term 'end game' and take limits off gear stats and things you aspire to. Make it achievement based or points based but don't make me run a dungeon 100 times to get a drop just because the devs have stopped messing around with the game enough to give me other things to do.
- Build Point reward system where using skills and performing certain acts will award points that can be used to continue to develop your character. Something like GURPS or Shadowrun's Karma system.
- Deep and realistic stealth system
- Extremely large seamless world
- Low Fantasy (Humans are only sentient race)
- Vastly different human cultures that aren't stereotyped. i.e. No "evil" or "warlike" or "tree hugger" cultures. Every culture has good people, bad people, warriors, peacemakers, tree huggers.. ect.
- Large difference in Prey vs. Predator animals. I don't want to be fighting something every ten feet I walk.
- No direct damage magic. Magic is illusory, buffs/debuffs, healing... not fireballs and lightening strikes.
- Deep crafting system with 100% player run economy.
- Gear that wears out and can never be fully repaired.
- No instanced raids, just powerful monsters that spawn randomly and require groups of players to kill.
- Monsters do not drop loot, they drop common, uncommon, rare and exceptional crafting materials of a quantity that makes sense. i.e. You don't have to kill 20 foxes to get a fox tail, cause they all have f*#%ing tails.
- A stratified currency system with exchange rates. Not just gold everywhere you go.
- A deep law and order system. If you kill another player in a city, then you will be apprehended and subject to that cities laws.. including execution.
- A mystical and magical order of "constables" that can forsee murder and teleport to the location of the murderer in order to apprehend them. These constables are located in cities and their ability to forsee murder diminishes the further away the murder takes place from civilization. Response times also vary by distance.
- The most powerful monsters and most valuable crafting resources lie very deep in the untamed wildernesses.
- Fully craftable and customizable player housing/forts/castles that can be constructed anywhere within civilization with a permit from the local authorities or anywhere at all in the untamed wilderness. This will require the architecture skill to design and dozens of crafting skills to build. Don't expect to take your warrior princess into the jungle and build the pyramid of giza.
Now I just need to get this thing crowdfunded.
To log in post up a o/ in guild chat and get some warm welcomes back.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
What about the woman in the red dress?
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"