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* The following LONG-winded post (As many will put it) is simply my "vision", or idea of an MMO I would LOVE to play/see personally. Something I would love to see some company have the marbles to produce someday. I'm writing this out of the curiousity of how many others may (Or may not) be dreaming of such an MMO and to hear your thoughts/opinions and ideas to to add or take away* I realize that the following will not appeal to the masses more than likely. I also realize that I may have overlooked some things in the negative sense of some ideas, so please, instead of trolling of simply flaming these negative aspects, point it out by all means, but tell WHY you think so, and provide a possible idea/solution of your own. I'd like to keep this a civil thread. Would you be interested? Not so much? Why? What would you do different in a particular area? Why?
Again, these are just my ideas and opinions, not my thoughts of what NEEDS to be, just what I'd like to see personally. *
Meat of the MMO dream:
- HUGE open world. I'm talking (if possible) twice the size of game worlds like WoW's etc. Unfortunately having a world of such size would more than likely have to have zones, but maybe they could be divided up in bigger chunks so their isn't overloads of..er, loading times between areas. There would be a map everyone would have...standard in most MMO's, HOWEVER, it would only be the main continents that the different races start on. The rest of the map can be filled in as discovered by the player. Allows for player's to be Cartographer's as a profession.
- (Along with the first one) Better interactive AI. More along the lines of the wildlife interacting with one another. Wolves chasing down rabbits, deer running together and sparing or rubbing their antlers on nearby trees, bears catching fish in rivers, etc. Not simply standing around waiting to be killed or wandering the same 10 foot area aimlessly. More time to do such things, but could be done IMO. Make it more alive.
- No levels. Simply skill based as where player's explore and fight mobs, their selected skills raise in experience through use letting the skills become more powerful as you go. Was thinking of a system where maybe casters can combine spells to make new magic effects (I.E. Scorch spell & AOE Meteor spell to make Wrath of Heaven Massive dmg AoE spell(Made up names for sake of explanation). Just makes for longer cooldown or spell, or more mana use as drawback. Maybe even a backfire for HP loss. Would have to be played with to get a good system.
- No NPC's standing around with question marks of exclamation points over their heads for quests. There would be very few quests in the game at all. But occasionally you could come across some NPC's in your adventures that you can talk to that may give you a special quest adventure, or tell you of places of mystery and myth that you can decipher and possibly discover through his/her words. Example: Maybe you are exploring and find a strange cave. Deep inside you find what appears to be the tattered remains of a party of adventurer's of some kind that appeared to have been attacked by something. You hear moans coming from somewhere in the cave and cautiously follow the sounds. You discover an adventurer, obviously from the attacked party that is still alive, but dying. He tells you that the cave is actually is a passageway to (Insert area name) through the other side, a shortcut to this place that would otherwise only be reached by boat, and they were headed there when attacked by (insert mob name). He tells you they were caught off guard and outnumbered. He tells you he had escaped the slaughter, but not unscathed, and how important it was to get some documents found on him to (insert town name) to stave certain disaster. He asks you if you will take it there. He says he will tell you the directions to the town if you agree, at which point if you do agree they will appear on your map.
You can be given choices at this point to: A) Agree to take them there, where a timer starts. Refuse and leave him to die. C) Take the map from him by force and whatever else he carries and let him die anyway.
You can take the map to get the added info to your map, but you can decide to NOT take the documents to the town if you want. Here's the kicker...what you decide effects other player's. If you take the documents to the town (within the time limit of course), all is well and the leader's of the town will sound the warning horns and NPC guards will spawn and march a short ways out of the town to attack a raiding party camp of (Insert mob type used here) that had planned to attack the town before they get a chance (What the documents revealed). Players can assist the guards if desired.
If you DON'T decide to do it, or don't make the time limit, the documents never make it to the town, and the town is surprised with the raiding party attack, effecting the patrons of the town at the time, but still possibly making it a fun surprise for them to be part of. Yes, it's a "take this and deliver it" type, but at least it isn't ONLY that. It can still provide a twist.
Every quest (those that ARE included) should be just that, quests. Advanced story arcs that you can decide to take part of, or not to. NOT required tasks for advancement. No kill/collect X amount of X" quests. Everyone of them SHOULD be story driven, even possibly chain quests that lead you to new and mysterious places.
- Find treasure boxes throughout the world. Some could hold treasures, others maybe old maps that you can decipher, or have a cartographer decipher and add to your current map for you to explore, some boxes may hold clues for possible quests or mystery places, etc.
- Crafting that is interactive. More than just put these items together and hit "combined" Sort of like Vanguard's crafting system. Actually use the equipment. Crafter items (Since their are no levels) can be constantly upgraded as desired. So you can have dozens of the same item, but at different quality levels that can be used dependent on the player's skill levels or affordability. Blacksmithing, Weapon Smithing, Fletching, Cartographer (Make maps), Carpentry (Build ships), Alchemy, Cooking, Jewler, etc.
- Open world PvP. Because of what I have included (No levels, skill system, etc.), PvP can be meaningful all around ( dependent on what reward system is included. I haven't thought that out yet. Anyone else want to add?)and can't be blamed on a difference in levels. The difference would be in WHAT skills you select to use and how you use them being the deciding factor between victory and defeat. I'd like to see it set up in sort of a Final Fantasy setup using a tree branching skill system. It would branch off in different areas (Melee skills, ranged skills, survival skills (Defensive/Regeneration), etc, but if you committed to one branch or another, you wouldn't be FORCED to continue down that branch if you didn't wish to. How far you wish to advance down that skill tree is up to you, but you can branch off different directions as you desire. Build it to your play style strengths. No safezones except Guild quarters. Even vulnerability in cities...just have to watch for guards because they WILL attack.
It's long enough already lol. I know their is probably tons more that could be added so please, add your opinions or thoughts or ideas. It's just interesting to see what others can add or come up with when we spend more time working together instead of sitting here at each others throats 24/7 over post composition, etc. Thanks...and I apologize if you have a headache and your eyes are bleeding. =P