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550 Million lottery (Make your MMO)

2

Comments

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by Jonoku

    I think we'd agree I'm lazy to come up with something new. All I know is I enjoy it, I'd donate 50 million to SOE and Lucas Arts to make SWG 2.0 and I'll pay monthly but cheaper then others since I paid 50 million already. Great idea imo.

    Wouldnt just buying the original game and fix it up be both cheaper and easier? SOE would surely sell the code since they need the money, question is just if Disney would license you or if you would have to change the world but that still would be your main problem.

    Getting a SWG build up and fixing the issues you dont like should be peanuts money in comparision and those money you might actually be able to get back. 

  • SwaneaSwanea Member UncommonPosts: 2,401
    I won!!!
  • MMOGamer71MMOGamer71 Member UncommonPosts: 1,988
    Bond,  James Bond.
  • LoktofeitLoktofeit Member RarePosts: 14,247
    I'd make an old school CRPG style MMO, not bill it as an MMO but as an online RPG, and target RPGers, not MMO gamers.

    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

  • MawneeMawnee Member UncommonPosts: 245
    Nothing on my tickets :(
  • BensorBensor Member UncommonPosts: 66

    With 550 millions, I would realize my very own vision of a MMO. More a sandbox than a theme park, but with some theme park elements in it. It would be a SciFi MMO.

    Without going into the details, player actions would have real consequences into the world, and they would be tons of original gameplay elements. I'm the kind of guy who want to have a lot to do beside killing thing, crafting thing or gathering thing. Mini-games, for example, are something I really love. Exploration too, and riddles too.

    I've been thinking about it for 10 years now, and I think it has the potential to become a really popular MMO. It is really really ambitious.

  • CastillleCastillle Member UncommonPosts: 2,679

    I would make a game like DLC quest. Except you actually have to pay RL money instead of coins. 

    Yknoe like...$60 box.  And you have to pay like $15 for the animations n stuff.

    Just to make people facepalm.

    ''/\/\'' Posted using Iphone bunni
    ( o.o)
    (")(")
    **This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**

  • DSWBeefDSWBeef Member UncommonPosts: 789

    I would make the game im working on in my notebook as a hobby.

    A sandbox mmo that allows you either join your race, betray it, or go freelance (theres a war going on) Fully dynamic wild life (build a town next to the "dark forest" (placeholder) and giant spiders will attack it randomly. At chargen you pick a school of simple magic, crafts, or physical skills such as: Apprentice, soldier, and alcolyte. Certain skills will be found throughout thw game from ancient tomes and hidden masters. Find the tome of Demonology for example allows you to start training in it. Guilds can either be freelance and be hired by other guilds to fight wars, be a bandit guild, or be loyal to a particular faction. Crafting would be a lot like vanguards mini game system. 

    You can hire npcs to protect your town or house from the dynamic attacks. It will have fully dynamic weather and seasons where say in winter your house can be buriend by a blizzard if left un check. 

    These are just some of the ideas I have come up with. I aim to start an indie dev studio with a couple friends of mine and be the lead story or art designer.

    Playing: FFXIV, DnL, and World of Warships
    Waiting on: Ashes of Creation

  • iamrtaiamrta Member UncommonPosts: 165
    First thing I would do is call Notch and Jeb.
  • A trinity-based fantasy MMO.

    Played from a top-down isometric style view.

    Completely seamless world.

    Low level power curve (ie. a max level character may be able to take out 5 or so lowbies, rather than be completley impervious). Advancement is primarily horisontal through picking from various skills that can be leveled up. Leveling up a skill gives you more options (ie. a skill could be "Swords" or "Fire Magic."

    Three-way PvP in a large central area in the middle of the continent, with some of that area brancing out into the PvE zones of each faction. Voluntary PvP inside the PvE zones of your own faction (but not voluntary in enemy faction zones)

    Best gear from crafting, but you need to do difficult content to get materials (or buy from one who does it)

    Best PvP gear materials gained from capturing and holding keeps and surrounding mines and other resource nodes, enablindg your faction to mine them.

    Best PvE gear materials found inside dangerous PvE dungeons.

    Crafters can learn schematics that let them choose between several looks for the same type of item they want to craft. Crafted items are also customised by the crafter.

    Can level up through PvE questing or by doing quests in the PvP zone, which is more rewarding but has the risk of you getting ganked.

    Dungeon layouts are randomly reshuffled every now and then.

    Lots of emergent random content spawned by NPC action - eg gnolls move into a zone and setup camps, endangering nearby towns which then offer bounty quests to kill gnolls and destroy their camps.

    Elemental magic schools (ie. you can be a pyromancer or an aeromancer, but not a mage capable of using both fire and air magic).

    Lots of other stuff.

  • BruceYeeBruceYee Member EpicPosts: 2,556

    I'd take about 100m of that and try to make a good Wild West sandbox mmo.

  • azzamasinazzamasin Member UncommonPosts: 3,105

    Take Asherons Call

    Add in GW2's combat

    WoW's production quality and population

    mix up and pour out the best MMO ever made!

    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!!!

    image

  • SoulStainSoulStain Member Posts: 202
    "Yar's Revenge Online"......er..maybe not.
  • YakkinYakkin Member Posts: 919

    I'm not particularly ambitious, but if I did get that kind of money for an MMO:

    • I would try to make a relatively small MMO first, preferably using as little money as possible without cutting corners, and focus on getting the core aspects of the game down.
    Now I'm not really that good when it comes to the big picture, but there ARE some small ideas I do have for parts of the MMO, including:
    • Instead of dropping weapons and coins and random crap that frankly seem to be something you'd see from a lottery machine instead of a monster, they drop sections of their armor, or if you have certain professions, you can "acquire" their skins/gears/whatevers" from them. The only mobs who should drop weapons and coins are humanoid creatures with pockets, and/or monsters who can carry weapons/have a weapon stuck in their bodies, ie dragon getting a sword stuck in his back or something like that.
    •  
    • Instead of learning your spells automatically, the spells are more like loot drops; you can only learn the spell if you actually find it. The spells will be scattered all over the land in random locations using procedural generation (I checked up the definition, but I'm still kinda confused on it's meaning, although I do know it has something to do with algorithims), and will be located in appropriate areas, or in areas where the spell is useful. Example would be something like learning how to use a fire spell in an area covered in a massive AOE damaging blizzard. Speaking of blizzards...
    •  
    • Weather/Disaster Generator. Correct me if I am wrong, but I don't ever recall seeing weather or natural disasters ever actually influencing the world. My idea behind this is that the weather would play a part in things such as the stability of the ground, as well as affecting things like visibility and stamina. Disasters, basically put, would be there to randomly show up and destroy the land or refresh the land, like an Earthquake tearing up the ground and destroying houses, or a Blizzard freezing the area and making it very difficult to see. I think this would be an interesting idea simply because it would add a feeling of liveliness to even the most static worlds, and it's not something you can stop with a sword and a shield. not to mention if any professions regarding housing was ever conceived, they could have the ability to design things that can provide some form of resistance to these disasters.
    •  
    • Boss Battles affected by the environment. I'm not just talking about the standard "don't stand in the crap" or "kill these adds" type of "environment." I'm talking the LITERAL environment, because seriously, nearly every boss I've ever seen either takes place in a room with nothing noteworthy in them, or the bossfight occurs on a flat plain with nothing to make things interesting. My idea would be to have the actual environment aid the boss to some degree, and hinder you if possible. Say for example there is a boss that is only fought on the sea, so you get a boat to go fight it. Now add in the factor of the boss being located in the middle of a fierce typhoon, where the winds can do subtle AOE damage, there are random bolts of lightning that can either horribly maim you, or destroy parts of your ship, AND you have to navigate around whirlpools to avoid insta-death/suction into the pool. It makes an otherwise plain old boss SIGNIFICANTLY more interesting, and adds a sense of liveliness to boot.
    I'd keep going on, but I'm tired, and I can't think of anything else to add in.
  • Caliburn101Caliburn101 Member Posts: 636

    A large world MMO with;

    1. World PvP tied to a strong consequences system

    2. Strong world PvE - with dynamic events & reactive zones (based on 'GIS software'-style data layer interraction); open locations, instanced solo and group locations and raid locations plus scaling in open world encounters

    3. NPC faction policed economy based on 'invisible' real world economic formula - not avoidable - but modifiable by personal and guild-based advancements and achievements

    4. Extensive Guild functionality - keeps, resource extraction, tithed markets, Guild NPCs, guards, quests, alliances system + GvG and NPC faction vs Guild action. Automated tax settings and access to Guild facilities for non-members fully controlled by the GM.

    5. Mixed mode progression - allowing solo (at three times the time investment), group (at twice the time investment), raid (normal time investment) and crafting (at twice the normal time investment) progression to top tier kit - with mix and match making sense in terms of stats and appearance

    6. A non-levelled system with a progression envelope (verticle and horizontal) based on skills and ability unlocks - with 80% of character progression fast and linear the last 20% slow and as a reverse exponential curve. Very slow progression acheivable through using offline training system - by access in-game to the facilities which allow it (both NPC and Guild-based - specialised to related skills or abilities)

    7. Reactive and dynamic combat - at least as active as GW2 with refinements on some issues such as AoC acheived

    8. Dark and gritty fantasy genre - no techno magic or manga fluff

    9. An 80%/20% character power development to gear power boost ratio

    10. A complex and rewarding crafting system - with top end requiring specialisations only acheivable through high progression in an NPC faction or access to top tier Guild facilities (with no faction or guild able to offer more than a very few top end choices - meaning each get known for their mix of specialities)

    11. Mounts and caravans over teleportation....

    Oh yes - and classes balanced for PvP by exhaustive testing BEFORE the first PvE mob's stats and abilities and dungeons et al get programmed

  • DrunkWolfDrunkWolf Member RarePosts: 1,701

    i would buy the rights to Asherons Call and make a new one.

    either that or i would just make some crapy wow clone and have the advertisement crew from EA hype up my game so i make a few hundred mill real easy off all the suckers who pre order just off hype.

  • Cod_EyeCod_Eye Member UncommonPosts: 1,016
    Retire, sit on a beach in the Med with half a dozen babes attending to my every needs.  Made my fantasy MMO real.
  • kevjardskevjards Member UncommonPosts: 1,452
    Vanguard 2. there are no other games around like this anymore..only this time i would make sure its properly coded and polished before release..this would keep me going for yrs.
  • RydesonRydeson Member UncommonPosts: 3,852
    Originally posted by Grunty
    $550 million dollars over 30 years comes out closer to $170 million in a single payment before taxes. Which would net out to about $90 million.

    actually single payout is over 300 million before taxes.. just saying..

  • RydesonRydeson Member UncommonPosts: 3,852

    As much as I think a good SWG 2.0 would rock..  I prefer fantasy..  Therefor I would take the child of EQ and SWG combine..  EQ's lore and world, SWG crafting and housing put together, leaving out the generally accepted flaws and you have a winner..  IMO..  

    But since I'm a golfer, I'd rather spend my money on a golf course.. Less hassles, longer life and better ROI.. :)

  • worldalphaworldalpha Member Posts: 403
    Well having drinks poolside in Hawaii, I would have my personal manager figure out what MMO would be best!

    Thanks,
    Mike
    Working on Social Strategy MMORTS (now Launched!) http://www.worldalpha.com

  • HefaistosHefaistos Member UncommonPosts: 388

    Hire this ones and you will have the best game in history.

     

    Ultima Online dev team ---> focus on sandbox 

    Dark Age of Camelot dev team -> focus on PvP/RvR, siege fights, keep fights, objectives, etc.

    Final Fantasy 11 dev team --> focus on PvE content. 

  • AeolronAeolron Member Posts: 648

    Well I would completely make a new IP instead of this copy/past trend we are stuck in.

    The mmorpg I would create would be a massive sandbox world , freedom to go where you want and able to have a stake in any property in game , hold kingdoms that belong to player factions, and mix in the Sci fi with fantasy could be a very interesting match up, completely redesign the combat systems we have in place now with a more traditional system , could have a turnstyle system and also have a freeform combat system, so whatever how you want to fight , you choose kinda thing giving players more " Choice " in the matter.

    I would also make it that the death penalty would be similar to EQ and that most of the quests would require a group and the dungeons would be group only and you would have to discover them, make it so that after each server maintenance that the game world would spawn these dungeons in random areas of the world, similar to how Minecraft works.

    I also would add a complex but fun building part to the game , inspired by SWG and Minecraft with the latest graphics, but able to run on nearly any machine to have at least duel core and a decent video card. I think what we are missing in todays mmorpgs is the freedom of choice and also that we are not afraid to die in these games anymore. Anyone who's played EQ in the beta of 1998 onward POP Expac will tell you that dying was painful and you had to be social and careful not to walk into dangerious areas alone, this is what we are missing.

  • RednecksithRednecksith Member Posts: 1,238

    Well, considering that I'd like an actual return on my investment, I wouldn't make an MMO, or ANY video game for that matter. I'd entertain the possibility of funding an old school, Wizardry-style RPG but that's about it.

  • JetrpgJetrpg Member UncommonPosts: 2,347

    DAOC2

    Maybe pre SI or right after SI for most of the features.

    Updated , fully customizable UI.

    Camera updated

    Good maps with general level ranges (note this could be 30-50) But at least it gives new players an idea.

    Yeah that be it I would add more raid content other than dragon But it wouldn't be tiered.

    Utilize a quest / event loading system that would spawn random city, holes, caves, forts , etc to create some camps with area objectives (these would not be uncommon but easy to find plenty if you were hunting for them). If all you were doing is looking you could find them but in general it something you would randomly encounter when walking around. With a boss like mob in them or some similar objective that has a high drop % for tagging group. Maybe a few of them OTD.

    Add a questing system that is more akin to theme-park, but in general decrease old exp  by 10% while increasing grouping exp by a total of 15% in a full group above the old rate of that time.  (would be ~35-50% or more faster exp in a full group). But the questing system wouldn't be as large as say wows or gw2 those game simply have too many quest it take too many resources.

    This would allow people to progress single player but vastly incentivise group play

    Old emain frontiers, alb frontier remade (it was not function) with the toa keeps (not the current ramp shit ones)

    Improved object and mob respawning code for highly populated / farmed areas such as dungeons.

    Rest areas where hp / mana regens more quickly (with some support class able to provide this function to group members only).

    Short acting buff that are far stronger than previous (Maybe even a mechanic behind them, something mini-game-esque .. no more buff bots if you want the best buffs .. and they are strong enough that you want the best buffs).

    I loved the position based and technical aspect of the games combat maybe add a few more class resources to light armor classes or something of that nature. Maybe instead or ON TOP OFF a position based system include a next attack lottery, use a pricing attack next, slashing element for like 50% more damage or something {maybe thrusting, forceful, wild, controlled attacking types that are more or less arbitrary but for the system of maybe combos or they could place buff , debuff etc depending on the combo type then use a finisher to execute them. So like thrusting + controlled + wild  (use combo) = high accurate medium damage attack that decreases enemies melee resist by 10% for 10 secs or w/e}.  I Think that could be fun. But make it work with the combo system so your punished for spamming you back stab over and over (other than back stab does a ton of damage so you get that, but the use combo for it is like a back stab from any position).

    Holy crap the crafting products were perfect. But making them was lame. I would change that system to an interactive one slots, or mini-games like a tower defense game , or tetris or something simpler than those but still challenging and interactive (still random results but you get high chances of better stuff the better you do).  Also make high the level the item long / harder the game, the more unit crafting also addition difficulty (instead of one pair of pant u can make say 5 at a time or w/e 10, thus making the game harder and longer but still fast) Im think that one wii game type games wario party?.

    .Maybe like 5 reasonless types that just drop a lot while leveling and unlimited separate bags so that you get stuff to level or supply friends with to make goods. Also i like having them have quality statistics (maybe that only matter for the quality of the item your making which only matters if your overcharging them. so for just leveling a skill it doesn't matter but provide a goal to save and use the high quality stuff into stuff to wear or sell).

     

    Thats where i would start.

    "Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

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