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PVP?PVE? *Yawn* What ELSE do you want to see in an MMORPG?

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  • mech4221mech4221 Member Posts: 33
    Originally posted by LoverNoFighter

     You can still play SWG pre cu version. Google is your friend. ;-)

       I'll have to check that out... Might be fun for a romp thru.  I'd love to find something with a bit better graphics though.   We're looking at WildStar next - the housing and exploration 'path' might convince the girlfriend to overlook the cartoon style graphics.  Arche Age would be another we'll check out if it ever comes to the US :-P  We're interested to see what EQN is going to be like as well.  The girlfriend has decided that FF:ARR will be our 'tide us over' game, as she fell in love with the graphics and cosmetics.

    Hehe..I always have to level tailor first in any game, so she can have 1 of every dress you can craft...

  • MoonBeansMoonBeans Member Posts: 173
    Originally posted by LoverNoFighter
    Originally posted by mech4221

    ok - its an mmorpg - your probably going to get to kill anything/everything that moves...

    and someone is prolly gonna ask you to kill 10 rats..

     

    Housing/Decorating/Cosmetics seem to be becoming standard,

    But what OTHER things would you like to see added or improved in MMORPG's ?

     

    My GF and I are 'uncle owens' - we like to homestead, build a house, explore etc.  So we'd love:

     

    1.) Terraforming - wurm was awesome for this (I think Arche Age is going to have this?)

    2.) Construction - design/build your own free standing structures (not just 'pick a model' but actually design our own)

    3.) Hobbies - Fishing, Playable musical instruments, 'sports' (the 'beer brawl' (hockey) in GW2 was fun...),

    4.) Animal husbandry - breed/raise mounts, pets or whatever.  Sell/Trade animals with other players.

    5/) 'meaningful' season/weather - animals migrate with seasons, certain materials only available in certain seasons, etc (Ryzom did this well)

    What do YOU guys want ?

     

     You should have played SWG pre cu. You'd love the choices in that game.

     

    SWG pre cu style MMO.

    I Loved SWG pre CU.  that's exactly my idea of the ideal sandbox MMO.

    sadly nowadays people when asked about what 's the most important feature they want for EQN,  they iether talk about pvp or pve.   seems originality and creativity died out after wow was born.   now we got people with clone mentality that can't see  anything beyond that.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by ReallyNow10
    Originally posted by nariusseldon

    1. More instances & phasing for good story elements. Dress quests up better.

    ........

     

    May I suggest Netflix instead of MMO's?

    Who says i don't watch movies?

    You don't think people only do one thing for their entertainment, do you?

    Plus, if MMOs have better stories and scripting, may be i will spend a little more time in them.

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by mech4221
    Originally posted by Loktofeit
     

    You just described the game I want. 

    I like the idea of playing a woodsman or some Grizzly Adams type character that goes into town once a week or so to sell his furs/meats and restock supplies. In UO, one of my characters was a fisherman/merchant that spent most of his time at sea and only went to town to restock or take part in town events (PK hunts, festivals, town meeting, etc)

       if you don't require good graphics - you could give wurm a shot - that style is very doable in wurm.  They have pve only and pvp servers.  Fallen Earth (I think?) was another that was supposed to support that play style, but I heard they had problems like all of the trees being cut down.  I believe that was OW pvp only, though I might be mistaken.

      You might like 'Salem: the crafting mmo' as well.  Again, graphics leave a lot to be desired.  It uses perma-death, which was a non-starter for us - we die too often from falling when playing king of the mountain :-)  We also have a perverse habit of running into areas we know are waaay to high for us (We ran our lvl 15 toons to forochel (lvl 45) in Lotro. )

    I found Wurm rather unenjoyable, and Salem was a constant battle to replenish my saliva supply while running away from death-dealing ants and one-hitting snakes. Actually, if there was ever an 'MMO' that i would consider a complete and total piece of crap, it is Salem, where the devs even recognize their client is garbage and recommend players use a third party client to compensate for it. ymmv :)

     

    Since they've added the new camping features I'll probably check out Fallen Earth again. Thanks for reminding me about that one!

    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

  • MendelMendel Member LegendaryPosts: 5,609

    Some of the things I would like to see?  Let's see.   (This may result in a wall of text, sorry.)

    • Tools for RP.   Something more than the various chat channels and stock emotes.   I'd love the ability to create custom emotes that incorporate text and character animation.   'Sir!' /my salute 4 'Yes, sir!' , where the /my salute 4 command invokes my personal salute animation number 4.
    • Social functions.   These can be created by players or developers, and are either Public, Private or Merit Based.  If you have enough prestige with a specific faction, you get invited to the Mayor's Ball.   Everyone living in Riverview is invited to the Harvest Dance.   A player holds an invitation only party to commemorate a successful business trip.   An elderly hobbit throws himself a birthday party.   A Merit Based function will allow anyone with the requisite skill / talents / abilities to enter, but doesn't require an invitation.   Private functions are by invitation only.
    • Evaluation.  A new talent.  Certain event types could have a number of Judge slots, who would use this talent to evaluate contests.  This talent would have 2 (or more) distinct uses.
      • The ability to evaluate a crafted object and come up with a value.
      • The ability to evaluate a performance, such as dancing or singing skills.
    • A functional religion.  A system to worship the gods, with the gods being able to perform specific miracles for the worshiper.
    • Non-replenishing character resources.  Mana, fatigue and similar character traits don't automatically replenish over time.  The character needs to actively do something (eat, meditate, drink, etc.) to regain these resources.
    • Communal magic.  Certain types of magic spells (rituals) require more than a single caster to invoke the effect.  Casters would have the ability to support another caster's ritual spell, expending mana or fatigue in the process.   An example of a ritual might be a spell to prohibit undead from rising in an area (town) for a game month.
    • Voting system.  A system where players can vote.  This could tie in with Public Contests, a tool for event Judges, a mechanism to respond to a Referendum.
    • Functional governments.  Each village / town / city has leaders who determine growth and security.  Growth options could be the establishment of access taxes (Gate fees, marketing fees).   Security options could control how many guards the city hires, and where these are stationed.   Leaders can be elected, and issue Referendums to poll an opinion.
    • Hometowns.  A character has a single residence (similar to the /bind function in many games).  This enable the character the privileges of voting for officials there, participating in special events, responsibility for paying taxes, etc.
     

    Logic, my dear, merely enables one to be wrong with great authority.

  • mech4221mech4221 Member Posts: 33
    Originally posted by Loktofeit
    I found Wurm rather unenjoyable, and Salem was a constant battle to replenish my saliva supply while running away from death-dealing ants and one-hitting snakes. Actually, if there was ever an 'MMO' that i would consider a complete and total piece of crap, it is Salem, where the devs even recognize their client is garbage and recommend players use a third party client to compensate for it. ymmv :)

     

    Since they've added the new camping features I'll probably check out Fallen Earth again. Thanks for reminding me about that one!

       I actually enjoyed wurm gameplay quite a bit - but the graphics were distractingly bad (you _stand_ on your horse?).  Given its age, and the fact its basically a single dev atm, its understandable.  It does really detract from it though.  I loved leveling all the skills and collecting all the materials to build our 'dream house' (we started with the newbie 2x2 'shack' and ended up with a 5x5 2 bedroom house on a lake...)

     

    Too bad about salem - I kinda thought of that as a 'backup' game if I really got desperate for something new to play.  If the client is that bad, I'll just write it off totally.

     

    How was Fallen Earth ?  The pvp aspects turned us off, so we never tried it... Is it worth a try ?

     

  • MMOGamer71MMOGamer71 Member UncommonPosts: 1,988
    Originally posted by DMKano

    Ability to raise a family in game - we can craft we can create stuff - but our characters can't have  children... why?

    I'd love to see my virtual kids grow up, have kids of their own and you have this huge virtual family tree in game, you could build an empire based on your family.

    Then large families could band into clans, and you could have these huge large scale NPC wars - it would be epic, but the AI would need to be top notch.

     

    That's the Sims.

  • mech4221mech4221 Member Posts: 33
    Originally posted by Mendel
    Social functions.   These can be created by players or developers, and are either Public, Private or Merit Based.  If you have enough prestige with a specific faction, you get invited to the Mayor's Ball.   Everyone living in Riverview is invited to the Harvest Dance.   A player holds an invitation only party to commemorate a successful business trip.   An elderly hobbit throws himself a birthday party.   A Merit Based function will allow anyone with the requisite skill / talents / abilities to enter, but doesn't require an invitation.   Private functions are by invitation only.
    Communal magic.  Certain types of magic spells (rituals) require more than a single caster to invoke the effect.  Casters would have the ability to support another caster's ritual spell, expending mana or fatigue in the process.   An example of a ritual might be a spell to prohibit undead from rising in an area (town) for a game month.

     

       I'd love these 2, and I don't roleplay.... My girlfriend would have a field day with parties and whatnot.  Of course, thats means I'd have to deal with the drama if she _didn't_ get invited to someone's party :-P

     

     

  • BadSpockBadSpock Member UncommonPosts: 7,979

    I've always wanted a fantasy MMORPG with a realistic trade system.

    Goods are plentiful in region X, scarce in region Y - players and NPCs can buy low, travel the roads or seas (and risk bandits/monster attacks etc.) to transport goods and make profit. As players and NPCs buy/sell, supply/demand shifts, constantly moving markets.

    PvE and/or PvP, whatever.

    Hiring of escorts, players or NPCs.

    Forming larger scale Caravans for mutual protection - also more tempting target.

    Established roads that are patrolled/contain "rest" points.

    Go off the beaten track to maybe get there faster, or avoid some dangers, but risk "the wild" and all that is unknown.

    EvE kind of has this, but I couldn't get into Hauling in that game and with the gate system it creates too many choke points for creative exploration and finding new routes.

    ArcheAge may have something like this, but it sounds like it is all PvP and there is only like 1 place to turn in the big bundles so it's going to be heavily camped by the biggest PvP guild on the server = lame.

    Earth and Beyond actually had a trade system, you bought goods at once location, hauled them to another - got XP and good $. Explorers could create wormholes and give shortcuts, but that was about it. Pretty limited.

    It'd have to be in a game with no zone boundaries or impassible terrain, and have to be designed with really proper risk/reward model in place - meaning no "safe" zones for the "bad guys" (pks, pirates, bandits, etc.) - players who chose to not follow the law of the land should live in constant risk - with no truly safe harbor - and constant pursuit by "the law" otherwise - it has NO meaning.

  • BrianshoBriansho Member UncommonPosts: 3,586
    Heavy skill set based economy like EvE and Ultima Online. Players pretty much run the show.

    Don't be terrorized! You're more likely to die of a car accident, drowning, fire, or murder! More people die every year from prescription drugs than terrorism LOL!

  • BadSpockBadSpock Member UncommonPosts: 7,979
    Originally posted by Loktofeit

    You just described the game I want. 

    I like the idea of playing a woodsman or some Grizzly Adams type character that goes into town once a week or so to sell his furs/meats and restock supplies. In UO, one of my characters was a fisherman/merchant that spent most of his time at sea and only went to town to restock or take part in town events (PK hunts, festivals, town meeting, etc)

    I have also really liked this idea.

    Inventory systems and professions etc. as well as death penalties have always encouraged the mentality in MMOs of "heading home to rest and replenish" far, far too often IMO.

    Even in UO, you'd go venture though a dungeon and head back to your bank or house.

    I like the idea of an adventure in a MMO being a journey...

    Like you set out from town with enough supplies to last you a few weeks and over the course of many, many different play sessions and weeks of IRL time you finally return to civilization with your loot and tales of adventure and battle...

    Gaining a few levels or skilling up a bit in the process.

    I guess the reason that doesn't really work is that it's too hard to coordinate playtime with friends/guildies on such a consistent basis that you could reliable have such a prolonged adventure.

    It's not like how it'd actually be in a more realistic setting were you spent every waking minute of those weeks with your fellowship out in the wilds eating, drinking, traveling, sleeping, fighting, etc. etc.

    Maybe it'd work as a solo player, but where is the fun in that?

    I like the idea of having just enough skill in just enough areas to be a true survivalist.

    Injured? Know enough about herbology and medicine or healing magics to prevent serious injury or death.

    Equipment damage? Know enough about leatherworking and/or smithing etc. to mend your gear up, resharpen a sword, fletch more arrows, etc. (given you packed the necessary tools/supplies for your journey.)

    That kind of thing.

  • grimjakkgrimjakk Member Posts: 192

    I'd like to see algorithmic systems set up to dynamically generate content... to the extent of having unique 'hidden' skills and even 'secret' classes become available based on conditions set up by the AI with limited dev interference.  

     

    I'd like to see progression open-ended to the point that effort (and luck) determines character strength.  If their is no hard upper limit, then there's less need to micro-manage class balance.   Diminishing returns are okay but artificial restrictions aren't.   

     

    I'd like to see a single virtual world, large enough to support shifting populations of mobs and players managed by the AI to prevent stagnation.

     

    Hmm.  Read Moonlight Sculptor.  (fan translation of a Korean light novel series about a VR game called Royal Road.)

     

    THAT'S the game I want to play. ;)

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by grimjakk

    I'd like to see algorithmic systems set up to dynamically generate content... to the extent of having unique 'hidden' skills and even 'secret' classes become available based on conditions set up by the AI with limited dev interference.  

     

    That is not happening anytime soon. The technology is not there. Devs cannot even use algorithm to generate interesting dungeons, "hidden" skills and 'secret' class is nothing but a pipe dream at this point.

     

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by mech4221

    How was Fallen Earth ?  The pvp aspects turned us off, so we never tried it... Is it worth a try ?

    I found the PVP a turn off, as well, but it's avoidable (it's only in certain areas) from what I've read. It has a nice wasteland feel to it, but it's level based, and that seems to get in the way of the world feeling sometimes. Last I played the community was great and the community team itself (mad props to Tiggs and co.) is really active with the players.

    Reinstalling it now and looking forward to checking it out again, maybe even picking up my Salvaged Diaries again if I get hooked.

    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

  • maccarthur2004maccarthur2004 Member UncommonPosts: 511

    Archeage (in the state as it is in Korea) will have almost everything i hoped in a mmo since i played UO. I plan to play it for at least 4 years, if nothing goes very wrong.

     

     

     

     



  • grimjakkgrimjakk Member Posts: 192
    Originally posted by nariusseldon
    Originally posted by grimjakk

    I'd like to see algorithmic systems set up to dynamically generate content... to the extent of having unique 'hidden' skills and even 'secret' classes become available based on conditions set up by the AI with limited dev interference.  

     

    That is not happening anytime soon. The technology is not there. Devs cannot even use algorithm to generate interesting dungeons, "hidden" skills and 'secret' class is nothing but a pipe dream at this point.

     

     

    Of course not.... but I can dream. ;)

  • IcewhiteIcewhite Member Posts: 6,403
    Originally posted by tkreep
    A sex life, and get a buff for it too.  Guilds would have a mass orgy before a raid.  But seriously, since people are throwing out all these ideas like taxes and family and such, why not a sex life?  Everyone needs it especially Humans, its good for health both physical and mental.

    Given the hangups about gender and orientation identity that gamers typically exhibit...

    Hello Kitty sounds more appealing, really.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Icewhite
    Originally posted by tkreep
    A sex life, and get a buff for it too.  Guilds would have a mass orgy before a raid.  But seriously, since people are throwing out all these ideas like taxes and family and such, why not a sex life?  Everyone needs it especially Humans, its good for health both physical and mental.

    Given the hangups about gender and orientation identity that gamers typically exhibit...

    Hello Kitty sounds more appealing, really.

    Hello Kitty Online is the cat's meow.

    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

  • niiniichanniiniichan Member Posts: 15
    If I may add... with some fancy rides or mounts..

    Play now! Sleep later...

  • LokeroLokero Member RarePosts: 1,514

    I wouldn't mind seeing city-building type stuff evolve quite a bit.

    Fantasy MMO for instance - Actual player kingdoms, where every building is inhabited/owned/run by players.  Not just player houses dotting the landscape, but actual cities surrounding the king of the nation's moat-castle or whatever.  Blacksmith forge pumping smoke into the air, an actual plaza/marketplace in the center with people having carts/stalls/kiosks selling wares, etc.  Inns/taverns/guilds/etc. all with player-proprietors.  Everything controlled and run and designed by players.

    It'd be pretty fun to be able to design the architecture and layout/blueprints of your own Inn/mansion/apartment whatever.  Let the city lord/council veto architecture that didn't fit(kind of like a community board).

    Let the crafters craft and run shop, let the RP'ers hang out in town at the taverns or whatever, let the adventurers return/travel through the city and pawn their goods to the players running their shops.  Let everyone do what they wanted within the local law's rules.  Thieving and guards/punishment systems would be a blast.  Maybe even an insurance tax shopkeepers could pay in case their goods got lifted, or their personal brand name on their items so their stolen items could be found again.

    But, yeah, the real virtual kingdom.  It'd have to be a one-world server style thing.  Where everyone playing the game was on the same ultimate server to make sure it was populated enough to pull off actual city populations and stuff, but it'd be such a blast. I want an actual fantasy style RPG world with actual players as the citizens(screw those crap-AI NPCs).  Let the developers worry about monsters and dungeons, let the players simulate everything else(after the put the initial systems in place).

    The same kind of things games like UO and SWG made attempts at, but more advanced through the game systems.  It seems like MMOs have gotten so far away from the virtual worlds paradigm and drifted off into the 100% "kill-stuff" mindset.

  • azzamasinazzamasin Member UncommonPosts: 3,105
    Originally posted by Velocinox
    It's obvious. The next big step in MMOs is EvP... The machines hack you and keep you offline so you can't play.

     So basically any "choose your own personal worst game studio here".

    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

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