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Creating a Better MMO

It seems each mmorpg has its strong points, if a perfect game could exist- for me at least- i would take elements from the following mmo's and combine them.

darkfall - skill based level system.  That's about it.  i would mix this with some type of leveling system, but where skills played a strong point as well, and progressed on their own.  

everquest - the massive amount of content , as well as a high level of progression (AA's). Along with a lot of different types of stats on items .  Mix this with a more customized equipment statistics system to allow players to create unique equipped characters.

 

N.E.O Online - The game im playing currently.  The great thing about this game is that almost everything that drops is used in the crafting system.  Also, stats come mostly from fairstones, which can be equiped in each body slot.  For each body slot , you can equip a cosutme piece, which allows you to look anyway you like (any skill setup can use any type of armor)

Also, The extra stats generated from crafting equip are random, and dependant on Grade of the item (random) With synthesizing you can create custom stat equipment.  This is on a simple level though, but in combination of an EQ equipment stat system, making and setuping armor can be a lot mroe involved.

 

WoW- the control over the character in this game is well done.  Everything else is well done as wlel, but the game is very static.  repetative dungeon runs and same end results with all crafting. 

Anarchy Online - random dungeons :D

in terms of pvp, i think a better game would have an involved pvp system, though optional and integrated with the games maps, unlike BG's in WoW.  By optional, i would have some kind of cooldown or location one would need to go to to turn PVP on and OFF.  

 

Aion - Flying would be interesting , possibly for certain races

 

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Comments

  • KaoRyxKaoRyx Member Posts: 68
    I personally preferred the skill system from Asheron's Call to the Darkfall one. But I agree with you, skill-based leveling systems mixed with character leveling is like ambrosia!

    You should check out Earthrise, some of the features they are claiming seem to support many of your ideals.

    Someday we'll all look back on the age of computers - and lol.

  • MMOExposedMMOExposed Member RarePosts: 7,396

    I would like GW2 Skill deck system, if there were more slot categories.



    for example:

    * <---- means made up slot



    Weapon Skills = 5

    Elite Skill = 1

    Heal skill = 1

    *Racial Skill = 2 (1 active, 1 passive)

    *Control skill = 1

    Chosen = 5*

    Out of Combat = 3 (1 Mount, 2 Crafting/Gathering slots)

    Item Using Slots = 2

    Trait slot = 3





    ---------------------

    Total = 23

    Philosophy of MMO Game Design

  • ZarcobZarcob Member Posts: 207

    Originally posted by newbism

    everquest - the massive amount of content , as well as a high level of progression (AA's). Along with a lot of different types of stats on items .  Mix this with a more customized equipment statistics system to allow players to create unique equipped characters.

    EQ didn't seem to know what it wanted to do with many stats early in release.  I'm not really certain it was good or bad but I don't know if it's worth copying just for the sake of it.

     

    If I had to pick one thing from EQ it would be some of the large static-area dungeons.  They were fun gathering places for the community and usually a blast to explore.  Guk, Sebilis, Karnors and Cazic-Thule still some of my favorite dungeons.

     

    I'd also love A Tale in the Desert's crafting system.  I would enjoy having a game's craft system that isn't solely based on building the next new piece of armor, and I like having a variety of interdependent items that become increasingly easier to produce.  A single nail can be a rare commodity at release, but sold in barrels for pennies a year later.  It'd also be a nice way to move away from the drudgery of a "node" harvesting system.  I'd rather spend an hour or two searching for metal veins and strike it rich if I find gold, than just running around waiting for a "gold node" to spawn and getting a tiny bit every few minutes.

    The morning sun has vanquished the horrible night.

  • laokokolaokoko Member UncommonPosts: 2,004

    some of what you like dont' even necessary mean it's something I like.

  • WafflesMGWafflesMG Member Posts: 5

    I really appreciated the crafting system in Star Wars Galaxies, back when I played anyway.  I honestly don't know what it's become now. 

    To this day I can't think of a crafting system that allowed  players to brand weaponry and create world renowned shops that charged a masive markup for specialty weapons.

    Really really neat, in my opinion.

     

    I like EVE's system, somewhat, but I really don't like how you basically spit out the same ship as everyone else, I want there to be better or worse equipment based on the time put into research/material gathering. 

     

    A mix of SWG, EVE would be good for resource gathering, also.  Mining for those who want to, refining loot for a little extra, and harvesters for the rest.

    I've been thinking Hobbes
    On a weekend?
    Well, it wasn't on purpose...

  • Harpy_LadyHarpy_Lady Member Posts: 137

    The one thing I'd like to see in an MMO is multiple options for completing a quest. When Joe Merchant asks me to go pick up a delivery, I want to be able to either bring it to him, keep it, or sell it to someone else This would include selling or trading to other NPC's. If I don't bring it to the merchant, I want consequences. He no longer sells to me or reports me to the guards or whatever. Maybe other quests only open depending on my character making a certain decision.

    I want more story options. I want engaging dungeons like in EQ. I do also prefer class based characters with racial and religious alignments to deal with.

    That's just my opinion, tho.

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