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Originally posted by Dreneth Originally posted by Madode Can you describe how the gamers listed above ruin it for all the rest? Is it because someone who has more time on their hands, and likes to be the first, actually has the audacity to BE the first person on a server to complete some quest or obtain some item? Before you, the grouping, social-butterfly, casual player can spend 1-2 years getting to that level to get the items or...Fame?Sure, people who buy characters don't actually earn the characters or items or gold in-game. But perhaps it's because of their focus on Real Life that allows them to successfully make enough Real World Cash to spend on In Game Items/Equip/Characters/Etc. So who's the harder worker? Who deserves the stuff more? Hardcore PL'ers or Successful-At-Life Casual Players?In the end it all comes down to whether or not you can find enough reasons to outweigh your displeasures with a company or game (SoE or WoW perhaps) - so you can enjoy what you are paying to play. And if you're not paying, they why are you bishing?Mado
Actually, I would say the person who deserves the in-game items are the ones who work IN-GAME to get them. End of story.
My ideal MMO would include various ways to prevent the secondary market ( black market ) from taking hold. My ideal MMO would be run by people with the testicular fortitude to do everything within legal rights to take care of business. Perma-ban em all.
That would sure be nice. I doubt we'll ever see a developer turn people away for an assumed infraction. I think the only true way to know if someone is selling and buying, vs. donating to a new person or a person in guild, is to actually setup a site to catch buyers in the act. But that would be time consuming and expensive. Hell, I'm surprised some of the larger MMO's aren't doing what the F2P MMO's are doing. Selling in-game items for RL money. They're missing out on a lucrative market.
Legitimize the market of in-game items, undercut the 3rd parties selling in game gold, and kill off the market the third parties own. Then we see less "farmers" and more "players". Or perhaps it ruins the game market all together. I mean how many accounts in any give MMO belong to third party companies? How much profit does an MMO stand to lose by eliminating the third party customer? Or the customer who buys an account or twelve to farm in game gold to sell it to a third party company?
In the end, I think the person who can afford the items - either via having enough time to camp a mob, or having enough RL money to buy it - deserves the items.
...And sadly, I fall into neither of those two categories.
Doktar - 70 Troll Priest - Perenolde
Originally posted by retrospectic Earthworm Jim: OnlineCow as a playable race./groovy
Perfect. Sir, I think you are the greatest man alive for thinking of this.
Originally posted by nattynatalia Oh wow, hey? All the creative energy crackling around this thread is brilliant!I actually made a thread recently (which at the moment is a bit unloved, if anybody would like to suggest something ) asking for some game recommendations appealing to some of my ideals, namely, an established creature system in one way or another. It's not something particularly innovative, I suppose: I am absolutely adoring some of the ideas above about making, say, permanent changes to the environment, like by building a bridge from the surrounding materials and having that bridge /there/ for other players to use (although it would be interesting to see how, if such a game did exist, all the different players choose to change the environment. Especially regarding the source of resources: you can't have infinite resources, else the game would completely clutter up, but if trees grew at the normal rate of... well... trees, then you'd find yourself quickly running out of vegetation. Perhaps if they were able to incorporate a kind of deterioration rate *if you don't maintain that bridge it'll rot away* then you'd be able to overcome some of the clutter but... hmm. Very interesting idea), but I think that, increasingly, games are getting more and more of a human or humanoid bent. Even 'monsters' a term typically used to describe beasts or other creatures, is losing that connotation to some extent: for example, zombies could be considered monsters, but you don't think of zombie cattle rather than zombie soldiers, does that make sense?So I'd say that an ideal game for me would really develop monster (creature) systems, much in the way that a lot of people are indicating their ideal games would have developed crafting systems (which I am also very agreeable towards, it's just such a fantastic method for alternate gameplay). I have a huge interest in designable monsters, the idea that thus far in life, all the creatures appear as they do because of how they've evolved and adapted, increasingly through science progression we are able to manipulate that ourselves, artificial breeding, genetic modification, perhaps in the future we'll have enough knowledge to start from scratch; have some kind of base template, perhaps and work from that.If a game could somehow be comprehensive enough to integrate that (perhaps this is along with that limited-by-the-laws-of-physics idea in terms of mind numbing hugeness) that would be absolutely fantastic. You could create a whole new monster raising system, whereby you can have a somewhat mendelian system of characteristic pass-over, whether simply within a species (although one musn't forget that even within one species HUGE variation can exist, like between dogs) or using technology to artificially incorporate traits cross-species, and be able to design creatures (presumably to fight with, work with, play with, look at and admire/show off, etc.) within certain regulations and restrictions and the like. It'd be potentially limitless, but you'd start off on such a small scale, with a limited pool of resources (eg. you might not have the money to do cross-species manipulation, or you might only have three *insert monster type here*) and you'd work your way up.The idea is that you'd 'design-raise' your creatures to be optimum at a specific task, and that even though the creatures are themselves a huge part of the game, in a way it's only to 'do those tasks' ie. get by in the game in however way you'd like. So, you might breed bigger and bigger creatures to do grunt work like carrying loads between towns of goods to sell. You might go for lightweight creatures with streamlined builds that pick up their speed and train them (ooo man, training, another potentially huge extension to the idea) to run as messenger things, compete in races, or just get you where you want to go quickly. You might make something small and adorable just to keep with you and look pretty while you play, or painstakingly construct a balanced fighter and go out fighting monsters or other peoples. They could be used everywhere: you could bring in 'intelligence' into the game, design 'smart' creatures with dextrous hands that could weave or tailor, or heck, many critters in the animal kingdom have their own built in musical instruments, so why not build a band out of the creatures you've designed and go perform? There could easily be quest systems constructed that'll fit any of these (send news of a ceasefire, help clear out a rat's nest, have a creature with xx beauty to pose for this fashion shoot *'beauty' could be similar to 'intelligence'*)Of course, you're not just raising beasts 'on the outside' as it were, I already suggested the implementation of somewhat abstracted concepts like beauty and intelligence (beauty, for one, would be somewhat interesting to see how it could be implemented. How does a game decide what's fugly?) but things such as personality and loyalty are also huge 'what ifs'? So now that you've bred yourself a pretty thang, you need to raise it just right: how you treat it (eg. keeping it hungry, physical discipline or isolation) would affect such things as agression, (so if you want to raise a guard dog type thing, cuddling it would make it not a very effective defender) etc. etc. or training it (minigames ahoy!) would raise its skill at certain tasks. Even things just like exercise, or fighting, which ups its 'stats' on top of its genetic 'build'. Nature AND nurture combined in one game, boo yah!It's such an amazingly huge idea, one gets giddy thinking about all the different paths it could take. But I think we're slowly approaching a stage where we can actually do it! For example, Spore is promising to be absolutely fantastic. Your creatures are designable (and even though the design is in some ways more artificial, there is still attempts to bring in that idea of 'gradual' change, of evolution) and there are programs which calculate the nitty gritty things, like how your creature walks, dances, attacks... and if that half hour walkthrough developmental video was any indication, also things like their level of agression and social behaviour!Hahahah, sorry, I'm getting really excited here. This is just the kind of ideal game that I've been abrooding over for a very long time (yeeeaaars), and it's actually /happening/. Its happening??? which game is this??
Originally posted by zombietrp Originally posted by nattynatalia [Snippy snipped for longness]Hahahah, sorry, I'm getting really excited here. This is just the kind of ideal game that I've been abrooding over for a very long time (yeeeaaars), and it's actually /happening/. Its happening??? which game is this??
It is pathos we lack, and this lack of pathos makes the worlds we explore quite stale.
Originally posted by Kesemen skill trainers: these people are reqired to learn skills. who teaches skills to skil teachers is another question though. a warrior goes to a trainer and learns skills for money. there are good trainers and not as good trainers. so good ones will be sough after. learning a skill from a good trainer must have an advantege such as slighly better stats in that skill at the cost of paying more money of course.since playing an MMO - or any other game- is all about power -making a more POWERful char or beating your opponent in chess- it sounds hard to imagine it to be fun teaching skills to people. I mean teaching skills will not give most players the same satisfaction as doing 2000+ damage to someone. because there is no "owning" or, more generally, "power" involved. still the power parameter can be implemented on a non fighting character in the form of money. the best skill teachers will make lots of money -maybe more than any soldier- and they will have better houses, maybe can buy castles, and can hire NPC guards maybe, and it will take lots of poor soldiers to kill one rich "skill trainer".(or other non fighting char).
Originally posted by Antioche I was thinking, a scary thing I know, that we spend a lot of time complaining about how this game or that game sucks, and how the mmog genre is just producing the same banal boring uninventive trash, for the most part. So it would be great if people would think of what their ideal mmog would be like. Be as descriptive as you want, or be as brief as you want. If it's just one aspect you'd like to see, or a specific feature you think would be great to have in these games just write about that. The point of this thread( which will most likely die quickly as it seems that there is a good reason people only complain instead of attempting to move in a positive direction) is to be CREATIVE and remain focused on that concept. This is not a thread to flame other mmogs, so please make your own thread for that, or use the countless other threads that exist for it. I'll refrain from adding my own ideas in the op. Hopefully people respond well to this.