-> You do a lot of blacksmithing or mining, your strength goes up
-> You pick a lot of herbs? Your Intelligence goes up
-> You do a lot of running and jumping, your agility goes up
Nobility System
-> That's right, now YOU can be a KING!*
*depends heavily on play time, lineage, karma, etc. Or just take the power with your guild!
Karma
->+1 to Ender on the PvP Karma, but what about just overall game Karma which is system-driven, but also player-voted? Imagine the NPCs all throwing rotten fruit at all the gold farmers!
Originally posted by monochrome19 No "Looking For..." Anything Feature!
i agree that fucks up the list.
ohh oh how about no quests. apart from really long questchains for lets say epic weapons. Adventure all the way
same same.. If you want to get into a group, then chat with the people in the zone.. I really like EQ's epic quest chains, and I would be ok with NPC being used for bounty turn ins, like the ones in EQ once again.. Turn in belts, teeth or whatever, and get XP and coin in return.. OH PLUS faction
Originally posted by monochrome19 No "Looking For..." Anything Feature!
i agree that fucks up the list.
ohh oh how about no quests. apart from really long questchains for lets say epic weapons. Adventure all the way
same same.. If you want to get into a group, then chat with the people in the zone.. I really like EQ's epic quest chains, and I would be ok with NPC being used for bounty turn ins, like the ones in EQ once again.. Turn in belts, teeth or whatever, and get XP and coin in return.. OH PLUS faction
If I want to chat, i go to a chat room, and not a MMO.
Scar/Damage System - You die in a combat deemed difficult by the game's creator, your character earns a scar. The more you die like this the more scarred you become. Possibility to lose appendages or limbs.
A real legacy system - Your character ages, gets old, gets dead, or retired, a side game is getting married and producing offspring via trait dispersal. Your main owns a house, has an SO an all that jazz, your legacy becomes part of that house, and to your offspring. When your character reaches the age of retirement or dies you have an offspring who comes of age with that characters worldly knowledge (Longer and more experienced your original character was, the more experienced your offspring becomes) Now your offspring has a hand up in the new world, your hard work from a previous character continues on in a fashion, and if you don't want to be a warrior anymore, you can switch it up.
4 - Four Factions - Everyone starts out as a neutral party, from there you endure a fairly long quest to pick your side. Crafter, or bluebie, you quest to be part of the commerce team, you provide services via crafting or material farming, you are non combat able. Feeling particularly evil, you embark on a quest to raise your evil standing, think joining the thieves or assassins in Elder Scrolls, but more involved, treacherous and down right evil. Feeling good, or just not so evil, you embark on a quest to better your world, you help others, combat evil and neutrality throughout the world. And of course the neutral party, everyone is neutral from the start, so technically you just have to exist, but you are constantly combating the ideals of good and evil.
Now you have a 3 way PVP, or RVR system with a group of crafters and raiders as their own faction that cannot be pulled into PVP if they don't want to. Faction choice is final, so no flip flopping.
The setting is Walmart on Black Friday and the objective is kill your fellow customers to get the last DVD player on sale.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
The ultimate MMO is never going to be built '1 feature at a time'. It should be designed holistically, with each feature taking every other feature into account from the very beginning and synergizing. Your method of design is a big reason why MMOs today tend to be derivative cobbled-together garbage.
If I had to add in my thing it would be that environments are actually environments. Make rivers that are too deep, wide, current to strong to swim across ... want to cross, build a bridge. Mountains that the average tom, dick, and harry can't just walk over. Local weather systems/disasters things like hurricanes, tornadoes, blizzards, and eathquakes should happen and cause players to react, instead of Oooh it got dark and look at the pretty rain.
(humor) Built in Facebook integration, reporting my spectacular achievements to people who couldn't care less.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
AI with wandering NPCs (similar to radiant AI) Item decay Fighting from horseback Craftable player housing Instanced story missions with a LFD feature Player music Only really long quests(chains) Seamlessly loading zones without invisible barriers Karma based open PvP + consentual PvP No in-combat healing Faction Loyalty system Dynamic Stat Advancement / Ryzom skill system Bounty loot turned in to any NPC Elves in game Scar/Damage System Realistic environment Facebook integration (achievement tracking and posting)
Limitless progression not based on gear but on your character's stats and skills. If someone plays long enough they can get almost godlike power but make the combat system such that a sufficiently large group of weak players working together could take down one godlike player.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar Authored 139 missions in VendettaOnline and 6 tracks in Distance
Guilds are always included in games, but why not nations, factions, gangs, clans, cartels. All with different pros and cons so that players have to choose wisely in which group they want to join depending on play style and what they want to achieve in the game. A cartel might have access to black market goods that a guild cant access, but if you belong to a cartel maybe you are banned from cities that a guild is welcomed in. Factions might be able to own land, where as gangs cannot, but gangs can have secret hideouts that factions cant claim...idk just some ideas.
Mobs that chase you until they lose line of sight or have to try and find you cause you ducked behind some bushes, kinda like old Metal Gear Solid, and Creature Mobs that attack EVERYTHING in the area; you and any enemies you're fighting. Nothing more aggravating than fighting an enemy and a bear wanders by and automatically attacks you
Modular approach to perma death. i.e Stat cap at max level for non perma is 100, 150 for semi perma(say 5 lives) or 200 for full on you die you restart. This means that people have a goal in going on the perma route, but it will make them a big target and give them more of a reason for that adrenaline rush they know is coming when they might get ganked.
Bounty System. Any game with PvP ends up with griefers who cant fight their way out of a paperbag unless they are 50 levels higher than their victim. If you attack lowbies then you cannot enter any hub with Guards in it for 1 hour per offence, and the timer stops counting if you go offline and flags you for Bounty Hunters, who get a head prize for killing you. Allow Bounty Hunters to loot the players head which will cause a 1% drop in base stats. (Note: the headloss will stack so 10 Bounty kills on you = -10% stats. and a second note if a lowbie hits you first, you dont get slapped down for it as they are the aggressor.)
1/4 of the landmass to be settled area's/quest hubs with the rest to be used for 3 factions area's where they can build up their factions towns/cities etc which would be purely player ran. with domination of an area giving a bonus to defensive stats of that faction within range of it, with the cities and such being reasonably cheap to build/rebuild and each area having various bonuses which boost the faction as a whole. Have some sort of quarterly reset where an armistice is declared and forts in contested area's are abandoned and turned into a no-mans land for a few days. victors would gain some sort of bonus, whether it is money, prestige or a way to place one of their own people as the new Lord of the Realm etc, but by accepting that they are turned into a perma death char and can be assassinated or the two opposing factions could unite and start a civil war thus turning the realm into a battle for succession for another 3 months.
really is so much tbh, I think part of the problem with most new MMO's is they tend to take the RPG aspect away, and out of the players hands. its no longer about playing your role and working with others. its following a step by step guide on how to beat boss X.
The only game which currently lets the players run the show is EVE... but if someone could do a decent fantasy variant of that, they'd have a good seller. problem is the market really is diluted to the point of collapse
Comments
I take it you don't like crafting either?
Dynamic Stats
-> You do a lot of blacksmithing or mining, your strength goes up
-> You pick a lot of herbs? Your Intelligence goes up
-> You do a lot of running and jumping, your agility goes up
Nobility System
-> That's right, now YOU can be a KING!*
*depends heavily on play time, lineage, karma, etc. Or just take the power with your guild!
Karma
->+1 to Ender on the PvP Karma, but what about just overall game Karma which is system-driven, but also player-voted? Imagine the NPCs all throwing rotten fruit at all the gold farmers!
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
same same.. If you want to get into a group, then chat with the people in the zone.. I really like EQ's epic quest chains, and I would be ok with NPC being used for bounty turn ins, like the ones in EQ once again.. Turn in belts, teeth or whatever, and get XP and coin in return.. OH PLUS faction
If I want to chat, i go to a chat room, and not a MMO.
Scar/Damage System - You die in a combat deemed difficult by the game's creator, your character earns a scar. The more you die like this the more scarred you become. Possibility to lose appendages or limbs.
A real legacy system - Your character ages, gets old, gets dead, or retired, a side game is getting married and producing offspring via trait dispersal. Your main owns a house, has an SO an all that jazz, your legacy becomes part of that house, and to your offspring. When your character reaches the age of retirement or dies you have an offspring who comes of age with that characters worldly knowledge (Longer and more experienced your original character was, the more experienced your offspring becomes) Now your offspring has a hand up in the new world, your hard work from a previous character continues on in a fashion, and if you don't want to be a warrior anymore, you can switch it up.
4 - Four Factions - Everyone starts out as a neutral party, from there you endure a fairly long quest to pick your side. Crafter, or bluebie, you quest to be part of the commerce team, you provide services via crafting or material farming, you are non combat able. Feeling particularly evil, you embark on a quest to raise your evil standing, think joining the thieves or assassins in Elder Scrolls, but more involved, treacherous and down right evil. Feeling good, or just not so evil, you embark on a quest to better your world, you help others, combat evil and neutrality throughout the world. And of course the neutral party, everyone is neutral from the start, so technically you just have to exist, but you are constantly combating the ideals of good and evil.
Now you have a 3 way PVP, or RVR system with a group of crafters and raiders as their own faction that cannot be pulled into PVP if they don't want to. Faction choice is final, so no flip flopping.
Even better: Karma based open 100% consensual PvP.
Hedonismbot: Your latest performance was as delectable as dipping my bottom over and over into a bath of the silkiest oils and creams.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
This isn't a signature, you just think it is.
Feature creep at its best.
If I had to add in my thing it would be that environments are actually environments. Make rivers that are too deep, wide, current to strong to swim across ... want to cross, build a bridge. Mountains that the average tom, dick, and harry can't just walk over. Local weather systems/disasters things like hurricanes, tornadoes, blizzards, and eathquakes should happen and cause players to react, instead of Oooh it got dark and look at the pretty rain.
(humor) Built in Facebook integration, reporting my spectacular achievements to people who couldn't care less.
Uhm....decay working with crafting and the economy IS a cool feature...that is like a trick question...As any answer is correct.
AI with wandering NPCs (similar to radiant AI)
Item decay
Fighting from horseback
Craftable player housing
Instanced story missions with a LFD feature
Player music
Only really long quests(chains)
Seamlessly loading zones without invisible barriers
Karma based open PvP
+ consentual PvP
No in-combat healing
Faction Loyalty system
Dynamic Stat Advancement / Ryzom skill system
Bounty loot turned in to any NPC
Elves in game
Scar/Damage System
Realistic environment
Facebook integration (achievement tracking and posting)
Interesting...
Limitless progression not based on gear but on your character's stats and skills. If someone plays long enough they can get almost godlike power but make the combat system such that a sufficiently large group of weak players working together could take down one godlike player.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
Variety in player grouping other than guilds.
Guilds are always included in games, but why not nations, factions, gangs, clans, cartels. All with different pros and cons so that players have to choose wisely in which group they want to join depending on play style and what they want to achieve in the game. A cartel might have access to black market goods that a guild cant access, but if you belong to a cartel maybe you are banned from cities that a guild is welcomed in. Factions might be able to own land, where as gangs cannot, but gangs can have secret hideouts that factions cant claim...idk just some ideas.
"Let me tell you about the mudcrabs."
"Awful beasts!"
If you are holding out for the perfect game, the only game you play will be the waiting one.
I make spreadsheets at work - I don't want to make them for the games I play.