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Majority open world (housing, cities)
50% Public Dungeons (Competitive/Social Camping/Grind Spots)
50% Instanced coordinated dungeons (timers, moving walls, indiana jones stuff with bosses and timed rewards)
Elemental Weapons Loot Based (Weapons of each element, acid, fire, etc and mobs have elemental weaknesses)
Weapon and armor enhancing crafting and tailoring using destroyed loot generated materials (Salvage)
Gold, Trinkets, Tokens, Reputation, Cosmetic Effects, Titles, Pet Eggs, all in drop tables.
Ground and flying mounts with varying speeds and rarities.
Open world housing, with housing decoration, (place weapons, armor, and corpse tokens on walls) also craft chairs, and housing items with crafting.
Convienance travelling through portal systems, spells, etc to speed up travel throughout the world.
Atleast 1 Full PvP server with SOME amount of loot drop on death. (Limited, not full drop)
Allegiance system with chain/pyramid system. Direct "vassals" under you give 15% XP bonus of what they make. MAX: 10 direct vassals. XP does not go past direct patron, so it cannot go from the bottom all the way up to guild leader. So if 3 vassals produce 500,000 XP for the day you would get 75000 XP for being their 'mentor' or 'patron'.
Random spawn World Bosses with titles, loot, rewards.
DEV run once a month boss events, requires masses of people to down with nice rewards.
PvP Guild v Guild Sieges
Run, Jump speeds are skills that can be specialized/increased to above normal speeds, AKA think Assassin Creed movement without the climbing.
Weapon types uncommon to some games: Spears, Flails, Tridents, Claws, Throwing Weapons (Javalins, Throwing Knives)
End game summary: instanced timed cooperative challenge mode dungeons, world bosses, guild v guild siege battles, open world pvp, loot grind and crafting.
Comments
Sounds like you want a remake of Asheron’s Call 1. I won’t lie, AC was my first MMO and I loved it. I had a level 130ish battle mage and a 130ish Sword character with just item magic (thanks buff bots.) The game spoiled me, and I was used to such features as spell and arrow dodging, a huge world where I could get lost and not run into people for hours or days, elemental weapons, a character with a sword and shield that actually did great dps, hordes of mobs fighting you in dungeons, and a free form skill system (there were no classes!). I won’t even mention the quests and their version of ‘raids’ since I could not put into words how awesome they were.
I miss the old AC and it is a shame Turbine did not make a true and modern sequel to their first game. AC was a great sandbox before that term became as cool as it is now. I was kind of hoping ESO would be more like AC, as the single player games remind me of AC a lot. Ah well I can still dream.
Yes. I am biased, but this to me, takes some of the new school MMO style and adds more depth and some of the unique AC ideas all together, some instances, some open world, some new ideas, some re-used ones some common end game, some different end game, item complexity, crafting, and housing.
THIS is what I expected to see coming out of MMO's in 2013..+ but instead.. Its just, not.
For those who say, well casuals and the average player doesnt like old school, above is what I would propose, a blend of new school and old school for people who want to do either play style.
From a game play mechanic I would love to see a mix of Skyrim and EVE with advancement. No classes, you play as you want to play. As you use a skill your chance of making the skill better increases. When the skill can improve you need need some real world time for it to increase.
example: Your character has been working hard on studying a new scroll that will give him a new level of control with elemental magic. He needs some serious study time to make this advancement however. Once he starts the advancement it will be a set period of time in the real world before the advancement takes place. This time period can be effected by outside factors. For example if the character is resting at an inn instead of being logged off in the wild the time period is decreased, reflecting a safer environment to study in. Being offline and allow the character ot in essence rest and focus on the studies will decrease the time dramatically over the character being active.
By being a skill based system the player will design their own classes. By being a real time based advancement you stop the power levelers from taking over the game before many others have had a chance to play.
Next a real level of character and NPC interaction. If your character has chosen to be a Cleric of a particular God then entering the temp of that God should get the players free healing, room and board if they have stayed true to their God and paid their tithes. A character that is always helping various NPCs should be welcome in each new village as his reputation grows, a character that is an thief and murderer should find new villages a place where prices suddenly go up for him nad he might even be run out of town. Make actions have meaning.
These types of mechanics would not make a game that has the wide fluffy bunny appeal of so many MMOs today. However CCP has proven that a hardcore MMO with a specific target and little compromise CAN be successful.
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I have a soap box and I am not afraid to use it.
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!