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Design your MMO using some of the core elements from current or former MMOS.
Questing/Leveling experience
Combat style
Art style
World design
Classes/Player customization
Crafting experience
PvP experience
World PvP experience
End game experience/systems
Lore / Story
Economy
Social experience
Audio
Quality of Life systems
Comments
For me...
Questing/Leveling experience - GW2
Combat style - Tera(or Wildstar...cannot decide. Probably Tera)
Art style - GW2
World design - GW2
Classes/Player customization - Neverwinter
Crafting experience - GW2
PvP experience - WoW
World PvP experience - GW2
End game experience/systems - Rift (would be GW2 if they didn't focus on Living Story...finding out I cannot be a part of a raiding endgame anymore). Honestly, no game has a truely appealing endgame.
Lore / Story - WoW
Economy - WoW
Social experience - GW2
Audio - WoW/Neverwinter
Quality of Life systems - WoW
Although nothing I designed would be a clone, I have the same issue, there's no MMO whose lore I like enough to emulate. Nor an MMO with a player customization system that combines all the elements I'd want. And what does world design mean? The physical layout of the world? The lore personality of the world? The genre and mood of the world?
Combat style - Dofus (turn-based tactical)
Art style - Fantasy with a bit of an anime flavor, like the latest Final Fantasy MMO or Perfect World. Semi-realistic, angular, colorful, lots of anthro elements and punk hair in unnatural colors and crystals.
Crafting experience - A Tale In the Desert. Crafting focus is on the player crafting a house, storage, appliances, and other items for themself, not to be sold to others. Crafting activity is a mix of sim and minigame play.
The rest are pretty difficult to answer with something from a currently existing MMO, not to mention that I haven't played every MMO out there to know which has which elements. I'm sure there must be an MMO out there which has a world auctionhouse which does not have sell fees, for example, but I don't know which game that might be.
Take Minecraft add a massively multiplayer aspect to it. Just like Minecraft you start with nothing and have to harvest and craft everything.
Free for all PvP. People can group up and build keeps and castles just like in Minecraft.
Minecraft has 10 million players in North America alone.
Only thing is there is probably a game out there like this or it's being built.
http://gnomophobia.com
LotRO with Black Desert character graphics, SWG decay based crafting (keep LotRO crafting, it works fine it just needs decay)
I'm happy as a pig in shit.
i want Lineage 3 on latest(4?) unreal engine
So let's see...
Questing/Leveling experience
I think something like a mix of Anarchy Online, Ryzom and Vanguard. Have missions with entrance points and randomly generated instances for you/your party, open world dungeons, mobs to go after and world bosses. Not decided if I'd go for practising (use things to get better), or the AO like "Level and get points to spend. Costs vary on your basic education (class), but you can just spend anywhere you like" You would lose unsaved Exp on death down to 0 for that level. On the other hand you would get bonus XP for not saving. Like every 10% of a level you make unsaved nets you 1% bonues XP, but getting you to risk 99% to the next level for 9% extra.
Combat style
Sorry, I'm old school: Tab target with class depending skills/spells
Art style
Undecided. I like either Ryzom style comic stuff, or more gritty realistic graphics.
World design
Either Spacefaring (Think of Spelljammer, where the spaceships actually look like ships), dark steampunk or cyberpunk.
Classes/Player customization
Either fully skillbased or the AO way, which was deep and complex, complete with trikle-down from attributes to skills.
Crafting experience
Ryzom style. Harvest, kill and gather materials to create stuff, with different materials having different effects, strengths and weaknesses.
PvP experience
Flag system, with some areas being open, some optional stations that are open for conquering every X hours and give your faction some extras (AO Tower Wars).
World PvP experience
See above
End game experience/systems
Complex world bosses, that you can't even dream fo defeating when you start, or even reach end level. Levelling would be slower anyway and reaching max lvl should be an achievment. Gather the hardest crafting ingredients, those fields to conquer could throw off some crafting mats, too. Do something to be known! Explore new and dangerous regions to find new stuff (expansions would enlargen the regions, depending on what players do, GM mastered events that influence the world, like players do not fight the plague? Well bye bye village X with all the benefits and players need to rebuild it slowly)
Lore / Story
Deep and rich, depending on the setting. Spacefaring pirates and explorers on their ships, journeying out to space to get new ressources and fame. Emerging industrialism counters magic, dangers of science or magic, the fickle balance of the world. Cyberpunk: A dark fallen world, owned by big corporates, or a new world we need to explore.
Economy
Mostyl player driven and crafted.
Social experience
Interdependencies. Buffs to help each other (think of AO), better of teaming for harder missions (Which would have sliders to set to your tastes and the challenge you want) and do not think to takle a real big world boss alone. Team work would be needed here, if possible even several teams managing their cooperation (like distraction team A, Assault team B and so on)
Audio
Anything to support the atmosphere. Dark and eerie chants/synths for dungeons, adventurious sounds for exploring, depressing wall fo sounds in dark skyscraper valleys.. Set the mood!
Quality of Life systems
Housing/banking. Manage your own appartment/house, setup a player store, things like that.
I think all in all that's all. I came from teh P&P backround that's why I would aim for a world, not a game. You are not a special little snowflake, but part of the world!