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Dev your own game.

raystantzraystantz Final Fantasy XI CorrespondentMember UncommonPosts: 1,237
If you could be the deciding factor on what sort of features your "ideal" MMORPG would be (one that YOU would want to play.)
What would they be?

Here's mine:

Medieval setting, think Game of Thrones/Skyrim
Open World, no zoning outside of instances

Skill based leveling. No levels. You want to level a skill, you do said thing in the game. If you want to play a class, you don't choose the class, you choose the thing that class does and you do it. Some skills would be learnable no matter what, and others you'd need to fulfill some certain set of requirements whether that be race, quest, etc. IE... If you play X race and they are known for their skill in taming of some specific beast.. then you can't tame or learn that skill if you are a different race.

Gear is mostly cosmetic, but provides bonuses to certain skills to make things easier, but the gear isn't what wins.

Player housing. You're free to put your house anywhere on the map (where land is available) but the interior of your house is instanced, so that you can go on a design and building frenzy.. this could be a whole game on it's own. Think EQ2's housing, but more advanced. Other players could break in under certain circumstances, or destroy/take your house/castle.. etc. 

The Questing would not be for leveling, but for unlocking features/gear/items. All of which would be optional. There would be a story tied to the quests, but the game itself would feel like a Sandbox, that way if you LIKE the story stuff, you can do it.. but if you don't you can skip it and still enjoy the game for what it is.

There would be no fast travel initially. You must WALK/RUN everywhere you go until you've done quests/missions to unlock those features. Fast travel would be in the form of mounts, ships, flying creatures. Think FFXI's airships where you had to do a long set of quests to get access to them.

The game would focus on exploration and there would be real danger/risk in travelling. The mobs would be too difficult for a solo player in some spots, and it would actually be dangerous to travel. Other players can kill you as well, and take your crap. It would be full/semi full loot. The mob AI would mimic FFXI where the monsters aggro in different ways, sight, sound, magic, smell? 

Many mounts. Horses and things of that nature.  Mounts would have bag space, and you would be able to fight from your mount.

No map, initially. You have to buy them/find them. 

PVP would be open world, and you are free to kill anyone/anywhere, but there would be a penalty for doing so in places where it is against the law. There would be a criminal system, where PK's would have sort sort of status that attracts other players to kill them. You can place bounties on their heads, and other players will receive a reward/accolades for killing them OR bringing them to justice by capturing them. They would go to jail/court and would receive sentencing.. in which if found guilty they'd be be-headed (permadeath) and would have to re-roll. I don't know how I could avoid griefing in this way, but it sounded like a fun idea in my head. Archeage has something similar and I always liked that idea. If you choose to PK (which can be fun! You have to understand the consequences that come with that.)

RP centric, with places to hold different types of events.. weddings, ceremonies, an arena for dueling, guild houses. 

Combat would be skill based, similar to Mount and Blade. 

Some dungeons can be instanced, but NO LFG FINDER!!! If you want to do the dungeon you must find other people to do it with out in the world or in your guild. No teleporting there, or just sitting in a town waiting for a queue to pop.

Day and Night, Rain and weather. Different mobs and events for different conditions. 

Crafting would be simple, and would be designed so that it keeps the economy thriving as players can make/sell things that other players actually need. Vendors would only sell limited things so that players are forced to shop from each other.  If you need wood, cut down a tree, if you need fur, kill an animal and skin it.. the obvious stuff. 

Mini games/Side games that people can do to earn money. Like, gambling in a casino, entering a jousting tournament at the arena or betting on who will win. 

It should be 18+ in content, with a Game of Thrones sort of feel. Think GTA if it were set in the Medieval Era. You can go to a brothel, etc.  (this might be a bit much, but it sounds interesting in concept.)



That's all I can think of right now, but I'd play this game based on this list alone.

What's yours?

www.facebook.com/themarksmovierules

Currently playing:

FFXIV on Behemoth, FFXI on Eden, and Gloria Victis on NA. 

4507

Comments

  • ReizlaReizla Member RarePosts: 4,092
    ...if you could dev your own MMO... You're a funny one, just like most of these threads created in the past.

    IMO if you want to 'dev your own MMO', get started!

    Okay, here's my ideal 'dev my own MMO'

    Dungeons & Dragons rule based. Sadly, can't use D&D as name, neither d20 due to copyright restrictions so it'll be the Service Reference Documentation 3.5 (which is basically the 2 previous mentioned).
    Set in a medium magic fantasy world. Somewhere between Grayhawk (very low magic setting) and Dragonlance (medium magic setting, but without the magic usage shunning).
    Governmental system will be mainly CIty states - no large kingdoms and everything in between is unruled/uncontrolled land. Some of the main trading/traveling routes will be guarded (a bit) though.

    Fully open world! No instances at all!!!
    I'll make it a mixture of themepark and sandbox with a pinch of survival elements in it.
    In doubt about permanent death and a lineage/inheritance system (perhaps optional for those who want to).

    No world map! You can buy some small ones here and there and general routes from city to city are known (this might be the only thing as actual world map that you'll get :p)

    DEEP, DEEP crafting. You should be able to craft anything you want/need, but you really should put effort in it. That being said, there need to be quite some changes into the standard D&D3.5 crafting rules.
    Inventory will be somewhat DIablo alike - (semi) fixed size of bags along with a weight and size encumbrance.

    Challenging PvE with lots of it party based. After all, you're playing something D&D based and that's party focused in it's core. There will be some single player based stuff out there, but don't expect to be able to slay dragons (or even hobgoblins) all by yourself :D

    There's more, but I'll keep that to myself.
    Oh wait, did I say I'd LOL about those 'if you could dev your own MMO' threads. This is not a 'if I could dev my own MMO' concept, but something I'm actually working on!

    The SDR3.5 rules have already been coded to 75%
    Logon server is fully functional and as player you can register/logon already
    Character creation is done for 90% already.
    World server is in the making and done ~25%
    Client world streaming system is working 100%
    The world is ~1sq Km and will be growing when all the above is working
    No quests implemented yet because that'll be one of the last things to be added

  • CryomatrixCryomatrix Member EpicPosts: 3,223
    SWG with BDO graphics, PoE monetization, blizzard polish, fortnites population, and good customer support.


    [Deleted User]obii
    Catch me streaming at twitch.tv/cryomatrix
    You can see my sci-fi/WW2 book recommendations. 
  • 45074507 Member UncommonPosts: 351
    Depends on my budget.

    AAA Studio Budget:
    Retrofuturistic sci-fi game where computer technology and fashion sense has stalled at a 1940s-50s level but man has nonetheless invented cryosleep and warp drive. Think pre-war Fallout in space. You'd control a single character and could explore lots of content-filled worlds, or spend your time flying a space ship between systems, which would consist of (for moderately large ships) a Star Trek style bridge where you control one crew member in first person perspective. Most of the game would revolve around trying to establish and run human colonies on new worlds or in orbit around new worlds, while managing politics with your neighbours, colonist and native alike, to avoid wars. There would also be occasional mass invasions from NPC enemies originating outside of known space, such as rogue AI, ravenous space beasts, interstellar crusaders, etc requiring players to work together to prevent humanity from being extinguished (server resets if all human colonies are destroyed and/or captured).

    Star Citizen Budget:
    Semi-historical, semi-steampunk MMO set during the colonization of Africa in the late 1880s. Until then, much of the Congo Basin was still blank on European maps, and theories abounded of what existed inland - this game would be based on those theories. You'd have bolt-action rifles and airships alongside ancient magical temples and living dinosaurs, for example. The gameplay would be based around faction warfare, with several factions (Britain, France, Belgium, Portugal, and Germany, along with multiple native Congolese factions) fighting for control of colonial towns in wars that are generated by an AI GM acting as the various monarchs declaring war without input from players.

    Typical Kickstarter Budget:
    Total sandbox, no developer content, medieval building game, using the family system I outlined in my last thread on here. The game would revolve around building player-controlled kingdoms that can declare war on and conquer other players' kingdoms at will. So basically Life is Feudal, but with its major issues (grindiness and emptiness) being solved by the family system.
  • AmatheAmathe Member LegendaryPosts: 7,630
    Me developing my own game would be like me cooking my own dinner. I have ideas about what sounds good, but I can't cook and it will turn out dreadful. 
    AlBQuirkyobii

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • iixviiiixiixviiiix Member RarePosts: 2,256
    edited May 2019
    I Want to make a 2D multiplayer online RPG with RNG gacha ...

    Gameplay of old classic JPRG , you travel around the map and randomly get hit by monster , then battle screen pop up .

    Monster drop gacha points ranking normal/elite/boss point , and those point are untradeable , but sharing between party member

    Gacha reward exp to level up , armor and weapon , potions .

    Game will be totally free ... with free will donation or with my own money .

    setting is fantasy

    No teleport between town , there are trade quests that player have to carry packs to sell between towns

    have garden for farming and house to decoration .
  • HarikenHariken Member EpicPosts: 2,680
    My worry is these new Dev teams come up with a great game idea than to get it published they have to deal with these big game companies. and that seems to be the big mistake they all make. You will need to find a way to self publish and that is not easy.
  • anemoanemo Member RarePosts: 1,903
    Probably something silly like taking a Screeps like (RTS MMO) game to generate the overworld and provide continuous political tension for the more traditional character MMORPG.

    Essentially players on the character level see things kingdoms fall and rise, and see cities sensibly designed by the RTS side players.   While players on the RTS MMO see things like players causing "random events" for them, IE: players failing a raid means your soldiers need to put that released demon down.

    Practice doesn't make perfect, practice makes permanent.

    "At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."

  • DauzqulDauzqul Member RarePosts: 1,982
    World Size: Vanguard: Saga of Heroes

    Leveling / Skill Templates: Star Wars Galaxies

    Crafting: Star Wars Galaxies

    Combat: Zelda's Breath of the Wild-styled action combat.

    Loot: Diablo 2 randomized item stats.

    Player Housing / Player Cities

    No Auction House. Must use player city vendors to buy/sell/trade.

    Faction-based World PvP - No battlegrounds or instanced PvP.

    Player Bounties: If a griefer continues to kill lowbies, he or she is placed on a bounty terminal. If you're on that terminal, all characters on your account are flagged; thus, you drop all of your items upon death. Anything "soul-bound" is either destroyed or deactivated for x-amount of time.

    20-man raids. Hard raids, where if a raid boss goes down, it's a big deal and everyone on the server is notified.

    No cross-promotion / kickstarter rewards / pre-order rewards / twitch rewards bs. If you want something cool and unique to show off, then go and earn it... in the game.

    Semi-limited character customization. No face / body sliders. Only the following: Eye color, skin color, 4 body types to choose from (thin, average, hulk, obese), and a gigantic selection of hair styles.

    Social Professions: I'd like to see a "second-life" type thing for players who aren't purely focused on combat. It's not my thing, but as an adventurer, it's so much more immersive seeing real players socializing / doing business within the cities etc. I want to pay these people to craft my swords, bows, etc.

    Theme: Fantasy, e.g., Dark Elves, Gnomes, Dwarves, Goblins, etc.

    IP: If I had to choose a popular IP, it would most certainly be Masters of the Universe.
    4507
  • Gamer54321Gamer54321 Member UncommonPosts: 452
    edited May 2019
    For me it is important that the game is multiplayer ofc, but also that the game is functional (not persisently buggy) and competitive.

    Having played Eve online for years (three years) I can appreciate sticking with a game, and although there is a risk of the game taking up much time of your life, that decision is one for adults at least, so, one just have to learn to pace oneself and not play  for hours on end.

    A big challenge for my game, would be the techincial aspect. The game would have to both be functional, but also be secure in all kinds of ways (servers, code, networking, operational security inside the company). Hopefully, there would be a solution to scaling issues, when involving lots of players. 

    A main thing about my MMO would be immersion into the game world. No gimmicky crap, that doesn't make good sense.

    As for the type of game, it could be more than one thing. Presumably somethign sci-fi, or fantasy, or medieval, or possibly something modern.
  • AdamantineAdamantine Member RarePosts: 5,085
    Well I would develop the game I want to play. No idea if that would be a commercial success.

    To describe it in full would be a wall of text, even more so than the following, however here are some highlights:
    - Its classic fantasy because that allows the most variance in gameplay.
    - Stats will be actual choices about your characters, not checking if you know how to skill your class correctly. For example a Mage can have more willpower so his damage spells deal more damage and spells are faster cast in general, but he'll have to sacrifice in other areas for that. Also you choose stats once at character generation and cannot change them later anymore; its a fixed decision about what you want to play, at character creation.
    - Races should add a lot of flavor, more than just the usual. An idea would be that your vision changes depending upon your race, so for example on a giant your vision could be monochrome only. Another idea would be that tall races might not be able to enter places into which small races can enter. All races will get a number of special abilities from race dependent lists during levelup, something like 3 picks at different levels from 7 choices available for this race.
    - Classic classes, because this allows to make characters play a lot more differently, making aspects of the game that are really important on one character nonexistent on another character and allows to introduce special features such as point systems. Class choice also decides group task.
    - There are subclasses and unlike classes which are chosen at character generation you can switch between them, though choosing a subclass and switching it requires a long questline.
    - You also choose your characters deity for some small benefits and additional flavor. This is actually required for priest classes, in order to cast any spells at all, and decides their subclass. They still have to do a questline to be accepted into the respective temple/covern afterwards, and to receive those spells that are unique to this deity.
    - Combat will be complex and involved, with abilities unlocking on critical hit, parry etc.
    - There is a global cooldown on abilities so players with poor ping can stay competitive and its not a game focused on who has the faster reflexes.
    - Gear centric. Gear is important, takes a lot of effort to acquire, and cannot be lost in PvP or otherwise.
    - Raids. Boss battles will be present at all levels and will require increasingly large groups of players and increasingly well cooperating players to beat them.
    - Grouping has no limit on the players in the group, however group beneficial spells are range limited, so for example a group heal if you're not standing close enough will not affect you, and larger groups will have to find tougher opponents to still get xp.
    - Seamless world, no instancing anywhere.
    - Planets. If you travel long enough into one direction, you'll return to the starting point (but you'll have to travel for a very, very long time and cross oceans etc). Also each planet has its own power level. If the current planet is of level 2 and you are a mage level 3, you can only use abilities up to level 2, and your gear will only work with a strength of up to level 2. This way you can always help lowlevel players if you want to, without turning their adventuring boring because you completely dominate it.
    - Portals. You can travel between planets with portals. In order to get to the next level, you have to find a portal to a new planet. Portals only travel between planets of at most one power level apart. Portals are usually found in the center of towns. You cannot use portals that travel to planets of higher powerlevel than your own adventuring level.
    - Maps are separate objects you can buy in places. Otherwise you only get a small minimap of your close surrounding.
    - Like in Vanguard, crafting will be a full featured sphere next to adventuring. Especially you can choose a crafter class. Dropping your crafter class for another is possible, but loses all previous progress, including all recipes. There are also crafting skills, stats, gear, consumeables etc. Leveling your crafter requires leveling your adventurer first, and then solving special crafting quest and finding the recipes. Regular recipes are available from trainers, however more advanced recipes are harder to attain. There is no hard limit on the number of recipes one can have, except they are crafting class dependent so you cannot have them all on a single character.
    - What you can harvest depends upon your crafting class.
    - No diplomacy or fishing. Frankly I didnt find either very interesting in Vanguard. Diplomacy was about getting the right cards and then it was a horrible grind. Fishing was highly ping dependent and the ultimate superboring thing to do.
    - Overenchanting. You can work on crafted gear as long as you want, improving it every time, however with diminishing returns and increasing chances to completely break the item.
    - PvP will be sportive. For example you cant just gank newbies without facing very dire consequences.
    - Communication will be limited. To talk with someone, they have to be close, in the same group, in the same guild, or have accepted an invite onto your friend list. There is a global chat but its only per planet. Theres a group and guild chat. Some classes might have their own class chat (Psion).

    Etc etc etc
    AlBQuirky
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    edited May 2019
    I was chatting with my son the other day and we were trying to think of ways to make money (MMORPGs). We talked about our time in EQ and Kelethin, specifically. There were no children in that ultra-dangerous city in the trees with NO railings. Then we recalled there no children anywhere in Norrath.

    So, to make the most money, we thought of killing children since most MMO players just slaughter anything and everything in sight right off of the bat. Then we needed a "reward" for killing these chilkdren and thought of collecting "binkies", or pacifiers. So I present to you, Binkies & Babies!

    ===============================

    Seriously, an MMORPG I'd make would not be very profitable, but maybe the few like-minded players could enjoy it. I like a lot of what Adamantine said just above my post. An MMORPG that brings back attributes and makes them significant, even if only for the first half of the game. Classes and races that matter, with plenty of restrictions, because I'm tired of any player doing everything. Feed my alt-oholism!

    Combat would be slow, hopefully a good turn-based one where a forgotten aspect (initiative) has been neglected, which I haven't really encountered yet. The best I've seen is card based (Wizard101), so using actual attacks and defenses boggles my mind. Based off of D&D, turns would have 1 movement, and 2 actions, divided however. Move a little, action, move some more, action, finish moving. Cover would matter like XCom, only more so.

    Deep systems are the meat and potatoes of the game. Deep magic, deep lore, deep religion, deep crafting, and actual deep epic class based quests (a la EQ) liberally sprinkled with more mundane "tasks."

    Fast travel would be limited, and if programmed well (no more back and forth forever) would not be that needed.

    I'm not sure about zones, though. I appreciated EQ's zones that provided safety (kind of) but like WoW's more open world with less loading.

    Other ideas are in my head, but about as do-able as the above. Looks good on paper, but the translation to a game worry me...

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • VelifaxVelifax Member UncommonPosts: 413
    Morrowind's RPG mechanics and skill/stat system.
    Ark's graphics and open world, sandbox design, size, difficulty, and building.

  • DwaaawffulDwaaawfful Member UncommonPosts: 65
    I'd want more than the usual sorry detail about BEARDS.

    This means maximally customisable styles and colours, along with generous level trees for effects and special powers (like enhanced charisma or bonuses to saves versus poison if you have half a chicken leg dangling from your facial dreadlocks).

    And who needs INNS to pick up qests when you have the ultimate Gossip-packed Watering Hole in the form of ... the Dwarven Barber's Wagon?

    Here's role-playing for seriously hirsute types.

    Even the girls.
    Stumpiness & Unbridled Misery Masquerading as VIRTUE

    Need an AI-Free Elf Names Generator to bring your next elven character to life? Why ... course you do, you darn fool!
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