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Everyone has their gripes about every game. Not one is perfect. Where one game has its downfall, another game succeeds. So, what elements from each MMORPG would you take and combine together to form one great game, the best ever! You could even take pieces from non-MMORPG games.
Don't you just wish it could be real though... I know for sure though, I would take the price form RuneScape!
Comments
Hmmm, a really tough one but here goes:
A crafting system based on AC2/Neocron's/Horizons system. (take the best of each)
An item system from diablo2, this system would travel a bit to the crafting one to.
Skill system from AO and perhaps Project entropia, for combat skills, lvl based.
Skillbased crafting system, for crafting skills. (note that the above crafting is in regards to the actual process and item outcome)
Neocron/Project entropia combat system, were some of your own skill actually matters.
Storyline and quests like AC1.
Character customisation like SWG. (appearance)
To name a few, but thats a pretty damn good base for a game..
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Originally posted by Jerek_
I wonder if you honestly even believe what you type, or if you live in a made up world of facts.
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Combat system that's quick active and tons of fun like City of Heroes
Player Created content like Second Life (yeah, right...)
World size like Dark and Light...
and finally (worst of all) a Sim Expac that allows them to be our NPCs!!! (There, I said it...)
Service Guarantees Citizenship!
The Illusion of Choice
Twitter @Phantium
Please! No systems related to Diablo 2, especially not an item system as such! That is one of the WORST systems I've ever encountered, except for unique items. The fact that any random mob could drop any random item in a level bracket is terrible, because it demeans the skill and basis of the game. Seriously, in an actual RPG you're not going to find "special" items on random creatures.
Everquest also does not have the best item system, but it could be slightly modified to make a great system.
This is my ideal system: Extremely minor items (+1 to one or two random stats, small HP or mana bonuses, etc.) can drop randomly from any mob of a specific level bracket and region. This scales with difficulty. Minor named mobs, or "mini-bosses" randomly drop minor unique items based on level bracket and region. These items make for the standard equipment suggestions for the dependent classes and levels for the level bracket they can be found. Named mobs, or "bosses" drop gear, again depending on region and level bracket, that makes up the cream of the crop for that level bracket. Gear would have recommended, but not required, levels, with stat decreases for not being high enough to use that particular item (dependent on either level of character, or level of skill, I can't really decide).
This system also opens up freedom of crafting, since players will be able to craft items that they can use, that will be similar to items that they can find out in the world. The difference is that crafted items would be so that stats can be applied by the player...the more stats you'd like to add, the harder the item is to make, and the more expensive it becomes to make.
Other than that, I don't really care what type of crafting system is applied, although I'd prefer something similar to AC2 or SWG over EQ.
I don't PvP too much either, and although it can be really fun I also don't have a preference on that.
As for combat: keep it interesting, but keep it simple. Player skill should be involved, but more mentally than physically.
The things I'm really interested in are community and customer support; can the game support a stable and helpful community, or does it lean more towards loot whores, griefers, kill stealers and the such? Also, does the company care enough about the game, without money coming into the picture, to make it work right?
Those are my general opinions, feel free to critique, expand or judge as you like.
Killer 100% Socializer 40% Explorer 33% Achiever 27%
Ok isnt that exactly how the system in D2 worked? or am i mistaken? You had a higher chance of getting good items off 'boss' monsters and monsters in the higher lvl bracket or are you refering to how all monsters can drop things? Anywho.. What i would like to see in an MMO,
1. GM or Player Driven plot that evolves as time goes on.
2. Meaningful Quests. Not this delever this to NPC A crap.
3. Other things to do besides kill stuff, and make them meaningful. Thats you CoH.
4. Some sorta of status system so that your man can be spread across the world and people would go Wow! its *instert your name*!
5. A good pvp system that keeps people on thier toes. yet doesnt cause grief. I think DAoC has done the best job with pvp as of yet, and Lineage][ the worst..
6. A world you can call home. A place that welcomes you and big enough to still get lost in once you think you have been everywhere. With all sorts of beautiful things to find, like waterfalls, valcano's, oceans and even player made wonders.
7. An advanced crafting system that allows you to 'design' the way your armour looks. For one this solves the clone issue (Lineage][ and FFXI.) and also allows people to look the way they want and not be stuck with the way a type of rare item looks. I ran into this problem with the AF armour in FFXI.
8. Guild owned castles and towns. Also Sieges that you can do the claim them. Im not sure how well L][ did with this, but i havent heard a big fuss over it in the possitive or negative so i guess its no big deal.
9. An advanced political sytem. Where you can raise to the top of your guild and lead a city and have effect on things that are put into your town and around the land.
10. Player owned shops. A place for you to craft and sell your items also have npc venders. And put player housing through out the town, not in a designated area (this has always thrown me off a bit.) do the same for the shops.
11. Most of all, make it a place where people would want to live and spend alot of time in. Make the lvling quick, but challenging, the monsters unique and the grind bareable. And the most important thing, ROLEPLAYING! I get so tired of hearing kewl this and l33t that, its rediculos. Why dont you spend you time and learn an interesting language, like elvish =P and for all you tolkien fans out there, Amin mela lle!
Anywho, Those are the top ehh.. 11 things that ive been thinking about that i want in a game. I hope to one day make games myself, but im still working towards it.
No no no, I mean that "unique items" will only drop from mini bosses and bosses. There would be absolutely no way for a non-unique creature to drop a unique item.
Also wanted to add this, about questing and such: Questing encounters would be instanced, much like EQ LDoN adventures or what I've heard about the WoW quest system. The difference here is in the material of the instance. If you want to solo a quest, the quest engine takes into consideration your class, level, abilities and stats before producing the material. Thus, the quest is scaled to what you can take on, but so is the reward. This would work for groups and raids/guilds as well. Quests are targeted towards the "standard" type player, and above and below par players are not factored in, creating imbalance.
Player/guild housing would be necessary, and again put in "instanced" zones. The only way a player without a house in that instance would be allowed in would be by invitation.
Player driven economy, but not player based economy. Let players themselves dictate the economy, allowing crafters to create unique or individualized items for players, creating demand. However, don't go the way of SWG...there needs to be competable non-player made items to balance out the economy. The economy would be balanced out by the fact that if a player wants to acquire a useful item, they can quest for it. On the other hand, the could also pay a player to make a custom-tailored item, or by a dropped item from another player if they are lazy.
Player governments/kingdoms/elections would be awesome. Make it something balanced, but something that players can control.
If the environment were dynamic, like Ryzom (it was in open beta till monday, so I'll spill the beans. In closed beta (I quit when open started), herds of animals reacted to the way they were hunted. Carnivores pursued and attacked omnivores and herbivores. Herds migrated depending on weather and how much an area was hunted. Weather patterns crossed the planet, etc.), it would also help to not trivialize old areas. This would be a major upside inh the planning of introducing new expansions.
Mounts are not a must, but make them useful nonetheless.
Exploring that means something. This ties in with the whole dynamic world idea. Have a brushfire burn down a forest. Depending on how the players react would determine how the area regrows...does it stay a wasteland? does it regrow into another forest? Things like that.
Don't trivialize low end content by focusing on high end content (I.E EQ, where the first 60 or so levels are useless...), but don't ignore high end content either...a balance needs to be found between the two, which instancing helps.
Those were just some other ideas I had. And to clarify, no, the item system is NOT like D2. Even "unique" items weren't that unique, and could vary with its bonuses. Really good items could also drop from easier creatures. In my system, only bosses drop the good stuff...mini bosses drop ok stuff, and regular creatures drop usable stuff, but certainly not anything of high value.
Killer 100% Socializer 40% Explorer 33% Achiever 27%
Ok that makes a bit more sense. Yes I agree mounts are a must, and armour for them!
Anywho, all i had to say at the moment.
A modified SWG crafting system, and a combat system like CoH. SWG crafting is the best of any game I played, but still has some places it needs to be ironed out. And CoH has a very interactive combat system that is fast and fun. It is also fun that the heros are usually out numbered instead of the other way around.
There isn't a game that has done the entire quest system right yet. So there isn't one I can point to as the best. You should have a quest journal. There should be more quests than you could ever do. I like the idea of seeing your quest reward before hand, and even having a number of rewards from which to chose. I think some quests should be short and easy, while others should span the entire life of the character. The best quests are created by humans, but computer generated ones can offer more surprise. Maybe a combo of the two, or maybe a way to tie them together so no one ever gets the exact same quest. The perfect quest system is just so difficult.
And one thing a game should have is something for all players. You should be able to log in for an hour (or even less) and advance your character. A casual player should be able to accomplish almost as much with the same time spent in game as a power gamer. If both spend 100 hours on a piece of equipment, the stats should be somewhat close. I would also like to see rewards scaled to the difficulty of the encounter. If a single group defeats what it normally takes two groups of that level to defeat, then the reward should be better. Zerging should result in lesser rewards. People should be rewarded for skill, not numbers. And if at all possible, greater rewards could even be given for taking out an encounter with less than the "perfect" group.
The game should also have good graphics, great lore, and lots of things to do for RP (fishing, drinking, games within the game....). A fully customizable UI (EQ's is the best to date) is a real plus. And the game shouldn't be watered down for the instant gratification crowd. Realism should be the goal, but it should stop just short of tedium. Restricted instant travel, or none at all. Death should have a bite to it. There should be risks, but the rewards should match them. Grouping should be optimal, but soloing should be an option. Instancing shouldn't be over used (if used at all). And they should make all attempts to keep the rolls of characters constant throughout the game.
For release, if anything, have your PCs a tad underpowered. Players welcome increases in power, but they hate nerfs. And last but not least, there should be good CS.
Those are all I could think of for now. Hehe, I thought it would be a much shorter post, but some ideas just kept rolling.
CoH has vastly superior character customization. Sets the baseline standard from this point forward as far as I'm concerned.
CoH has vastly superior character customization. Sets the baseline standard from this point forward as far as I'm concerned.
Depends on the type of game. CoH has by far the most choices, and it is a blast (have spent many hours playing with it). On the other hand, in games where you have clothing and/or armor, CoH isn't as good. You have three body types with an athletic or muscular slider, but SWG also allows you to make characters fat and thin, and change different parts of the body. CoH has a number of faces from which to chose, but SWG actually lets you customize different parts of the face. So even though CoH's character creator is great fun, it wouldn't be so great in games where you can change clothes.
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"Do I come to your workplace and tell you how to kill civilians? No, so don't tell me how to do my job" - Sam Fischer.
--OracleP4
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"Do I come to your workplace and tell you how to kill civilians? No, so don't tell me how to do my job" - Sam Fischer.
--OracleP4
Like: DAoC, WOW, GW, DnL
Dislike: SoR, EQ, EQ2, SWG, KO, AC2, CoH
Don't Care About: Most Everything Else
I've always thought items should be completely random. Not in how they drop, but in what they do. Their overall power level should still be relative to what drops them, but the stats and bonuses on said item should be generated randomly as it is created/spawned/dropped. Much like the ROG (Random Object Generator) in DAoC. A system like this would completely remove the "this combination of equipment is the uberest in the game" syndrome where everyone eventually ends up wearing the same armor and using the same weapon.
Crafters can still create "set" stuff, so if you want to have a set of equipment made with certain bonuses and such you can. But on the other hand you still have the gamble of getting a drop which MIGHT be better than anything a crafter can make, but that would have to be EXTREMELY rare. And since it's randomly generated it's not something you can camp and farm, therefore solving another problem in the process.
Richard J. Cox
"There were much of the beautiful, much of the wanton, much of the bizarre, something of the terrible, and not a little of that which might have excited disgust."
Oh boy, here we go.....
(1) World must be seamless. No zones, with the exception of instanced dungeons, quests, etc.
(2) Give us alternative forms of player owned transportation. I.E. Horses (even Warhorses), Carts, Wagons, ships, boats, Unicorns, Griffons, Pegasus, etc.
(3) A realistic magic system. Allow casters to research and develop unique spells, potions, and runes that they can scribe, teach, or sell. Allow a more experienced caster take an "apprentice." The need to return to town to learn spells from the Magic School is just getting mundane. Make spells for more uses than increasing ones armor class or inflicting damage. How about non lethal spells (sleep, paralyze, freeze, etc.)
(4) Allow for item customization. The quest stone system in LDoN could be adapted nicely for this. Instead of finding that 'UBER" sword in a dungeon, you score enhancement stones or runes that can be combined with mundane items to enhance their properties. I.E. a magic stone or gem that increases an items damage or speed. Perhaps some gems could be combined with items to enhance a characters stats.
(5) Allow high level characters to actually raise and control a small force of NPC followers. A powerful warrior could command a small company of men at arms, a powerful necromancer could raise a small force of undead minions, a powerful rogue could attract a small "thieves guild" that bring him wealth. A powerful Wizard could summon a powerful ally (Demon, Dragon?) to aid him in times of need.
(6) Losing items completely sucks. (This is my main grief with L2, EQ, among others). Loss of exp is penalty enough. We've all experienced the sting of losing four hours worth of work because we screwed up. No lost items upon death.
(7) PvP should be fair and equitable. Instead of allowing everyone to attack you without repercussion, (as in L2), only those who have been preyed upon and thier clan, family, or guild should be allowed to attack the offender without fear of repercussion. This would make the guild wars option available in so many games more than just a consentual thing. This would also make those who like to run their mouths more careful. Disrespect someone and expect to be dealt with. Kill someone needlessly, expect to be hunted by their guild. Guild War would be for real.
(8) Titles should be tied directly to guild status. Guild Leaders and officers could be tagged as Captain, Master, Lord, Baron, Duke, etc. Each title could denote the the size of the guild and the position of the member within that guild. Guilds should be more goal oriented. Basically, establish what kind of guild it is, (Mercenary Company, Rogues Guild, Magic Order, Adventurers Guild, etc.).
(9) Balance. Rewards should be equal to the challenge and everyone involved should be rewarded in some fashion. How many major raids have you been on where only a handful of people reaped the benefits? Who the heck ever heard of a dragon without a ton of gold at least?
(10) Character Customization should be exhaustive. Players should be able to create a distinctive avatar that can be recognized by appearance alone. I can't wait until we can lose those annoying name tags above our heads.
(11) Crafting should be meaningful. Allow the crafter to "sign" his work (like in DAOC). Incorporate all kinds of occupations like the old UO system did. Each area should have unique resources. I spent hours in the hills with my faithful mule mining the precious ores and metals. The player driven economy that could be established with this is beyond imagination.
(12) Not entirely sure on the combat system, although I feel it should be skill based. If a 20th level warrior spends all his skill points on swordsmanship, he should be able to defeat a 25th level character using a sword with far less skill points invested.
(13) Truly dynamic questing system. Regardless of solo or group questing, it should have a specific goal in mind. Rescue that damsel in distress from the evil slaver stockade and return her to Dad. Discover what is causing all the undead to arise and terrorize the village, take it further and join the group to destroy it. Make these quests more of a puzzle for players to figure out. Make us use our noggins for a change. Have smaller optional quests along the way.
(14) In game customer support that doesn't take 4 hours to respond. Nuff said.
I'm sure there's more I'm missing here.
"Hey Yall! Watch this!!"
Grym Goblinsbane
(My son speaking to his Japanese Grandmother) " Sorry Obaba, I don't speak Japanese, I only speak human."
Take SWG, take out the Starwars title out of it. Make it so its group oriented like EQ, Make it look medieval, Make the combat system like COH your char just dont sit there and slash all the time, it actually punches or kicks. Add some PvP like SWG or UO or Daoc, AO. All Item should be crafted like in SWG. Take out all the bots. SPit on the box and polish it real nice, and you will get the game of the century.
You just got Bootyknocked
Crafting system from SWG
Quest system from EQ
loot system/items from EQ
Dungeons/mob types from EQ
Character customization from CoH
community spirit from AC1 or 2 (both have most mature community in a big name mmorpg i seen)
combat system from CoH
CSR from none!(if i am permitted to count pre 2001 CSR of EQ or turbine pre 2001.then pick one of this they actually worked then!)
PvP from DAoC(only pvp i ever saw that had even a glimpse of meaning)
The other thing I wanted to add about items, and it was mentioned was the augments from EQ. Great idea for an item system. Really want to integrate crafting into it? Allow players to craft high slotted items at higher levels. These item augements could do EVERYTHING...item stats, item damage/armor, item speed, weight, etc.
I also like the processing on items in EQ...not only could weapons do the typical magic/elemental damage, but they could also "cast" spells during combat. Tie in good lore and it makes for EXCELLENT roleplaying opportunities. I also liked the weapon/spell system in Morrowind. Not only could you grow in power, but you could trap the souls of target in soul gems, used to power your weapons. You could also enhance the spells you know REALLY well.
It always bothered me in EQ that intelligence based casters never practiced their research skill, letting other players craft their higher end spells. It's much more realistic for a fire-based wizard to excel in fire magic, and research, and then create an even better fire based spell than have some other character make the spell for him or her.
Little things like that go a long way to differentiate between an average and an excellent game.
Killer 100% Socializer 40% Explorer 33% Achiever 27%
I know i have a couple Ideas people will say ICK to but to start off with the basics here goes.
1. Character Creation of a mix City of Hero's and Neverwinter Nights
2. Missions like in Anarchy Online (random generated missions based on your level or level you wish it at -/+ 5 lvls)
3. HARD QUESTS to gain new combat skills/techs that are specific to each class.
4. NPC recognition of name based on status in world, with discounts offered if your more popular.
5. Combat system close to City of Heros' with ability for player to add onto attacks/dodges. (ex. Hitting a button at the crutial moment to continue a combo attack and deal more damage/ Hit button at crutial moment when enemy is attackin you to dodge. attack power / dodge based on critical skills. Critical Threat roll/ Critical Combo roll)
6. Progressively changing world based on whats happening all over. Monthly Change would be sufficient. Not much.. land damage in high battle areas, smoke coming into the sky in the distance where big battles occurred.
7. Traveling NPC's! find the same npc travelig across the world.. Merchants who go from one city to another that You can FOLLOW. ALSO quests given by NPCS for you to protect them on their journey to another town or area with prize of either money, or any item they have on their cart (very limited)
8. Experience given for eVERYTHING! ENCLUDING CRAFTING. (example: 1000 experience needed to level. Creature your level you kill gives you 50 experience. Mission/quest completed gives you 10 exp. Crafting failure gives you 1 exp. Crafting Success gives you 2 exp.
9. Failed crafted items could be sold back to merchants as the real item based on you skill of Persuasion!!!
10. (heres the kicker) PVP would be a must. World would be kinda like FFXI but with more regions of power. a LOT more. and PVP you vs one of the same region is only aloud with conscent. pvp against another region player is OPEN! Looting a corpse of dead PLAYER! any equiptment on character is not part of the loot.. Only whats in their bag, and randomly 1 item and some money is lootable!
11. a home you can decorate and let others into to see. MUST LOCK DOOR WHEN LEAVE or people can come in and steal your junk!
12. player - to - player theiving! If you can do it with your current skill level. You can do it. ptp theiving would be like pvp looting. nothing they are equipting.
13. NO PUNISHMENT FOR SCAMMING. (EX. player offeres upgrading of items. You give to him and he runs off with your money and item.) It happens in a lot of games and the player who falls for it complains to the GMs and other people that they want him banned or punished. IT'S YOUR OWN FAULT IDIOT!!! In the real world people scam you and don't get punished. In a virtual Online world why not too!!. Now to handle this matter of scams, people could take up extra jobs in the game. POLICE/KNIGHTS! They have the authority to arrest players and take back stolen goods to whomever it came from. arresting players would put their character into jail for a term (1 hour real time-4 hours real time)
14. Players can take a random job in the world and earn a PAY CHECK. Ex. Police/Shop Helper/ Cook/Smithy Help/ Delivery boy/ town cleanup/ Builder/repairer. taking on these jobs earns you money weekly and also minor experience. You can gain crafting skill levels by helping in various ones too. Now throughout the game players can attack towns of other nations and deal damage to buildings. So taking on the task of repairing would be necessary.
Ok. Thats my Perfect MMORPG.. Minus a couple details. SORRY ITS LONG! HOPE YOU LIKE IT
Erm dunno about EQ now but as of 1999- end of 2001 i can tell you AC mattera whole lot!No way would my guild let a warrior with armour of 1000 tank that dragon over a tank with 1400.Simply put he would die much faster .
Also as a rogue my dex matter a lot because i use an off hand proc weapon and with a very high dex the weapon would not stop proccing.Also to get those high backstabs i needed to max my strenght out.
While maybe at low levels you can get away with low stats and armour ,no way you can do that at high levels.
So unless some changes happened in 2002-04 stats and AC matters a whole lot in EQ.
Erm dunno which country you live in but ever heard of the word FRAUD.
Fraud= deliberate perverion of truth to gain valuables from another person.
In UK and most countries in the world is is an offense that carries a jail sentence.
So if you promise someone somthing and then run off with his money you have commited fraud.So why on earth should you not get banned for that??
Anyhow for you thats the perfect mmorpg
I know that, but what i am saying is Look how many people in the real world get a way with it daily!! MORE THAN YOU"D REALIZE. In this game it would be the same. I am saying that depending on the frequency of their fraud they punishment would be worse if caught. If caught their character could be sentanced to DEATH meanining character deleted and items go BYBYE
Well you got to catch them.How often have you seen on VN boards folks spamming how they went around scamming others for months without been caught.So like in real life they get caught but some(many in fact) get away .
Also many mmorpg rarely ban you for a first time offense.They give you a week or 2 ban .To get a permament ban usually means you were a)caught doing it repeatively b)witnessed by GM after numerous complaints about your actions.
This is a paying game and nothing a company wants more then a chronic scammer gone.It annoys many paying customers( 1 happy scammer paying $15 or 30 annoyed customers that been scammed paying $450 .you do the maths).
I really doubt you ever see a mmorpg that would be soft on scammers.
It doesn't matter how many people can get away with it, it's still a crime. People get away with murder too.
And about EQ stats...stats matter a lot. If they didn't, the game would be pointless. AC matters too. As a druid, with 255 wisdom/230stamina/900AC Raid buffed, I can vouch that stats matter. I've played the game since 2001 and can't think of a time where the didn't matter.
I like the idea about super customization; being able to recognize a character without a nametag would be great. Being able to modify armor/clothing cut and shape would be great too, as well as color. Displaying guild, rank, status, etc. symbols would also be a big plus to me.
AHH! Run away from the monster! He's going to eat us!
Killer 100% Socializer 40% Explorer 33% Achiever 27%
Nemo sine vitio est
Nemo sine vitio est