What i think is that it is a pity that people like us will never ever get our voices heard by a games company. If i owned a games company with the intent of making an MMORPG i would trawl through sites like these and rip posts like mine and the rest here. If i saw a post and thought 'nice!@ then i would use that idea in a game.
What companies really do is say, hmm lets go buy EQ or DAoC and see how we can make this game again but slightly better.
Reading all these good ideas makes me a proud member of MMORPG.com, but also sad when a new game is produced which incorporates completely none of the good ideas i read about.
Originally posted by Xaldor The perfect MMORPG is a game called "REAL LIFE." Check out the review at gamespot....you won't be dissapointed...Xaldor
I am playing real life at the moment and to be honest if there was an option i would take it back and purchase a different game.
I like RPG style games because they give me the opportunity to do things that i simply cannot do in real life. Because they allow me to more or less pretend to be someone or something else for a few hours. This isnt sad or lonely or anything, because subconsciously that is what you feel when playing any kind of computer game.
I know quite a few people in on the WoW beta.. and most of them are back to playing EQ again more often than WoW. At first they all became fanboy's (and girl's) talking nonstop about how great the game is.. suddenly now they are coming to the realization that it is just EQ with better graphics and less friends (just like many did with DAoC).
The perfect RPG for me is one without any timesinks, and lots of guild competition. Competition both in team based PvP and competition in PvE (ie. Raids to see who can kill the big mobs first). Minimal leveling, but you need to be able to improve your character in some way, preferably gear, no long travelling (after playing these games for years I no longer feel the oooh ahh effect of travelling through a fancy world), and preferably lots of instanced content (hate having to wait to get that "camp"). The game I am looking forward to most is Guild Wars.. it sounds like at this stage it will be everything I want except for the guild raid PvE content which hopefully they will add in.
Eww, this post is back from the dead. Its got icky worms and stuff in it!
I think it may be unfair to call WoW an EQ clone. I haven't played it, but it does seem to have improvements over EQ1. Some people are just never happy.
I agree BSherlock. There is nothing I would love more than being able to develop a game with people like you, based on ideas like those that have been toyed with on these forums. We have mentioned before whilst discussing our radical new MMORPG mechanisms, that with the large companies that make the bigtim games, radical ideas will never be looked at due to a large chance of negative returns. It is a great shame, even big time games get cancelled, Mythica, UXO, so small time companies stand little chance.
I do have one question. Dark and Light. The company making that, are they a big company? Have they made games before? Are they a small time company being funded by a larger one?
If I win the lottery, ill post here and hire you all and we can make a kick ass game, ok?
-------------------------------------------
MMORPGs: Treadmills that make you fatter.
www.silkyvenom.com <-- a good site for Vanguard information
I dunno about perfect, but I would love to see a MMORPG that actually has a stable economy without hyperinflation. Probably one of the most difficult aspects of a game to get working, but also one of the least important according to the MMORPG.com poll, so guess it isn't that big of a deal.
Killer 73% Explorer 60% Achiever 46% Socializer 20%
___________________ Killer 73% Explorer 60% Achiever 46% Socializer 20%
Yeah, it is unfair to call WoW an EQ clone.. the game's still in beta.. was using the word's of a couple of friends of mine (husband and wife) that are in on the beta, they were absolutely WoW crazy for awhile, quit EQ tried to tell anyone and everyone that WoW was the next big thing. They're back EQ now. Unfair to call DaOC an EQ clone, but when you think about it neither DaOC or WoW really attempts to do anything really original.
A stable economy needs the speed at which players can churn out gear, to be in proportion to the speed at which they are produced in real life. The speed at which players need new gear (because old gear is broken or rusted) must also fit with real life. This way you dont get the market flooded with superior gear from people with fast fingers. Every lowly player must have a chance in the market. Im not sure how you would restrict the numbers of people selling the same thing, but it would have to be done. Perhaps you could add in subdivisions to the system, so that players are required to specialise.
-------------------------------------------
MMORPGs: Treadmills that make you fatter.
www.silkyvenom.com <-- a good site for Vanguard information
Personally I am not too set into certain specifics a good MMORPG would need above all else.
1) A GOOD AND FUN COMBAT SYSTEM. Monsters need relevant profiles e.g. skeletons dont bleed(open wounds alike) dragons dont get knockbacked by an hammer and such. Its okay to monsters that are (near) impossible for certain classes. Skills/Spells and such should interact between them self or the environment e.g. an freeze/water/wind spell mite put an fire out knock things over or even freeze an river making it passable. I my eyes MMORPGs have not even scratched the possibilities yet alone of some basic elements like of medieval weapons. Alone profiling weapons interestingly could make normal combat an intriguing mutlilayered experience just by better featuring secondary effects of weapons such as the splitting feature of an Axe, the impact quality of hammer and maces , the puncturing abilities of Arrows and Rapier or simply the advantages of weapon ranges of an spear or dagger.
2) HIGH INTERACTION POSSIBLITIES BETWEEN GAMERS AN ENVIORMENT. As mentioned above spells/skill should have lots of secondary effects that can build up to advantages but I think simply interaction even more important thing like player helping each other climb other an wall for example. Of course interaction also goes for offline status maybe one could run a shop/pub or sorts while offline.
3) Random Idea. A fearure Id like to see would be some general Game Account gain e.g. Why should my 2nd char also have to get an lvl 100 Blacksmith just to be effective when I have achieved that goal already with an other char. Some sort of household feature maybe even building up some dynasty or something alike.
4) Random Must Things. * Loot right management. * Grouping/chat possibilities but not only Guild/clans hunting groups there should also be something like friend circles and groups following certain goals which dont or only maybe excludes them selfs. * Crafting(preferred with real advantages) * Economy(preferred with excel options) * Quest system that includes more than kill X or search Y in time Z and bring Y items or combinations of.
* Oh i nearly forgot an monthly content update(I know this is a though one but ever work on a PC 2-3 times faster than ours? And you never had trouble before working on your PC but now it feels like moving in sirrup? Well I got spoilt with monthly updates and anything less feels like sirrup now )
I think I could go on never ending into some real details so Ill leave it at that.
MMORPG lately have failed to satisfy me for long in being far to simplistic in their usage.
The animations and so are flashy and so but almost everything is usable against anything but not everything effect every thing which lead at least me too being bored quite quickly but still having fun for an short while.
--- Light laughter and sweet water to you fellow adventures.
--- Light laughter and sweet water to you fellow adventures.
psibot - find your damn apostrophe key, stop using a question mark as a replacement! .. sorry, that was just annoying me
Its all well and good saying things like:
'good loot management is a must', but what would you call good? Explain your ideas!
Also, I like your ideas for monster with relating profiles, and skills that have logical effects, and can effect the enviroment. The problem is, a game implementing this would have a reduced number of monsters in total, due to the slower process of designing and implementing them. There would also be less skills for the same reason. Not only that, but certain skills would have desirable effects (like an ice spell freezing part of a river) and many people would get that skills, causing a mass migration by players towards a similar template.
Interaction between player and enviroment does need to be increased, as it would hugely increase the immersiveness of a game, but this cannot be done through combat skills, as it would simply topple any balance you put in place. Maybe separate skills that link in with the enviroment? A skill tree for how charcters knowledge and reaction to nature? Maybe more relative crafting/foraging skills would do the trick?
-------------------------------------------
MMORPGs: Treadmills that make you fatter.
www.silkyvenom.com <-- a good site for Vanguard information
different peeps like different things there's just no way to satisfy everbody.
MMORPG's which still have to come out are focussing more and more on a specifick type of gamer they days of trying to make a game for everybody are over and gone.
I think this is a good thing sins it largely helps to create specifick communities with specifick ideas which is a lot better then they games atm where they Phat lewt power gamer doesn[t interfere with a sound roleplayer
Originally posted by TianFeng psibot - find your damn apostrophe key, stop using a question mark as a replacement! .. sorry, that was just annoying me
I copy/pasted the text from MS Word and just hit the edit button to manually correct this but to my suprise all question marks show up as apostrophe so sorry about that but I won't look into this.
Also, I like your ideas for monster with relating profiles, and skills that have logical effects, and can effect the enviroment. The problem is, a game implementing this would have a reduced number of monsters in total, due to the slower process of designing and implementing them.
Well some older games had monster profiles and managed thats quite well. Even if one looks at it as granted that an major design slowing issue it would still be adding a lot more too the game and well worth it IMO. Cuz bleeding skeletons, burned fire elementals take a lot out of an games romantic flare. as example
Not only that, but certain skills would have desirable effects (like an ice spell freezing part of a river) and many people would get that skills, causing a mass migration by players towards a similar template.Interaction between player and enviroment does need to be increased, as it would hugely increase the immersiveness of a game, but this cannot be done through combat skills, as it would simply topple any balance you put in place.
Well please see it more as an open general concept if you like an combat spell being able to be used as travel spell or to solve an riddle or what ever but also maybe as some part of an skill.
If you have play Pen and Paper RPGs youll know that the real power of an mage is not their spell but the creativaty how they are used or can be used.
Also I dont see an major problem desgining an base system where such features could be quickly added by game desingner. I say this as an person that earns his living thru programing him self.
Also id like to add a few words on the very much used word "exploit". Personally i think exploit are treated the wrong way in general an should be part of any MMORPG as long conter measures are possible which does not mean ever single charater should be able to conteract everthing. Probally most people think at this point I am nuts but let me explain e.g. a bow is at own an thing that exploits range. How have MMORPGs lately solved this Player vs. Monster wise by giving 95% if the monster at least an small ranged attack (I know why this is done but sorry if I say so its simply lame).I'd rather allow such exploits and tackle the beast from an other side e.g. exploits as an bow are okay but one still can controll the reward given out for different things just as one solution.
Maybe separate skills that link in with the enviroment? A skill tree for how charcters knowledge and reaction to nature? Maybe more relative crafting/foraging skills would do the trick?
Yes that a very nice idea. as I said I not too set on what I only see the rough image of what seems missing there multiple solutions to cover that then
--- Light laughter and sweet water to you fellow adventures.
--- Light laughter and sweet water to you fellow adventures.
Comments
Uo is almost perfect..Well if ur rich.But there is no Perfect Mmorpg.
intel sucks even with their 3.6
Imperium Acranum rapped me
All i want in an MMO is:
1. GAMEPLAY (most important)
2. Graphics
Thats All, if it has that, its worth trying.
Playing - CoH and EQ
Waiting On - EQ2, WoW, and GW
Let Go of My Eggo Bitch!
Thanks for the replies TianFeng.
What i think is that it is a pity that people like us will never ever get our voices heard by a games company. If i owned a games company with the intent of making an MMORPG i would trawl through sites like these and rip posts like mine and the rest here. If i saw a post and thought 'nice!@ then i would use that idea in a game.
What companies really do is say, hmm lets go buy EQ or DAoC and see how we can make this game again but slightly better.
Reading all these good ideas makes me a proud member of MMORPG.com, but also sad when a new game is produced which incorporates completely none of the good ideas i read about.
MUAHAHAHAHAHA
MUAHAHAHAHAHA
It woudl be a lot like The Sims Online. Except instead of McDonalds and pizzarias, it would have a lot of black jack and hookers.
But that's just one dirty old man's dream. I try not to judge others.
I am playing real life at the moment and to be honest if there was an option i would take it back and purchase a different game.
I like RPG style games because they give me the opportunity to do things that i simply cannot do in real life. Because they allow me to more or less pretend to be someone or something else for a few hours. This isnt sad or lonely or anything, because subconsciously that is what you feel when playing any kind of computer game.
MUAHAHAHAHAHA
MUAHAHAHAHAHA
I know quite a few people in on the WoW beta.. and most of them are back to playing EQ again more often than WoW. At first they all became fanboy's (and girl's) talking nonstop about how great the game is.. suddenly now they are coming to the realization that it is just EQ with better graphics and less friends (just like many did with DAoC).
The perfect RPG for me is one without any timesinks, and lots of guild competition. Competition both in team based PvP and competition in PvE (ie. Raids to see who can kill the big mobs first). Minimal leveling, but you need to be able to improve your character in some way, preferably gear, no long travelling (after playing these games for years I no longer feel the oooh ahh effect of travelling through a fancy world), and preferably lots of instanced content (hate having to wait to get that "camp"). The game I am looking forward to most is Guild Wars.. it sounds like at this stage it will be everything I want except for the guild raid PvE content which hopefully they will add in.
Eww, this post is back from the dead. Its got icky worms and stuff in it!
I think it may be unfair to call WoW an EQ clone. I haven't played it, but it does seem to have improvements over EQ1. Some people are just never happy.
I agree BSherlock. There is nothing I would love more than being able to develop a game with people like you, based on ideas like those that have been toyed with on these forums. We have mentioned before whilst discussing our radical new MMORPG mechanisms, that with the large companies that make the bigtim games, radical ideas will never be looked at due to a large chance of negative returns. It is a great shame, even big time games get cancelled, Mythica, UXO, so small time companies stand little chance.
I do have one question. Dark and Light. The company making that, are they a big company? Have they made games before? Are they a small time company being funded by a larger one?
If I win the lottery, ill post here and hire you all and we can make a kick ass game, ok?
-------------------------------------------
MMORPGs: Treadmills that make you fatter.
www.silkyvenom.com <-- a good site for Vanguard information
Killer 73%
Explorer 60%
Achiever 46%
Socializer 20%
___________________
Killer 73%
Explorer 60%
Achiever 46%
Socializer 20%
A stable economy needs the speed at which players can churn out gear, to be in proportion to the speed at which they are produced in real life. The speed at which players need new gear (because old gear is broken or rusted) must also fit with real life. This way you dont get the market flooded with superior gear from people with fast fingers. Every lowly player must have a chance in the market. Im not sure how you would restrict the numbers of people selling the same thing, but it would have to be done. Perhaps you could add in subdivisions to the system, so that players are required to specialise.
-------------------------------------------
MMORPGs: Treadmills that make you fatter.
www.silkyvenom.com <-- a good site for Vanguard information
Personally I am not too set into certain specifics a good MMORPG would need above all else.
1) A GOOD AND FUN COMBAT SYSTEM.
Monsters need relevant profiles e.g. skeletons dont bleed(open wounds alike) dragons dont get knockbacked by an hammer and such. Its okay to monsters that are (near) impossible for certain classes. Skills/Spells and such should interact between them self or the environment e.g. an freeze/water/wind spell mite put an fire out knock things over or even freeze an river making it passable.
I my eyes MMORPGs have not even scratched the possibilities yet alone of some basic elements like of medieval weapons. Alone profiling weapons interestingly could make normal combat an intriguing mutlilayered experience just by better featuring secondary effects of weapons such as the splitting feature of an Axe, the impact quality of hammer and maces , the puncturing abilities of Arrows and Rapier or simply the advantages of weapon ranges of an spear or dagger.
2) HIGH INTERACTION POSSIBLITIES BETWEEN GAMERS AN ENVIORMENT.
As mentioned above spells/skill should have lots of secondary effects that can build up to advantages but I think simply interaction even more important thing like player helping each other climb other an wall for example.
Of course interaction also goes for offline status maybe one could run a shop/pub or sorts while offline.
3) Random Idea.
A fearure Id like to see would be some general Game Account gain e.g. Why should my 2nd char also have to get an lvl 100 Blacksmith just to be effective when I have achieved that goal already with an other char. Some sort of household feature maybe even building up some dynasty or something alike.
4) Random Must Things.
* Loot right management.
* Grouping/chat possibilities but not only Guild/clans hunting groups there should also be something like friend circles and groups following certain goals which dont or only maybe excludes them selfs.
* Crafting(preferred with real advantages)
* Economy(preferred with excel options)
* Quest system that includes more than kill X or search Y in time Z and bring Y items or combinations of.
* Oh i nearly forgot an monthly content update(I know this is a though one but ever work on a PC 2-3 times faster than ours? And you never had trouble before working on your PC but now it feels like moving in sirrup? Well I got spoilt with monthly updates and anything less feels like sirrup now )
I think I could go on never ending into some real details so Ill leave it at that.
MMORPG lately have failed to satisfy me for long in being far to simplistic in their usage.
The animations and so are flashy and so but almost everything is usable against anything but not everything effect every thing which lead at least me too being bored quite quickly but still having fun for an short while.
---
Light laughter and sweet water to you fellow adventures.
---
Light laughter and sweet water to you fellow adventures.
psibot - find your damn apostrophe key, stop using a question mark as a replacement! .. sorry, that was just annoying me
Its all well and good saying things like:
'good loot management is a must', but what would you call good? Explain your ideas!
Also, I like your ideas for monster with relating profiles, and skills that have logical effects, and can effect the enviroment. The problem is, a game implementing this would have a reduced number of monsters in total, due to the slower process of designing and implementing them. There would also be less skills for the same reason. Not only that, but certain skills would have desirable effects (like an ice spell freezing part of a river) and many people would get that skills, causing a mass migration by players towards a similar template.
Interaction between player and enviroment does need to be increased, as it would hugely increase the immersiveness of a game, but this cannot be done through combat skills, as it would simply topple any balance you put in place. Maybe separate skills that link in with the enviroment? A skill tree for how charcters knowledge and reaction to nature? Maybe more relative crafting/foraging skills would do the trick?
-------------------------------------------
MMORPGs: Treadmills that make you fatter.
www.silkyvenom.com <-- a good site for Vanguard information
Let face it
there's not something like a pefect mmorpg.
different peeps like different things there's just no way to satisfy everbody.
MMORPG's which still have to come out are focussing more and more on a specifick type of gamer they days of trying to make a game for everybody are over and gone.
I think this is a good thing sins it largely helps to create specifick communities with specifick ideas which is a lot better then they games atm where they Phat lewt power gamer doesn[t interfere with a sound roleplayer
I copy/pasted the text from MS Word and just hit the edit button to manually correct this but to my suprise all question marks show up as apostrophe so sorry about that but I won't look into this.
Well some older games had monster profiles and managed thats quite well. Even if one looks at it as granted that an major design slowing issue it would still be adding a lot more too the game and well worth it IMO.
Well please see it more as an open general concept if you like an combat spell being able to be used as travel spell or to solve an riddle or what ever but also maybe as some part of an skill.Cuz bleeding skeletons, burned fire elementals take a lot out of an games romantic flare. as example
If you have play Pen and Paper RPGs youll know that the real power of an mage is not their spell but the creativaty how they are used or can be used.
Also I dont see an major problem desgining an base system where such features could be quickly added by game desingner. I say this as an person that earns his living thru programing him self.
Also id like to add a few words on the very much used word "exploit". Personally i think exploit are treated the wrong way in general an should be part of any MMORPG as long conter measures are possible which does not mean ever single charater should be able to conteract everthing.
Yes that a very nice idea. as I said I not too set on what I only see the rough image of what seems missing there multiple solutions to cover that thenProbally most people think at this point I am nuts but let me explain e.g. a bow is at own an thing that exploits range.
How have MMORPGs lately solved this Player vs. Monster wise by giving 95% if the monster at least an small ranged attack (I know why this is done but sorry if I say so its simply lame).I'd rather allow such exploits and tackle the beast from an other side e.g. exploits as an bow are okay but one still can controll the reward given out for different things just as one solution.
---
Light laughter and sweet water to you fellow adventures.
---
Light laughter and sweet water to you fellow adventures.