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Name an element that you want in an MMO

fyerwallfyerwall Member UncommonPosts: 3,240

Ok, lets play a little game. We (the posters) are developers currently laying groundwork for an MMO we are making.

The game will be based on a class/level system. It will be PvE (for now, later we will lay ground work for PvP)

We don't care about balance at this point, that will come later (if we even need it at all)

Now our job is to name an element and give a description on how it will work, what benefits it would give the game on a whole. (One idea per post so as to not get confusing)

You can also take another persons Idea and modify it, or add a little twist to it, but again, give a description of how it will work and how it will benefit the game.

No idea is wrong or right.

My element;

For a level/class based system, have classes be the general template but upon level you gain points that will be spent in multiple stats. All classes have the same stats to choose from, just certain stats will cost certain classes more/less based on the class. Armor and items will require multiple stats to equip/use, as will your classes spells/abilities.

My Reason:

This will allow a member of a specific class (say a healer) to be different from the the next member, but coming at the risk of missing out on certain aspects while trying to attain others. Players will be able to find a setup that works for them and thier current playstyle; Your healer opted to wear the ultra heavy tanking gear and use a battle axe of doom at the cost of being left with a weaker healing ability than that of a pure healer. I feel that this bit of customization will add to player control of how they want to play thier class, giving it more of a sandbox feel.

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


Comments

  • CactusmanXCactusmanX Member Posts: 2,218

    Ok then

    I pick allowing the players appearence to not be dictated by gear , unless they wanted too that is.  Meaning you can wear what you want and have different color options and that is independant of stat gear that you are wearing.  So what gear a player has does not equal how they appear.

    Why, because it gives players options to create their ideal character without having to visually wear the same piece of gear as everyone else just because it is good and it prevents those times, which is most of the time, when you gear does not match and you look funny.  I don't think it would extend to weapons though, just clothing.

    Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit

  • TatumTatum Member Posts: 1,153

    Well, if it has to be class/level based, then I would start off by saying:  take all the crafting/tradeskills and turn them into classes.  Full on classes, none of this secondary advancement crap.  So, the crafters can actually be full time crafters and they'll be much better at it than the level 50 Uber Tank that just dabbles in crafting.  Of course, this is assuming you have some kind of multi-class system or a system where you can spend stat points on cross-class abilities.

  • TeimanTeiman Member Posts: 1,319

    I ask MMORPG elements from a MMORPG:

    -  Multiplayer in MMORPG: A solid LFG system. Is a multiplayer game, not a singleplayer RPG.

    - RolePlay in MMORPG: Good fonts and text (lore). I hate these tiny unreadable text font that korean games use.

    - Masive in MMORPG:   Full servers (as oposed to empty servers).   If you start your game with 90 servers, and only 3 guy on every server, I will unsubcribe faster than you can say "OMG".  Again, Massive Multiplayer.

    - Game in MMORPG: It has to be fun for more than 2 months. Games like Tabula Rasa are fun for only 30 days, after that uninstall,.. Is somewhat sad, and maybe finnancially imposible.

     

  • TheJomezTheJomez Member Posts: 15

    I think having a game that progresses with what happens in the world.  Such as, for adventuring classes defeating a named boss unlocks new spells/abilities.  For trade-skills discovering new land finding new material to use to make different type items, weapons, armors, foods. I think that would be a more in depth game instead doing it by tier by tier

  • ext1ext1 Member Posts: 98

    One character per server.


    Having played SWG's attempt at this, I have to say that I think it really helps foster a good community where you get to know the people you play with better because they are the same people all the time. When people can make 14,623 characters, you never know who is who unless you are in a guild with them, and even THEN you never know who is who if the guild is big enough.

    This also helps if you are going to create an interdependent community within the game. But even if you aren't, at least you don't have people hopping back and forth to different characters all the time...I know, some like to make different characters, but I think "1 per server" is a useful tool in community building.

    image

  • TeimanTeiman Member Posts: 1,319

    Originally posted by ext1


    One character per server.


    Having played SWG's attempt at this, I have to say that I think it really helps foster a good community where you get to know the people you play with better because they are the same people all the time. When people can make 14,623 characters, you never know who is who unless you are in a guild with them, and even THEN you never know who is who if the guild is big enough.
    This also helps if you are going to create an interdependent community within the game. But even if you aren't, at least you don't have people hopping back and forth to different characters all the time...I know, some like to make different characters, but I think "1 per server" is a useful tool in community building.

    There here another solutions for this problems.

    A OOC one:  make games have a email format:    yourAlterNickname@yourMainNickname

    A IC one: for all the alts to share a first name:   Mule Jonson,  Extic Jonson.

    Forcing a single account by server is lame, because you want to test other classes. Maybe a guild sould have at least one tank, and a healer, If no one join with that specs, somehome has to roll one, as a alter.

    I share your pain, but not your solution.

  • CzzarreCzzarre Member, Newbie CommonPosts: 3,742

    My element: Conflict within the game. A reason to fight and where battles actually have meaning. I dont want an arbitrary ranking on my character display, or rewards that only go to me for conquering the opposing side. Meaningful victories, where when you win someting, conquer something, control something...your entire side benifits.

    My Reason: In the end, I always feel that player on player conflict is more robust than player vs computer. The computer takes no anguish in defeat , no relishes its victories. There has to be a reason you want to get in and play and for me, its not so that my stat page looks better than someone elses.

    Torrential

  • Daffid011Daffid011 Member UncommonPosts: 7,945

    Fire

  • BushMonkeyBushMonkey Member Posts: 1,406

    Challenging AI

  • TatumTatum Member Posts: 1,153

    Originally posted by ext1


    One character per server.


    Having played SWG's attempt at this, I have to say that I think it really helps foster a good community where you get to know the people you play with better because they are the same people all the time. When people can make 14,623 characters, you never know who is who unless you are in a guild with them, and even THEN you never know who is who if the guild is big enough.
    This also helps if you are going to create an interdependent community within the game. But even if you aren't, at least you don't have people hopping back and forth to different characters all the time...I know, some like to make different characters, but I think "1 per server" is a useful tool in community building.
    Actually, I'd also like to see more of this.  At the least, have some servers where this is the rule.

    For another feature, I would add dynamic spawns.  I know this is a big feature, but it makes a massive difference and adds (potentially) a lot more complexity to the game world.  You can still have some fixed spawn points and every creature would have zones where they are much more likely to spawn, but for the most part, the system would be very dynamic with a little bit of the random thrown in.

  • zenaphexzenaphex Member Posts: 73

    Immersion. I have yet to come across an MMO that has completely immersed me. Without it, I feel disconnected and will lose touch with it quickly.

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    The ability to earn every in a group...unless something is completely useless in a group.

     

    HPS, yep, all earnable in groups.  DPS, all earnable in groups.  Spells...yup...EVERYTHING.

     

    It is more than just want, it is now a pre-requisite for me to even consider playing a MMO. :P

    - "If I understand you well, you are telling me until next time. " - Ren

  • paulscottpaulscott Member Posts: 5,613

    Originally posted by Anofalye


    The ability to earn every in a group...unless something is completely useless in a group.
     
    HPS, yep, all earnable in groups.  DPS, all earnable in groups.  Spells...yup...EVERYTHING.
     
    It is more than just want, it is now a pre-requisite for me to even consider playing a MMO. :P
    a truely evil design since that means that a handful of people who are all familar/comfortable with each other have to be on at the same time, not only that have to want to do the same things.

    I've played lots of grouping games and they're fun but I've like WurmOnlines implemtation of PvE grouping the best.  In all cases there isn't an offical 'group' mechanic, and in most cases all invovled players just needed to do their parts some times not even being logged in at the same time.   pity that that doesn't work for evervanilla type mechanics.

    lots of web based games have you doing everything in a group as well.  however since time 'travels' differently you don't all need to be on at the same time for the most part.

    I find it amazing that by 2020 first world countries will be competing to get immigrants.

  • Not only do I want to be able to murder you and your family, but being able to loot you dry was one of the biggest appeals for me to MMo's. UO did it right, and everyone else just fails, but of course UO failed later when they input insurance. O the travesty!

  • KrayzjoelKrayzjoel Member Posts: 906

    Element:

    No classes just skills so you can make a character the way you want it. Make sure it has lots of skills and talents so that you can create different types of characters.

    Played : WOW, LOTRO, COH/COV, EQ2, SWG, and WAR.
    Playing EVE Online and AOC.
    Wtg for SW:TOR and WOD

  • Originally posted by Krayzjoel


    Element:
    No classes just skills so you can make a character the way you want it. Make sure it has lots of skills and talents so that you can create different types of characters.

    Yeah, im waiting for darkfall online too. rofl.

  • NeeAnderTallNeeAnderTall Member Posts: 79

    The sandbox. I want the sandbox idea in a multi-genre multiverse not restricted to just fantasy or sci-fi. Every now and then I want to kill Murlocs with a Blaster. And then run them over in a tank. 

    Can you guarantee access to a vehicle and mounts from the start? Thanks.

    HOT Chics on the cover art will get my attention.

    I proposed a Legoland MMO where you can buy property in a player city to build your place of business or fanciful dream house with the blocks and pieces you've looted from all the different Legoland multi-verse instances. You can build it as high as you want to, provided you have the blocks. A trade system between players who want to trade for some of the rarer pieces. Just an idea based on a well established toy that has already proved it's viability in video games before.

    I like the idea of stripping the stats off of items to be applied to other items enabling each player the freedom to customize their special appearance without it being influenced by the unseen stats.

     

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  • llhockleyllhockley Member Posts: 5

    Assuming we have classes that are purely trade skills, then I would like to propose Artifacts.

    A random roll on the crafting process that is very rare to achieve but once sucessful produces and artifact version of the item you are crafting.

    This item is unbalanced and comes with many benefits to the user plus some bad side effects.

    Lets assume the item is a weapon that normally has 3 stats (i.e. Damage, Speed and Range).

    The artifact version will actually have many more and higher stats than the non-artifact version that may place the player in...erm...elite mode...multiplies natural health, mana for example.

    Side effects might include, cannot group, always attackable by all factions.

    Apon death, the item will be destroyed and returned to the void or the item stats will drop 50% per death.

    A nice auction item for the crafter; talking point in the auction houses and bragging rights for the user and a witch hunt for the rest of us.

  • tofiluktofiluk Member Posts: 20

    nice game play and nice story those are the elements that i am looking for a MMO..

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  • TeflonEddieTeflonEddie Member Posts: 270

    I'd definately say "One char per account". it does make for a better community if people know that they can't hide behind alts to be asses.

    I'd also say open skill (Like UO/SWG) rather than level based, since it allows more customization and a more careful approach to PvP in the sense of never knowing an opponents skills. It also bred a better class of dedicated crafter.

    Thirdly, I'd want crafted gear to be best-in-game and to either decay over time or be lost upon death (to bolster a strong economy).

     

  • GodliestGodliest Member Posts: 3,486

    May I also mention lack of elements? As you didn't answer my question, and I did wait for it around 10 seconds, I take that as a yes.

    No über items - I hate when, like in WoW, some people can get a "boost" thanks to playing the game nonstop thus making them better in both PvP and PvE. If you want to give the dedicated (read no-lifers) some kind of reward for all their work then give them some kind of titles as a reward. You can still keep the ePeen and yet everyone can compete at an equal level.

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  • JadetoothJadetooth Member UncommonPosts: 372

    Element: Developing world

    The world evolves as time goes by, burned down cities gets rebuild, cities expand when there's enough "action" going on in it's area. Mob-Groups get's camps, outposts, cities if left alone in an area for too long.

     

    It has been my main grip with MMOs for quite some time now, i hate how all the developers just adds more land, and new instances, and then just forgets about the old things. The worlds are way to static to be enjoyable for me. And i know, new players will miss some of the older content, but they will "live" to experience a new world, and help shape it and build it!

     

    Element: Epic Items

    I want my items to be epic yes, but i want to make them epic, i want my items to have a story along side my own story. I want to find a sword, and shape it into the orcslayer i know it can become. I want to find the old runes to inscripe into it, to make it hurt more. I want my weapon to be my weapon, not just another drop from the endboss in the instance.

     

    element: Trophies

    I want to be able to show off i've killed 500 rats. Be it in a house, on my avatar, through an inspection screen, i don't care, but don't let those 500 rats have died in vain. Give me a rattail to hang from my swords hilt, a rat head to hang on my wall, a rat-picture under my archnemesis-list!

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  • TeflonEddieTeflonEddie Member Posts: 270
    Originally posted by skinnys


    Element: Epic Items
    I want my items to be epic yes, but i want to make them epic, i want my items to have a story along side my own story. I want to find a sword, and shape it into the orcslayer i know it can become. I want to find the old runes to inscripe into it, to make it hurt more. I want my weapon to be my weapon, not just another drop from the endboss in the instance.
    Tihs is a great idea and I believe that LOTRO is doing something similar in an upcoming patch; "epic" items that level with you.

     

  • JadetoothJadetooth Member UncommonPosts: 372

    Originally posted by TeflonEddie
     Tihs is a great idea and I believe that LOTRO is doing something similar in an upcoming patch; "epic" items that level with you.

    Yea, and i have high hopes for that aswell, i really hope turbine can pull it off. They seem to have a good idea of what the players want. I love what they've done with the LOTR universe, but i wish they would have made their own universe, so that they weren't so "locked" into the settings as they are now.

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