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What would you like to see in an MMO?

What would you like to see in an MMO?




Well basically I am making this thread to find out what the community of gamers, both hardcore and not, would like to see included in an MMO in the future. This could be totally new ideas, or just changing concepts from what is implemented in MMO's already released.



Some topics of discussion could include:
  • Crafting/Professions
  • Classes/Class Progression/Multiple Classes(primary and secondary)/ Pros vs Cons
  • Raids/Boss Encounters/Difficulty/Size/Getting Attuned(for lack of a better word) - Yes, No?
  • PvP/Siege Warfare
  • Guilds/Player Built Cities
  • Itemization/Armor Sets/PvE Gear vs PvP Gear
  • Mounted Combat/Pros vs Cons/Balance against non-mounted opponents
  • Alternate AH concepts/Market Place/Bazaar
  • Starting Zones/Having Multiple/Class Specific/Player Chosen

Obviously there are probably many more which I did not mention. So toss your ideas out there, who knows, maybe they will find there way into an upcoming game?!?!





P.S.



PLEASE no flaming someone for posting their ideas that might not be feasible.




If mentioning other titles, post what if implemented, and the changes you would like to see made - please don't just tear them apart.
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Comments

  • TalinguardTalinguard Member UncommonPosts: 676

    MMORPG economies that don't put NPC's between the player and money.

    Presentation for new MMORPG economics concept http://www.slideshare.net/talin/mmo-economics-concept-v-10

  • rikiliirikilii Member UncommonPosts: 1,084

    Realism.

    I think a game that sticks as close to possible to realistic metrics would be very fun and fulfilling to play.

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    im to lazy too use grammar or punctuation good

  • bearden441bearden441 Member Posts: 15
    Originally posted by rikilii


    Realism.
    I think a game that sticks as close to possible to realistic metrics would be very fun and fulfilling to play.

     

    could you expand on that?  Realism is a vast topic.

  • rikiliirikilii Member UncommonPosts: 1,084
    Originally posted by bearden441

    Originally posted by rikilii


    Realism.
    I think a game that sticks as close to possible to realistic metrics would be very fun and fulfilling to play.

     

    could you expand on that?  Realism is a vast topic.

     

    It would take a long time to explain it across the board, but I guess I can give one small example.

    In most MMO combat, let's take two swordsmen in a fight for example, each fighter attacks the other over and over, and 90% of the time hits the other fighter and does a little damage.  On rare occasions, one of the fighters will block/parry/dodge an attack, and you'll hear a sound effect indicating that happened, like metal clanging on metal or metal banging on a wooden shield.  But most of the time, you hear metal biting into flesh.

    Now picture a typical movie sword fight for contrast.  In such a fight, two sword fighters will attack each other over and over, and 95% of the time, the attack will be blocked.   You hear a lot of metal clanking on metal.  When you hear metal bite flesh, the fight is usually over.  The fight goes on, attack, parry, attack, dodge, until someone gets in a lucky shot.   That single shot could be fatal, or it could be a flesh wound, or it could deflect off armor, or it could slightly injure the target, perhaps causing him to fall down, drop his weapon, etc.  What it doesn't do is make a little bit of a green bar at the top of the screen go away.

    This more "realistic" type of combat system could easily be simulated in an MMO.  For example, you need only look as far as the PnP game Runequest ( I can elaborate if you want)

    A typical fight would last just as long as a traditional MMO fight, on average, but in some cases it could be very fast.  It would be less predictable, more exciting than just managing a race to chip away at a health bar.  Theoretically, any character of any "level" (more on this if you wish) could defeat any other character of much "higher level," but that would require an enormous degree of luck.  Most of the time, the very skilled character would defeat the very weak character very quickly, just like in current games.

     

    That's one example.  If you want, I can give you another one that has nothing to do with combat, or I can explain the combat system in more technical detail.

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    im to lazy too use grammar or punctuation good

  • bearden441bearden441 Member Posts: 15

     








    I did some research on Runequest, specifically the combat system, in regards to your explanation.  So, lets see if I understand completely, and if I could put it into an MMO context:

    For combat, an appealing feature of a game to you would be realistic combat.  So for example, if a game had specific combat "skills" such as defense (which a player would start out with), attack (again, a player would start out with), counter (learned), etc...

    Throughout trainer quests, a character could increase his max skill in a specific ability; lets choose defense for an example on a NPC.  A "level 1" character starts with attack 10.  A "level 1" NPC enemy starts with defense 10.  This means that most frontal attacks from the PC would be blocked or parried by the NPC, because skill is the same.  Since movement in most MMO's in free range (and I dont see that changing too much) if a character is able to get behind or to the side of the enemy he would have a greater chance to get an attack through.  This would also apply to "handedness" (a character who is right handed and holds his weapon in his right hand would have an easier time blocking an attack coming from a character strafing to the right then to the left). 

    If a PC decides to complete a quest from the combat attack trainer, and lets say his skill is increased to a max of 15.  Granted he is still at 10 of 15.  This means that he would have to go out into a "training grounds" type area and PvP to up his skill.  It could be upped with each battle won, or something along those lines.  Or he could go out into the world and fight NPC's for quests, increases his skill in the same fashion.

    When he finally gets to 15/15 attack skill he would have a greater chance of breaking through an enemies defenses who is on only at 10/10.  Instead of say 90% of frontal attacks blocked/parried/etc, only 80% would be, and attacking from the side would also substantially increase the chance to break through the defenses.

    This would not only take into account "level" and training of a character, but it would also take into account a players skill also.  This could come in the form of prediction of where a character might move as to also keep a frontal defense up, and reacting quickly enough so he doesn’t get hit too many times from a weak side.

    Granted if there is a combat situation in where a player is faced with multiple opponents, it would take great skill on the player’s part to manage between the two enemies and come out victorious.

    This brings me into a second point, having combat not just being a mad dash to who can get the little green bar down faster:

    There are many options which come to mind, most which would not really fit into the setting of MMO combat.  The best of them could be instead of a health bar, instead be a health "person".  Where the health bar would be, instead have a character silhouette with different sections:  right arm, left arm, head, chest, left leg, right leg.

    A character can have attacks which when attacking from the front are directional based (kind of like AoC where you can choose to attack from top right to bottom left, etc).  When moving around, if a character attacks with a right handed attack, when facing the left side of an enemy, he would be hitting his back.

    Each section of the character mentioned above would have health.  A players total health would be the total of all the sections added together.  Ex: head-2, L arm-5, R arm-5, chest-10, L leg-5, R leg- 5 = Total HP is 32.

    Since combat is directional based, to truly take out a "right handed" enemy all you would have to do is take out his right arm, as that is where he holds his weapon.  (Ambidexterity could also be a learned skill, of course a players off hand skill would be slightly lower then his main hand).  He would then be left defenseless and ultimately be defeated.

    I mentioned in the beginning a “counter” skill.  This could be applied where; certain skills or attacks of opportunity could be initiated for a short amount of time when a certain directional attack is blocked/parried/etc.  These skills would require high skill to pull off properly, and if not completed, would leave a player open to attacks.

     

    Sorry if this is unclear, and if there are any questions please post them; the office has been really busy... and yes I am working on the 4th of July at 7:30... but I am leaving now to catch the fireworks in NYC.

     

  • rikiliirikilii Member UncommonPosts: 1,084

    That sounds pretty close to what I was thinking.  But my main point was not so much in the exact implementation, which could be done in many different ways, and to a much greater level of intricacy than a PnP game.  My main point was more about the pacing, look and feel of the combat.

    Of course, this idea lends itself well to a skill based system as opposed to a level/class based system (consistent with the Runequest example).

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    im to lazy too use grammar or punctuation good

  • InzraInzra Member Posts: 679

    Here's my tip for making a legendary MMORPG:

    1. give the player as much freedom as possible

    2. make sure the freedom is credible.

     

    Example: classes limit what you can do, therefore there shouldn't be any classes. That would give the freedom of using both magic/science and melee/weapons with just one char.

    At the same time it has to be credible

    Example of non-credible things: to be able to wear huge amounts of equipment, many bags containing many things, without having magic/science to do that.

    Or to be able to return "home" ( i.e. WoW with the hearthstone) without having trained your skill in magic/science.

     

    Another tip is, try make it so that the player will never need more than one char.

    This could be solved by making death in the game more involved: you could get choices to build your char up from scratch each time you died,  or just go back in the way you came out.

     

     

  • rasgrixrasgrix Member Posts: 169

    for as much realism as possible, they could remove the hp bar, and instead, warriors will use their swords to parry and block, mages will cast defensive skills and rangers can evade or use pets to tank etc. this is just for the combat system.

    Also a game with lotsa of possibilties, eg) a cart breaks down carrying goods, u can decide to help but u didnt, bandits come and robs the cart, u can choose to help but u choose to join the bandits, u want a share of the goods but just then calvary from a town arrives etc. etc. of course this will not in any way affect anything greatly, only maybe your good/evil alignment?

  • JadKniJadKni Member Posts: 12

    One with a leveling system in which you get experience in different skills, not one large pool for killing things.  IE; you successfully hit something with a sword, you get sword experience.  You block an attack with a shield, you get shield experience.  You cast a spell, you get experience in that spell.

     

     

    What really pains me about saying this is that it-which-should-not-be-named is the only MMO I know of that does something even remotely similar to this.

    EDIT: Realism?  Yeah, they've got an MMO out there like that.  It's called RL.  It's got over 6 billion subscribers, and growing.  Really shitty PVP though, and leveling up is impossible.

  • bearden441bearden441 Member Posts: 15
    Originally posted by rasgrix

    for as much realism as possible, they could remove the hp bar, and instead, warriors will use their swords to parry and block, mages will cast defensive skills and rangers can evade or use pets to tank etc. this is just for the combat system.

    Also a game with lotsa of possibilties, eg) a cart breaks down carrying goods, u can decide to help but u didnt, bandits come and robs the cart, u can choose to help but u choose to join the bandits, u want a share of the goods but just then calvary from a town arrives etc. etc. of course this will not in any way affect anything greatly, only maybe your good/evil alignment?




    I was also speaking before about removing the "HP Bar" and having a different implementation of calculating HP.  However, removing it completely is something I am just not sure will work.  Players have to know what’s going on with the health and status of their character.  The only other alternative could be something along the lines of the Call of Duty series, where your vision is blurred the more injured you are.  What do you think about that?

    Also your other point about choice is a big thing which I am trying to work around, making sure it will play a big enough role where players actually have to think about the in game choices they make; but I do not want to grave of consequences where players will only choose to be "good" because being "bad" is certain death.




    Inzra – your thoughts are very much on par with what Darkfall is trying to do in their game.

    Your idea on death is an interesting one; one which I will play around with some more.  Also feel free to delve deeper into it and post what you come up with here.

     

    Jadkni – this is very much along the lines as what I was getting at in my previous post.  Players will level their skill in a certain field/sub field with use of what the field encompasses.  Ex: Field: Swords  Sub: Long sword, Bastard Sword, Short Sword, Claymore etc.  This way someone can use ALL weapons, but only master those that they work hard at mastering/want to master.

     

  • JadKniJadKni Member Posts: 12

    I like that personally, because it isn't really so much overpowered to be able to use any weapon as it is convenient.  Just force them to go barehanded to cast spells and everything works out fine.

  • rasgrixrasgrix Member Posts: 169
    Originally posted by bearden441

    Originally posted by rasgrix

    for as much realism as possible, they could remove the hp bar, and instead, warriors will use their swords to parry and block, mages will cast defensive skills and rangers can evade or use pets to tank etc. this is just for the combat system.
    Also a game with lotsa of possibilties, eg) a cart breaks down carrying goods, u can decide to help but u didnt, bandits come and robs the cart, u can choose to help but u choose to join the bandits, u want a share of the goods but just then calvary from a town arrives etc. etc. of course this will not in any way affect anything greatly, only maybe your good/evil alignment?



    I was also speaking before about removing the "HP Bar" and having a different implementation of calculating HP.  However, removing it completely is something I am just not sure will work.  Players have to know what’s going on with the health and status of their character.  The only other alternative could be something along the lines of the Call of Duty series, where your vision is blurred the more injured you are.  What do you think about that?

    Also your other point about choice is a big thing which I am trying to work around, making sure it will play a big enough role where players actually have to think about the in game choices they make; but I do not want to grave of consequences where players will only choose to be "good" because being "bad" is certain death.

     



     

    maybe to show a menu showing different parts of the body and ones showing red are ones that are hit or disabled, and maybe u cant use the equipment on that body part? or if its a leg then u move slower or have to crawl? and if it hits your chest or head u die? just throwing some ideas out there

  • rasgrixrasgrix Member Posts: 169
    Originally posted by JadKni


    I like that personally, because it isn't really so much overpowered to be able to use any weapon as it is convenient.  Just force them to go barehanded to cast spells and everything works out fine.



     

    im just gonna pretend u arnt being serious

  • JadKniJadKni Member Posts: 12

    Uh, sure.  Go for it.

  • rikiliirikilii Member UncommonPosts: 1,084
    Originally posted by rasgrix

    Originally posted by bearden441

    Originally posted by rasgrix

    for as much realism as possible, they could remove the hp bar, and instead, warriors will use their swords to parry and block, mages will cast defensive skills and rangers can evade or use pets to tank etc. this is just for the combat system.
    Also a game with lotsa of possibilties, eg) a cart breaks down carrying goods, u can decide to help but u didnt, bandits come and robs the cart, u can choose to help but u choose to join the bandits, u want a share of the goods but just then calvary from a town arrives etc. etc. of course this will not in any way affect anything greatly, only maybe your good/evil alignment?



    I was also speaking before about removing the "HP Bar" and having a different implementation of calculating HP.  However, removing it completely is something I am just not sure will work.  Players have to know what’s going on with the health and status of their character.  The only other alternative could be something along the lines of the Call of Duty series, where your vision is blurred the more injured you are.  What do you think about that?

    Also your other point about choice is a big thing which I am trying to work around, making sure it will play a big enough role where players actually have to think about the in game choices they make; but I do not want to grave of consequences where players will only choose to be "good" because being "bad" is certain death.

     



     

    maybe to show a menu showing different parts of the body and ones showing red are ones that are hit or disabled, and maybe u cant use the equipment on that body part? or if its a leg then u move slower or have to crawl? and if it hits your chest or head u die? just throwing some ideas out there

     

    That would be a good approach.  The representation of your condition could be through a body outline, with each hit location separated as a different area.  They could each have numbers in them, or simply represent condition by color -- green=uninjured; yellow=lightly wounded; orange=badly wounded; red=disabled;

    If your head, chest, or abdomen are red, you are completely incapacitated and/or dead.

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    im to lazy too use grammar or punctuation good

  • Kevyne-ShandrisKevyne-Shandris Member UncommonPosts: 2,077

    What I want to see in a MMO? It's very basic -- non-sensitive, trolling pricks. So sensitive that if you don't like something about the game, they  HEY MOD to harass another (then claim they're innocent) -- even days later.

    Probably get banned for stating that (and frankly don't care. Someone's a prick, he'll be treated like a prick -- and don't email me 3+ days later about it), but that's the truth.

    Prefer gaming with communities that care about gaming, not flipping their wig if you don't consider their game the best thing sinced sliced bread; nor more interested in trying to rob players blind (paid hypers, which this genre is full of).

    Add that MMOs are repeating the same lessons not learned in gaming even 8 years ago -- amazing how time flies! -- they're doomed to repeat the failures of gaming past. Linear game play is a no-no, that it continues in a new genre, especially one that's suppose to constant and ever expanding, shows a clear lack of insight in their own genre. They rather listen to money, and players so stupid to keep them rich, then complain they're bored about the game (you got what you wanted, so why complain now?).

    And industry can't perform like that unless gamers allow it. If gamers are but tools for the companies (like hyping games that are clearly not ready for primetime), the problem isn't just with the game companies, it's with gamers who continue to way to take the path MOST travelled ("it has 20 zillion subscribers so it must be kewl!").

    So what I want to see in a MMO is a community that understands gaming (that it's not just pretty moving pictures), and smart enough to not be tools to corporate because of it.

  • bearden441bearden441 Member Posts: 15
    Originally posted by bearden441
     




    There are many options which come to mind, most which would not really fit into the setting of MMO combat.  The best of them could be instead of a health bar, instead be a health "person".  Where the health bar would be, instead have a character silhouette with different sections:  right arm, left arm, head, chest, left leg, right leg.
    A character can have attacks which when attacking from the front are directional based (kind of like AoC where you can choose to attack from top right to bottom left, etc).  When moving around, if a character attacks with a right handed attack, when facing the left side of an enemy, he would be hitting his back.
    Each section of the character mentioned above would have health.  A players total health would be the total of all the sections added together.  Ex: head-2, L arm-5, R arm-5, chest-10, L leg-5, R leg- 5 = Total HP is 32.
    Since combat is directional based, to truly take out a "right handed" enemy all you would have to do is take out his right arm, as that is where he holds his weapon.  (Ambidexterity could also be a learned skill, of course a players off hand skill would be slightly lower then his main hand).  He would then be left defenseless and ultimately be defeated.
     

     

    So something like this, taken from my post on the first page.

  • rikiliirikilii Member UncommonPosts: 1,084

    Yes, I was pretty much thinking of some old RQ character sheets I had a  long long time ago, but instead of  necessarily using numbers, it could use color coding to give an approximate indication of the condition.

    Heck, since we're talking about computers here, it could be even more elaborate -- they body silhouette could theoretically have graphical representations of your injuries, such as a big bleeding gash across your thigh, or an arrow sticking in your arm....

    ____________________________________________
    im to lazy too use grammar or punctuation good

  • rikiliirikilii Member UncommonPosts: 1,084
    Originally posted by UNATCOII


    What I want to see in a MMO? It's very basic -- non-sensitive, trolling pricks. So sensitive that if you don't like something about the game, they  HEY MOD to harass another (then claim they're innocent) -- even days later.
    Probably get banned for stating that (and frankly don't care. Someone's a prick, he'll be treated like a prick -- and don't email me 3+ days later about it), but that's the truth.
    Prefer gaming with communities that care about gaming, not flipping their wig if you don't consider their game the best thing sinced sliced bread; nor more interested in trying to rob players blind (paid hypers, which this genre is full of).
    Add that MMOs are repeating the same lessons not learned in gaming even 8 years ago -- amazing how time flies! -- they're doomed to repeat the failures of gaming past. Linear game play is a no-no, that it continues in a new genre, especially one that's suppose to constant and ever expanding, shows a clear lack of insight in their own genre. They rather listen to money, and players so stupid to keep them rich, then complain they're bored about the game (you got what you wanted, so why complain now?).
    And industry can't perform like that unless gamers allow it. If gamers are but tools for the companies (like hyping games that are clearly not ready for primetime), the problem isn't just with the game companies, it's with gamers who continue to way to take the path MOST travelled ("it has 20 zillion subscribers so it must be kewl!").
    So what I want to see in a MMO is a community that understands gaming (that it's not just pretty moving pictures), and smart enough to not be tools to corporate because of it.

     

    Bitter much?

    ____________________________________________
    im to lazy too use grammar or punctuation good

  • bearden441bearden441 Member Posts: 15
    Originally posted by UNATCOII


    What I want to see in a MMO? It's very basic -- non-sensitive, trolling pricks. So sensitive that if you don't like something about the game, they  HEY MOD to harass another (then claim they're innocent) -- even days later.
    Probably get banned for stating that (and frankly don't care. Someone's a prick, he'll be treated like a prick -- and don't email me 3+ days later about it), but that's the truth.
    Prefer gaming with communities that care about gaming, not flipping their wig if you don't consider their game the best thing sinced sliced bread; nor more interested in trying to rob players blind (paid hypers, which this genre is full of).
    Add that MMOs are repeating the same lessons not learned in gaming even 8 years ago -- amazing how time flies! -- they're doomed to repeat the failures of gaming past. Linear game play is a no-no, that it continues in a new genre, especially one that's suppose to constant and ever expanding, shows a clear lack of insight in their own genre. They rather listen to money, and players so stupid to keep them rich, then complain they're bored about the game (you got what you wanted, so why complain now?).
    And industry can't perform like that unless gamers allow it. If gamers are but tools for the companies (like hyping games that are clearly not ready for primetime), the problem isn't just with the game companies, it's with gamers who continue to way to take the path MOST travelled ("it has 20 zillion subscribers so it must be kewl!").
    So what I want to see in a MMO is a community that understands gaming (that it's not just pretty moving pictures), and smart enough to not be tools to corporate because of it.

     

    the italics is exactly why I am asking this question.  Recently I will admit there have been a string of sub par releases, which seemingly were released just for the money.  Is there anything you would like to see changed in games itself, or just in the community  as a whole?

  • matrixvsmatrixvs Member Posts: 179

    only thing that i would like to see is a first ACTIVE and OFFENCIVE war against gold spammers and item sellers and lvl sellers..

    that we can finally play without getting a milj msgs when ur offline.. or in ur emailbox...

    AOC does nothing so far..

    WoW... they say they do stuff.. but nothing changes since its promoting them so they dont realy care...

    and even if u play other game.. big chance u even get spam from one of those 2...

     

    so they finally need to take it to court and not just ask them to stop.. aint working..

  • rikiliirikilii Member UncommonPosts: 1,084
    Originally posted by matrixvs


    only thing that i would like to see is a first ACTIVE and OFFENCIVE war against gold spammers and item sellers and lvl sellers..
    that we can finally play without getting a milj msgs when ur offline.. or in ur emailbox...
    AOC does nothing so far..

    WoW... they say they do stuff.. but nothing changes since its promoting them so they dont realy care...
    and even if u play other game.. big chance u even get spam from one of those 2...
     
    so they finally need to take it to court and not just ask them to stop.. aint working..

     

    Not to sound like a fanboi, but Blizzard takes extraordinary measures, both behind the scenes and in public (by filing lawsuits when possible).

    But there's only so much you can do.

    ____________________________________________
    im to lazy too use grammar or punctuation good

  • bearden441bearden441 Member Posts: 15
    Originally posted by rikilii


    Yes, I was pretty much thinking of some old RQ character sheets I had a  long long time ago, but instead of  necessarily using numbers, it could use color coding to give an approximate indication of the condition.
    Heck, since we're talking about computers here, it could be even more elaborate -- they body silhouette could theoretically have graphical representations of your injuries, such as a big bleeding gash across your thigh, or an arrow sticking in your arm....

    Interesting. This combined with a Call of Duty type screan flash could work well.

  • bearden441bearden441 Member Posts: 15
    Originally posted by matrixvs


    only thing that i would like to see is a first ACTIVE and OFFENCIVE war against gold spammers and item sellers and lvl sellers..
    that we can finally play without getting a milj msgs when ur offline.. or in ur emailbox...
    AOC does nothing so far..

    WoW... they say they do stuff.. but nothing changes since its promoting them so they dont realy care...
    and even if u play other game.. big chance u even get spam from one of those 2...
     
    so they finally need to take it to court and not just ask them to stop.. aint working..

    Lets try to focus on game development and proper implementation of ideas, not what happens to the game/economy after it is released.

  • ddz1ddz1 Member Posts: 14

    more design when creating your toon.

    very deep clothing creation, total control over color and  texture.

    uniqe wepons and armor with random stats-colors, that noone else has.

    individuality is what makes games so addictive.

     

    what about a game that mixed MMORPG with SPORTS games.

    imagine you and a few friends start your own football team online with each player being able to be an actual person on the feild. taking a picture of your face and pasting it on your charter with 20-30 players in your area representing were your from (work or school). during the week they run plays or go against the computer,  but theres also a massive board that lets you go against other teams. as the year goes on, the winners of the player vs player matches end up in a virtual super bowl ! with sponsors broadcasting live from sportsbars around the world. and you could do this with almost any sport, baseball anyone? 

     

     

     

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