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I'm making an MMO

2

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  • StellosStellos Member UncommonPosts: 1,491

    Easy.  Skill based system NOT childish levels.  Player housing.  Not loot based like WoW, WAR, and every current MMO....I am sick of going on raid after raid for a 1 in 100 chance of receiving the 1 peice of armor I need to complete my set lol.  Instead, I should be able to buy it or craft it!  Take that approach and you will have the WoW killer;)

  • MMOnsterkillMMOnsterkill Member Posts: 28
    Originally posted by Dibdabs

    Originally posted by MMOnsterkill


    What do you want in it?

    If you have to ask, you've already failed.

     

    why? Jealous?

  • Cristina1Cristina1 Member UncommonPosts: 372
    Originally posted by MMOnsterkill


    What do you want in it?

     

    you will fail so quit now. Its unbelievably hard to make a MMO even with 10 people and hopeless with just 1 person. Your main problem will be to keep motivation, as its something that will take you a year at least working full time on it.

     

  • MMOnsterkillMMOnsterkill Member Posts: 28
    Originally posted by Cristina1

    Originally posted by MMOnsterkill


    What do you want in it?

     

    you will fail so quit now. Its unbelievably hard to make a MMO even with 10 people and hopeless with just 1 person. Your main problem will be to keep motivation, as its something that will take you a year at least working full time on it.

     

     

    No that won't be a problem.

  • rabidwoofrabidwoof Member Posts: 30

    On the net, no one knows that I'm a dog.

  • MMOnsterkillMMOnsterkill Member Posts: 28
    Originally posted by rabidwoof


    http://www.realmcrafter.com
    Good luck, man.

     

    I don't need it, thanks though.

  • PeZzyPeZzy Member UncommonPosts: 154

    This is how you make an MMO....

    Make an endless list of features and then sell preorders before anyone has a chance to play your beta. Put a special edition preorder on ebay and sell it for thousands. When you make enough money, sell all your stocks to the public and then release a buggy, unfinished version to the public. Let it tank and have the company declare bankruptcy while you pocket a ton of money before the creditors come after the company.

  • MMOnsterkillMMOnsterkill Member Posts: 28
    Originally posted by PeZzy


    This is how you make an MMO....
    Make an endless list of features and then sell preorders before anyone has a chance to play your beta. Put a special edition preorder on ebay and sell it for thousands. When you make enough money, sell all your stocks to the public and then release a buggy, unfinished version to the public. Let it tank and have the company declare bankruptcy while you pocket a ton of money before the creditors come after the company.

     

    No I'm making a real MMO. I'm completely serious. What do you want in it?

  • rabidwoofrabidwoof Member Posts: 30

    Here's a tip: I'd be willing to bet that most MMORPGs in development could shave 3 months off development time by doing the following:

    1. Use the easiest 3D Model Maker that will work, not the high-end, ridiculously complex one.
    2. Use procedural programming when possible. Not only is it faster when executed, but also it's easier to code.
    3. Develop a plan BEFORE coding, eliminate things people won't like, and stick to your plan.

    On the net, no one knows that I'm a dog.

  • wesjrwesjr Member UncommonPosts: 506

    I look forward to your mmo.

    I would love a good sci fi mmo

    <Mod Edit>

     

     

  • ThradarThradar Member Posts: 949
    Originally posted by MMOnsterkill


    What do you want in it?

     

    I want it to not suck.

    Good luck.

  • blackwolf82blackwolf82 Member Posts: 79

    Step 1: Take all the current rules of MMO creation.

    Step 2: Throw them into a garbage disposal. They suck, are boring, and everyone and their dog uses them.

    Use a combination of skill and levels. But rather then character levels, use feat levels. Meaning your skill in swordsmanship determines what sword based attacks you can learn. Once you learn an attack, you build experience with that attack and the attack gains ranks/levels/what have you. The same could be applied to spells.

    So Skill points are gained by using a weapon of the appropriate skill. They accumulate randomly during it's use regardless of what attacks you use with it. This represents the characters familiarity with a weapon. When the character learns new "styles" or feats or whatever stupid name you want to give attacks, the character learns to perform these attacks better and better the more they use them.

    Spells would use the same basic system. The difference is that while a weapons user's attacks simple get better (better damage, accuracy, added effects) the spell user's spell would increase in any number of ways (a spell that fires an arrow fires 2 or more instead, a spell that disintigrates someone deals anywhere from 30% to 100% of their health instantly, etc).

    Additionally for magic in general, throw out the mana system. Every spell has charges, you regain charges by resting out of combat for a period of time. Gaining rank in most spells would increase the number of times you could cast that spell. This would both expand and limit spell uses. While you would be able to throw out your most powerful spell and still have energy enough to cast lighter spells, you would be limited to just 1-3 castings of said strongest spell. It would keep players on their toes and force them to actually learn what does what rather then pick up one spell and use nothing else.

    As for classes, I'm on both sides of the fence for this. Classes keep things well organized and keep players in set roles, however they are also very restrictive and it just isn't fun to be stuck with the "wrong class" for a certain situation. Especially if you have to solo because there aren't any groups looking for whatever you happen to be at the time.

    Without a character leveling system, you have the power to make combat MUCH faster. A set health level based on the subject's race would never change. So a human would have 100HP, a dwarf might have 110, an elf might have 95, and a dragon might have 1000 or more. Weapon qualities would determine their durability and quality rather then damage. It would not be rare to destroy an opponents sword if they kept it in poor condition and wielded an iron sword against your steel one, for example.

    You would also need to include deeper cultural differences, and a dynamic world. Races ought to be able to go to war with eachother. These wars might be epic events updated via patches, or random events that last for weeks or even months in game.

    Use better AI for NPCs (this includes mobs). Make them interact with players rather then just walk around randomly waiting for someone to kill them. Most MMOs that come out are relatively cheap in this department. Their worlds aren't really alive and their creatures are just walking around in random directions and sitting still for seconds at a time.

  • wesjrwesjr Member UncommonPosts: 506

    Not sure if its possible in an MMO but Dark Sector's auto scaling AI is baddass.

     

    In DS, if you killing everything w/ ease the game ramps up the difficultly, if you dying alot it lowers it.

  • MMOnsterkillMMOnsterkill Member Posts: 28
    Originally posted by wesjr


    Not sure if its possible in an MMO but Dark Sector's auto scaling AI is baddass.
     
    In DS, if you killing everything w/ ease the game ramps up the difficultly, if you dying alot it lowers it.

     

    could work in instanced content

  • heremypetheremypet Member, Newbie CommonPosts: 528

    .

    "Good? Bad? I'm the guy with the gun."

  • ShukanoShukano Member UncommonPosts: 57

    Ninja. MMO's need more ninja, historical or future cyber incarnations. Also while the Matrix online was a complete disaster, I did like the way they implemented bullet time. Maybe for final kills or in an instanced, team way.  Also need good quest variety. Noone wants another game with "spreadsheet" quests. Some company tried the "what do you want in this MMO" idea not long ago. Forgot the company but it was labeled "Top Secret" I was following it right up till the public decided they wanted a Dinosaur Racing Game. Don't know what happened after that but point is you gotta take some creative chances as to what to listen and not listen to when asking the public what they want. But you already knew that didn't you? lol

    image

  • YamothYamoth Member Posts: 182
    Originally posted by Neosai

    Originally posted by Cleffy

    Originally posted by Neosai
    Artists usually don't ask others what they want in a painting, it is art, so it is suppose to be the vision of the makers.



     

    Commercial artists do.

     

    What part of USUALLY don't you understand? lol

    Edit: BTW I don't even consider Commercial Artist being artist.  They are basically art merchants that produce certain art on request.  No arts made for commercial is going to remain in history as being great piece of art work.

     

    You mean like Michelangelo and the sistine chapel?

  • NeosaiNeosai Member Posts: 401
    Originally posted by Yamoth

    Originally posted by Neosai

    Originally posted by Cleffy

    Originally posted by Neosai
    Artists usually don't ask others what they want in a painting, it is art, so it is suppose to be the vision of the makers.



     

    Commercial artists do.

     

    What part of USUALLY don't you understand? lol

    Edit: BTW I don't even consider Commercial Artist being artist.  They are basically art merchants that produce certain art on request.  No arts made for commercial is going to remain in history as being great piece of art work.

     

    You mean like Michelangelo and the sistine chapel?

    You are just nit picking, and the sistine chapel wasn't used for commercial.  Michaelangelo was a sculptor he didn't really had a moltivation to do the sistine chapel painting except Pope Julius II's insistence that Michaelangelo is the only one that should do it.  Yes Michaelangelo was paid, however it wasn't because he badly needed it.  The other thing that makes the sistine chapel ceiling painting not commercial was the fact that the Michaelangelo had freedom in what to paint, only thing he had to avoid was to paint something that will offend the church.  In those days, you don't want to mess with the church.  Which is also why Michaelangelo agreed to do it in the first place.

    So, what part of this semi-forced product of Michaelangelo is considered commercial?  Only the fact he got paid?  LOL

    Way to dumb down a great artist and all the history behind the sistine chapel.  Just to nit pick? Sad.

    EDIT:  Changed calling Michaelangelo painter to artist, since Michaelangelo considered himself a sculptor originally.

  • LynxJSALynxJSA Member RarePosts: 3,334
    Originally posted by Neosai

     BTW I don't even consider Commercial Artist being artist.  They are basically art merchants that produce certain art on request. 

     

     

     

     

     

    -- Whammy - a 64x64 miniRPG 
    RPG Quiz - can you get all 25 right? 
    FPS Quiz - how well do you know your shooters?  
  • Reborn17Reborn17 Member Posts: 414

    I've seen your resume and some of your affiliations but education, contacts and groupthink don't make a great MMO. It takes a vision and you need one. 

    "The people never give up their liberties but under some delusion." -Edmund Burke

    Who will rise up for me against the evildoers? or who will stand up for me against the workers of iniquity?"
    (Psalm 94:16)

  • MykellMykell Member UncommonPosts: 780
    Originally posted by MMOnsterkill


    What do you want in it?

    I'm starting up my own international investment company. Loan me all your money and i'll triple it in a month and we can turn this dream you have into reality.

  • Inf666Inf666 Member UncommonPosts: 513

    Even though I am pretty sure you are trolling, I will list 5 points (of like 100) I would like to have in an MMO. After all, hope is endless.

     

    - Complex crafting system: Not just click and wait 1000 times. I want some sort of experimentation system. The quality of input materials and other pre-made ingredients should count! Look at SWG.

    - MMOFPS: I want manual dodge and aiming. I am sick and tired of not being able to influence the battle directly. You can still have a lot of skills/levels like in every other classic MMO.

    - Complex world: Make the world huge, complex and unforgiving. You come too close to lava? You die. You get pulled by a current to the bottom of a lake? You die. You touch a poisonous plant? You die. You get caught in fog full of apparations? You get 5% dmg per second until you die. You do not know the eruption timing of the local volcano? Get caught in a 500° gas eruption and die. You get my drift. I would love to see 20+ unique "zones". People have to learn to live in a zone and become masters of that area. They have to know where the "bad" areas are and how to survive in them. This will also give you a defense bonus in pvp.

    - Good AIs. Please remove the stupid aggro system. Introduce a script system with two levels: Strategy and tactics. The strategy script describes how a certain group behaves in general (a script for all wolves aggregated in a zone). The tactics script is for behaviour of a single unit of that group. Make it believable. Make the monsters evolve as well.If they constantly get killed by fire then they should gradually get immune to fire. Complex world + complex AIs = dynamic world.

    - Small number of big, hard and well thoughtout main quests with choosable good rewards not the sucky 4534534 "small quests system". If the combat is fun, the world dynamic and explorable and char progression is possible, players wouldn't care about 1000s of quests.

     

    ---
    Insanity: Doing the same thing over and over again and expecting different results.

  • FearGXFearGX Member Posts: 317

    I want the first beta key :D

  • mackdawg19mackdawg19 Member UncommonPosts: 842

    I want you to be real with yourself. Show us your for real and spit us some design concepts. Got any? Maybe some storyline your going off of. You can't just ask what we want when you have no base idea. To me you sound like someone who thinks he can make an MMO by himself, which just doesn't happen. What engine are you using? How big is your team? What goals are you aiming for? MMOFPS, MMORPG, MMOG, MMORTS? What is it. If your actually for real, show us you are. And please, let's not quote me and ask if I'm jealous to. THese are legitimate questions. If you can't even answer these, then what's the point of us telling you idea's. SO?

  • MMOnsterkillMMOnsterkill Member Posts: 28
    Originally posted by mackdawg19


    I want you to be real with yourself. Show us your for real and spit us some design concepts. Got any? Maybe some storyline your going off of. You can't just ask what we want when you have no base idea. To me you sound like someone who thinks he can make an MMO by himself, which just doesn't happen. What engine are you using? How big is your team? What goals are you aiming for? MMOFPS, MMORPG, MMOG, MMORTS? What is it. If your actually for real, show us you are. And please, let's not quote me and ask if I'm jealous to. THese are legitimate questions. If you can't even answer these, then what's the point of us telling you idea's. SO?

     

    1) What engine are you using?

    None, writing our own. This is how:

    Engine Languages: 

    1. C++, C#
    2. XML (built in parser will be created specifically for extended tools such as custom world content builders)
    3. Lua for our custom scripting system that will tie into many of the engine components, as well as user mods (like WoW)

    Engine API's: 

    1. XNA (for graphics, audio, input and model loading)
    2. WinSock for network programming, although we are considering our options
    3. Our physics engine will be custom built since we do not need something robust like havok.
      1. www.amazon.com/Essential-Mathematics-Games-Interactive-Applications/dp/155860863X
      2. www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323/ref=pd_sim_b_1
        1. has all the needed standard physics stuff such as
          1. spatial partitioning
          2. collision hierarchy
            1. Sphere collisions
            2. axis aligned bounding box collision
            3. oriented bounding box collision
          3. maybe even ray-tracing collision  if we're up to it (per triangle/polygon ray intersection sort of stuff)
          4. Not so sure about player on player/npc collision since it is much harder
            1. Dynamic objects are harder to do well in comparison to static world geometry such as
              1. buildings
              2. static geography (hills, mountains)
              3. obstacles, etc

    And that's basically what we'll need to develop our own algorithms

    2) How big is your team?

    6 guys

    3) What is your MMO?

    I don't know, what do you want?

     

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