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So, I don't know if it's just me, or what, but it seems as though most, or at least a large number of the MMO population is composed of unattractive features that have been blissfully overused and graphic appeal. Don't get me wrong, I like a good looking game as much as the next guy, but IMO graphics do not and never will make a game; and an idea can only be used so many times before it is old and so common that it isn't really a feature anymore.
Now that my mini-rant is over, tell me, just out of curiosity, what do you think composes a good MMO? What are some major turn offs that keep you from even considering an MMO. Describe your ideal MMO!
(Who knows, maybe a dev will get smart, read this, and change some things xD)
Comments
What makes an ideal MMO for me is the following:
Progressive Story (The world moves around you and you can tell stuff is happening.)
Unique Combat (Combos like Aion had, Action styled, Special moves, etc etc.)
50% Quest/ 50% Grind or Dungeon Grind (Aion to me was a decent ballence.)
Decent looking graphics. (No cartoon shit like WoW)
Non repetitive endgame. (No copy paste fights like WoW, big reason why I quit it after WoTLK.)
Unique Endgame. (I would like to see more story engraved in it.)
Atleast 2 starting zones/factions.
RVR PVP
Open World PVP
What kills a MMO for me is the following:
Cartoon Graphics (WoW, Champions, COH, COV, etc.)
Copy paste combat. (RoM, Allods, Warhammer... which I hate to mention cause its a good game.)
Lack of story. (Another reason I quit WoW. Seemed like I was doing nothing for a "Dieing" world. Or a world in chaos.)
PVP or PVE Elitists aka only specilize in one thing. (Aion before 2.0)
Input lag.
The list goes on, but really thats the jist of it.
I'd be happy with a sandbox with modern graphics that wasn't PvP centric.
Drop the next-gen marketing and people will argue if the game itself has merit.
Add to that lots of cool and fun things. There's no reason a Sandbox game can't have just as much fun as WoW in it. Just done with a different type of game play as a foundation.
Once upon a time....
Well I have been working on a high concept document for a while now. Just pre-production stages. Got a lot done. So basically I am making my ideal mmo. Here are some philosophies that I am taking into account.
- A community first game. This means grouping content will be rewarded moreso than solo play. Solo content wil be avialable as well. A ratio of about 60 grouping, and 40 percent solo content.
- A game were wisdom and challenge is a factor everytime you log in.
- Top heavy PVE oriented gameplay. Hardcore PVE needs to make a comeback (like Old EQ) but implemented correctly.
- Realistic graphics with flavor.
- A vast seamless world that will captivate you to explore and adventure on a single shard server. Possibly no instances.
- In-depth class design which will immerse you directly into a class. To simulate that you are indeed that class you have chosen.
- Two immense combat mechanics that allow tons of strategy with player adaptability within the fluidity of combat. Combat mechanics complement class design to allow a vast array of many options. Must become a tactician. Can't go into many battles without strategy of somesort.
- AI that will be very intelligent. For an example, whereas a more militaristic mob will adapt while in combat to your fighting style so you'd always want to be on your toes.
- A main plot line that will twist and turn you and flip you upside down. However, players can directly influence the world and the plot to have different possible climax's and outcomes. This does not mean raiload gameplay. Players have freewill to choose if they want to influence or not. Somethings may or may not change due to player choices.
- A player driven economy with separate crafting classes where player can establish their own markets.
- Raid Compaigns for progressing players and end game content that will immerse you into possible real militaristic medieval strategies.
The ideal mmo for me would be wow with dcuo graphics+combat+voice acts on quests.
And thats why im going to play both of them untill swtor comes out that would kick wow of my play list.
Do u have only one girlfriend that pleases your needs?I dont have only one.Nothing in the world can please u totally and thats why we have many choises
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I want pretty much all of this.
I'd also want such a story that is on going and not told to you only through quests. One with a direction that's dependant on the influence of players through live events. The community causes OutcomeC to happen but your individual efforts for what you do is still recognized. Yes, live events but ones that are very well done. -We haven't seen that before have we?
No sir we have not. The only way to successfully do this is to have one single shard server. I am not sure if the technology is ready for this idea. It's a community effort. Sometimes a single player effort. But 9 times out if a 10 if there is a world event the players will have the ultimate decision. This still helps players live in a world. A world that they feel is alive and can be apart of.
My ideal game would be pretty much exactly what Wurm is, with at least the quality of Darkfall or Fallen Earth.
Honestly, just some better animations and better combat in Wurm and I would be set on it for life. Everything else is perfect.
For me It would be mmo that doesn't force me to do this and that, one that is balanced in PvP, got good graphic (doen't have to be amazingly good) and finally- mmo that doesn't force me to grind in one zone 10 days in order to level up.
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Here are my list of what I think is a good MMO:
* Player are not the center of the world - I prefer to have the world continue to evolves even if players do nothing. The storyline that about the game history and lore instead of having player being a choosen one hero who will save the world (like other 10,000+ players who also on the same storyline and have to do the same kill 10 rats and experience the same thing other players experiences. If you miss the event, then you have miss out the event, but the event will still be record in the world history like if you miss out on New Year party, there is no going back but looking forward to the next one instead.
* Player action matter - whatever you do in current MMO does not affect other players much if at all. If one gang of players destroy the bridge, it better left destroyed until some other player who has enough skill to come and rebuild the bridge. If players raid the Orc camp, they better retreat away, and next players who wander to the same area should see the empty camp instead of having the Orc keep respawn forever.
* Economic run by players - each towns should have limited supply of stuffs the barters sell. The market should be populated by players. Allows player to trade from town to town. Buy low and sell high. Avoid PvPers who hunt down the trade caravan along the way.
* Server-wide events - players through out server should work and play together instead of limited to a party of 5-26 max. Again, focus on the world progression, not the player.
* No beginning or end game - because the world is evolving, the progression is focus on the world, new and old players should be able to play together from the beginning.
* Highly customize character appearance - look, armours, hairstyles, cloths. But please have the limit on the customize so there will be no freak characters.
See the opposite of the above for things that turn me off about today MMO.
I'd play Mount and Blade - the MMORPG. Yes, really. I'm not sure how it would all balance out with wars taking place, factions being overrun, etc. But it would be grand if it somehow worked. The combat system is absolutely superb, the market is good (you'd have players being responsible for supplying the high quality armor, weapons, food, horses, etc.), the graphics are not advanced so you can easily have alot of characters around at the same time even without an excellent computer.
And there'd obviously be many factions, all being at war sometimes depending on several variables.
But yea, not sure about the exact rules it'd have.
All it takes is one bad day.
You'd get this response sooner or later anyhow, so I'll just go and do it
My ideal MMORPG:
- Star Wars Galaxies Pre-CU.
That's pretty much it. Despite me not knowing at the time (it was my first real MMO then) it had everything I could possibly ask for. Put a cap on jedi population and have the permadeath and there you go.
Same here, Planetside was my first, but SWG was first proper MMO in late 2003/Jan 2004. There was a world that just inspired me and the whole Jedi myth and seemingly endless possibilities, it was magical. Lack of content or bugs did not bother me, you get that irl, unless you're a famous millionaire.
Little did i know, that it would be my first and last real MMO, with nothing but sham RPG's with instant messenger bolt on's since then.
Feels like having my first girlfriend, who i didn't realise would be the best i could achieve and will from then on get crap with no depth and half the features.
The ideal MMO would have an easter egg in it where somebody who joins with the username Meowhead gets several million dollars and a cut of all future game profits.
Screw gameplay, give me money and I'll praise ANY MMO, no matter how crappy it is. Several million dollars buys me posting on every forum ever how this is really the best game ever.
... sorry. At least I'm honest.
Mortal online working and with third person melee
The technology exists to make single worlds without any shards.
Look at EVE online, Second Life or Hero Engine (http://www.gamasutra.com/php-bin/news_index.php?story=22883).
One of the issues are not technical but rather a choice of gameplay, if you have 50,000 players in a single word, you can not have something like ONE auction house, you have to make design choices to spread the players around in the world as much as possible.
For some unknown reasons, single worlds are not being utilized/explored much in the MMO industry.
www.abydosonline.com (The MMO)
www.next-gen.cc (The open source MMO Engine)
Always fun to try to design that. Here is my newest attempt:
- Classic fantasy.
- Subscription based [or truely free]
- Third person perspective.
- No item decay.
- Comfortable, highly configurable and very reactive interface.
- All commands have a cooldown of 2 seconds. The next command can already be specified while the cooldown is running, thus compensating for bad ping.
- Attributes that are actually choices in gameplay and not a test if you know what your class needs. Configured once, not increased every levelup again.
- Multiple races that each have a substantial impact on gameplay, including a number of racial abilities from which the player can pick some.
- Suggested races: Human, Giant, Dwarf, Gnome, Elf, Feline.
- Each race is coming with subraces that add more diversity in the detail, such as Elf: Highelf, Darkelf, Woodelf.
- Complex classes that are easy to start but hard to master.
- Each class has a unique and distinguished gameplay from any other class.
- Each class has a clearly defined primary party role (tank, healer, or damage dealer).
- Tanks and healers do the same tasks about equally well, but in a different way.
- Each class has secondary party roles, such as: offtanking, emergency healing, spike dps, buffing, debuffing, crowd control, pulling, wipe survival, stealth, kiting etc. Nobody is "just" tank, healer, or damage dealer.
- Each class has some important abilities that are unique to it.
- All or almost all classes have their own party buffs to improve a party.
- Each class can be customized further by selecting a limited number of abilities from a greater pool of possible choices.
- Tanks and healers arent worse solists than damage dealers, but are better at farming different monsters (such as low health high damage ranged attackers deadly to the average dd).
- Dynamic chances during gameplay, such as: critical hit, successful parry/feign, opponent casts spell etc open the possibility for special attacks.
- Opponent conditions changes, i.e. often improves, certain attacks for additional effects, such as more damage or applying another condition.
- Various classes have point count systems, where using special attacks increases a counters that opens other attacks.
- Classes can have various stances that change conditions of the class, such as an offensive dps mode for tank classes.
- Many abilities have timers that prevent reuse before a certain time has passed.
- Buffs of the group are automatically kept up as long as the character is in the party.
- Crafting is complex and powerful. Each crafted item is unique, depending upon the crafters and materials involved, and upon luck.
- No crafter can work alone. For all but the most simplest items you need input from other crafters.
- Crafters are guild efforts. Crafting recipes and certain special ingredients are gained through especially hard bosses.
- Crafters are ever improving. The more work you put into it, the even better you will be.
- Item overenchanting. You can attempt to enchant an item even more, but there is a chance to break it.
- High degree of character customization, very accessible bodygen.
- Simple but beautiful graphics, able to handle hundreds of players and monsters on the screen at the same time.
- Seamless environment, even to the inside.
- Huge dynamic world simulation with many different locations, all climates, and many fantastic environments.
- Mounts, teleport, ship etc available for faster travel.
- Heroic, long and deep questlines created on the fly, created at random from quest templates, so nobody has the same quest that you have, except if you have them in the group. Questlines contain many variables, so even if you happen to play the same questline again, it will be totally different.
- Grouping, Raiding, Guilds and Alliances supported.
- Raiding is possible at all levels.
- Massive PvP events, such as castle sieges.
- Nations can be conquered (castle sieges), destroyed and newly founded.
- Player housing inside nations.
- Individual players can turn bandit (playerkiller) who can no longer roam inside nations, but have to find and use special bandit outposts.
That's true. But Eve is zoned based. I am talking about everything seamless. Not one loading screen.
1. Combined RTS with RPG (this is the main thing I look for moving forward)
2. No classes
2. Durablity loss on items
3. 'group crafting'
4. some items for crafting must come from mobs.
5. non-fantasy based.
1-4 is my baseline requirement for me to leave darkfall, 5 would be nice.
If you pick up the core rule set book for World of Darkness and have any level of imagination you can see how an online version of WoD could blow the socks off everyone.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
So many meaningful and interesting choices that it takes me many character rerolls, and then many characters leveled (which adds up to months or years of play time) before I understand enough to get things just the way I want them.
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
~Albert Einstein
Exactly. WoD will shut a lot of people up, except for those of course, who don't actually play it, but want to try and run the hype down so they don't feel left behind in their disney game.
I'm sorry to quote you just to say that. I'm sure you don't mind tho.
Vangaurd style world.. not the theme but the openess
Almost full voiceovers so the lore and story are communicated easily and without effort. .
AOC visuals,
Everquest 2 quality music,
WoW item diversity and armor appearance (the variety),
A MASSIVE level cap (like Asheron's Call and Anarchy Online),
No stupid combos (like AOC),
Old school stats gain per level,
Alternate advancement (skill trees, things like legendary items and the trait system from LOTRO)
An automated supply vs demand market system for crafting resources, potions, ammo, consumables etc. (like in GW1),
An auction system for equipable loot.
Housing
Editable spells (like in Elder Scrolls)
Customizable equipment in various ways
-tabbed targeted with crit or zone (head etc.) bonuses for first/third person aiming
-relatively seamless world
-no classes or ability to mix primary and secondary classes like GW (but with more than 8 powers at a time)
-good character customization
-good mob AI like DF
-crafting and market system like EVE but with Ryzom unique items
-RTS element of players, perhaps on a timer and warning systems, being able to control multiple mobs to attack bases etc.
-multi faction PvP with at least 3 factions with clan system that has faction based clans
-land ownership by faction, structure ownership by clan
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
for those talking about sandbox MMOs check out ArcheAge. It is almost exactly like what I have wanted as my ideal game for years. It has many cool features such as
-huge seamless world with 3 continents
-you can build a house anywhere in the world
-build a village with friends
-you can plant trees anywhere or build a garden or farm(such as grapes that you can turn into wine)
-interact with most objects in the world(need to get across a wide rapid river? shoot a rope to the other side to cross it. Climb a tree and pick some fruit or chop it down for material for your house.
-build a ship and explore the open waters, or engage in navel combat
-siege castles and control territories
-freedom of class, choose from one of the 4 preset classes(warrior, priest, mage, ranger) or creat your own by choosing 3 of the 10 class aspects making for 120 different combinations.
-5 races to choose from