It looks like you're new here. If you want to get involved, click one of these buttons!
I, like most people who wander around these forums, am always looking for that new MMO with that all new exciting feature which has never been done before or that thing you love from other games brought back with a fresh twist to it.
My dream as a 3D Modeler and Animation enthusiast is to one day be on a team or better yet, a game design leader on the next big hit, So I thought it would be fun to get an idea of what most people look for, or wish for in their games, be it Story-driven gameplay or all out FFA PvP.
So to keep this thread from becoming a glorified essay on how you would implement something, list your top 3 features or settings in order of preferrence using no more than 3 words to describe it. I'll kick it off!
1. Macross IP Setting
2. GTA Style Sandbox
3. Multiple Game Modes
"The problem with quotes from the Internet is that it's almost impossible to validate their authenticity." - Abraham Lincoln
Comments
1)fantasy (full plate / big swords)
2) mount&blade combat (action combat & RTS elements)
3) ffa pvp / pk system / no factions
*yeah i fail at 3 words rule.
now: GW2 (11 80s).
Dark Souls 2.
future: Mount&Blade 2 BannerLord.
"Bro, do your even fractal?"
Recommends: Guild Wars 2, Dark Souls, Mount&Blade: Warband, Kingdoms of Amalur: Reckoning.
Random Dungeons and loot drops
Dynamic story.
More than two factions.
Ladys and gentlemen...I belive this is my 1000th post. Woot! It's been emotional.;)
1. EVE economy
2. Steampunk setting
3. NO FACTIONS!
Everything creates huge amounts of negativity on the internet, that's what the internet is for: Negativity, porn and lolcats.
1. world progression based on player actions
2. world landscape changeable by players (terraforming, housing, tree planting, farming ...)
3. deep crafting/harvesting system
Hate being limited to only 3 choices. I mean they are MASSIVE games for a reason. Longevity and all that, but anyway, I'll bite.
1. ArcheAge style hybrid
2. AoC music/sound team
3. FFXI missions/storyline system
1. fully player driven economy
2. persistent territorial pvp for endgame
3. free skill-based character-advancement
so something like EVE in a fantasy- or medival-world. but it needs more than 3 things done right to make a good MMORPG.
played: Everquest I (6 years), EVE (3 years)
months: EQII, Vanguard, Siedler Online, SWTOR, Guild Wars 2
weeks: WoW, Shaiya, Darkfall, Florensia, Entropia, Aion, Lotro, Fallen Earth, Uncharted Waters
days: DDO, RoM, FFXIV, STO, Atlantica, PotBS, Maestia, WAR, AoC, Gods&Heroes, Cultures, RIFT, Forsaken World, Allodds
1. Zombies
2. full looting
3. lots of sand
So, pretty simple. Make a world, put zombies in it. Players will do the rest.
I hate being limited to 3, but I will go with it:
1. Sandbox
2. Housing
3. Appearance slots
I guess to sum it up...SWG 2
Quick Three:
1. 3 faction RvR (DAoC style)
2. Simultaneous Offensive and Defensive target system (Vangard style)
3. "Fluff features" (EQ2 housing, farming, VG diplomacy, fishing, etc...)
This is close to what I was going to write but since it's already there, I'll just add to it:
1. Useful mounts/Transportation >>Levels, can equip, change appearance, give a lift<<
2. Toolset to create guild events/quests >>Creating relevant characters ((NPCs))/ scripts/ animations/ rewards<< Imagine playing an MMO where your guild leader ((And officers)) can create relevant content for the guild. Imagine the RP value of such a tool.
3. PvP that matters... 3 factions RvR style ((DAoC)).
________________________
"If RL was an MMO, I'd probably be getting laid more often..."
Top three for me:
1. Lots more to do then combat (social games/scores, detective work, meaningful exploration, etc.)
2. Tons o content on release (enough to do for years so devs can work on other things, level cap at release 70+, etc.)
3. Better immersion (gfx, voice acting, npc's you care about, etc)
I dont care if it is sandy, hold handy or a hybrid as long as its done well
1.Persistant RvR maps-Like DAoC
2.Class system- like Rift
3.Pet Class that can tame anything and make a pet
Hi,
I'm a mmogame designer my self, and i like what you guys post here,
ill be reading this thread time to time for idea's.
1.balanced classes.
2.fighting system that works more realtime than WoW and stuff.
3.intense pvp that really gets u driven in to it.
My three are:
1.) Housing - Dang Runes of Magic/ EQ2 sold me on this feature and now I love to mess around in my home
2.) Fishing .. definately! Love the down time - Or have fishing out my backdoor near my House.. woohoo!!
3.) Being able to use a GamePad, instead of mouse/keyboard.. if I want.
"Huntress"
Just give me EVE, but with more to do. Let us go to planets and explore them. Give us FPS type combat, even against MOBS. Keep going with Incarna and walking in stations. Give us gambling. Make the game more immersive over all - and fix ming!!!!! Stop the bots!!!!!!!!!
1) Fun and exciting combat/classes
2) Challenging Group Content
3) Things to do once maxed out (endgame?)
0. Immersive gameplay, with multitudes of elements and without any obvious repetition.
1. Mostly meaningful gameplay and conversly, little or no faked experiences in the game.
2. Great longevity (long lasting game) and no stumped player goals (eternal "endgame".
3. Visionary developers, contrasting stock market/investor heroes.
Just like someone mentioned above, I will argue that more than three things are necessary to create a good MMO.
Other important points would be: Fantasy setting without damning cliches, melee/combat without magic, experience without indoctrination, adventure without theme park rides, single server game where everyone play together in the same world.
* Highly customizable character: In appearance as well as build (not fond of Class & Level System anymore).
* Wide variety of things to do with depth outside of combat.
* Sandbox: Players affecting the game world.
"I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)
1. Regulated free for all PVP, like EVE's security system, with NPC's to inerject in safe areas. Not as strong as Mortal Online's though.
Or this.2. No classes, but an advancement system like the sphere grid from FFX, but more suited to an MMO.
3. No instances at all.
1. Lots of guild features including guild voice chat, guild halls.
2. Easy Group Finding Tool.
3. My single most important feature would be a mentor feature like EQ2 has. I love being able to group with a lvl 20 when I am 90, and still get rewards from it. This is a feature I think all mmos should really look at.
1. pvp - pve balance. Tired of this either, or crap.
2. in depth crafting that makes a difference.
3. Non combative professions.
What a topic.
1. A realistic world with everything, running water, extreme forest and city depth. Where you could even use the environment around you in ANY way you wanted.
2. Family life, where you can go from your MMO battling , leveling world and real life world back and forth. Where you could spawn kids or have deaths of family or where you needed to protect and raise and maintain family life.
3. Public intoxication, where after a nice PvP you could go to the Inn or Bar and just chat with other users and get drunnnk.
1. Full loot PVP (Balanced of course)
2. In depth crafting and trade system
3. Sandbox
if i had more options would be as follows..
4. Graphics (Its 2011 its time for MMOs to step up, use AOC as a base and move up from there)
5. NO classes, skill based only with some kind of cap.
6. Player owned Realms with proper siege combat system and so on..
Anyway could go no forever
1. No quests. Or... quests give NO EXP and are rare / optional, but the game should have interesting and challenging mobs, which give lots of exp.
2. Huge open world with no barriers, hidden walls and stuff.
3. Faction system that matters - mobs, npc's and guards reacting to your faction (kill on sight, don't sell, or sell at better price and so on)
Loving some of these features guys and gals, keep them coming.
To add to the discussion, I've always loved the Skill-based and Classless system, If I were to ever make a game it would be a Mecha style game, with your Pilot being your Social Avatar and your Mech as your PvP Avatar, which gives you the option of having your Social Avatar learn non-combat skills such as; hacking, business, production (crafting), etc. While your Combat Mech can be upgraded with modules such as; Long-ranged scanners for sniper/artillery battleframes, armor-plating for heavies and Nanobots for those who like to play the healer/support type.
1. Skill-based progression.
2. Social-hubs. (Minigames?)
3. Player-driven Conflict/Economy.
"The problem with quotes from the Internet is that it's almost impossible to validate their authenticity." - Abraham Lincoln