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a perfect game for me would be...

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  • IcewhiteIcewhite Member Posts: 6,403

    Originally posted by Heinz130

    one guy sayd iten decay

    why the heck you want iten decay?

    It's "old school".  That's entirely sufficient to overcome the "bad idea" part, to some folks.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • EmwynEmwyn Member Posts: 546

    A perfect game for me would be one that required me to use my brain to advance.  Not just memory, fast fingers, money or time. I don't mean for brain power  to be an "instead of" replacement for those other aspects, but in "addition to".

    the poster formerly known as melangel :P

  • AzurealAzureal Member UncommonPosts: 235

    Originally posted by Icewhite

    Originally posted by Heinz130

    one guy sayd iten decay

    why the heck you want iten decay?

    It's "old school".  That's entirely sufficient to overcome the "bad idea" part, to some folks.

    Sigh.

     

    Really? Thats all you can come up with as my reasoning for Item Decay?

     

    Also will add the following:

     

    No Bind-On-Pickup / Bind-On-Equip

    +

    An achievement system along the lines of Rift and EQ2. But not SWTOR. Cause it sucked bollocks.

     

     

    PAST: UO-SWG-DAOC-WOW-DDO-VG-AOC-WAR-FE-DFO-LOTRO-RIFT-GW2
    PRESENT: Nothing
    FUTURE: ESO

  • AzurealAzureal Member UncommonPosts: 235

    Originally posted by Zylaxx

    My perfect game would include the following:       *disclaimer, this is'nt an exclusive list as there are other things I will forget I want in the game*

     

     


    1. No Fed-Ex quests.  Leveling is via Dynamic events like GW2 for solo minded individuals or Questing (only can have 1 quest in your journal at a time) similar to Asherons Call for the Group Minded players.  See the following Link for my ideal type of quest: http://ac.wikkii.net/wiki/Apostate_Citadel or http://ac.wikkii.net/wiki/Monouga_Laboratory are just a sample of the type of in-depth group questing that should be included in my optimal MMO, Not the go kill 10 Reindeer like the bullsh*t that is in Tera.

    2. A loot system that is similar to Diablo and Asheron's Call.  Instead of having the best gear come from raids, the best gear should come from luck of the drop.

    3. Economy that is tied to player created modes, nto one associated with the monetary system of the game.  Instead of having Bind on Pickup and Bind on Aquire you have no binding but the economy becomes tied to gear or alternate currency.

    4. PvP that is similar to DAoC/GW2.

    5. Removal of Capital cities, the world should be alive and the cities should be a place of fellowship and not a hot spot or glorified lobby. *** Much like the cities/towns of UO. There was no ONE major town, you could recall into anywhere and find people, from Cove to Bucc's Den ***

    6. A classless skill based leveling system very similar to Asherons Call but tied to the original GW1 or TSW system of limited number of skills one can have on their combat bars.

    7. Player Made housing set out in the Open World but set up in specific places similar to AC.

    8. No instancing what so ever. *** The instancing for the interiors for player housing as used in SWG worked pretty well... ***

    9. Combat as polished and fun as WoW.

     

     

     

     

    PAST: UO-SWG-DAOC-WOW-DDO-VG-AOC-WAR-FE-DFO-LOTRO-RIFT-GW2
    PRESENT: Nothing
    FUTURE: ESO

  • AzurealAzureal Member UncommonPosts: 235

    Also, just though of...

     

    IF its a fantasy/magic/etc type of MMO, then Id love to see UO's style of travel. That means Recall, Mark and Gate skills. Including the entire rune/runebook system as well.

    PAST: UO-SWG-DAOC-WOW-DDO-VG-AOC-WAR-FE-DFO-LOTRO-RIFT-GW2
    PRESENT: Nothing
    FUTURE: ESO

  • jondifooljondifool Member UncommonPosts: 1,143

    Originally posted by Gorwe

    All the stuff found in GW2 plus Warhammer Fantasy IP. Nuff Said ;)

     +1

  • Heinz130Heinz130 Member Posts: 227

    Originally posted by Azureal

    Originally posted by Icewhite


    Originally posted by Heinz130

    one guy sayd iten decay

    why the heck you want iten decay?

    It's "old school".  That's entirely sufficient to overcome the "bad idea" part, to some folks.

    Sigh.

     

    Really? Thats all you can come up with as my reasoning for Item Decay?

     

    Also will add the following:

     

    No Bind-On-Pickup / Bind-On-Equip

    +

    An achievement system along the lines of Rift and EQ2. But not SWTOR. Cause it sucked bollocks.

     

     

    Ive thot alot about iten decay,iten decay = clic to fix button... i remember the "anoying clic-to-fix button" of diablol

    But i think youre right,clic to fix is something for the n00bish fellas to have the feeling of being sucessfull on something,its just a lill anoying to me...but yea why not tho? bring the damm button,i clic it :(

    ...and...oh yea,bind on equip,good one!....but they culd incude on that game a "auto-sell-when-obsolet" mark box has option too.

    Not trying to be a d1ck here

    another brand new ideas u might like:

    -Kill the rabbit for lvl up

    -Allow gray itens on auctions

    -Kill "x" of stuff quests...this one is the best!

    WoW 4ys,EVE 4ys,EU 4ys
    FH1942 best tanker for 4years
    Playing WWII OL for some years untill now
    many other for some months

  • FrostWyrmFrostWyrm Member Posts: 1,036

    Originally posted by Dominisi

    Originally posted by Heinz130

    one guy sayd iten decay

    why the heck you want iten decay?

    Item decay ensures that the player driven economy continues. If the items you own never break then once everybody has equipment the demand for items will drasticly drop, destroying the player driven economy.

    Not entirely true. FFXI did not have item decay, yet the economy thrived (before it was taken over by RMTs, and after SE decided to combat them).

    Reason being because truly good items didn't drop from each and every creature you could find in the wild. All of the most commonly used items were player-crafted, and ingredients were not easy to come by and loss of ingredients with failures was likely skill was not easy to level, and a great number of items required skill in multiple crafts to create. The game gave a lot of power to players willing to put forth the effort to craft. Looted equipment typically only came from rare monsters.

    The above crafting and loot system from FFXI would be part of my game, as well as the job and housing system.

    Combination attacks similar to FFXI's skillchains.

    Item collection quests like those found in EQ2 and Rift.

    Vast areas to explore that actually ~feel~ large and spacious! I hated how confined WoW's world felt. For all those who think WoW's world is large and spacious, I'm glad you can enjoy it, but it pales in comparison to the scale of the worlds that came before it.

    Visual Storytelling. This is something that appears to be little used in games today. When you can come across an area, have a look around, and tell what happened at this spot you're standing on just by the surrounding scenery. For example: You come across a skeleton lying on the ground, a sword in its hand, several arrows stuck in its ribcage. Footprints are left behind and several other skeletons holding rotten crossbows with broken ribs and missing skulls. The wall behind the first skeleton is pierced with dozens of rotten arrows. You can tell the first skeleton made his last stand while fighting off several bowmen before finally succumbing to his wounds. THAT kind of visual storytelling is largely missing from today's MMOs.

    Quests that have meaning. None of this "I'm hungry, bring me 10 boar chops and I'll give you some pants" crap. A quest should take more than 5 minutes and actually seem like an important task. The reward doesn't always need to be something material, and there doesn't need to be half a billion of them.

    Cooperating with your community should be key. Factions are fine, but shouldnt be forced to be enemies. Again, FFXI's friendly competition between nations over controling different areas comes to mind. You could have friends from different factions while still feeling a sense of loyalty to your own. Personally I think MMOs today try too hard to pit players against each other and dont work on bringing the players together.

    I could probably think of more, but I'm at work right now. Things just happen to be a little slow.

  • ElderRatElderRat Member CommonPosts: 899

    For me it would probably be Elder Scrolls Online - with the graphics of Skyrim. I would love to explore the whole world not just parts here and there.  One thing tho - very little storyline, let it all be sandbox.. a do your own thing game.. with guild pvp.

    Currently bored with MMO's.

  • DrakhaDrakha Member Posts: 28

    My perfect game would be similar to Pre-Cu SWG.

     


    • Crafting - Crafting would be valuable, most if not all of the items you have in game would be crafted.I'd prefer all items be crafted, but at the least, looted finished items should be rare.Crafters need ongoing content.For crafters content is making and selling items.For that content to be ongoing the items need to decay.Self sufficiency should be difficult and require multiple accounts.

    • Game World - I want a really big game world.In order to have a world as big as I want it would all need to be on one server.Which is why I don't want 1 character per server, I'd want 2-3 characters.What I'd really like is a sci-fi game with 100 planets each at least as big as the swg planets.

    • Progression - I want a skill based game with slow progression.

    • Pets - I want combat pets and I want them to be as big when tamed as they are in the wild.

    • Factions - No opposing factions.I'd want it to be either like lotro with only 1 faction or swg where you could be empire, rebel or neutral.either way I don't want to have to make multiple characters to see all the content.And I don't want a small economy because I can only buy from or sell to half of the players.

    • PvP - My preference would be no pvp.However at the least I don't want any forced pvp.
  • EronakisEronakis Member UncommonPosts: 2,249

     - A community first game. This means grouping content will be rewarded moreso than solo play. Solo content will be available as well. A ratio of about 60 grouping, and 40 percent solo content.


     


    - A game where wisdom and challenge is a factor every time 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 chose.


     


    - 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 some sort. 


     


    - 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.


     


    - A player driven economy with separate crafting classes where player can establish their own markets.


     


    - Raid Campaigns for progressing players and end game content that will immerse you into possible real militaristic medieval strategies.


     

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