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Very basic list by me: Top 10 features an MMORPG should have!
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/
Comments
1. Difficult raiding
2. Large scale raiding
3. Clearly defined gear progression (no wellfare purples)
4. A lengthy (not grindy) leveloing process
5. Multiple starting zones
6. A variety of leveling paths
7. Substantial crafting
8. Moddable UI
9. Balanced PvP
10. Sense of Faction loyalty
My perfect MMO is late stage Vanilla WoW.
1. focused on ssocializing
2. heavy crafting system
3. decent graphics (WoW or newer)
4. steady theme (steam punk or something of that sort)
5. trinity (I've played one to many "multi class mmo's" and in my opinion they don't work)
6. I want fun combat...but not 100% of the game, it would be nice to see a MMO where combat was more like 40% of the game
7. a fairly light game (don't like dark games like GoW etc....)
8. moar stuff
bleh thats it.
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This is a fun one
In no particular order
1. end game dungeons
2. OWPVP with objectives
3. Good graphics
4. UI customization
5. No factions
6. Combat like TERA
7. Some sandbox elements like building and destroying stuff
8. Meaningful crafting
9. Collision detection
10. Good story
Oh, this is going to be fun.
1. Challenge (Something I feel that has been missing from MMOs for an unnerving amount of time)
2. Class Customization (I wish to launch arcane bolts and slice things with a sword on one toon)
3. Three Factions At Least (Or no Factions depending on MMO)
4. Detailed Character Customization (I don't like running into 30 people that look exactly like me because of lack of customization)
5. TRUE Open world PvP (Tired of seeing the false crap devs give us)
6. More Complex Raids and Dungeons (Over use of enrage timers get annoying as well as re-using same tactics 50 times "Such and such was a setback" Bite me I say)
7. More Social Aspects (Stopped playing WoW for two years now but I loved the holiday events, minigames would be a good idea too)
8. Detailed Crafting (I want to make an item with the stats I want on it, within reason of course)
9. Leveling Should Be Long (Sorry, but if I can get max level within a week without trying, what's the point of having levels then)
10. A Company That Know's What The Hell It's Doing (Self- explanatory. . . I hope)
And there is my list, so sayeth me.
You know what's fun about chaos? I do, but I won't tell.
1. dynamic weather system
2. harsh death penalty (or some other mechanic to create a big fear of death)
3. day/night cycle with dark nights
4. huge list of emotes
5. some form of large scale rvr with castles and keeps to bust through and control
6. large world with unique and different areas
7. all buildings open and accessible, none of this sealed off buildings for decor only
8. underwater swimming and underwater content
9. jumping
10. falling damage
I forgot about challenging. That's definitely important. The feeling of beating something that's difficult is always great.
@Mithrandolir
gotta agree some of yours are really good, dynamic weather.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/1: Indepth Housing
2: Quest - no more Kill X wolfs ect ect
3: Pick one PVP or PVE don't try an incorperate both into the one game
4: Multiple Character Progressions like AA's ect
5: Remove levels & replace with age So you character starts as a Kid aged 7 & grows to old age
6: Meaningful Crafting
7: Smaller Raids the days of assembling 40 people is over
8: Large open world like AC
9: Player made dungeons & quests
10: Unique characters - No rift type were you can be every character in the game on one character
11: UI custominazition
1 interesting combat mechanics
2 instances
3 LFD/LFR, x-realm matching
4 good classes
5 interesting setting
6 interesting progression system
7 AH
8 well designed dungeons & boss encounters
9 good itemization & associated graphics
10 fast/instant travel to places already been to
1 - Weather and Seasonal cycles. A sense of time passing. Have spells/abilities work better/worse in certain conditions.
2 - Day/Night cycle where nights are dark and your illumination sources matter or your racial night-vision matters. Also the atmosphere and mobs change depending on the day/night. NPCs go to bed or to the tavern or open up their shops. Maybe a zone or two gets overrun by undead at night.
3 - NPCs with purpose. They do things throughout the days and nights. They travel around the land.
4 - Quests that make sense and matter.
5 - Crafting that matters. Make it so you can put your own touches on basic items.
6 - In depth character creation with character progression based on skills you use. Abilities/stats make a return to character creation.
7 - Classes with multiple equal paths for progression. Fire is a bonus vs. ice and causes lingering (burn) damage. Ice is a bonus vs. water and slows movement and attacks. Water is a bonus vs. earth and stuns the target. Earth is a bonus vs. fire and immobilizes the target.
8 - Downtime. Make mana and health regen slowly. Make asset management a part of the game again.
9 - A vast open world. Have the occasional big mob in a zone with lower level mobs. Have open dungeons. Get rid of all instances.
Last and certainly the downfall of my game...
10 - No PvP. "Balance" is a non-factor. Team PvP would be a different story and fighting for areas and territories could be fun, but *I*, personally, just am not into PvP and the crowd it seems to attract. Not ALL PvPers are bad people, but enough of them are to spoil it for the rest.
The most important one for me is no forced grouping. You can solo as a healer but it takes forever and a day to do what a DPSer can do. A solo tank takes just forever. But the DPSer WILL die if they are not careful. This will allow me to fight when I am not in a group, but grouping sure would make it better for me.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
1. Ordering Pizza Hut from in game.
2. Facebook integration so your friends know exactly where you are and what youre doing in game.
3. Twitter integration so you can tweet out without alt tabbing.
4. In game web browser. Eve has it!
6. Difficulty slider.
5. Borderless Window mode.
7. Combat like devil may cry.
8. Item pack like diablo 2. Yes I like the tetris minigame you do to your bag.
9. Chao garden.
10. USB missile to shoot people who annoy you while you game.
''/\/\'' Posted using Iphone bunni
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**This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**
1. That a Dev with some cahones reads these threads and implements them in their next game
2. Crafting is meaningful, takes time to master and provides gear just below top level raiding
3. An OPEN world that encourages and supports player run events and spur of the moment dev events
4. Armor colors / textures that are different enough to where everyone does not look the same
5. Grouping / raiding opens up areas that are not accessable while soloing.
6. PvP that gives benefits ingame (RvRvR bonuses)
7. A meaningful guild system, housing and the ability to build and maintain towns for guilds
8. Weather, day / night cycles, natural disasters, NPC's are not stationary
9. A game that takes more than 3 months to max level
10. Leader boards, server / world firsts rewards, PvP ranking system, guild stats / tiers
1, Original characters (I'm done with Elves)
2, Restricted chat system for low level characters,
3, Customizable UI
4, Seperated PvP from PvE (mixing doesnt work, balancing issues breaks the game or needs to be a sandbox)
5, A Journey. ( I Dont want to feel that I need to get to lvl cap to enjoy content, It should be there from the off.)
6, Mix it up, I dont want to do the same things over and over to get something.
7, Recycling, give players a reason to visit old areas, spread players out throughout the world, everyone congregating in one town isnt natural.
8, bottlenecks, to slow people down, creating difficulty for RMT.
9, shared nodes, (GW2 done this right imo) and if there is a forest, wood should be inabundance not rare.
10, Variety of gear with same stats, all level capped characters look the same, let us have identity.
I could come up with a ton more, but the list is of the top of my head.
There's only one thing important for me and that's player drivern 24/24 7/7 PvP/RvR system with the impossiblily to blob Zerg.
I think it's time that mmorpg's move away from PVE driven RvR and let players fight players. If you don't show up to protect your stuff I take it. Simple, and their shouldn't be any aggro NPC (elite, Lord or whatever) standing in my way doing the job that you are supposed to do. Utility NPC's yes, guards Lords doing your job. No.
1. individual freedom.
Currently playing: GW2
Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
+1
Personally, I would go with TBC WoW.
In no specific order:
- Wide, open, persistent, living and coherent world, with dynamic weather and night/day cycle. Coherent = making sense, unlike e.g. Age of Conan or The Secret world where you have only access to spots on a map linked my more or less silly "transportation systems". Living = NPCs move around, and a lot of details that make the world feel alive and not just a nice decoration for wack a mole.
- Good and rich character creation and customization.
- Rich character development, be it skill or class based. Choices!
- "Fluff" features (mounts, housing, cosmetic clothing, fishing) with content related to those features. But NO flying mounts, ever.
- Good modern 3D engine, of course including not only graphics with all modern features (shaders, etc...) but also good 3D sound.
- A good UI, but no third party UI addons. Everything should be done by the official developer.
- "Western" style graphics - no full manga style like e.g. Tera or Aion, with ugly characters and totally silly mobs. Tera, despite it's good 3D engine, must have some of the most ugly and silly mobs and character models of all the games I've played (Terrons... ugh). Rich and polished animations, with all possible movements (jumping, running, swimming, combat etc...)
- Immersive non linear content (quests/events) with temporary/permanent effects on the world. After playing GW2, I don't think I'll ever be able to go back to a WoW clone style questing system. Non linear means one should always have the choice between many activities and zones to progress, and never be forced down a single path (like e.g. SW:TOR).
- No elitist PvE tiered gear grind based end game. Content should be beaten by the player's superior skill at playing his character, and not by requiring to have a specific level of gear first. Actually, "end game" should start just after character creation, and not after grinding to some cap.
- Balanced large scale PvP where player skill and group tactics prevail and gear matters little, and of course, like for PvE, no tiered gear grind.
I could find more important points, but that's 10 out of my mind.
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
1. kill x of y quests for levelling with autotracking
2. fixed classes with minimal customisation in case i ruin my character
3. monthly sub + cash shop + box price
4. linear levelling zones that take you from hub to hub
5. instant teleport to dungeons/battlegrounds using LFG tool
6. end game involves running dungeons/raids/bgs 100s of times to get tokens to buy gear
7. people with better gear and level always win in pvp and pve
8. tab target combat
9. gear is bound so people cant trade to get good gear forcing everyone to run dungeons/raids
10. servers should have sub channels like tera so players can switch servers in case someone is taking their mobs or world boss
1. Immersion
2. Huge/ Open World
3. Extensive Character Customization
4. Player/Guild Housing
5. Relevant PvP
6. Mounts
7. Multiple Starting Zones/Stories
8. Complex Crafting
9. Skills not levels
10. Purposeful Guilds, not just a glorified group
This is just my wish list.
Nice on the paper, but that wouldn't work. Humans need to sleep, and also most humans have a family and a job beside playing video games. A system like you describe would favor the "no life" population which can afford staying up until 3am to take a keep when nobody else is online to defend it.
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
Cool thread.
1) Interesting classes. Vanguard is a good example of this, even the usually boring old Sorceror was interesting in that game.
2) Meaningful class customisation with multiple valid choices. Again like Vanguard with the Shaman and Cleric deity choices.
3) Challenging content with interesting fights. I dont care if its raid scale or group scale, preferably both.
4) Dungeon finder. Yes I know its better to socialise and make your own groups, but sometimes Dungeon Finders help you to make some friends if you are new to a game. If you find some good players you add them to your friend list and can make regular groups. Also saves spamming the channels for more players.
5) Large open world with plenty to explore.
6) Either a cash shop OR a subscription. I hate games that double dip. Just pick one you greedy bastards - I'm looking at you Funcom and SoE.
7) Reactionary combat. I hate games where I can just spam a supermacro to do my job (like in Rift). I prefer it when I have to pay attention to what is happening in a fight. Like in Guild Wars 1 where you watch for spells being cast and interrupt them. Or in Vanguard where you do chain attacks or counter attacks during combat.
8) Cool and diverse travel options.
9) Good underwater combat physics. I love what GW2 has done with underwater combat, would like to see more along these lines.
10) Competitive and well balanced PvP. Good PvP can keep me interested in a game long after I would have gotten bored of PvE.
1: 3 Realms
2: Guilds/alliances
3: Reputation ( you act like a WoW player your rep is destroyed, might aswell reroll)
4: PVP/RVR/PVE
5: Stat cap (No persuit of the next tier, but a persuit to reach your stat cap)
6: Housing (personal/guild)
7: Trophies (PvE/RvR)
8: Class progression (levels for PvE and levels for PvP)
9: Huge worlds.
10: No instant porting.
DAoC/GW/Lotro/WoW/WAR/Rift/SWTor
Thinking about revisions. I could probably put my first 4 into 9 and just describe it as a huge open 3D world with jumping, flying, and swimming. Also to who said "no flying mounts ever." Screw just flying City of Heros did travel powers so awesome! Teleport, fly, superjump, superspeed, etc. If you creatured mounts with those travel abilities in a fantasy game... omg.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/1) Elves.
2) Dragon riding.
3) No level restrictions.
4) No party size restrictions.
5) No bound items.
6) 3 digit auction house.
7) Goldsellers auction house.
8) Players create everything (mobs, quests, custom characters, housing, armor, street clothes, etc).
9) PvE only.
10) Pet breeding no restrictions.
Jumping
....
seems im not too picky.....oh and it has to be fun.