- AO's overequipping system and all that went with it (implants, ability into skill overflow, etc.)
- AoC's fatalities. One can say that: "oh but many games have cool animations and kill moves". But when you can pull out the mob's beating heart and take a bite out of it, i call it something special
- AO's overequipping system and all that went with it (implants, ability into skill overflow, etc.)
- AoC's fatalities. One can say that: "oh but many games have cool animations and kill moves". But when you can pull out the mob's beating heart and take a bite out of it, i call it something special
These are four I've been anxious to see in MMOs for a decade or so.
Puzzle Pirates' player-skill based advancement system.
Puzzle Pirates' system for supporting player run tournaments including broadcasting tools, ladder system, spectator mode, betting and prize distribution.
Ultima Online's virtue system, specifically the Justice Virtue, where PVPers gained PvE rewards by protecting PvE players from other PVPers.
Asheron Call's Jumping and Running as actual skills one could level up to superhuman levels.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
While not a feature I also wish someone would take the game 7million and redo it with a more professional style.
Sort description of the game:
You are a up and coming theif (obvious one of many since it's an MMO), your job to take on bigger and bigger jobs. you of course do this by being successful.
Each job (mission instance) had both stealth (avoid the guards) and puzzles intermix and a bit of find the right items, i believe you also had a timer to complete your mission in
The puzzles could be anything like concentration, or a bejeweled type game and they were usually found in safe cracking and hacking security systems
You also had to solve these puzzles quickly as you still had guards walking around and if they saw you they would set the alarm off.
I really wish this concept was picked up again, it nearly happened in TSW with their stealth missions but the mini-games were not present.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Anarchy Online abilities, skill and tradeskill (craft) system and "magic button": Disable all XP gain
In AO u can have specialisation in different types of wapons i.e: one hand blunt, two hand edged, pistols, assault or sniper rifles, even martial arts. No other mmorpg I played give me that huge choice on my weapons.
1. SWG Resource System. Unmatched in it's complexity and detail. Constantly changing resources, quality and attributes that influence the final product. This should be the basis for EVERY crafting system.
2. SWG Housing/City system. The complexity of the system was astounding. There was literally no identical house to be found. A true masterpiece of MMO design.
3. TERRA Combat system. This might sound odd, but i think it is the most fluid and well executed combat system made so far. It just plays and feels right. Unfortunately the rest of the game is shallow and not worth mentioning.
4. FFXI One Character for all Jobs/Classes. Is there ANY reason why we should not be able to level all jobs/classes on one character. There is not, it's a simple and elegant system that as a side effect increases every social aspect of the game.
5. FFXI Main/Subjob system. This adds so much more complexity to the one class/job system. It should be the standard especially combined with #4.
6. FFXI Besieged. Mobs attacking towns, kidnapping important key NPCs that need to be rescued. Weakening the city by stealing parts of a magic power source that affects every players experience and other bonus while in the area. This adds complexity and a constant flow of more or less random end game content with rewards and a "We all work together" social aspect.
7. FFXI Salvage. One of the many genuine end game systems included in this game. This one strips you naked, blocks your abilities and reduces your Attributes. You start naked and weak. While carefully fighting to receive unlocks you grow in strength but they are somewhat random and decisions have to be made who gets to use which unlocks first. Strategy, Teamwork and resource management make this one of the most unique end game systems i know.
8. FFXI Synergy system. Socialized crafting at it's finest. You need multiple players with specific rafting skills which then, working together in a party can create some of the most powerful items in the game. The ability to craft and improve even rare and exclusive items that can not be traded for other people in a safe way so they can not be ripped off or stolen: Pure Genius!
Now some development team get on it and make me my dream MMORPG.
"Give players systems and tools instead of rails and rules"
1. SWG Resource System. Unmatched in it's complexity and detail. Constantly changing resources, quality and attributes that influence the final product. This should be the basis for EVERY crafting system.
2. SWG Housing/City system. The complexity of the system was astounding. There was literally no identical house to be found. A true masterpiece of MMO design.
3. TERRA Combat system. This might sound odd, but i think it is the most fluid and well executed combat system made so far. It just plays and feels right. Unfortunately the rest of the game is shallow and not worth mentioning.
4. FFXI One Character for all Jobs/Classes. Is there ANY reason why we should not be able to level all jobs/classes on one character. There is not, it's a simple and elegant system that as a side effect increases every social aspect of the game.
5. FFXI Main/Subjob system. This adds so much more complexity to the one class/job system. It should be the standard especially combined with #4.
6. FFXI Besieged. Mobs attacking towns, kidnapping important key NPCs that need to be rescued. Weakening the city by stealing parts of a magic power source that affects every players experience and other bonus while in the area. This adds complexity and a constant flow of more or less random end game content with rewards and a "We all work together" social aspect.
7. FFXI Salvage. One of the many genuine end game systems included in this game. This one strips you naked, blocks your abilities and reduces your Attributes. You start naked and weak. While carefully fighting to receive unlocks you grow in strength but they are somewhat random and decisions have to be made who gets to use which unlocks first. Strategy, Teamwork and resource management make this one of the most unique end game systems i know.
8. FFXI Synergy system. Socialized crafting at it's finest. You need multiple players with specific rafting skills which then, working together in a party can create some of the most powerful items in the game. The ability to craft and improve even rare and exclusive items that can not be traded for other people in a safe way so they can not be ripped off or stolen: Pure Genius!
Now some development team get on it and make me my dream MMORPG.
ad 1. Ryzom resource system is actually quite similar
ad 4. istaria more or less has this, some other games i think too, not including the ones with skill based systems (wurm)
ad 5. i think a lot of games in a way has this, from ryzom to more or less any game with specializations (AC2)
edit: sorry - ad 5 should have been rift, not ryzom (or also istaria)
Since this thread says 'name an MMORPG feature that was never copied' and not just a game title you want cloned; I'll list a list of features I want to see recycled. I can not, however, guarantee that these have never been copied...
1) Ultima Online - Bounty System (Encourage World PVP) and Grandmaster System
2) Dark Age of Camelot - Wall Scaling (Encourage utility during mass PVP/WvW/RvR)
3) Star Wars Galaxies - Non-Combat Class System (Merchant, etc.) and Crafting System
4) Firefall - Gathering (Thumper) System and Revive System
The combat in any other mmorpg after playing that game feels so stale and boring (no guildwars, neverwinter dragons prophet, dc universe etc etc doesn't have combat that even resembles it, they resemble wow combat more since your abilities have huge arc of attacking and everything is based on "line nukes" rather than point of impact, so you cannot miss even if you try your hardest. which means it might as well be tab target)
EQ2 Shiny collections and its skill system for spells and combat arts where you start with apprentice ones and can upgrade them,Apprentice,Journeyman(crafted),Adept (looted),Expert (crafted),Master (looted),Grandmaster (special pick). So you can make your character better not with just gear and AA.
Comments
GW2 tried to clone 1/4th of DAoC, and failed.
CU is looking to be just about nothing like DAoC except for having 3 factions.
DAoC and Vanguard have this.
off the top of my head:
- EVE's single server tech
- Vanguard's Diplomacy
- AO's overequipping system and all that went with it (implants, ability into skill overflow, etc.)
- AoC's fatalities. One can say that: "oh but many games have cool animations and kill moves". But when you can pull out the mob's beating heart and take a bite out of it, i call it something special
- TSW's investigation missions
- SWG's fully functional non-combat, non-crafting professions.
- SWG's resource / subcomp / item quality system
- TR's mix of traditional tab-target MMO combat with FPS-style "F1 for shotgun" weapon switching
- LoTRO's legendary weapon levelling (although EQ2 has introduced their own levelling items recently)
"Id rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster
Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall
Currently Playing: ESO
CU is clearly not supposed to be a DAoC clone.
And GW2? ...lol
And the thread is now closed... lol
Lol you almost made me fall out of my chair lol.
I am pretty sure we have many games that have you put a check mark in a box :P.
Well hey grats first person to make me laugh today
Never forget 3 mile Island and never trust a government official or company spokesman.
Elder Scrolls Online is pushing hard for the DAoC experience.
These are four I've been anxious to see in MMOs for a decade or so.
Puzzle Pirates' player-skill based advancement system.
Puzzle Pirates' system for supporting player run tournaments including broadcasting tools, ladder system, spectator mode, betting and prize distribution.
Ultima Online's virtue system, specifically the Justice Virtue, where PVPers gained PvE rewards by protecting PvE players from other PVPers.
Asheron Call's Jumping and Running as actual skills one could level up to superhuman levels.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
While not a feature I also wish someone would take the game 7million and redo it with a more professional style.
Sort description of the game:
You are a up and coming theif (obvious one of many since it's an MMO), your job to take on bigger and bigger jobs. you of course do this by being successful.
Each job (mission instance) had both stealth (avoid the guards) and puzzles intermix and a bit of find the right items, i believe you also had a timer to complete your mission in
The puzzles could be anything like concentration, or a bejeweled type game and they were usually found in safe cracking and hacking security systems
You also had to solve these puzzles quickly as you still had guards walking around and if they saw you they would set the alarm off.
I really wish this concept was picked up again, it nearly happened in TSW with their stealth missions but the mini-games were not present.
Here is a youtube video of it, hopefully the mods won't mind: http://www.youtube.com/watch?v=h9yZkOeLJvo
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
www.wizardrythegame.com
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Shadowbane
Gear/weapons/jewelery getting made in Shops.
Running a shop was a blast.
Anarchy Online abilities, skill and tradeskill (craft) system and "magic button": Disable all XP gain
In AO u can have specialisation in different types of wapons i.e: one hand blunt, two hand edged, pistols, assault or sniper rifles, even martial arts. No other mmorpg I played give me that huge choice on my weapons.
These should all be Standard for any MMO
1. SWG Resource System. Unmatched in it's complexity and detail. Constantly changing resources, quality and attributes that influence the final product. This should be the basis for EVERY crafting system.
2. SWG Housing/City system. The complexity of the system was astounding. There was literally no identical house to be found. A true masterpiece of MMO design.
3. TERRA Combat system. This might sound odd, but i think it is the most fluid and well executed combat system made so far. It just plays and feels right. Unfortunately the rest of the game is shallow and not worth mentioning.
4. FFXI One Character for all Jobs/Classes. Is there ANY reason why we should not be able to level all jobs/classes on one character. There is not, it's a simple and elegant system that as a side effect increases every social aspect of the game.
5. FFXI Main/Subjob system. This adds so much more complexity to the one class/job system. It should be the standard especially combined with #4.
6. FFXI Besieged. Mobs attacking towns, kidnapping important key NPCs that need to be rescued. Weakening the city by stealing parts of a magic power source that affects every players experience and other bonus while in the area. This adds complexity and a constant flow of more or less random end game content with rewards and a "We all work together" social aspect.
7. FFXI Salvage. One of the many genuine end game systems included in this game. This one strips you naked, blocks your abilities and reduces your Attributes. You start naked and weak. While carefully fighting to receive unlocks you grow in strength but they are somewhat random and decisions have to be made who gets to use which unlocks first. Strategy, Teamwork and resource management make this one of the most unique end game systems i know.
8. FFXI Synergy system. Socialized crafting at it's finest. You need multiple players with specific rafting skills which then, working together in a party can create some of the most powerful items in the game. The ability to craft and improve even rare and exclusive items that can not be traded for other people in a safe way so they can not be ripped off or stolen: Pure Genius!
Now some development team get on it and make me my dream MMORPG.
ad 1. Ryzom resource system is actually quite similar
ad 4. istaria more or less has this, some other games i think too, not including the ones with skill based systems (wurm)
ad 5. i think a lot of games in a way has this, from ryzom to more or less any game with specializations (AC2)
edit: sorry - ad 5 should have been rift, not ryzom (or also istaria)
Totally forgot about Ryzom. I would add the Creature behaviour system from Ryzom of cause!
Don't know Istaria and wurm is purely skill based, no classes at all and you can level everything, which is equally good.
I forgot the skillchain system in FFXI. That was real fun and should have been improved on, but they never did.
Since this thread says 'name an MMORPG feature that was never copied' and not just a game title you want cloned; I'll list a list of features I want to see recycled. I can not, however, guarantee that these have never been copied...
1) Ultima Online - Bounty System (Encourage World PVP) and Grandmaster System
2) Dark Age of Camelot - Wall Scaling (Encourage utility during mass PVP/WvW/RvR)
3) Star Wars Galaxies - Non-Combat Class System (Merchant, etc.) and Crafting System
4) Firefall - Gathering (Thumper) System and Revive System
5) Everquest - Passive Skill Progression (Swimming, etc.)
6) FFXI - Experience Chains (Encourage grinding) and 'Bazaar' POS Function
7) City of Heroes/City of Villains - Boombox Emotes and Character Customization
8) Guild Wars 2 - Auction House Functionality and Revive System
9) Path of Exile (Not an MMORPG) - Limitless Skill Tree (Supporting any imaginable build)
10) Ragnarok Online - Pushcart (Adorable, teehee)
11) Rift - The Black Garden (Fang of Regulos) PVP Matches
12) Dragon's Prophet - Aquatic Mounts and Taming System
13) Scarlet Blade - Everything (Trollolololol.)
[Notice no one has mentioned any World of Warcraft features?]
Tera combat.
The combat in any other mmorpg after playing that game feels so stale and boring (no guildwars, neverwinter dragons prophet, dc universe etc etc doesn't have combat that even resembles it, they resemble wow combat more since your abilities have huge arc of attacking and everything is based on "line nukes" rather than point of impact, so you cannot miss even if you try your hardest. which means it might as well be tab target)
Well duh, wow is more or less the basics for every mmorpg and the features they implemented are today basics in almost every mmorpg.