It looks like you're new here. If you want to get involved, click one of these buttons!
Pretty much the title says it all. If you were designing an MMO or you new that companies were reading this thread to come up with ideas for their latest & greatest game, what THREE features would you make sure to include?
And yes it is fair to critique or +1 someone else's idea(s).
1) Skill tree = trinity
With the proliferation of skill trees to give a focus to a character AND recognizing that due to soloing everyone is a DPS anymore, I would have each class have three skill trees, one with tanking skills, one with healing skills and one with more DPS skills.
2) Race/role quest lines.
Class quests are old business. What I don't see are ways to promote playing different races. Yes some MMOs give stat/skill boosts to races (see below) but I'd love to have a quest of discovery. As players choose roles, there would also be a quest line to work on the optimal way to tank or heal or DPS (like how to drop threat).
3) Discrimination is OK.
Let's say rogues are good at dodging which is a function of DEX and elves have an added race boost in DEX. Doesn't the mean a lot of elven rogues? Yes? Oh but I want my human rogue to be just as good. Too bad! Based on stats some races may just be better at certain classes than other races. Also, not every race can be every class. Light-Elves are not necromancers. Giants are not swordsmen. PB Sith are not Jedis. That's not to say you can't try to make your elven-rogue into a tank (in fact a skill tree would let you do that) but if within the story of the MMO your Dark Elf would never be a Paladin because they are inherently selfish then guess what, your Dark Elf cannot be a Paladin.
OMG I have others too but since I'm limiting everyone to 3 I guess I can't tell you my armor idea.
Comments
Randomized questing system. Instead of ! all over the place, people would have to explore the game in order to find quests. Random townsfolk could have quests, mobs could drop special quest items (xp turn ins), etc. Normal killing, exploring, even crafting would all net good amounts of XP so that a player wouldn't have to quest at all if they didn't want to either. Quests would mostly be bonuses to the XP system.
Skill system instead of classes (think of Asheron's Call). Different skills might have a more natural synergy, but there would be room for jack-of-all-trade type characters too. Specializing into skills would allow you to perform those roles at a higher rate of efficiency, but you'd sacrifice utility. Specialization would be limited to 2-3 skills. Not specializing would allow you to have more skills, but at a lesser rate of efficiency. Basically, mastery vs. utility would be the choice.
Randomized loot system. Gear wouldn't give direct statistical boosts (certain skill thresholds would), but rather gear would give bonuses to certain skills. Drops would be completely random, but crafted gear could narrow the randomness down to a degree.
- Every monster in the game is capturable as a pet, excluding unique bosses.
- Character customization options are quite limited at the beginning of the game, but many character customization options are available as quest rewards, boss rewards, faction rank rewards, and crafting products within the game.
- The game is designed from the beginning to be compatible with flying mounts and pets; low level areas on the ground have higher level areas in the air above them. There is a strict level requirement for flight (perhaps 30) and if there is a cash shop it may NOT contain a way to cheat and fly at lower levels.
Assuming that my game is OWpvp ...
----------------------------------------------------------------------
Working Bounty system (Like SWG)
Player based Economy (Like EvE)
Skill point system (Like Darkfall: UW)
Cheese, beer and boobs...if only you said four things because then it would also be farts, MMOs need more farts but the first three things are mandatory.
Seriously though.
A deep crafting system, everything you see in the game can be crafted. Everything. Everything you see in citites, can be crafted. From the vases holding the plants, to the tables/chairs to the buildings themselves, any structure in the game, build it. Weapon? you can make it. Saw armor on an NPC you loved? you can make it.
A deep gathering/farming/pet system. Every plant, tree can be gathered and grown by the players, every rock mined and reshaped. All used in the above crafting system. Every animal, both friendly (rabbits, mice, deer) to hostile can be tamed and either used as a personal attack pet, personal friendly pet and even placed on a farm (cows, pigs, horses) and bred or placed in your home as either décor or as a guard animal to protect your property as a hostile to those without permission to come onto your property.
instanced world for housing. it can be explained in the story that a magical alternate dimension was created by the magicians of the world to create a place of safety for those that wanted it...as if that should actually matter since so many don't even read the stories in MMOs but it would be there for those that require it. It would be an exact copy of the game world, only strictly for housing and the entire world can be built on so the playing game world is free to be massive as well.
"People who tell you youre awesome are useless. No, dangerous.
They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster
http://www.raphkoster.com/2013/10/14/on-getting-criticism/
"Be water my friend" - Bruce Lee
1) Deep Lore and History.
Build the world around this. Give it life, meaning, and feeling. Make the activities "fit together".
2) Languages
Players can learn these. Give cultures diversity and their own lore and history.
3) Failure.
I want to be able to fail in the game, without trying so hard to fail.
- 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. sandbox realism
2. crafting, everything constructed by players
3. no instancing (seamless world)
this is just what came to mind, after thinking for 10 seconds ^^
1) LFD/LFR or a lobby
2) Fun action combat with difficulty slider
3) Multiple game modes (dungeon runs, time runs, boss events, ....)
4) A feature that makes players go play other games and not stay on that one game for longer than a month.
OMG.. only 3? SHIT.. where do I start? lol
Easy.
1. Queue system - so players can see how long they have to wait before they can login into the game.
2. Bot detection - so I can randomly kick and ban active players, and promote the bots.
3. Open world housing - too few places to place deeds makes for vibrant economy.
1) Skills system from EVE Online (no leveling, no grinding)
2) Territory control and guild politics from EVE Online
3) Quake3 combat (unreallistic, one can dream) or Wildstar combat (reallistic)
1. Infinite Character Stat Possibilities
Multiple character stats with infinite possibilities that are affected by what you do in game.
If you main focus is PvP, crafting, raiding etc. you become stronger in those necessary stats
Your stats can increase or decrease depending on % of time you place in game towards said focus.
Think of your character stats like an equalizer. They fluctuate and affect each other.
2. Crafting System
Multiple crafting stats with infinite possibilities that affect how you craft in game.
Your PvP/PvE stats affect the weapons you craft, increasing or decreasing what you craft due to your better understanding of weapon balance etc. Same is applied If your crafting tools for farming and also farm.
100+ crafts/sub crafts to delve into
Unique Items/stats that are created based on multiple character stats
3. Unique sandbox experience.
a. Choices and Consequences affect your character and game play
b. Multiple factions that can form or break alliances creating a forever changing game play experience and a huge power struggle for control of lands and resources. Trade routes open and close, enemies are now friends and vise/versa.
c. Political, religious, guild, merchant and military systems within each faction that allow players to try to seize control.
1 - Big open world no instances with many city , town , village , ruins . forest , mountain and sea.
Unique NPCs that have they own live cycle
2- Sandbox features that allow you more free
Able to craft item with unique look and option , able to build stuff and plant things . able to build your own town , city , even make a kingdom .
3- Forced first person view
This is too funny, thanks for the laugh
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
LOL.
Could it be.....has Mr. Seldon become too predictable? These posts are hilarious, good work guys
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
Right ... let's add "solo content" ... luckily most devs do not forget to remove other strangers for players. And you are right, there should be no competition in pve content.
1. Skill based 'class' system, something close to Skyrim but with the ability to augment skills and abilities to fit the persons play style.
2. Combo Combat System, think Shadow of Mordor meets Street Fighter 4 with a hint of TERA/GW2
3. Dynamic Armours that affect the way you play your characters. For instance, I could be wearing a heavy chestplate, with leather boots and gloves. My body will be protected but my hands and feet are more vulnerable but at the same time I can move and attack faster because I'm not restricted by wearing a heavier type of armour on those parts of my body, but my combo attacks might be slower because the heavy chestplate restricts quick successive moves.
"The problem with quotes from the Internet is that it's almost impossible to validate their authenticity." - Abraham Lincoln
I dusted off one of my favorite RPGs, yesterday, Mount & Blade, and was reminded how much better it is than most MMOs in some ways.
1. In Mount & Blade, combat is difficult. It's an achievement to kill somebody and so you can have fewer kills and they can be more meaningful. It's actually a very violent game, but without the ridiculous body count you'll find in MMOs.
Yesterday I played for an hour and had one kill, and felt good about it. The scream... my sword and my swordhand covered with blood... that one kill was way more satisfying than slaughtering 100 zombies in your typical MMO.
So I would ask for challenging combat. Not the kind of challenging where it takes 100 strokes to kill somebody, the kind where you have to be cautious because you can die.
2. Part of the reason why I only got 1 kill in an hour is because I was busy doing other things. Training myself and my men. Trading goods between villages. Searching for quest givers and potential companions. Giving orders on the battlefield.
Most MMOs have non-combat advancement, crafting generally, but it is usually just a time-sink or gold-sink and not very deep or interesting. MMO makers ought to concentrate on this part of the game a lot more. If I wanted an action game, I'd be playing that, not an MMO.
Maybe you want to be a merchant, going from village to village and looking for bargains. Maybe you want to be a princess, practicing diplomacy between powerful houses.
I would want combat in my MMO to be only one of several equally interesting and rewarding paths.
3. Right in the name, Mount & Blade, you see that the game focuses on mounted combat. It does a good job of it too. But in most MMOs...
The Medieval period was the age of the horse, but most fantasy MMOs don't have mounted combat, or it's something tacked-on later.
I want mounted combat to be integrated from the start, into the class designs, the design of the world, and basic stuff like the movement keys.
1: vastly superior character customization - way better than current offerings. the bar needs to go wayyyy up.
2: body mass / shape encumbrances and strength / dexterity modifiers - If you are a skinny armed girly girl with 48DDD and heels, you should not be able to run as fast as the modestly endowed characters. That being said, I also think a person with a suit of armor is not going to run as fast as the cloth wearing berserker.
3: multi character emote sequences - high fives/low fives, pat back, push, punch, tickle, hug, etc. Your character acts and then the other player can complete the emote.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.
I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.
Three things I'd include in an MMORPG specifically to help promote role-playing.
Logic, my dear, merely enables one to be wrong with great authority.
I have so many it's hard to pick so let's go with the most controversial.
1. No magic. No finger wiggling, dress wearing, casters. No instant get out of jail free heals. Damage hurts!
2. Fixed stats - no levels - skill based. You start a character with 100 health, and that's it. It doesn't go up, only down as you get beat up, and it takes time to recover.
3. A proper weapon/armour/combat system.
By that I mean armour has mitigation stats, which can be affected by your skill at fighting in it. The more skilled you are the better you will mitigate damage, and dish it out. Higher tiers of armour allow more mitigation so you can still have vertical progression against tiered mobs. Same thing applies to weapons and damage output. Finally the combat system where if you block a blow, it gets blocked. None of this you block 50 of 100 damage BS. Skills like parry, block and dodge actually become important because you have a limited HP pool and getting hit really hurts.
No developer in their right mind would ever use these because nobody would have the balls to play it, but I can dream.
Can I put one more in?
Dragons! As a playable race. Extremely difficult to play when young but if you ever managed to get one to Elder or Ancient status you'd be like a raid boss. The only problem is that you have to accept that Dragons suffer from permadeath. And they also have a huge bounty on their heads so if anyone ever sees your young dragon expect to be hunted down relentlessly. And when I say huge bounty, I mean a fucking humongous bounty. Dragon Slayers would be mega rich.
1. world evolving depending on both player actions and actions of npc factions
2. uncapped progression of skill based on your actions (what you use, you train) (and while i am at uncapped, also uncapped group size)
3. enemies drop only crafting mats (except for humanoids who drop what they use in combat)