Better AI for one thing. Some random abilities for bosses to varie things up when people dp the same dungeon more than once (and they will do that, will require some extra balancing but worth it).
A dynamic skill system, where certain skills changes during certain circumstances (for instance would a wizard or druid get called lightning if it rains, a thief would get backstab if someone is showing their back and so on. Say that you have 12 attacks at any given moment then 3-4 should change depending on what is happening around you).
A crafting system where certain aspects would depend on your race and culture, for an instance would a dwarf make a dwarvish chainmail and so on. That gear would look different and have slightly different stats then other similar items made by other races and cultures. A few unique items as well. Also, crafters should be able to make their own symbol and put that on gear they made.
Jewelry and similar items should actually show on the avatar (why MMOs don't already show this with modern graphics is a mystery to me).
I would also use a mix between dynamic events, quests (those are longer and more epic) and tasks (menial work most MMOs mislabels as quests, all those should be voluntary and only reward money and a few xp, not gear but possible crafting mats).
Less hitpoints, the game does not really become more fun with 50 000 hitpoints.
Lower powergap making it easier to play with players of different levels and a down leveling system similar to GW2 on PvP servers to make PvP more exciting.
Player designed guild keeps and player housing, if the world gets to small to show all of them then instance them but show the more prominent guilds halls based on guild reputation (which will fade with time) and prominent players houses in the gameworld.
Player owned places of commerce, like stores, market stands, taverns and temples. No general auction house but a search engine that shows you where certain items are for sale and prices.
Limited fast travel (between cities and to places you already visited the last week). Walking or riding to the same place too often becomes a grind but having fast travel all around the map makes the game far smaller.
I could go on but the post is already turning into a wall of text...
OK after a few Irish Whiskeys. Ran out of bourbon It has dawned on me the answer to all of our gaming needs.
Your character would be Truly defined by your actions. Emphasis on Truly. If you focused on PvP mostly your skills would be enhanced in that area only. Vice versa for PvE. So if all I want to do is open world PvP ganking I could be a specialist in that area. The more I PvP the less I would be able to PvE. So PvE skills would diminish each time I engage in PvP. Here's the rub if you will. The best gear can only be crafted and the materials can only be obtained from PvP and PvE. You wouldn't be able to trade with other players. There is no auction house. What I'm saying is every decision you make is crucial to your development. Only the wisest will prevail. Yes it will be hard but I don't care. Time to bring back thinking and strategy in games. Too much mindless grinding and killing has bored us all to death.
Better AI for one thing. Some random abilities for bosses to varie things up when people dp the same dungeon more than once (and they will do that, will require some extra balancing but worth it).
A dynamic skill system, where certain skills changes during certain circumstances (for instance would a wizard or druid get called lightning if it rains, a thief would get backstab if someone is showing their back and so on. Say that you have 12 attacks at any given moment then 3-4 should change depending on what is happening around you).
A crafting system where certain aspects would depend on your race and culture, for an instance would a dwarf make a dwarvish chainmail and so on. That gear would look different and have slightly different stats then other similar items made by other races and cultures. A few unique items as well. Also, crafters should be able to make their own symbol and put that on gear they made.
Jewelry and similar items should actually show on the avatar (why MMOs don't already show this with modern graphics is a mystery to me).
I would also use a mix between dynamic events, quests (those are longer and more epic) and tasks (menial work most MMOs mislabels as quests, all those should be voluntary and only reward money and a few xp, not gear but possible crafting mats).
Less hitpoints, the game does not really become more fun with 50 000 hitpoints.
Lower powergap making it easier to play with players of different levels and a down leveling system similar to GW2 on PvP servers to make PvP more exciting.
Player designed guild keeps and player housing, if the world gets to small to show all of them then instance them but show the more prominent guilds halls based on guild reputation (which will fade with time) and prominent players houses in the gameworld.
Player owned places of commerce, like stores, market stands, taverns and temples. No general auction house but a search engine that shows you where certain items are for sale and prices.
Limited fast travel (between cities and to places you already visited the last week). Walking or riding to the same place too often becomes a grind but having fast travel all around the map makes the game far smaller.
I could go on but the post is already turning into a wall of text...
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
OK after a few Irish Whiskeys. Ran out of bourbon It has dawned on me the answer to all of our gaming needs.
Your character would be Truly defined by your actions. Emphasis on Truly. If you focused on PvP mostly your skills would be enhanced in that area only. Vice versa for PvE. So if all I want to do is open world PvP ganking I could be a specialist in that area. The more I PvP the less I would be able to PvE. So PvE skills would diminish each time I engage in PvP. Here's the rub if you will. The best gear can only be crafted and the materials can only be obtained from PvP and PvE. You wouldn't be able to trade with other players. There is no auction house. What I'm saying is every decision you make is crucial to your development. Only the wisest will prevail. Yes it will be hard but I don't care. Time to bring back thinking and strategy in games. Too much mindless grinding and killing has bored us all to death.
I always thought Fable had a cool thing going with your character changing depending on what you did. Like growing horns if you do evil things or casting magic for a long period of time physically changes your appearance. Your tattoos influence others perception of you. I always liked that.
There has to be a definitive decision path you must take. Sort of like life. Players can judge you by your actions or personality. Much like this forum where we exchange ideas. We are defined by our responses and creativity. We desperately need a game that understands this. If you will a Siri that interprets us and than projects the player based on our actions. I know this is complicated and perhaps beyond what modern programming can accomplish. I get it and sympathize with the Devs trying to create a solid game. The next evolution is ripe and awaits the next genius to implement it. What we want in mmorpgs is realism to the extent that it makes our in game character real. That will be the next evolution in gaming whatever the social consequences it will create.
The elf in bikini doing sexy dance. I'm true for myself .
Edit , no more instance Persistent world
No more quest hub , no more treadmill .
No more bind , free to trade
Castle siege Guild ranking battles
Well, I do think most of us would prefer a persistant world if we get the option but the reason modern MMOs use zones is that it is hard to code an engine that looks good, have acceptable performance on an average computer and no zones. I think that one will be solved by technolgy though, there are harddrives who are almost as fast as ram memory in development. If those becomes common enough you could easily make a zoneless game with good graphics again. Besides, if VR becomes popular that will help things around since VR need a lot of memory too look really good, which would encourage companies like Samsung to fix this.
As for no questhubs I am curious how you would solve that practically? Just spread the quests out or do you have something else in mind?
Binding really have to do with the really fast gear progression and the economy, most games have players gear becoming obsolete in hours and since gear drop is continues that means prices for anything below top tiered gear would drop down close to zero which would mean crafting and farming would become useless fast. AoC tried this at launch but had to remove it for that reason.
There are other ways to solve it, like gear vitiality that goes down until the item break (none fixable) or losing gear upon dying but neither of those are popular among players so unless you could figure out a good solution for it I fear that the idea is bad. Of course if you have a solution for it that would be great.
Castle sieges can be fun, I agree there as well as guild Vs guild PvP.
Cera and turtle: Thanks guys, your making me blush .
Interesting how many nibbles you got that read that title as "what would you exclude from a new game."
Anyway...hmm. I'd love to see a working political system on a grand scale. One that includes territory control, but is not exclusively a bunch of guys beating each other up over the same forts day after day.
Resource management, new territory via discover-and-conquer. What happens if (while exploring) you run into a technologically superior species that isn't very friendly?
Problems with exploration: only possible once, requires periodic resets. But can the game design include a different set of challenges each reset? Can a development team possibly work that quickly, stay ahead of the player base on (say) a three-month recurring cycle?
Procedural generation, of course, for more than just maps.
I just realised what I've been waiting to appear in MMORPG space: a dev team with balls.
Willing to attempt a big new idea that they may not entirely succeed at. Unfortunately, mmos are too expensive to take risks. The whole idea seems more suitable to Sid Meier.
What I'd really like to see in a new MMORPG is some form of advanced AI that learns and evolves. The kind of ideas that were originally proposed by the EQ:Next devs using the ill-fated Storybricks application.
We are moving closer to realizing these complex systems. Products like SpatialOS will continue to appear and improve. Cloud-based processing opens-up new possibilities.
Game worlds will become so much richer when NPC's are not just dumb easily-exploited scripts.
It's a lot easier to say what one would forbid being in the game than what one would want to include, isn't it?
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
What I'd really like to see in a new MMORPG is some form of advanced AI that learns and evolves. The kind of ideas that were originally proposed by the EQ:Next devs using the ill-fated Storybricks application.
We are moving closer to realizing these complex systems. Products like SpatialOS will continue to appear and improve. Cloud-based processing opens-up new possibilities.
Game worlds will become so much richer when NPC's are not just dumb easily-exploited scripts.
Sure would but we are a long way from having npcs you could have a real discussion with. As for mobs learning and improving that is possibly to some degree but the problem with that is that we don't want mobs that are impossible to beat, I would be happy with them just being a bit smarter and react and adapt a little more to what players do without being impossible to beat (challenging is fine though).
Cloud based processing do open up some possibilities but we are still a long way off from games actually creating their own content and npcs to feel sentient.
Correct: Themepark content that funnel players through stories and over-designed experiences should be removed, and replaced by open ended content where the player initiate and chooses his own experiences and stories - Like it was done in Everquest, and not how it was done in wow and all wow-themepark copies ever since. As long as this part is done correctly, details about fast or slow travel, instanced zones, and all the other stuff some oldschool players think defined their games, become irrelevant and can be used to or not used as long as it doesn't mess up the game.
Bring: Dynamic world a bit like EqNext intended, with a living ever changing world with npc factions and events outcome define and create the world (at least to some extent). Where aiding these factions (mostly through pve actions) in their goals create both your characters story as well as the world(server) story.
On top of that, real game masters that constantly and in real time (it is their only job) tweak, correct and add new dynamic content to the world. This is to 1. keep a dynamic and interesting world, 2. it is impossible to write AI so well it can maintain itself, so human interaction is needed to keep things healthy. 3. make sure players don't drag the game too much in one direction that it ruins the game for others and themselves (I am sure purist sandbox and especially pvp player types will oppose this idea but this is not a game for them so..).
Virtually never ending character progression system of any kind (skill based, aa based). There should never be a max "level" or endgame where the game becomes about gear, the game should continue to be about being a character in a world with open choices.
It completely depends on what type of MMORPG you're trying to create. Trying to stuff everything into it regardless if it makes sense in the grand scheme is a major problem. I'd first decide what player base i was after and work from there.
If the goal is to attract as many players as possible regardless of everything else, then stop right there and start over before it's too late. Then again, i think the genre was better when it was niche.
A robust plan. With contingency but it has to release in the "near future" and not 10 years down the line.
Ensure potential customers have "realistic" expectations; you want them to want your product but not to be so upset by what you don;t deliver that they then start ranting on every forum they can about how you have failed.
Realistic cash flow targets. Whatever is spent has to be recovered very quickly. Assume the worst when it comes to sales and then cut the projection by at least half. For if you want big sales you will need a very big marketing budget. NCSoft spent tens of millions of dollars marketing WS for example (as reported) and people said they didn't do enough. The moral being it gets really, really expensive very quickly.
So insist that a decision is taken early on the business model. How are costs going to be recouped. "Free" with a cash shop from day 1 or a box price? If box price is that $1, $5 or $50?
And realistic - as in low - target sales or cash shop purchases have to be made. And how are sales going to be handled?
Features and content can always be added later if the first iteration - as a minimum - recoups its costs.
So priorities. If a game has day/night cycles on day 1 how many more copies will be sold? At what cost?
There is more but it is all "very boring" but sadly very necessary if its not going to end up as "another failed attempt".
Comments
Edit ,
no more instance
Persistent world
No more quest hubs ,
no more treadmill .
No more bind ,
free to trade
Castle siege
Guild ranking battles
거북이는 목을 내밀 때 안 움직입니다
Better AI for one thing. Some random abilities for bosses to varie things up when people dp the same dungeon more than once (and they will do that, will require some extra balancing but worth it).
A dynamic skill system, where certain skills changes during certain circumstances (for instance would a wizard or druid get called lightning if it rains, a thief would get backstab if someone is showing their back and so on. Say that you have 12 attacks at any given moment then 3-4 should change depending on what is happening around you).
A crafting system where certain aspects would depend on your race and culture, for an instance would a dwarf make a dwarvish chainmail and so on. That gear would look different and have slightly different stats then other similar items made by other races and cultures. A few unique items as well. Also, crafters should be able to make their own symbol and put that on gear they made.
Jewelry and similar items should actually show on the avatar (why MMOs don't already show this with modern graphics is a mystery to me).
I would also use a mix between dynamic events, quests (those are longer and more epic) and tasks (menial work most MMOs mislabels as quests, all those should be voluntary and only reward money and a few xp, not gear but possible crafting mats).
Less hitpoints, the game does not really become more fun with 50 000 hitpoints.
Lower powergap making it easier to play with players of different levels and a down leveling system similar to GW2 on PvP servers to make PvP more exciting.
Player designed guild keeps and player housing, if the world gets to small to show all of them then instance them but show the more prominent guilds halls based on guild reputation (which will fade with time) and prominent players houses in the gameworld.
Player owned places of commerce, like stores, market stands, taverns and temples. No general auction house but a search engine that shows you where certain items are for sale and prices.
Limited fast travel (between cities and to places you already visited the last week). Walking or riding to the same place too often becomes a grind but having fast travel all around the map makes the game far smaller.
I could go on but the post is already turning into a wall of text...
Your character would be Truly defined by your actions. Emphasis on Truly. If you focused on PvP mostly your skills would be enhanced in that area only. Vice versa for PvE. So if all I want to do is open world PvP ganking I could be a specialist in that area. The more I PvP the less I would be able to PvE. So PvE skills would diminish each time I engage in PvP. Here's the rub if you will. The best gear can only be crafted and the materials can only be obtained from PvP and PvE. You wouldn't be able to trade with other players. There is no auction house. What I'm saying is every decision you make is crucial to your development. Only the wisest will prevail. Yes it will be hard but I don't care. Time to bring back thinking and strategy in games. Too much mindless grinding and killing has bored us all to death.
거북이는 목을 내밀 때 안 움직입니다
거북이는 목을 내밀 때 안 움직입니다
거북이는 목을 내밀 때 안 움직입니다
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
As for no questhubs I am curious how you would solve that practically? Just spread the quests out or do you have something else in mind?
Binding really have to do with the really fast gear progression and the economy, most games have players gear becoming obsolete in hours and since gear drop is continues that means prices for anything below top tiered gear would drop down close to zero which would mean crafting and farming would become useless fast. AoC tried this at launch but had to remove it for that reason.
There are other ways to solve it, like gear vitiality that goes down until the item break (none fixable) or losing gear upon dying but neither of those are popular among players so unless you could figure out a good solution for it I fear that the idea is bad. Of course if you have a solution for it that would be great.
Castle sieges can be fun, I agree there as well as guild Vs guild PvP.
Cera and turtle: Thanks guys, your making me blush .
거북이는 목을 내밀 때 안 움직입니다
Anyway...hmm. I'd love to see a working political system on a grand scale. One that includes territory control, but is not exclusively a bunch of guys beating each other up over the same forts day after day.
Resource management, new territory via discover-and-conquer. What happens if (while exploring) you run into a technologically superior species that isn't very friendly?
Problems with exploration: only possible once, requires periodic resets. But can the game design include a different set of challenges each reset? Can a development team possibly work that quickly, stay ahead of the player base on (say) a three-month recurring cycle?
Procedural generation, of course, for more than just maps.
I just realised what I've been waiting to appear in MMORPG space:
a dev team with balls.
Willing to attempt a big new idea that they may not entirely succeed at. Unfortunately, mmos are too expensive to take risks. The whole idea seems more suitable to Sid Meier.
We are moving closer to realizing these complex systems. Products like SpatialOS will continue to appear and improve. Cloud-based processing opens-up new possibilities.
Game worlds will become so much richer when NPC's are not just dumb easily-exploited scripts.
Cloud based processing do open up some possibilities but we are still a long way off from games actually creating their own content and npcs to feel sentient.
But who knows what happens 20-30 years from now?
Correct:
Themepark content that funnel players through stories and over-designed experiences should be removed, and replaced by open ended content where the player initiate and chooses his own experiences and stories - Like it was done in Everquest, and not how it was done in wow and all wow-themepark copies ever since.
As long as this part is done correctly, details about fast or slow travel, instanced zones, and all the other stuff some oldschool players think defined their games, become irrelevant and can be used to or not used as long as it doesn't mess up the game.
Bring:
Dynamic world a bit like EqNext intended, with a living ever changing world with npc factions and events outcome define and create the world (at least to some extent). Where aiding these factions (mostly through pve actions) in their goals create both your characters story as well as the world(server) story.
On top of that, real game masters that constantly and in real time (it is their only job) tweak, correct and add new dynamic content to the world. This is to 1. keep a dynamic and interesting world, 2. it is impossible to write AI so well it can maintain itself, so human interaction is needed to keep things healthy. 3. make sure players don't drag the game too much in one direction that it ruins the game for others and themselves (I am sure purist sandbox and especially pvp player types will oppose this idea but this is not a game for them so..).
Virtually never ending character progression system of any kind (skill based, aa based). There should never be a max "level" or endgame where the game becomes about gear, the game should continue to be about being a character in a world with open choices.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
If the goal is to attract as many players as possible regardless of everything else, then stop right there and start over before it's too late. Then again, i think the genre was better when it was niche.
A robust plan. With contingency but it has to release in the "near future" and not 10 years down the line.
Ensure potential customers have "realistic" expectations; you want them to want your product but not to be so upset by what you don;t deliver that they then start ranting on every forum they can about how you have failed.
Realistic cash flow targets. Whatever is spent has to be recovered very quickly. Assume the worst when it comes to sales and then cut the projection by at least half. For if you want big sales you will need a very big marketing budget. NCSoft spent tens of millions of dollars marketing WS for example (as reported) and people said they didn't do enough. The moral being it gets really, really expensive very quickly.
So insist that a decision is taken early on the business model. How are costs going to be recouped. "Free" with a cash shop from day 1 or a box price? If box price is that $1, $5 or $50?
And realistic - as in low - target sales or cash shop purchases have to be made. And how are sales going to be handled?
Features and content can always be added later if the first iteration - as a minimum - recoups its costs.
So priorities. If a game has day/night cycles on day 1 how many more copies will be sold? At what cost?
There is more but it is all "very boring" but sadly very necessary if its not going to end up as "another failed attempt".