Here is the goal of this thread:
To have a person put in 1 unique feature not seen in any MMO before that they think would be fun. No laundry lists, just one feature.
Here goes my one feature:
1) The ability to craft world bosses and release them into the living and breathing world. Of course, I'd make it very difficult to do and would require a ton of effort and of course you would have to put in an immersion-including name and build, but that would be cool.
Thanks,
Cryomatrix
p.s. I have a feeling someone will say, "so and so game has that feature" but oh well this is another way to get diversity.
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Yeah, I know, not likely to happen until we can resolve poverty and bring peace in our time.
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EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
-The ability for players to create quests for other players
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What I would honestly like to see more of is FFXI's abjuration system. Pretty much you need a rare paper from an elite monster and you still need a cursed item that has to be crafted in order. So you turn both of those in together to get a piece of gear. Having a system like this will ensure crafting will always be important as well as constantly killing certain things because those monsters drop the rare materials to craft the cursed item. I'm sure its been in other games but honestly you dont see it that much lately.
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"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
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A weather system that has a chance of actually flooding the tavern you just build and the traven you just built is where other players can get quests.
oh an a tornadoes can kill you if you dont have a storm shelter near your property.
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Come back in a 1000 years and its bound to have been made at some point!...or maybe not...
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The game will generate the drops so we don't get dungeons just created for easy farming. The thing is that you run out of dev created dungeons pretty fast. Yes, most guild made will still be awful or average but when you let players who completed it vote we still would get a few really good and know how to find them.
Besides that, building and designing a dungeon is something a guild could do together, something we can use more of. And with a rep system you could reward the guild based on how fun and how lethal the dungeon is.
Lineage had the same thing but they only looted one item and not every time but maybe one time of three. It was great fun and you could get something awesome from a trashmob that picked it up when passing by.
Yeah, they could at least have the sword stop when it hit something like it did in your DBtS vid, it is not hard and would make the combat feel far more real then when we see the weapon pass through a shield and body (with surprisingly little damage and no blood) as in all MMOs I seen.
They don't have to add ultra realism to it, just make melee fighting look and feel a little more real.
It released in 1999, I played it during the western beta in 2001 but it is certainly possible others used the mechanics since. Heck, the game still have 3 million paying subscribers after 18 years and that is a number most if not all MMORPGs released the last 10 years only can dream about.
And I agree, it added risk and fun, there were rules to it. You only dropped an item from your inventory and based on my experience it was about 1 in 3 deaths but I heard it could vary a bit depending on circumstances.
Take a step further, have the entire server threatened by an invading force which required them to band together to
stop it or the enemy would destroy everything.
Yes, much like a castle defense game but this would be a persistent world which could stand and grow indefinitely but only if players could hold their position.
Difficulty could be scaled with greater rewards for hard mode servers while some could be toned back for those who wish to just build peacefully.
I always thought it would be great in EVE to have a Jove/Sleeper invasion that would lay waste to all areas including hi sec.
No safe places, if the invaders hit a market hub like Jita and players failed to defend the station could either fall until retaken or just be forever destroyed. Citadels could replace lost stations if some player alliance wanted to set it up.
To alleviate player rage over asset loss the citadel mechanic of transferring player assets to "somewhere" else could be put in place.
If you had your citadel destroyed in null with all assets transferred to low sec you know how it generates opportunities for player conflict as people try to get their assets out to more desirable areas.
For highsec hub kills probably be better to transfer loot to either remote out of the
way highsec areas, or another station near the war front which might again need to be defended against.
Devs could adjust the difficulty, throwing stronger waves of bigger ships if attacking an area where large fleets of capital ships reside.
The possibilities are endless and while the PVP centric EVE playbase would not likely buy in I would love a MMORPG where the playerbase was more encouraged to work together to either survive or perish collectively.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I loved the war effort in wow. We even had someone who got to ring the gong in our in-game social circle. I made a ton of money from it.
One thing I wanted to see back then, was a way to allow each server to be different. For example: a massive effort to take and control a city. Including escort quests for low level npcs from one city to any other to "populate" the captured city. Or building bridges/roads. Perhaps more, like player created quests. Basically some way to look at two servers and see a difference. Adding more factions would be good in this situation.
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