In the notes I've taken on how I would build an MMO there is a culture and an influence system. Players can rule over any area of the game including safezones but culture sets limits on what decisions they can make in order to ensure certain policies remain prevalent in certain areas. Essentially, if you say murder is legal in a zone designed to be safer, rather than implementing it, the NPC guards at your disposal will rebel and dispose of you because you have so greatly violated their culture.
Influence is a players sway over the NPCs you get by doing various deeds such as killing NPCs that plague the area or being a major crafter/trader in the town. In areas where leadership is determined peacefully contributing influence to various players helps them get elected. In areas where leadership is determined more violently contributing influence to various players helps get the NPCs on their side. You can also sabotage the influence of other players. Influence is a kind of reward that makes it so that active players who live in an area or frequently go there can greatly sway the outcome of the power struggles between players there.
SW:TOR/ SW:KotOR. Changing the outcome of the story based on your choices.
I misread what you were asking in the post, but still this is a feature I'd love to see more often. I like the idea of the story being tailor to me and how I see my character.
How about a MMO, that is developed and all currency in the economy is purchased with "Real Money", and only other way to trade items is item trades between players.
Project entropia
Catch me streaming at twitch.tv/cryomatrix You can see my sci-fi/WW2 book recommendations.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar Authored 139 missions in VendettaOnline and 6 tracks in Distance
I want an MMO where mobs are social creatures and ACTUALLY dynamic, not pretend dynamic like some MMOs claim as dynamic but turn out to be scripted and constantly reset. The only thing close to this would be RIFT, but that isn't really what I have in mind.
And Rift stole it from Warhammer so dont give them the credit either
RvRvR in a world where the three kingdoms are supported by gods at war. The cool mechanic I have in mind is that these gods manifest themselves through buffs to their citizens. The power of the buff is divided by the number of players online for that realm. Thus under played realms have each character become much more powerful than overplayed ones.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
The ability to update the game live with no interruption of service.
Guild Wars 2's frequent patches are done live without interrupting the service and the player decides when to restart/patch the client after an in-game notice. So patches don't require server restarts.
I want an MMO where mobs are social creatures and ACTUALLY dynamic, not pretend dynamic like some MMOs claim as dynamic but turn out to be scripted and constantly reset. The only thing close to this would be RIFT, but that isn't really what I have in mind.
Wakfu comes close to this: -Ability to decrease number of monsters by killing them, or to increase their numbers through planting monster seeds -Monsters from same family will group together and breed together
We've got too many MMOs where players are the good guys. We should have at least one MMO where players are bad guys aiming to destroy the world. Once it gets destroyed they should be allowed to take their loot and head on to destroy next world.
The problem it opened up was the missions that allowed you to create XP farms etc quickly rose to the top, good missions got buried in the churned out piles of rubbish so quality of the level of the main game was hard to find, and you couldn't build anything on the social scale of the Hamidon (massive boss fights) which would get known for gameplay/socialising.
They tried encouraging famous names to write for the game, but that then ran into the problem of personal taste; Scott Kurtz did one, but I found it spectacularly unfunny. Was it objectively unfunny? No, many people did seem to like it, but what made us all play CoX together was that we liked the core studio's design; we all agreed on CoX. The question of whether we liked Kurtz work however was a separate filter and that also divided us further. Why bother trying to debate amongst friends whether to try his arc, when we could just Go. Hunt. Kil Skullz again instead?
Player created quests are more for people who want to write quests, rather than play them.
How about a dungeon that your guild design and add traps, hire in/design monsters and build for other players to run? You could have a point system as well as allowing the guild to craft and add their own touch to it. You could even let the members possess the mobs for a PvP like experience.
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.
Mighty Quest For Epic Loot did this, at least for the designing dungeons and traps, with points limits and power requirements for each room. You gained rank points and gold by raiding each other's dungeons.
So people just made unbeatable cheese dungeons using the most efficient Meta. Then they added in the requirement that you had to be able to beat your own dungeon... which lead to unbeatable cheese dungeons for every class except the one you had specced out a particular way, for a particular trap you knew the exact workings off.
Or if you wanted to be helpful, and didn't care about rank, you created Chicken Farms because you worked out the loot tables and created a dungeon full of the best way to force the loot tables to drop good things for low effort.
It had voting too; people voted up the Chicken Farms, abused and voted down the cheese... but the game became so ungodly boring to play for anyone looking just for fun the user base quickly died. It staggered along for a while, and shot itself in the foot further by adding Pay To Win traps that upped the cheese ante even more, but eventually closed.
Still had more Peak players the month after it closed than Shroud of the Avatar does now though...!
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.
Crossout. You create a boss (machinery) that you sent it in the world to kill players. Every time a team of players does missions they fight vs Player Made Vehicles.
I want an MMO where mobs are social creatures and ACTUALLY dynamic, not pretend dynamic like some MMOs claim as dynamic but turn out to be scripted and constantly reset. The only thing close to this would be RIFT, but that isn't really what I have in mind.
The reason why they couldn't do this originally is server load. Which I am sure someone will come in an say it isn't that big a deal.
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?"
The problem it opened up was the missions that allowed you to create XP farms etc quickly rose to the top, good missions got buried in the churned out piles of rubbish so quality of the level of the main game was hard to find, and you couldn't build anything on the social scale of the Hamidon (massive boss fights) which would get known for gameplay/socialising.
They tried encouraging famous names to write for the game, but that then ran into the problem of personal taste; Scott Kurtz did one, but I found it spectacularly unfunny. Was it objectively unfunny? No, many people did seem to like it, but what made us all play CoX together was that we liked the core studio's design; we all agreed on CoX. The question of whether we liked Kurtz work however was a separate filter and that also divided us further. Why bother trying to debate amongst friends whether to try his arc, when we could just Go. Hunt. Kil Skullz again instead?
Player created quests are more for people who want to write quests, rather than play them.
I played a player created quest in Neverwinter. It was so good I really enjoyed it. If I remember correctly it was all in French and took about six hours to complete but something about the way it was done and the settings had me hooked. Yes, there were a lot of leveling quests.
I agree with your evaluations.
"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
An MMO where your character gets fat from eating too much and not questing but loses weight by questing and other activities
An MMO where a faction is controlled by a specific guild, much like the goons in Eve. Imagine if Star Citizen designed a race around the goons and let them decide how their race, weapons and ships would look. As a reward for having them play a specific race, the guild got a number of free subscriptions.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
RvRvR in a world where the three kingdoms are supported by gods at war. The cool mechanic I have in mind is that these gods manifest themselves through buffs to their citizens. The power of the buff is divided by the number of players online for that realm. Thus under played realms have each character become much more powerful than overplayed ones.
Dark Age of Camelot has 3 realms RVR also buffs you were saying but from Relics you take from opposite faction. Release in 1999
RvRvR in a world where the three kingdoms are supported by gods at war. The cool mechanic I have in mind is that these gods manifest themselves through buffs to their citizens. The power of the buff is divided by the number of players online for that realm. Thus under played realms have each character become much more powerful than overplayed ones.
Dark Age of Camelot has 3 realms RVR also buffs you were saying but from Relics you take from opposite faction. Release in 1999
Your are missing the point.
One of the problems with DAoC was realm imbalance. This is my suggestion to correct the problem.
Each diety would provide a buff worth X. That buff gets divided equally across all characters for the realm. So when one side has 200 people and the other has 100... the undermanned realm's characters would be much stronger.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Comments
Influence is a players sway over the NPCs you get by doing various deeds such as killing NPCs that plague the area or being a major crafter/trader in the town. In areas where leadership is determined peacefully contributing influence to various players helps them get elected. In areas where leadership is determined more violently contributing influence to various players helps get the NPCs on their side. You can also sabotage the influence of other players. Influence is a kind of reward that makes it so that active players who live in an area or frequently go there can greatly sway the outcome of the power struggles between players there.
I misread what you were asking in the post, but still this is a feature I'd love to see more often. I like the idea of the story being tailor to me and how I see my character.
You can see my sci-fi/WW2 book recommendations.
http://www.pcgamer.com/vendetta-online-is-the-first-mmo-to-get-oculus-rift-support/
https://uploadvr.com/vendetta-online-gear-vr/
https://www.vrfocus.com/2017/03/go-on-a-space-adventure-with-vendetta-online-for-google-daydream/
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
-Ability to decrease number of monsters by killing them, or to increase their numbers through planting monster seeds
-Monsters from same family will group together and breed together
We've got too many MMOs where players are the good guys. We should have at least one MMO where players are bad guys aiming to destroy the world. Once it gets destroyed they should be allowed to take their loot and head on to destroy next world.
If you want a new idea, go read an old book.
In order to be insulted, I must first value your opinion.
The problem it opened up was the missions that allowed you to create XP farms etc quickly rose to the top, good missions got buried in the churned out piles of rubbish so quality of the level of the main game was hard to find, and you couldn't build anything on the social scale of the Hamidon (massive boss fights) which would get known for gameplay/socialising.
They tried encouraging famous names to write for the game, but that then ran into the problem of personal taste; Scott Kurtz did one, but I found it spectacularly unfunny. Was it objectively unfunny? No, many people did seem to like it, but what made us all play CoX together was that we liked the core studio's design; we all agreed on CoX. The question of whether we liked Kurtz work however was a separate filter and that also divided us further. Why bother trying to debate amongst friends whether to try his arc, when we could just Go. Hunt. Kil Skullz again instead?
Player created quests are more for people who want to write quests, rather than play them.
Mighty Quest For Epic Loot did this, at least for the designing dungeons and traps, with points limits and power requirements for each room. You gained rank points and gold by raiding each other's dungeons.
So people just made unbeatable cheese dungeons using the most efficient Meta. Then they added in the requirement that you had to be able to beat your own dungeon... which lead to unbeatable cheese dungeons for every class except the one you had specced out a particular way, for a particular trap you knew the exact workings off.
Or if you wanted to be helpful, and didn't care about rank, you created Chicken Farms because you worked out the loot tables and created a dungeon full of the best way to force the loot tables to drop good things for low effort.
It had voting too; people voted up the Chicken Farms, abused and voted down the cheese... but the game became so ungodly boring to play for anyone looking just for fun the user base quickly died. It staggered along for a while, and shot itself in the foot further by adding Pay To Win traps that upped the cheese ante even more, but eventually closed.
Still had more Peak players the month after it closed than Shroud of the Avatar does now though...!
I had the pleasure to kill my machine in 1 raid
Medevial game where the knights wear armor and swords but also use guns.
Logic, my dear, merely enables one to be wrong with great authority.
The reason why they couldn't do this originally is server load. Which I am sure someone will come in an say it isn't that big a deal.
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?"
I agree with your evaluations.
"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
An MMO where a faction is controlled by a specific guild, much like the goons in Eve. Imagine if Star Citizen designed a race around the goons and let them decide how their race, weapons and ships would look. As a reward for having them play a specific race, the guild got a number of free subscriptions.
One of the problems with DAoC was realm imbalance. This is my suggestion to correct the problem.
Each diety would provide a buff worth X. That buff gets divided equally across all characters for the realm. So when one side has 200 people and the other has 100... the undermanned realm's characters would be much stronger.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018