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New idea for sandbox fantasy MMORPG

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Comments

  • ChildoftheShadowsChildoftheShadows Member EpicPosts: 2,193
    Unreal is capable. Those who say otherwise know little to nothing. 
  • WizardryWizardry Member LegendaryPosts: 19,332
    @op your ideas are mostly sound but they don't all fit in the same game .Too much of that design is for pvp and I don't want pvp in my rpg.I could handle pvp in my rpg IF I designed it but I don't want to play any half baked pvp add on by money hungry devs looking to whip out a fast cheap game.

    I also have a MUST need when coems to pvp and that is 100% across the board even up,no perks,no armor/gear,just weapon choices and players minds at work.
    Btw pvp does not even interest me in a sword n board type game design,i need more of a modern fantasy tech than swords,axes and daggers.

    Swords,axes and daggers work in a Fantasy PVE setting because it opens up resistances and TYPES of damage,something that would not work with pvp.

    "build anywhere"Has there been a mmorpg that made more money than Wow?Does Wow have ANy building,does it even have housing?There you go,no mmorpg developer is goign to do it because it cuts into their greedy profits,you know Kotick can't sleep at night if not making 40 mill a year.



    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Member LegendaryPosts: 19,332
    UE engine would work and a few others could also work,it just depends how crowded you want the server/zone,how in depth the graphics are and how many objects/animations.

    Atlas uses Unreal,has realistic graphics and physics/water as well breeding of pets ,build anywhere etc etc so if that rag tag team can do it surely ANY decent team could do it and better.

    Here are two factors that make or break why pvp does not work with PVE...

    1 PVP is all about level design and that is a bigger topic than the simple 5 letters that make up the word LEVEL.
    2 PVE is all about combat formulas and customization.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • ArChWindArChWind Member UncommonPosts: 1,340
    Kyleran said:
    ArChWind said:

    No, can't be done.

    Unreal Engine cannot handle what you want it to, so that's the main stumbling block. I don't think any of the engines commercially available could do what you want, so you'd need to create a new engine and that wouldn't be possible with the number of devs or the time frame you've set out.

    I have an engine that will work and can prove it.
    Call Mark Jacobs please, his team is in need of one, or at least one whose performance doesn't tank every time they add more trees and squirrels.

    ;)





    ArChWind — MMORPG.com Forums

    If you are interested in making a MMO maybe visit my page to get a free open source engine.
  • HidesBehindShadowHidesBehindShadow Member UncommonPosts: 41
    edited October 2020
    Sounds like you need to be playing the new revamped Wurm Online. That's the mmo that comes close to what you are asking for, if you can look beyond the dated visuals. 

    Take the engine out of your list and your half way there.
  • LynxJSALynxJSA Member RarePosts: 3,334
    jaaz75 said:
    I've imagined a new type of MMORPG ...
    Dunning-Krueger just called. They said your idea is both unique and flawless. 
    AlBQuirky
    -- Whammy - a 64x64 miniRPG 
    RPG Quiz - can you get all 25 right? 
    FPS Quiz - how well do you know your shooters?  
  • UngoodUngood Member LegendaryPosts: 7,534
    All those check boxes and you didn't put in:

    • Full Loot
    • Perma death

    Hard pass.
    AlBQuirkyLynxJSA
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • MMOExposedMMOExposed Member RarePosts: 7,400
    jaaz75 said:
    I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?

    1. Huge world, at least 500km x 500km
    2. Realistic graphics
    3. Sandbox play
    4. The player is not the saviour of the world
    5. Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
    6. High fantasy
    7. Server side physics
    8. Action / physics based combat
    9. Class based system
    10. No map
    11. No compass
    12. No hovering symbols above npcs heads
    13. AI driven dialogue
    14. AI driven combat
    15. AI driven NPC non combat activities
    16. No level scaling
    17. No instancing
    18. Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
    19. PvP enabled with consequences for evil players
    20. Protected areas for low levels
    21. Hit points only increase through physical exercise and recover with sleep or magical means.
    22. Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
    23. High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
    24. Underworld areas
    25. New players spawn in random location
    26. Many quests available but none essential
    27. Enemy level hidden from players
    28. First person view only except on inventory/vanity screen
    29. Food and drink required
    30. Sleeping required (character sleeps while logged out)
    31. Character turns into a trader NPC when player logged out
    32. Speaking into microphone produces speech through the character
    33. No automated, centralised, auction house
    34. Drops makes sense
    35. Weapon quality makes a difference to combat
    36. The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
    Edit 24th Sep @ 14:27 UTC: Added points 16 & 17
    Why have Levels if your goal is open exploration? You even hid the levels while punishing PvP of level gaskets. I dont understand the planned outcome here, that you have in mind. How do you want players to play your game?

    Philosophy of MMO Game Design

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