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Hello all of you MMO players.
For the past 6 months me and my team of 6 have been working on a MMO that we are beginning to become proud of. I would love to run down some of the specs of this game with you here to determine if it is something worth putting a whole lotta time into.
Company Info- as I said, we are a team of six programmers and artists and general network gurus. We are sick and tired of the MMO market and all the re-hashing of old Ideas. We are dedicated to providing a completely new experience for those who loved the old days of MMO's.
Graphics- I wish I could post some, but alas we can't do to us looking for a publisher and everything being in limbo. I assure you that these graphics are 3-d and look quite similar to those of the new DAOC. While there is the choice of using a first person view, we have found that our top down view allows a much better perspective of the game world.
Setting- The story takes place in an ancient world filled with gloom. A family of winged serpents are running this world into the ground by selfishly using resources and killing people whom they fear or dislike. There are two houses in which you will be able to choose to play both of which are trying to overthrow the tyrannical family. Castles and towns lay in ruins awaiting rebuilding.
How you start- everyone who starts in this game has the choice of one of the two houses. One house is geared toward a warlike effort in order to achieve their goal, while the other utilizes politics and deceit. granted both of which are capable of fighting and politicking their ways upon others. Every new character starts off as a slave for the house they choose. House leaders are actual players and quests are real tasks that need to get done. For instance, in order to build your castle you will need to get stone and mud. Leaders will assign Quests to slaves that will have an actual impact. While most new players will be following some form of a crafting tree, there are also ways to become good at fighting and using magic. Most trades will in some way be a training for combat arts. For example a leader may deem it worthy to have contests in gladiator style arenas to boost peasant morale, choosing the strongest of the stonecutters to participate.
Combat- will be a form of real time combat with moves as you would expect for your character. Split second decisions are the difference between life or death. There will be no hit point system of any kind, meaning if you take a sword swipe to your arm, you will receive a gash and begin to bleed. If you take a arrow to your head, you will die.
Perma death- yup that's right, not only will your character be very mortal, but we have also developed a rather harsh death penalty as in when you are dead, your really dead and gone forever. But we have worked out a family system that allows you to choose one last name and carry on that last name throughout all the characters you create. Moreover, your next of kin members will also acquire skills and status that your previous character had, albeit at a reduced amount to make building characters both challenging and a large part of what the game is. There will be ways to track family trees and to even at some point recall the spirit of a dead family member.
Crafting- This game is very crafting intensive and you will find that most everything in game is very replaceable yet very losable too. Everything will be able to be crafted by real players making resources and the ownership o them a very pivotal part of this game.
PvP- most of the fighting in this game will be PvP, yes there is the whole Serpent king objective, but mostly the warring will be between the two houses. The combat system being in real time allows for some amazingly fast paced and unique battles.
Class System- We believe that every player should have the ability to create their own destiny and not be tied to any one profession. All classes will have a guild associated with it and just like the houses will have leaders and followers. Ranks will be earned through battles of wits in some cases and real physical battles in others. There is always the ability of every person to try out every guild/profession in the game without having to re-roll a character.
Fun- so you ask, where is the fun? Well we have noticed that a certain popular MMO did a lot of things right with the building of a character and the thing that made people angry was end game. Enforcing a permadeath-family system will allow players to experiment and allow them the ability to be constantly building a character. This is in essence what RPG's are all about. The faction battles that will take place will be enough for those PvP'ers to really sink teeth into and the death system will make even new players a viable combatant on the field.
Comments
sure theres a need for harsh death penaltys but perma death will just make
players less likley to try your game
an example:
Combat-
will be a form of real time combat with moves as you would expect for
your character. Split second decisions are the difference between life
or death. There will be no hit point system of any kind, meaning if you
take a sword swipe to your arm, you will receive a gash and begin to
bleed. If you take a arrow to your head, you will die.
Do you realise what a server you need for this? do you realise,that if you already have graphics as old as Daoc (even the updated Daoc) you are already talking about a years outdated graphic engine? do you honnestly a believe any good thinking publisher will put that much money in a project made by a few people, that has outdated graphics and more costs then a standard mmo?
Crafting-
This game is very crafting intensive and you will find that most
everything in game is very replaceable yet very losable too. Everything
will be able to be crafted by real players making resources and the
ownership o them a very pivotal part of this game.
again, do you even realise what you are getting yourself into? do you know how much work and time this is going to take? not only do you have to develop the items now, you also need to develop reagents now. this is waay to much for a group of 6 to handle
I'm sorry, but your company is just another small group of people that seem to think they can make an mmo in a year or two and then catch all the money, your plans won't go further then just idea's. if you insist on creating an mmorpg, then stay in school as long as possible and try to become a developer for a big company. because this isn't going to work, trust me on that.
PS: Don't let SoE publish it^^
Wow, after my vote it was tied 33.3 % yes 33.3 % no
16.7% yes w/ questions. 16.7% no w/ questions.
"Perma death- yup that's right, not only will your character be very mortal, but we have also developed a rather harsh death penalty as in when you are dead, your really dead and gone forever. But we have worked out a family system that allows you to choose one last name and carry on that last name throughout all the characters you create. Moreover, your next of kin members will also acquire skills and status that your previous character had, albeit at a reduced amount to make building characters both challenging and a large part of what the game is. There will be ways to track family trees and to even at some point recall the spirit of a dead family member. "
I really like this idea.
Sounds interesting, good luck with the project.
---{let me give you a word of advice. drop the project and start with a single player game first, you are taking the mmo genré way to lightly. you can't make a quality product with a group of friends. you need developers, lots of them. we are talking about a game that is MUCH BIGGER then any single player game, and even a single player game takes about a year to make with hundreds of people working on it. World of Warcraft took 4 years to make with hundreds and hundreds of people working on it.]---
Believe me when I say, we are not taking this lightly, we as a unit are not neccessarily a group of friends that decided... "what the heck". Actually the group of people consists of guys who have been in this industry from the dawning of MMO's. Our artists have done some amazing things as well. I really want you to know that this project is however our second job, hence why I am trying to gather information from you (the players) to determine if it would garner enough of a fan base to make this thing worth sinking a lot of our money into as well as loans and the like. As it stands now, our budget is on par with many of the major MMO's in the stage that we are in.
---{Do you realise what a server you need for this? do you realise,that if you already have graphics as old as Daoc (even the updated Daoc) you are already talking about a years outdated graphic engine? do you honnestly a believe any good thinking publisher will put that much money in a project made by a few people, that has outdated graphics and more costs then a standard mmo?}---
Oh yes, yes we do. And while I say that it is a realtime system it was a bit misleading. To the end user, the system appears and functions like a real time engine. In essence it is not. It breaks down into moves and counter moves. Instead of using your number keys, combat actually works with a very slick mouse over icon system, allowing the player to customize his combat scheme by placing spells/skills into a layout that changes depending on weapons used and armor worn, making fighting more an artform than a button mash. Yes the graphics are not the best, and I will never try and mislead you into thinking that this game will have all the eye candy as the newer games do. We have some people on this team that take networking infastucture very very seriously.
---{again, do you even realise what you are getting yourself into? do you know how much work and time this is going to take? not only do you have to develop the items now, you also need to develop reagents now. this is waay to much for a group of 6 to handle}---
I agree 100%, but at this time in our development databases are formed icons and images are set and we are well on our way to hitting over 600 reagents and over 7,000 items. We have been hard at work on this project for some time and the effort and love of gaming is truely showing. I agree 6 people can not handle this entire task alone, and this is partly why I am submitting this to you, to determine if there would be enough interest to continue on and start hiring more bodies to get this game rolling.
---{I'm sorry, but your company is just another small group of people that seem to think they can make an mmo in a year or two and then catch all the money, your plans won't go further then just idea's. if you insist on creating an mmorpg, then stay in school as long as possible and try to become a developer for a big company. because this isn't going to work, trust me on that.}---
Trust me when I say that this MMO is nowhere near ready and that a good 3 or more years would most definitely be needed to finish and test and fix and test and rework. But also know that our quest system truly cuts down on the amount of content we need to create putting the players at the helm of this part of the game. We really are looking to create a digital sandbox for you to transform into something really unique.
Please don't take this as a personal attack on your statements, because I really agree with alot that you have to say, and love hearing feedback both positive and negative about our project.
Thanks
Sorry I voted no.
Nothing you mentioned attracted my interest.
Good luck anyway.
Support Bacteria, its the only culture some people have.
To me, it sounds very cool. I was never into perma-death because I never understood the concept until it was explained. Now I can see how it would add more exictement to PvP, though i'm still concerned about how frequently a person could play. I
I think though, that it would be a great boost to MMO gamers, because players would start to want to look into diffrent area'a of the game to increase and improve the chance they will live. basically it would be my hope that it would become the norm for people to use intelligent tactics and strategy, and be more apt to co=opperate in what they fight instead of being lazy/lucky/ ect. I've always been a huge PvP fan, and i think that real fans enjoy the competition (instead of the aggression or ego-boosting contra-pvp'er might dislike) because it can bring large groups of people together, and it's just darn exciting.
Also this just came to me: I used to take martial arts, and one day my Sifu asked me what I thought i could contribute towards his business concept and my thought was, that, the hardest part is walking through the door of the studio that 1st time. after that its one of the most rewarding things a person can do.
my 2c: good luck with the project!
Sounds like a cross between ATITD and Adellion but thats no bad thing. We need more thinking mans MMO's.
The family system sounds really interesting. Hopefully you make it quite hard to actually die. I always thought that a PVP death should be perma-death but a PVE death is more of just a penalty.
Well, it is Adellion isn't it?
I played on several NWN servers and usually on Permadeath because I enjoy the risk. But having a character that you put a lot of roleplay into die from being linkdead or by a griefer may be a showstopper. I would love to play it, but maybe rather in a small community like a NWN PW with a DM.
It's a MMO myth that you need a large group to start a MMO. I've read that two people were able to make a MMO and in time more people came in to help.There are game engines out there that making it easier for people to make MMO's now like Realm Crafter. In time, big companies may end up making MMO makers for people.
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Anyways, I say go ahead and make that MMO. Input is always great for figuring out what to do. Still, you can always try risks, too, like the permadeath feature. Without risks, people won't go any where.
I have no way of really knowing just how far-fetched your MMO making plans are, or how hard it would be to do all that, but there are several good ideas that, if combined, might add up to something impressive.
We've all seen what EVE has done with player-directed goals, so go ahead and add permadeath and a bunch of other things. This genre is so starved for innovation that even if I thought your ideas sucked, I'd encourage them, because they don't sound like EQ clone ideas.
Easy to die + Perma death ?
Sounds more like a variation of a FPS game to me, will not be all that much character building, least not for the PvP crowd, so not really a RPG in my book, does not mean however that it can't be both fun and entertaining.
I say go all the way none the less, do not listen to the nay-sayers, CCP I hink started with 4 people, I would call them fairly successful, and there are quite a few indie developers out there that are doing ok, maybe not rolling in money but they make a living and are getting experience.
I do think however that most any publisher would make you scrap the perma death system as part of the deal, regardless if it is a good and working system the stigma of that word WILL cut into sales, a lot.
But, do not take my word for it, allthough I would take it into concideration
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Originally posted by Jerek_
I wonder if you honestly even believe what you type, or if you live in a made up world of facts.
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