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I want an MMORPG, not an MMO like pretty much all the current games comming out. You can't feel as if your in a "real game world" if a game is as linear as current MMOs.
Here are some features i would like to see.
Skill based
Player housing-Lots of floor plans ranging from a box to the almighty castle. Extensive ways to customize your house with furnishings etc. with almost all of hte housing decorations made by players.
Vendors-Everything you need can be bought from vendors, but vendors have limited supply. Supply goes down prices go up untill they wont sell/buy those items. How can it feel like a real world if vendors will buy any amount of an object you want to sell to them?
Player economy- vendors may sell everything you need, but players make the better quality stuff. Since vendors will only sell/buy a limited quantity of goods players are forced to buy/sell/trade with each other.
Limited amount of gear-just the basics; cloth, leather, chain, plate etc. with no such thing as "uber platemail of newb slaying" etc. but give the players a way to easily make their armor more unique like dying etc. Camping for items doesn't exist.
Rogues- No such thing as rogues, only real theives exist and they can steal stuff from you.
PvP- Full open pvp once you leave the city areas. Possibility of thief murderer towns with complete lawlessness.
Guilds- ability to align yourself as good/evil, and the ability to battle your opposing guilds anywhere even in the cities.
Crafting- Extensive crafting and resource extracting skills. Players can make practicly anything you can imagine.
Death- Everthing you carry can be lost upon death. If your quick to recover your corpse theres a chance your stuff might still be there. Roaming monsters can pick up items off yor corpse as well, if you want your stuff back you must hunt him down and kill him.
Monsters- Orc, Goblin, monster outposts. These outposts keep spawning mobs at a set rate. If their populations arnt kept down by players spawns will get to large and part of the spawn will leave the outpost and attack the nearest city.
Gameworld- Large gameworld with many different sizes of cities, outposts etc. Lots of different themed dungeons, however you could have fun and exceed without ever going into one. Various caves and coves that could have special treasures or nothing at all. Seas to explore by boats. Sea monsters etc.
These are just some of the things i can think up right on the top of my head, feel free to add to my list.
I know all of these i have listed UO has. I do believe that all these UO got right and its kind of mind boggling why no one has tried to recreate alot of these features.
Freedom should be given to the players. They should dictate how the game is played.
Comments
Agree totally with the only things i would consider changing would be full PVP everywhere (including cities) and monsters looting your corpse. If mobs did loot me i would want to know or be able to see which one took my crap ie he's clearly carrying or wielding my equipment or holding my backpack.
Also massive landscape with different terain and climates eg hills / slopes / mountains / snow / desert etc... but with no retricted zones or instanced areas like WOW. I remember roaming around AC for ages, just exploring new areas! Following rivers just to see where i'd end up...climbing mountains to their snow topped peaks... and also being able to take advantage of these environments in PVP.
Oh, and player colision detection.
Amen
I will agree on everything except two points, loss of gear and the good/evil alignments
The first is because of the quality of people we have in today's community rather than any desire to "wimp out", the community once had in UO will unfortunately never return in any new games, the second personal preference in terms of gameplay style (I prefer being more in the "grey" area than sticking to one extreme)
Some things I'd like to add:
Twitch based combat, NOT FPS which is different.
No lock on of any kind
Formation combat
Mounted combat
Freindly fire
Sieges, with players manning one or both sides of the wall
Constantly moving storyline, with players influencing the outcome of events
Storyline events with map changing effects
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
Monsters picking up your junk is actually fun. In this type of game since you don't have to camp for decent quality gear your losses are very minimal.
So you just lost your armor and weapons, just go raise some gold and buy a new set.
See, with games like these that totaly switch around the gameplay concepts. Instead of "where/how do i get the best gear?" its now "ok i got my gear lets go have some fun!"
The open PvP could be changed so that if someone jumps an innocent player in the wild they would become a murderer. All characters on their account would become murderers for a certain amount of time based on ho wmany people they killed. They wouldnt be allowed into town, this would limit their access to player goods. Eventually bounties could be placed on the heads of murderers that have gone to far.
I loved in UO how when someone died you could cut up their corpse and rearrange it in tiny pieces
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
I dont know about the allignment system. It really depends how it was implemented but any system that is forced upon players often restricts their freedom.
For example in AC you knew who were evil (random player killers) or good (anti pks) easily by looking at their guild. Their were no restrictions apart from player or guild enforced rules and consequences. For example random player killing in an anti guild would often see you booted from the guild and placed on their KOS list.
Ganking players would often result in being ganked in returned.
Nothing was forced...player freedom to the max.
Loved it.
But that is me. If an alignment system is what is required to bring in the new players and help prevent the oh so evil "ganking" then so be it.
in UO they had the guild alignment system, your not forced to choose one or the other, i should have made that more clear.
You had the choice of just being a guild and you could leave it that way or you could declare your guild a chaos or order guild whatever your choice would be.
You had the option you wernt forced to pick a side
Darkfall the only real game (if it comes out)
Next Gen for me means new things. changes. diffrent gameplay, or at least improved old gameplay.
Thats not next gen. Its just a different style from a development perspective.
Exactly as i said
The so called next gen is bulshit
Bring back the old gen !
"Before this battle is over all the world will know that few...stood against many." - King Leonidas