I have been following this site for several years. I can see the need as a player and now an investor into a hardcore mmorpg.
For those of you that have been looking up to the stars for this, this very well may be your answer.
My idea is to make a next gen graphics mmo that is a good cross of the best elements between Ultima Online from the year 1998 before Trammel was introduced and the mmo that I honestly believe has some of the most loyal fans of any mmo ever - Asheron's Call.
Now before I give some of the pretty set in stone ideas that will be implemented into this game, I want to first express that this is indeed no joke. I have 12 seperate investors into this already, 27 programmers, 3 artists, and 5 world and 3d sprite designers. There is well over 3 million already invested (I cannot foreclose the exact amount, but I can tell you that we have plenty of funds to get the game completed with servers and all) The only thing that will still be needed is a company to advertise, package and market it, but these are all decisions that will be made some time later on.
We have a goal to release the game by summer of 2008, but want to express the importance of not releasing anything until it is ready. The game world has already been designed and laid out. The game world is approx the size of 24 Asheron's Call worlds with a about 70% of that world being explorable land mass. There is deserts, deep forests, lush jungles, swamp lands, rugged mountains that will be hard to cross by foot.. but not impassible. There are already 7 major cities with 34 smaller ones already implemented. There will be portals similar to what Asherons Call had for fast travel, with the difference being that most portals will require a small dungeons passage before entering.. the level of the portal mobs will depend on where the portal is going to. The dungeons will not be created by us, but rather created by the players. We have plans for a sort of land blasting device that will take some time to acquire through in game quests and game money. These blasting devices will blow up a huge chunk of the world to create passages that will forever shape the dungeons on that server. For example, player A uses a blasting device to start a dungeon. Player B then uses his to make that hole deeper and longer. Eventualy a player might use his device to make that passage start forking by blasting it in a new direction. There are specific plans to prevent 1000 different players from starting 1000 different holes that would never end up being dungeons. I do not want to give everything away here due to the competitive nature of mmorpgs these days but that is the general idea. Once a dungeon has been dug deep enough however, monsters will have high enough intelligence to take shelter and refuge in those player made tunnel systems.
Monsters will not all agree with each other and all hate player avatars. Some monsters will naturally hate other monsters (or desire them for their food or money) and fight each other regardless of player interaction. Other monsters may form bonds with others or even player characters. For example if a player notices a Shepis (a land dwelling octopus type monster) getting eaten alive by a horrendous grizzly ( a savage, monster bear) and that player kills the bear and saves the shepis very well might NOT attack that player and might even hand that player loot or money as a "thank you". Obviously, each monsters intelligence will play a huge role in that monsters actions at these kind of decisions made by it.
Monsters will also have the ability to gain experience and level up if it kills players or other mobs. Monsters with higher intelligence will also be able to "learn" from players. You might fight a high int mage skeleton and die to it, then run back for revenge only to find that by fighting you, it has picked up a few of your spells and cast them at you! Or, if your corpse drops your mana and health potions, you can fully expect a tougher battle next time if that mob loots them off of your corpse as it will likely use those helpful potions itself to try and defeat you!
This is the kind of technology that WILL be implemented into our game.
It will be FULL PvP. Much like the old UO, towns will be safe from red murder pks. Bounties will also be able to be left on players who murder you. A red player's head can also be returned to any town guard for the total of all the bounties minus a small city tax for the town where you return that head.
It will be 100% skill based, with levels on characters only there to show a relative players experience and time in game. Levels will also be there to prevent access of players into certain areas and from accessing certain abilities.
Crafting will be by far some of the deepest and most technical ever seen in any mmo and this is a promise. It will also be the most rewarding, and the best weapons and armor will definately only be acquired via crafters who have spent a great deal of time and effort on being able to be the best as what they do.
Grouping will be beneficial experience wise with exp bonuses, but playing solo will also be very easy.
I plan to post a website and in game screenshots of some mobs and our world in the near future.
I am very excited about this game and the talent that we have working hard on this game.
You will hear more from me soon.
Thanks for your interest, and I will try to respond to any questions in the next day or so that any of you might have. I do want to make it clear however, that I will not respond to any questions or responses that have negative or insulting tone to them. Please ask your questions in a productive manner if you want to be answered.
Comments
I do wish you luck with your project, however.
Currently Playing: Dungeons and Dragons Online.
Sig image Pending
Still in: A couple Betas
SOUNDS GREAT!
I'll tell you when and if this game comes out, ill be the first in it!
btw, is this title named yet? if it has been i'd love to know its title so i could follow it into the future.
p.s. did i see the release dat on the post change frim summer of 2009 to summer of 2008?
What exactly is an insulting tone... is " I'll believe it when I see it" insulting?
There are a few upcoming and soon to be released MMORPG's that are/were supposed to attract millions of players they had a lot of hype about them but...to put it bluntly..they suck.
How is your MMORPG going to be different say..from L2,WoW,Archlord,Vanguard.
What are you going to do to keep out botters/farmers?
Edit: I'd also swear I've heard this same pitch before. Could be my imagination, I guess.....
Make a website, throw in some general info, some screenies, some in-game vids (doesnt have to be fancy, but to be real) then you can count on some interest from the players.
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
windup, do a search of his posts.
er that game is already being made and its not the game you described here.
Its called LINEAGE 3.
Agent_X7 AKA J Star
[/URL]
Notice: The views expressed in this post are solely those of the author and do not necessarily reflect the views of MMORPG.com or its management.
Meh, practicing for a career in marketing, IMO.
Massive. How many times are you going to post this >.>
Aren't you the one who posted a ton of Blizzard buying some game.. blah blah. like 5 posts about the same topic?
Pretty sure I remember seeing it was you.
I knew this entire post was BS when he said he only had 3 artists and 27 programmers. Most of these games today have 90% graphics & sound development teams. I would be happy if there were 30% 35% programmers. I really wish someone would get a few more programmers then they have but 3 graphics team members out of 40 is a joke.
Next was that AC playerbase was the most loyal? You mean the couple of people left. UO has had almost the exact same subscription numbers for 10yrs. How could AC customers be loyal when they totally deserted the game?
1.5 yrs to develop an MMO? Can anyone say Darkfall? I heard that before with them. How many years has it been now and still no product released?
Keep dreaming, there will never be a sucessful Full FFA PVP MMO released. By successful I mean anything more then 3% to 5% of the market share. Plenty of games have tried to have FFA PVP servers all of which have failed. All I have to say is if people want an MMO to actually have any decent amount of players in it, their needs to be some meaningful zones that people are not forced to be griefed 24/7.
Meaningful zones…griefed 24/7 lol, you mean like WOW?
Obviously your MMORPG experience is quite limited –and it shows. Especially considering I have being playing on the same FFA PVP server for the last, hmm...8 years now. Nope, totally unsuccessful!
And no, I'm in no way saying that a FFA PVP game will ever be as popular as WOW, but to say that there's no market or that one couldn't be successful is just plain wrong.
Now, back on topic. I prey for this game as i prey for Darkfall - and yes, sadly i realise i will likely be preying for a while.
No actually that wouldnt be successful. If you use most MMO ratios including WoW. That would mean that the game would launch with around 80k subs for the first 1yr and grow to around 125k subs in North America? Nah that would be pretty lame if you asked me. Also it would release in like 8 major markets with that low of subs per country? I seriously doubt a game that can only get 80k subs at launch is going to be translated and run in 8 different major markets.
As far as your 8yr server of FFA PVP. Notice its not plural? So what game is it? UO Siege Perilous server or Daoc Mordred. Notice how in DAOC they had to shut down the other PVP server (Andred) because only 10 people would log onto it. The remaing PVP server Mordred is the lowest population server of all 20+ servers it has. So 1 in 20 servers and it still cant keep one full. Then in UO its the same thing 1 in 20 servers and its still dead? Doesnt seem so in demand from that perspective huh, otherwise maybe there would be more FFA PVP servers and they would be full and not dead?
Just have to run the math, its really not that difficult.
Hope to build full AMD system RYZEN/VEGA/AM4!!!
MB:Asus V De Luxe z77
CPU:Intell Icore7 3770k
GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
PSU:Corsair AX1200i
OS:Windows 10 64bit
I could log into several old school UO EMU servers that have literally thousands of online players right now...FFA PvP is alive and kicking and always will be.
The problem with PvP in MMO's currently is that games are trying to combine a concept rooted in player skill and tactics with the traditional PvE concept of loot based gaming. When decent MMO's that revolve around player skill are developed, the genre will become far more appealing to the FPS crowd as well as the existing MMO PvP communities.
Apparently, there are over 85,000 players simultaneously playing Counter-Strike at any point in time...not to mention the plethora of other successful skill based PVP games out there. Games like the Battlefield series have already combined an RPG progress element of unlocking new weapons and skills to huge success. The math is pretty clear to me...good PvP games are in HUGE demand.
Only time will tell if the MMO developers are willing to break the chain of EQ and upcoming WoW clones and invest the time and resources into producing the next gen of PvP MMO's, but until then I'll guess we'll have to make do with the half arsed shreds of hope that people like the OP provide. Peace.
do garage games even stand a chance against todays big guns?
Does david bowman now teach how to make shell mmo companys?seems like theres bean a few springing up.
Tell me when i should pre-order... So you can scam me ))
As the others said... Let me see it before i believe it.
You really have a rush on, to get it done by 2008... If you want it to be on par with todays games in graphics.
What GFX engine will you be running? And when will we see screenshots of the game?
Futilez - Mature MMORPG Community
Correcting people since birth.
I could log into several old school UO EMU servers that have literally thousands of online players right now...FFA PvP is alive and kicking and always will be.
The problem with PvP in MMO's currently is that games are trying to combine a concept rooted in player skill and tactics with the traditional PvE concept of loot based gaming. When decent MMO's that revolve around player skill are developed, the genre will become far more appealing to the FPS crowd as well as the existing MMO PvP communities.
Apparently, there are over 85,000 players simultaneously playing Counter-Strike at any point in time...not to mention the plethora of other successful skill based PVP games out there. Games like the Battlefield series have already combined an RPG progress element of unlocking new weapons and skills to huge success. The math is pretty clear to me...good PvP games are in HUGE demand.
Only time will tell if the MMO developers are willing to break the chain of EQ and upcoming WoW clones and invest the time and resources into producing the next gen of PvP MMO's, but until then I'll guess we'll have to make do with the half arsed shreds of hope that people like the OP provide. Peace.
QFT. PVE and PVP are two different games. Too bad so many people on these boards doesn't understand this.
------------------------------------------------------
Do I ever sleep?
Wank, wank, money in the bank, as some wit once said.
Once our website is up and running (expect this by the end of March), and you see some of what we have to offer, this may give you a little more hope. We also plan on putting out a totally free trial/demo of the game by early summer that will let a single player run around our world, fight npc mobs, interact with npc vendors and some quest npcs, etc. This will also help us show off some of the spells and other effects and other things that we plan on to try and build a fan base.
Thank you for your best regards of good luck. We'll need it, even with a solid mmorpg built to last with the strong competition in the mmo market. I am confident that we will do well however. (And 100,000+ after one year's release would be successful)