Asherons Call 1, Darktide, remade with graphics, animations and sound on par or better than crysis. No third party macros, no mass experience chains or macro's.
Well im tired of lvl grind item whoring rpgs so my perfect game would be....
A post nuclear tribal MMOFPS/rts. (like mad max alot of desert and open land to build on)
Ok things id love to see in my game or any game not in any order
1. 1 server
2. player and clan owned bases which you use a rts view to build and MOD your defense/base.(like 10six but with clan stuff)
3. player owned stores that are perm and placed where ever you want and not the chinese have to stay online stand bs, there will be placement rules of course. (like endlessages)
4. Graphics must be clean without too much lag fluff(rocks and other stupid crap unless its big enough to hide behind and shoot)
5. vehicles! I want planes boats dune buggies tanks motorcycles fully customizable with the weapons armor and engine(like planetside or wwiionline but more complex like auto assault)
6. extensive player economy everything revolves around money....
7. no mobs everything must be mined and created ai mobs horrible and boring i want to fight people or at least a unique base they created
8. no lvls no skills no quests
9. tribal warfare no friendly fire...your clan is your tribe you can allie or war anyone neutral as default. Small clans 50 people max.
10. language filter and /ignore (no banning for cursing or exploiting just third party programs any exploitation should be imediatly fixed)
Thats all i can think of off the top of my head.....
No levels, levels have no reason to be exept for the fact that most game think its the only way to keep a player base for a while.
Whats up whit that, a farmer with a frying pan should be able to kill a knight if he is sleeping.
No endgame, make the game one big endgame instead.
Rare epic mobs like the dragon should be controled by a human player, gm or whatever, let them have fun bashing the bitchin player base:p
Faction full on pvp, make every city siegable, exept one for every faction, like a crazy castle city on a rocky peek.
Mounted combat yes, but no bonus for it exept some classes, or else you got a big cavalery battle, no more footguys.
siege equipment that can be packed in a trailer that comes whit a horse and driver, slower movement speed.
the possibility to hire troubadours that play a war march song to travel your siege/troops faster.
integrated vocal system for guild, group and raid ((not for whispers, to anoying, and the technology for an ''all'' vocal caht anint rdy.))
Skils improve when you use them on real players or pvp goals, only on players so that no farmer can raise ''archery'' on some mob spawn.
the ability to loot enemy players but whit limits, the actual players only looses a little coin, the looter gets a copy of some of the victims loot, randomly.
a full on player made gear system, complete whit dies, style adjustable, changing specs ets...make it so rare mobs IE the damn dragon or whatever drops quality stuff that can be spec'd by players but have a little more spec point possibility, dont make the damn gear the hole point of the game.
bonuses to your hole faction for holding more territory, every players from that faction gets a morale boost, easyer coin gain((like a taxe relief:p)
i could go on, but we all feal we got the best idea.
the object of war is not to die for your country, its to make some other bastard die for his. G.Paton
SINCE DIABLO, I've been searching for a VERY GOOD MMORPG but I simply can't found anyone GOOD ENOUGH AND, of course, FREEEEEEE!!!!!!
The question is that I live in Brazil, and there is a lot of tribute over the dollar, so a game that costs 15 bucks/month, for us here in Brazil it costs almost 40 of our money/month!!!!!! Other point is that I don't know how to make these payments... the sites just explain how the people of USA and EUROPE pays, and they just forget that down here in the southern world we have a LOT, no no, a PLENTY of MMORPG MANIACS!!! So how you guys can see its very very HARD and EXPANSIVE to pay to play from here...
When i say "VERY GOOD MMORPG" I mean a FREE one with GOOD sound, GOOD history, VERY GOOD GRAPHICS and GOOD PING like it was my sweeeeet lovely Diablo, ohhh sweet times that never come back...
So... VERY MUCH PLEASE, if someone know a GOOD FREE MMORPG post it down here!!! I'm becoming CRAZY without a MMORPG FREE TO PLAY!!!!!
No levels, levels have no reason to be exept for the fact that most game think its the only way to keep a player base for a while.
Whats up whit that, a farmer with a frying pan should be able to kill a knight if he is sleeping.
No endgame, make the game one big endgame instead.
Rare epic mobs like the dragon should be controled by a human player, gm or whatever, let them have fun bashing the bitchin player base:p
Faction full on pvp, make every city siegable, exept one for every faction, like a crazy castle city on a rocky peek.
Mounted combat yes, but no bonus for it exept some classes, or else you got a big cavalery battle, no more footguys.
siege equipment that can be packed in a trailer that comes whit a horse and driver, slower movement speed.
the possibility to hire troubadours that play a war march song to travel your siege/troops faster.
integrated vocal system for guild, group and raid ((not for whispers, to anoying, and the technology for an ''all'' vocal caht anint rdy.))
Skils improve when you use them on real players or pvp goals, only on players so that no farmer can raise ''archery'' on some mob spawn.
the ability to loot enemy players but whit limits, the actual players only looses a little coin, the looter gets a copy of some of the victims loot, randomly.
a full on player made gear system, complete whit dies, style adjustable, changing specs ets...make it so rare mobs IE the damn dragon or whatever drops quality stuff that can be spec'd by players but have a little more spec point possibility, dont make the damn gear the hole point of the game.
bonuses to your hole faction for holding more territory, every players from that faction gets a morale boost, easyer coin gain((like a taxe relief:p)
i could go on, but we all feal we got the best idea.
you could have it be that mounted combat is a skill (i really like classless systems) and another skill could be like with a pike (really strong against cavalry) so that if everyone was mounted, the one guy with a pike could own them all
I'd go along with much of what borderline said. I'm not sure all of that is necessary for a really good mmo, but certainly the more options for players the better, and the more the story can be player driven, the better. I think it would be crucial for players to be able to leave their mark on the world in as many different ways as possible (economics, politics, battle etc).
It would be a game that allowed my to build an empire like Civ4.
I would be a game that let me command huge battles like Warhammer 40K Dawn of War.
It would be a game with twitch based gameplay along the lines of the Dynasty Warriors series of games.
It would be a game where I could outfit and house my character with the same level as The Sims 2.
It would have voice over IP for everone on the server that would filter my voice to sound like my character, allow me to hear only the people within hearing range of my character, and adjust the volume of the voice to how near or far away someone else's avatar was to my own.
It would allow me to use my webcam to map my facial expression to those of my in-game avatar.
It would mow my lawn, cook my dinner, and bear my children.
It would trigger higher states consciousness, flinging open the doors to nirvana and make me one with the cosmic all....
completely skill based death penalty other than expirience loss no single governing level which determines everything else mostly player driven ecconomy twitch based combat, with combos and such aimed ranged combat and spellcasting type of stuff player made factions and a game world which starts out blank with the player factions being able to control pieces of land and entire territories a wanted system with FFA PvP yet killing someone unprovoked means a heavy bounty on your head (especially if you
"gank" them) multi player mounts a skill for everytihng (i.e. jumping, speed, treecutting) the ability to steal from players/NPCs/NPC houses playable races other than just the typical bipedal human with a differeny head and possibly a tail non instanced player houseing instanced and non instanced dungeons levels shouldnt make a huge difference (i.e someone 20 levels above you wont be able to 1 shot you) gear should be able to be used effectivly for more than one or two levels a function for making sub-guilds in guilds a complex political system a player run black market and a bounty on those goods/player involved everytihng (except starting areas) is captureable by player factions taxes random events to mix things up a little puzzles required to unlock certain areas or items No classes whatsoever, you just train the skills you want and forget the ones you dont player owned/made cities/towns/ports/roads magical fissures/springs which give you a buff (random spawn in wilderness) the ability to jump (games wihout it get me mad) a climbing ability to climb mountains/buildings/etc. a large seamless world (well populated of course) Voip instead of typing, where your voice can be heard a certain distance away the ability to hire mercenaries to fill that last group spot you cant find anyone for and thats all i can think of right now
I like every idea you have except for the stuff in red. So, let me fix those to how I would like it.
the ability to steal from players/NPCs/NPC houses- ok, well, I don't think EVERYONE should steal from houses. I think rogue based character of the opposite faction can steal from opposite faction houses. Also, make it so you can only steal one item every 15 minutes. And to add on, it would be cool if your house can have a security system, so if you do steal something, turrents can attempt to shoot you down.
levels shouldnt make a huge difference (i.e someone 20 levels above you wont be able to 1 shot you) - I'm not a fan of PvP between extreme levels unless it's a duel. I would just make it so if your 10 levels higher than a person, you can't attack them.
No classes whatsoever, you just train the skills you want and forget the ones you dont - Ok, well, I think you should have classes for people who want them. Like in Morrowind, you can select a cookie-cutter class, OR be an "adventurer" and invent your own class. I think that would be a little better and give the game a little more stability.
player owned/made cities/towns/ports/roads - For awhile now, I was thinking that instead of player made towns, you can put your house in a NPC town. So, the town's are constantly growing and with each house placed, the map in that area increases a little bit so if tons of people put a house in a city, the map won't shrink. Also, guilds can own areas of cities to claim their own.
a large seamless world (well populated of course) - Large maps just never seem to work out. Having a nice big map is good, but having an over-sized enormous map is overdone.
Crafter classes make better equiptment than drops.
Some servers set to be Hardcore. After one death, your character's gone.
More than just 2 factions, let's say 5. Because the characters have no set classes, each faction has a different skill. For example, there are fire, ice, electricity, technology, and mutant factions.
Armor that doesn't change how you look very much.
Musical instruments
For community and entertainment, you can make talents, like juggling, dancing, whisling, one armed handstands while riding a unicycle with a miniture poodle. You know.
PvP, Hardcore and non-PvP servers.
Factions go through revoultions. New servers, all factions start at the nomadic age, then, can upgrade to industrial, modern, post-modern, etc. But, if a faction is very far behind, atleast 2 revoultions behind, they will automatically be bumped one up so the characters who play the faction arn't obsolete.
Entertainer classes actually PLAY instruments. For example, when you pull out an instrument, a small screen will come up with A-G (the notes) and you organize the notes to how you want to make music. For percussion instruments, the drum will come up and you can click it in the rhythm you want. Same thing goes with dancers, you can decide what steps you want to make.
When a faction reaches the "modern" revolution, there is space to explore.
My ideal MMO is the combination of SWG and WoW. I'd like to see a combination of the crafting, resource gathering, economy, player cities, housing, and community of SWG combined with the arcade style gameplay of WoW. In addition, I would remove bind on pickup items (although I'm totally cool with bind on equip that can be used among all characters on an account), and place a much heavier focus on 10-20 man groups. I think raids are OK, but should NOT be the end all be all of a game. This would tie in with the loot structure as well. Consider that raids would be about 20% of the game, solo 20% of the game, and mid level groups about 80% of the game. Thinking in regards to wow and epic loot, this kind of loot would be common in the raiding environment, but it would also be available to a much lesser extent to group and solo play. For example, let's look at the Netherwind crown. It wouldn't drop from just one boss in a raid. Instead, all bosses in the raid would have a chance to drop the item. In addition, the crown could also drop from group and solo play, just in extremely lower quantities (ala Diablo 2 and one in a million chance of dropping from a mob with the appropriate treasure class).
OK, so that sort of sums up my feelings on mobs and loot. Obviously, these two aspects are quite important to a game. But of further importance is the concepts from SWG of crafting, resource gathering (harvestors FTW!!), player cities, community, etc. These are all concepts that can be added to the base kill mobs for loot gaming mentality. The main reason why I didn't play Vanguard is because crafting, despite all the hoopla about it, was really quite lacking in that game. There were very few crafting professions, and in the end you have to harvest resources yourself, e.g. nodes in WoW. In addition, there were no factories to make items in bulk. These two concepts need to be part of the game for crafters who manufacture in bulk.
The next area of concern is world size and instancing. I personally like a very large world, which is why I was originally interested in Dark and Light (unfortunately the game was terrible). I had hope with Vanguard, but in all honesty, I was not impressed at all by the world size even though people claim Vanguard is HUGE. Maybe huge when compared to WoW, but it felt small to me when compared with SWG. The only way you can support harvestors and housing is by having a gigantic world with methods of fast travel. On to instancing, I think instancing has its place, and is perfect for most dungeons. However, there must be a good mix between instanced and non-instanced content. That way people can still be assured of killing some elite mobs, but then must also compete for other outdoor elite mobs and resource content. So a healthy mix of both is IMO essential to an MMO.
Finally, I'll touch on my thoughts for PvP. I didn't play DAOC, and I really wish that I had, considering that it apparently had some great PvP concepts. In essence, my ideal game provides PvP as pretty much the endgame, although offering the option to completely level up via PvP for people which prever PvP over PvE. In essence, there should be lands that can be controlled via PvP, with rewards such as resources, buffs, that kind of stuff. In addition, there should be a reward for killing another player, such as a money drop or a slight chance of rare randomized loot (NOT from the player killed). I could go on and on about this, but I think there are other more pvp centric players who could offer a better vision for PvP then myself. Suffice it to say that PvP should be engaging, and integral part of the game, and provide worthwhile rewards.
So there it is in a nutshell. My ideal MMO, which combines so many good aspects from other MMOs and other games. I think this system would provide more content then even the most hardcore gamer could achieve in a short amount of time, and provide plenty of options for all play styles, such as PvPer, dungeon raider, treasure hunter, community seeker, etc. However, something tells me that it will be many years before such a product is released. In addition, developers need to get over their secondary market complex to make this kind of game work. Building a game to prevent the secondary market destroys more of a game then the secondary market could ever hope to. Until we embrace it, our games will continue to get worse and more unimaginative. Some people say I focus on the backlash against the secondary market too much, and they are probably right. But in the end the fight against the secondary market destroys the fun and challenge of MMOs.
More non-traditional races, including things with 4 legs, things with no legs, things that breath water and need a Breath Air spell to get by out of the water. Racial choices that really mean something to the game.
Mounts that AREN'T horses (WoW did a very nice job here, IMO)
Classes that AREN'T balanced. Balance is boring.
Multiclassing that means something.
Alternative ways of leveling, possibly class dependent... grinding for melee classes, something like EVE's system for mages, quest completion for priests and other wisdom casters.
In-game aging, and for those who wish it, perma death after siring offspring (that would become your new main).
An after-life when you die that you can spend some time in and even quest in, if you desire. A good explaination of why you didn't stay dead while we're at it!
A world where all the races andclasses and factions decided to put aside their hatered and hostilities aside one special christmas, and joined together, hand-in-hand, to commit genocide on the gnomes. Amen.
1) Permanent or semi-permanent effect on the environment.
An example of this would be, say a quest spawned a rogue band of whatever [goblins, orcs, or just nerfed nubs or whatever], you're given the quest to find a way to stop the rogue band of these whatevers, you win/lose/tie the quest and it despawns, never to be taken by anyone else again. The End.
Another example would be, X town gets raided by a group of vile fellows, maybe your clan or an alliance of clans, that like to do naughty things. They sack it, they rape the wimins, and burn the place down. People surrounding the area are too scared to rebuild, the town is never more. The End.
Or...
I start a quest to make a town of my own, I succeed. Not really the end, because now my town can be taken over, sacked, and etc... Basically leaving open the possibility to have that sort of effect on the environment.
You can even go into detail where mines that were once giving bountiful yields of valuable ore dry up, where players have to prospect for other mines [make it like a mini-game so they have to move around, give them something to fight for and to setup boom towns or whatever].
Just this point alone could make a game wonderful even if the rest of the game is subpar or a rehash of yesterday's news.
2) Complex combat systems.
2a) WEAPONS.
Horse mounts, siege weapons, and etc. CCP keeps adding crap to their game and it's scifi, yet they're not running out of ideas it seems. So applying it to fantasy based games won't be any harder either. Just look at historical references to weaponry to get ideas. A developer doesn't have to clone one-to-one the detail of a claymore, or a pole-ax. Just think of reasonably believable weapons someone could yield [no anime giant swords please...].
2b) Complex skill systems.
Not just a flat list of skills, but a whole combination of skill sets. Say you're a healer, so you know anatomy as well to get better at it, but you don't know squat of herbology or vice versa. Basically, certain skills would have to be independent from others, but other skills would have to be interdependent. So if you were a thief that was great at a crossbow and mounted combat you could conceivably combine the two to make a mounted crossbowman with an extra set of skills to master now besides the two independent pools of skills.
Magic should be similar. A cleric wouldn't know squat on how to conjurer elementals, but s/he would know how to pray to the gods to get a divine/infernal avatar to aide them in combat. So if they focus on supplication to their deity, they probably aren't very good at weapons or armor in that regard, but maybe it's a cleric that focuses on sermons, thus inspirational abilities that are partly magical and non-magical in nature.
Or a sorcerer of some kind that focuses on a pool of skills that makes them very specialized like an elemental conjurer.
And so on. Just consider how the skills themselves could be independent and how some could combine to be interdependent and so forth.
I could go on and on, but I think I covered most of the important parts with these two points and two sub points.
now if only we could all program and had financial backing....
really makes you wonder where all the developers sense of creativity has gone
This comment sort of brings up another subject I've been thinking about. Why the heck does it take a game like Vanguard five plus years of development? That seems so utterly ridiculous to me. I've got friends who can churn out FPS maps like candy, and it takes a team of top quality programmers five years to release some buggy POS that's really not that big or in depth? What, are they designing every single pixel of rock, tree, or grass individually?
Obviously, I don't know anything about programming, and maybe I just have no frickin' clue of what I'm talking about. But it seems to me that the massive amount of investment could be reduced significantly. Once you have the basic premise for your MMO and the systems that would work together (should be finished before the entrepreneur even asks for financial backing), it should be a relatively simple matter of making the game world, creating the mobs, and intertwining the systems. It just seems unreal that it takes five years to do this stuff.
thats a really good question, i mean i really enjot vanguard even if it is buggy, but i dont see how it could have taken 5 years to make.
i think a high quality game which is completely original could take that long, but vanguard couldnt seriously have taken very long to think of because (with the exception of diplomacy) most of the concepts are just the successfull ones from other MMOs
Player customization would be huge. I mean over 100 hair styles and every color available. Same goes for faces, body types, etc.
Advanced cell-shaded graphics.
Characters look like they're breathing and blinking. You can customize what your character does while its idle.
PVP arena ranging from one on one to group battles.
Encouraged group combat but possible solo content. (It's just a little slower)
An arcade/casino/theme park area with mini games.
Other things to do other than level and craft.
An area floating in the sky.
A chance for luck and randomness. A low level character could be able to trump a high one instead of always, always getting their ass handed to them.
I dunno how this would be implemented, but SOMETHING should deter people from going "Yeah and you can only have this job with these skills and this gear because it's the absolute best way and if you don't you're a moron."
If you've died a lot and having incredibly bad luck, after a certain amount of deaths you'd get an option to summon an avatar or something to save yourself next time you're in the red.
Combat similar to .hack//GU. Combos, etc.
Guild housing.
Events with special limited items. One time things.
Hacker protected with active RMT banning.
Cutscenes incorporated into missions/quests so you feel like you're part of the storyline.
Should have a storyline and goal for players so they don't feel like they're just mindlessly leveling.
you could have it be that mounted combat is a skill (i really like classless systems) and another skill could be like with a pike (really strong against cavalry) so that if everyone was mounted, the one guy with a pike could own them all
I have to agree, its time for a change away from the leveling up system. Skill based please... man i miss uo, pre-cu swg, and i wish they would somehow make a game like oblivion massively multiplayer.
"Do not fret! Your captain is about to enter Valhalla!" - General Beatrix of Alexandria
"The acquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." - Leo da Vinci
It would be a game that allowed my to build an empire like Civ4.
I would be a game that let me command huge battles like Warhammer 40K Dawn of War.
It would be a game with twitch based gameplay along the lines of the Dynasty Warriors series of games.
It would be a game where I could outfit and house my character with the same level as The Sims 2.
It would have voice over IP for everone on the server that would filter my voice to sound like my character, allow me to hear only the people within hearing range of my character, and adjust the volume of the voice to how near or far away someone else's avatar was to my own.
It would allow me to use my webcam to map my facial expression to those of my in-game avatar.
It would mow my lawn, cook my dinner, and bear my children.
It would trigger higher states consciousness, flinging open the doors to nirvana and make me one with the cosmic all....
/sacasm off
Glass is half empty eh?
"Do not fret! Your captain is about to enter Valhalla!" - General Beatrix of Alexandria
"The acquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." - Leo da Vinci
2- With the ability to dabble, some sort of system where I can train multiple characters at once without buying a new account. (Hell a training penelty of some sort could work here)
3- The training time on all skills is halved.
4- With a ground game.
Those 4 changes would make Eve almost near perfect in my eyes.
--When you resubscribe to SWG, an 18 yearold Stripper finds Jesus, gives up stripping, and moves with a rolex reverend to Hawaii. --In MMORPG's l007 is the opiate of the masses. --The absence of evidence is not the evidence of absence! --CCP could cut off an Eve player's fun bits, and that player would say that it was good CCP did that.
Comments
...I would have no life for another 5 years
completely skill based
death penalty other than expirience loss
no single governing level which determines everything else
mostly player driven ecconomy
twitch based combat, with combos and such
aimed ranged combat and spellcasting type of stuff
player made factions and a game world which starts out blank with the player factions being able to control pieces of land and entire territories
a wanted system with FFA PvP yet killing someone unprovoked means a heavy bounty on your head (especially if you
"gank" them)
multi player mounts
a skill for everytihng (i.e. jumping, speed, treecutting)
the ability to steal from players/NPCs/NPC houses
playable races other than just the typical bipedal human with a differeny head and possibly a tail
non instanced player houseing
instanced and non instanced dungeons
levels shouldnt make a huge difference (i.e someone 20 levels above you wont be able to 1 shot you)
gear should be able to be used effectivly for more than one or two levels
a function for making sub-guilds in guilds
a complex political system
a player run black market and a bounty on those goods/player involved
everytihng (except starting areas) is captureable by player factions
taxes
random events to mix things up a little
puzzles required to unlock certain areas or items
No classes whatsoever, you just train the skills you want and forget the ones you dont
player owned/made cities/towns/ports/roads
magical fissures/springs which give you a buff (random spawn in wilderness)
the ability to jump (games wihout it get me mad)
a climbing ability to climb mountains/buildings/etc.
a large seamless world (well populated of course)
Voip instead of typing, where your voice can be heard a certain distance away
the ability to hire mercenaries to fill that last group spot you cant find anyone for
and thats all i can think of right now
Well im tired of lvl grind item whoring rpgs so my perfect game would be....
A post nuclear tribal MMOFPS/rts. (like mad max alot of desert and open land to build on)
Ok things id love to see in my game or any game not in any order
1. 1 server
2. player and clan owned bases which you use a rts view to build and MOD your defense/base.(like 10six but with clan stuff)
3. player owned stores that are perm and placed where ever you want and not the chinese have to stay online stand bs, there will be placement rules of course. (like endlessages)
4. Graphics must be clean without too much lag fluff(rocks and other stupid crap unless its big enough to hide behind and shoot)
5. vehicles! I want planes boats dune buggies tanks motorcycles fully customizable with the weapons armor and engine(like planetside or wwiionline but more complex like auto assault)
6. extensive player economy everything revolves around money....
7. no mobs everything must be mined and created ai mobs horrible and boring i want to fight people or at least a unique base they created
8. no lvls no skills no quests
9. tribal warfare no friendly fire...your clan is your tribe you can allie or war anyone neutral as default. Small clans 50 people max.
10. language filter and /ignore (no banning for cursing or exploiting just third party programs any exploitation should be imediatly fixed)
Thats all i can think of off the top of my head.....
Own, Mine, Defend, Attack, 24/7
Whats up whit that, a farmer with a frying pan should be able to kill a knight if he is sleeping.
No endgame, make the game one big endgame instead.
Rare epic mobs like the dragon should be controled by a human player, gm or whatever, let them have fun bashing the bitchin player base:p
Faction full on pvp, make every city siegable, exept one for every faction, like a crazy castle city on a rocky peek.
Mounted combat yes, but no bonus for it exept some classes, or else you got a big cavalery battle, no more footguys.
siege equipment that can be packed in a trailer that comes whit a horse and driver, slower movement speed.
the possibility to hire troubadours that play a war march song to travel your siege/troops faster.
integrated vocal system for guild, group and raid ((not for whispers, to anoying, and the technology for an ''all'' vocal caht anint rdy.))
Skils improve when you use them on real players or pvp goals, only on players so that no farmer can raise ''archery'' on some mob spawn.
the ability to loot enemy players but whit limits, the actual players only looses a little coin, the looter gets a copy of some of the victims loot, randomly.
a full on player made gear system, complete whit dies, style adjustable, changing specs ets...make it so rare mobs IE the damn dragon or whatever drops quality stuff that can be spec'd by players but have a little more spec point possibility, dont make the damn gear the hole point of the game.
bonuses to your hole faction for holding more territory, every players from that faction gets a morale boost, easyer coin gain((like a taxe relief:p)
i could go on, but we all feal we got the best idea.
the object of war is not to die for your country, its to make some other bastard die for his.
G.Paton
I need some REAL HELP OVER HERE!!!!
SINCE DIABLO, I've been searching for a VERY GOOD MMORPG but I simply can't found anyone GOOD ENOUGH AND, of course, FREEEEEEE!!!!!!
The question is that I live in Brazil, and there is a lot of tribute over the dollar, so a game that costs 15 bucks/month, for us here in Brazil it costs almost 40 of our money/month!!!!!! Other point is that I don't know how to make these payments... the sites just explain how the people of USA and EUROPE pays, and they just forget that down here in the southern world we have a LOT, no no, a PLENTY of MMORPG MANIACS!!! So how you guys can see its very very HARD and EXPANSIVE to pay to play from here...
When i say "VERY GOOD MMORPG" I mean a FREE one with GOOD sound, GOOD history, VERY GOOD GRAPHICS and GOOD PING like it was my sweeeeet lovely Diablo, ohhh sweet times that never come back...
So... VERY MUCH PLEASE, if someone know a GOOD FREE MMORPG post it down here!!! I'm becoming CRAZY without a MMORPG FREE TO PLAY!!!!!
THX A LOT FOR READ MY PRAY!!!....
I would be a game that let me command huge battles like Warhammer 40K Dawn of War.
It would be a game with twitch based gameplay along the lines of the Dynasty Warriors series of games.
It would be a game where I could outfit and house my character with the same level as The Sims 2.
It would have voice over IP for everone on the server that would filter my voice to sound like my character, allow me to hear only the people within hearing range of my character, and adjust the volume of the voice to how near or far away someone else's avatar was to my own.
It would allow me to use my webcam to map my facial expression to those of my in-game avatar.
It would mow my lawn, cook my dinner, and bear my children.
It would trigger higher states consciousness, flinging open the doors to nirvana and make me one with the cosmic all....
/sacasm off
I like every idea you have except for the stuff in red. So, let me fix those to how I would like it.
the ability to steal from players/NPCs/NPC houses- ok, well, I don't think EVERYONE should steal from houses. I think rogue based character of the opposite faction can steal from opposite faction houses. Also, make it so you can only steal one item every 15 minutes. And to add on, it would be cool if your house can have a security system, so if you do steal something, turrents can attempt to shoot you down.
levels shouldnt make a huge difference (i.e someone 20 levels above you wont be able to 1 shot you) - I'm not a fan of PvP between extreme levels unless it's a duel. I would just make it so if your 10 levels higher than a person, you can't attack them.
No classes whatsoever, you just train the skills you want and forget the ones you dont - Ok, well, I think you should have classes for people who want them. Like in Morrowind, you can select a cookie-cutter class, OR be an "adventurer" and invent your own class. I think that would be a little better and give the game a little more stability.
player owned/made cities/towns/ports/roads - For awhile now, I was thinking that instead of player made towns, you can put your house in a NPC town. So, the town's are constantly growing and with each house placed, the map in that area increases a little bit so if tons of people put a house in a city, the map won't shrink. Also, guilds can own areas of cities to claim their own.
a large seamless world (well populated of course) - Large maps just never seem to work out. Having a nice big map is good, but having an over-sized enormous map is overdone.
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Now, for some ideas of my own:
Extreme character customation
Crafter classes make better equiptment than drops.
Some servers set to be Hardcore. After one death, your character's gone.
More than just 2 factions, let's say 5. Because the characters have no set classes, each faction has a different skill. For example, there are fire, ice, electricity, technology, and mutant factions.
Armor that doesn't change how you look very much.
Musical instruments
For community and entertainment, you can make talents, like juggling, dancing, whisling, one armed handstands while riding a unicycle with a miniture poodle. You know.
PvP, Hardcore and non-PvP servers.
Factions go through revoultions. New servers, all factions start at the nomadic age, then, can upgrade to industrial, modern, post-modern, etc. But, if a faction is very far behind, atleast 2 revoultions behind, they will automatically be bumped one up so the characters who play the faction arn't obsolete.
Entertainer classes actually PLAY instruments. For example, when you pull out an instrument, a small screen will come up with A-G (the notes) and you organize the notes to how you want to make music. For percussion instruments, the drum will come up and you can click it in the rhythm you want. Same thing goes with dancers, you can decide what steps you want to make.
When a faction reaches the "modern" revolution, there is space to explore.
I can't think of much more right now.
My ideal MMO is the combination of SWG and WoW. I'd like to see a combination of the crafting, resource gathering, economy, player cities, housing, and community of SWG combined with the arcade style gameplay of WoW. In addition, I would remove bind on pickup items (although I'm totally cool with bind on equip that can be used among all characters on an account), and place a much heavier focus on 10-20 man groups. I think raids are OK, but should NOT be the end all be all of a game. This would tie in with the loot structure as well. Consider that raids would be about 20% of the game, solo 20% of the game, and mid level groups about 80% of the game. Thinking in regards to wow and epic loot, this kind of loot would be common in the raiding environment, but it would also be available to a much lesser extent to group and solo play. For example, let's look at the Netherwind crown. It wouldn't drop from just one boss in a raid. Instead, all bosses in the raid would have a chance to drop the item. In addition, the crown could also drop from group and solo play, just in extremely lower quantities (ala Diablo 2 and one in a million chance of dropping from a mob with the appropriate treasure class).
OK, so that sort of sums up my feelings on mobs and loot. Obviously, these two aspects are quite important to a game. But of further importance is the concepts from SWG of crafting, resource gathering (harvestors FTW!!), player cities, community, etc. These are all concepts that can be added to the base kill mobs for loot gaming mentality. The main reason why I didn't play Vanguard is because crafting, despite all the hoopla about it, was really quite lacking in that game. There were very few crafting professions, and in the end you have to harvest resources yourself, e.g. nodes in WoW. In addition, there were no factories to make items in bulk. These two concepts need to be part of the game for crafters who manufacture in bulk.
The next area of concern is world size and instancing. I personally like a very large world, which is why I was originally interested in Dark and Light (unfortunately the game was terrible). I had hope with Vanguard, but in all honesty, I was not impressed at all by the world size even though people claim Vanguard is HUGE. Maybe huge when compared to WoW, but it felt small to me when compared with SWG. The only way you can support harvestors and housing is by having a gigantic world with methods of fast travel. On to instancing, I think instancing has its place, and is perfect for most dungeons. However, there must be a good mix between instanced and non-instanced content. That way people can still be assured of killing some elite mobs, but then must also compete for other outdoor elite mobs and resource content. So a healthy mix of both is IMO essential to an MMO.
Finally, I'll touch on my thoughts for PvP. I didn't play DAOC, and I really wish that I had, considering that it apparently had some great PvP concepts. In essence, my ideal game provides PvP as pretty much the endgame, although offering the option to completely level up via PvP for people which prever PvP over PvE. In essence, there should be lands that can be controlled via PvP, with rewards such as resources, buffs, that kind of stuff. In addition, there should be a reward for killing another player, such as a money drop or a slight chance of rare randomized loot (NOT from the player killed). I could go on and on about this, but I think there are other more pvp centric players who could offer a better vision for PvP then myself. Suffice it to say that PvP should be engaging, and integral part of the game, and provide worthwhile rewards.
So there it is in a nutshell. My ideal MMO, which combines so many good aspects from other MMOs and other games. I think this system would provide more content then even the most hardcore gamer could achieve in a short amount of time, and provide plenty of options for all play styles, such as PvPer, dungeon raider, treasure hunter, community seeker, etc. However, something tells me that it will be many years before such a product is released. In addition, developers need to get over their secondary market complex to make this kind of game work. Building a game to prevent the secondary market destroys more of a game then the secondary market could ever hope to. Until we embrace it, our games will continue to get worse and more unimaginative. Some people say I focus on the backlash against the secondary market too much, and they are probably right. But in the end the fight against the secondary market destroys the fun and challenge of MMOs.
More non-traditional races, including things with 4 legs, things with no legs, things that breath water and need a Breath Air spell to get by out of the water. Racial choices that really mean something to the game.
Mounts that AREN'T horses (WoW did a very nice job here, IMO)
Classes that AREN'T balanced. Balance is boring.
Multiclassing that means something.
Alternative ways of leveling, possibly class dependent... grinding for melee classes, something like EVE's system for mages, quest completion for priests and other wisdom casters.
In-game aging, and for those who wish it, perma death after siring offspring (that would become your new main).
An after-life when you die that you can spend some time in and even quest in, if you desire. A good explaination of why you didn't stay dead while we're at it!
A world where all the races andclasses and factions decided to put aside their hatered and hostilities aside one special christmas, and joined together, hand-in-hand, to commit genocide on the gnomes. Amen.
1) Permanent or semi-permanent effect on the environment.
An example of this would be, say a quest spawned a rogue band of whatever [goblins, orcs, or just nerfed nubs or whatever], you're given the quest to find a way to stop the rogue band of these whatevers, you win/lose/tie the quest and it despawns, never to be taken by anyone else again. The End.
Another example would be, X town gets raided by a group of vile fellows, maybe your clan or an alliance of clans, that like to do naughty things. They sack it, they rape the wimins, and burn the place down. People surrounding the area are too scared to rebuild, the town is never more. The End.
Or...
I start a quest to make a town of my own, I succeed. Not really the end, because now my town can be taken over, sacked, and etc... Basically leaving open the possibility to have that sort of effect on the environment.
You can even go into detail where mines that were once giving bountiful yields of valuable ore dry up, where players have to prospect for other mines [make it like a mini-game so they have to move around, give them something to fight for and to setup boom towns or whatever].
Just this point alone could make a game wonderful even if the rest of the game is subpar or a rehash of yesterday's news.
2) Complex combat systems.
2a) WEAPONS.
Horse mounts, siege weapons, and etc. CCP keeps adding crap to their game and it's scifi, yet they're not running out of ideas it seems. So applying it to fantasy based games won't be any harder either. Just look at historical references to weaponry to get ideas. A developer doesn't have to clone one-to-one the detail of a claymore, or a pole-ax. Just think of reasonably believable weapons someone could yield [no anime giant swords please...].
2b) Complex skill systems.
Not just a flat list of skills, but a whole combination of skill sets. Say you're a healer, so you know anatomy as well to get better at it, but you don't know squat of herbology or vice versa. Basically, certain skills would have to be independent from others, but other skills would have to be interdependent. So if you were a thief that was great at a crossbow and mounted combat you could conceivably combine the two to make a mounted crossbowman with an extra set of skills to master now besides the two independent pools of skills.
Magic should be similar. A cleric wouldn't know squat on how to conjurer elementals, but s/he would know how to pray to the gods to get a divine/infernal avatar to aide them in combat. So if they focus on supplication to their deity, they probably aren't very good at weapons or armor in that regard, but maybe it's a cleric that focuses on sermons, thus inspirational abilities that are partly magical and non-magical in nature.
Or a sorcerer of some kind that focuses on a pool of skills that makes them very specialized like an elemental conjurer.
And so on. Just consider how the skills themselves could be independent and how some could combine to be interdependent and so forth.
I could go on and on, but I think I covered most of the important parts with these two points and two sub points.
-- Bridget
now if only we could all program and had financial backing....
really makes you wonder where all the developers sense of creativity has gone
i was thinking about it and another thing i wish i could have in my perfect MMO would be consistent level lengths.
in both a linear and skill based system it always starts out that you have a really short first few levels but then leveling becomes much longer
i think it would be much better if instead of lengthening the levels they kept them all the same length and just made more of them
of course i think a leveless system would be better, but this is just an idea for a developer who insists on having levels.
This comment sort of brings up another subject I've been thinking about. Why the heck does it take a game like Vanguard five plus years of development? That seems so utterly ridiculous to me. I've got friends who can churn out FPS maps like candy, and it takes a team of top quality programmers five years to release some buggy POS that's really not that big or in depth? What, are they designing every single pixel of rock, tree, or grass individually?
Obviously, I don't know anything about programming, and maybe I just have no frickin' clue of what I'm talking about. But it seems to me that the massive amount of investment could be reduced significantly. Once you have the basic premise for your MMO and the systems that would work together (should be finished before the entrepreneur even asks for financial backing), it should be a relatively simple matter of making the game world, creating the mobs, and intertwining the systems. It just seems unreal that it takes five years to do this stuff.
thats a really good question, i mean i really enjot vanguard even if it is buggy, but i dont see how it could have taken 5 years to make.
i think a high quality game which is completely original could take that long, but vanguard couldnt seriously have taken very long to think of because (with the exception of diplomacy) most of the concepts are just the successfull ones from other MMOs
Genre= Fantasy MMORPG.
Player customization would be huge. I mean over 100 hair styles and every color available. Same goes for faces, body types, etc.
Advanced cell-shaded graphics.
Characters look like they're breathing and blinking. You can customize what your character does while its idle.
PVP arena ranging from one on one to group battles.
Encouraged group combat but possible solo content. (It's just a little slower)
An arcade/casino/theme park area with mini games.
Other things to do other than level and craft.
An area floating in the sky.
A chance for luck and randomness. A low level character could be able to trump a high one instead of always, always getting their ass handed to them.
I dunno how this would be implemented, but SOMETHING should deter people from going "Yeah and you can only have this job with these skills and this gear because it's the absolute best way and if you don't you're a moron."
If you've died a lot and having incredibly bad luck, after a certain amount of deaths you'd get an option to summon an avatar or something to save yourself next time you're in the red.
Combat similar to .hack//GU. Combos, etc.
Guild housing.
Events with special limited items. One time things.
Hacker protected with active RMT banning.
Cutscenes incorporated into missions/quests so you feel like you're part of the storyline.
Should have a storyline and goal for players so they don't feel like they're just mindlessly leveling.
"Do not fret! Your captain is about to enter Valhalla!" - General Beatrix of Alexandria
"The acquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." - Leo da Vinci
"Do not fret! Your captain is about to enter Valhalla!" - General Beatrix of Alexandria
"The acquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." - Leo da Vinci
Eve, but:
1- Without the Dev corruption.
2- With the ability to dabble, some sort of system where I can train multiple characters at once without buying a new account. (Hell a training penelty of some sort could work here)
3- The training time on all skills is halved.
4- With a ground game.
Those 4 changes would make Eve almost near perfect in my eyes.
--When you resubscribe to SWG, an 18 yearold Stripper finds Jesus, gives up stripping, and moves with a rolex reverend to Hawaii.
--In MMORPG's l007 is the opiate of the masses.
--The absence of evidence is not the evidence of absence!
--CCP could cut off an Eve player's fun bits, and that player would say that it was good CCP did that.