This subject has been posted here before but i want to take it in a diffrent direction. Here is the million dollar question.
"If you could dicktate how a mmorpg would be made what you want in it and how would it be structerd?"
It may see like a hard question to answer but lets break it down. What is it that makes a game fun? Why am i finding myself going through mmorpg like a Keith Richards goes through coke and a urn full of ashes (allegidly)?
I did a lot of thinking and this is what i came up with
1. Having l33t players in mmorpg ruin the games and the community
2. Although raiding is fun i strongly disagree in how it is currently being implimited
3. Instanced pvp (ill get a lot of mixed feelings on that one)
4. The way that crafting is done in most games
5. The Class system
6. Auction Houses
7. Player Housing
How to fix this in
MY opion.
1. Having l33t players in mmorpg ruin the games and the community
The problem i have is even neccaslry with l33t players but how thier brought to the level of godlike in some video games. I believe that endgame should be RvR and that many towns should be taken over. I believe in a constant war instead of constant farming for good gear. Just because i cant play 6 hours a day does that make me a horrible player? NO! The current raiding system in many games divide the cummunity and makes casual players feel that they will NEVER be as good as players that raid all the time.
How i would fix this?
I believe that RvR can solve this problem. Instead of having players raiding all day they could be fighting for controls of towns and why couldnt RvR be just as fullfilling as a PVE duegon raid? I believe that more AI should be used along side with players in RvR. Constant Wars and fighting is what endgame should be in my opion not killing the same dam dragon over and over until i get my Sulfuras, Hand of Ragnaros
2. Although raiding is fun i strongly disagree in how it is currently being implimited
Ok although i just said how i dont believe in endgame raiding thier are curremt situations where it could be used. Here is kinda a crazy idea but how about using so called PVE raiding to help your faction in pvp? I know what your all asking "how the hell would that work?".
Here ill give you a senario.
Thier is a island over the horizion that is controlled by the powerful pirate (fill in the color) Beard and all of our forces are busy fighting him! If only someone could kill him our forces could be redirected to help with the fight of (fill in the name of the town). If you didnt catch that i am saying that raiding could be used to attavate AI units to help take over a territory or town or to send extra protection in a given area. No items would be dropped but the reward would be great and lasting. This helps get rid of so called l33t players but keeps raiding that many players enjoy still in use! Here is another idea how about raiding for materails like a mine or a area that has natuarl resources. That way crafters could make the items but you still need to raid for them but its not a bop item its a guild effort that can easily help the rest of the community.
3. Instanced pvp (ill get a lot of mixed feelings on that one)
Instanced pvp..... I truly believe that it has Ruined the current batch of mmorpg (minus games that lineage 2 but that is a whole nother can of worms). Why should thier be instanced pvp? When we fight a war in real life do all of our soldiers go off into a seperate part of the planet with noone else thier! I bevlieve in open world RvR for control of forts/castles and other points of interest. Another thing why the hell can RvR help PvE?! I meen thier should be a town for every faction in a area then thier should be a town that can be taken over so the players of the faction that controls it can do extra quest and maybe they give more xp/better rewards?
4. The way that crafting is done in most games
I bet you already know where im going with this one. Crafters should be able make some of the best weapons in the game and not be bop (bind on pickup) or in other words crafters should be able to give away/sell any item they make no matter how awsome it is. Here is another thought why cant RvR help crafters? Thier should be areas where a faction can get resources but then thier should be areas that need to be taken over to make more advanced items ex.... siege machines or other high end items. Heres a thought instead of just walking right in to a town with me and 49 of my friends how about we need to take over supply zones (ex: a mine or a area with a lot of trees) to create siege machines/items that will aid us in our fight to take over a city/fort. Also thier should MANY diffrent types of crafting. Suchs as house maker, Weapon Smith, Alcheymist, and really anthing else you can think of i could keep listing but thier are to many to list.
5. The Class systemI HATE the class system. I believe a player should progress to thier final class instead of starting out as it. Here is another crazy idea what if you could choose what ever things you found interesting and instead of having a set class you would be a hybrid or specailized in a area such as being 100% ranged or 100% melee or 100% support. Why should i be forced to play a class when i could just make my own! Not to mention it can make RvR ( and pvp) More skill based.
6. Auction Houses
Lets get rid of them. It make a gold farmers work so much harder and would make crafters a more important part of the game instead of being some name i see on the auction house list. I could create a actual friendship with crafters and maybe real crafting guilds could be formed? It would make it so much better!
7. Player housing
Two things need to be about player housing. First we need more of it. Second it should be destroyable. Player cities should be fair game for RvR and should be fun to blow up! Crafters should have shops set up and a player city should be prelayed out and zoned just like a real city. It would make it look better plus it would make finding player shops A LOT easier.
Ireally want to hear your feedback. I would love to hear what everyone thinks and yes this is my first posting!
Comments
I have a few ideas that I'm sure no devs would ever consider
Leet Dudez - Can't escape em. As you get older, the target demographic for video games doesn't change. Way to exclude it: Expand the /ignore lists to include any and all chars on their accounts. Then you can systematically can them all as you run across them, so they can't just make an alt to harass people all over again. Another way to eliminate a lot of this is to eliminate regional chat. One of the false statements made by Sigil in Vanguard's development was that there would be no "ooc" type chat. There would be a /shout where people within a certain distance would hear you. if you take away the ability to harass, the harassers disappear. After all, they're a lazy lot.
Raid content- Raids suck. however, if raids HAVE to be done to keep people happy, devs and gms should be working together to keep raid targets fresh. First, GM events help a lot to keep people interested. Verant was good at that. I've never seen any other significant GM events. Most are pre-programmed with temporary mobs/npcs following an AI. The other way to solve raid content is this: Once the "Boss mob" is dead, it's DEAD. Create a different boss with different attributes, different loot tables, spawning at a completely random time, and possibly make an event where they have to go on a rampage through people and other mobs to get to their new home. If these were difficult to accomplish, SOE wouldn't have "fabled" mobs for anniversaries.
PVP- Ugh. 2 options. Open PVP or arena-only. Instanced is just dumb. You're an elf, who is supposed to be at odds with gobbos, but some damn gobbo can run up and gyrate its crotch in your face and just stand there looking at you, belching, farting, gesturing, and you can't do squat until you step through the magic mirror? Only a complete tard could come up with that.
Class/Skill combinations- I will refer you to Anarchy Online. You had your "class" and based upon that, some skills were easy (cheap points-wise) to raise, some were hard (expensive points-wise). If you wanted to be a soldier (who generally is all about taking damage and using automatic rifles, energy rifles) wanted to sneak and stab with a rusty spoon the option was there. They would suck, but at least they had the freedom to suck.
Auction Houses- Don't have them. You don't need them, or the "player-owned" merchants. Completely frivolous. Here's why: In-game money is used 99.9% of the time to purchase from other players. If you want to have some form of currency so players can interact with merchant npcs, then have non-tradeable credits. (I know, I know, "but i just killed this rat and got a copper piece and I should have the right to go give my copper piece to someone else and get my new shiny UBER sword cause I worked so hard to kill my rat"-well, this is what "I" want to see- arguments are invalid )
Crafting/Tradeskills- I have no problem with people being able to perform all of them, provided they are willing to GO OUT and get their resources (remember, no auction house) and work up the craft. Players should be able to make some of the best in-game items themselves, but only after a TON of effort and time to hone their abilities. Crafting (including harvesting) should be time and energy-consuming enough that most people won't try to be great at crafting everything.
Housing- Outside of old UO, never needed it-never will. Maybe "apartments" like in AO or EQ2, but outside of that, they do nothing but cause strain on hardware and game resources.
"Real world" skills/attributes- An additional concept that most games won't be considering. Newer games coming out are allowing characters to already be the same at swimming, jumping, climbing, run speed, etc. Some games <cough>vanguard<cough> <cough>ddo<cough> dont even allow fishing. With the amount of pretty, reflective, ebbing-and-flowing water in the worlds this is just dumb. "no, sorry, there are no fish in this world. Yes, I know some guy just handed you a bowl of fish stew as a quest item...pretend it's something else". Horse riding should be a skill, not an assumed ability, as should sailing, rowing, etc. the mitigation (AC) provided by differing types of armor could be based upon the character's skill in that type (example: a warrior living his life in metal scales will not last long in his combat style dressed in weak animal skins, regardless of what stat points you add to the skins).
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i need such a botton
Most MMORPGS sadly are VERY strong and one area, and pretty weak in the rest. All I want is for some company to start working on an MMORPG and instead of making one VERY strong area, specify in not having weak areas. I want a game that I can go fly a plane, ride a bike, shoot somebody in the head, slash somebody with a sword, race somebody, shoot some hoops, then play some DDR. Really though, what we need is a game with guns and swords, that have multiple combos, vehicles, a huge area to run around in (not selecting a game to join,) and built in head-set compatability. Along with multiple jobs, having your on house, and a good quest system. xD
Let's put together Halo, GunZ, Second Life, WoW, and Space Cowboy.
I need freedom
And since MMO have existed for a great number of years, many players have been "growing up" with them from their teen years. Now this big MMO generation is older, maybe even have families. After you have seen a baby beeing born, you maybe want more then chase xp in a MMO...you get a bigger world. This is something we havent seeen much of in MMO...yet.
This was some heavy shit I just mean, not all MMO players are 14 years old, and the develpoers should make more mature MMO with more options then just getting xp.
I like RvR, at least the general idea of it, but to make it fun, it must be carefully implemented.
Current MMO: FFXIV:ARR
Past MMO: Way too many (P2P and F2P)