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If you could make a MMO, what would it be?

Well, I finally gained the balls to ask all you complaining people a question. If you had the power to make an MMO what would it be like, features, classes, genre, all that stuff. Of course I'll add a helpful little poll to help the people who aren't to inspired to write a long post.



Now, in my MMO exp. there are a few types of games that stand out.

-Those with good PvP systems.

-Those with a happy helpful community.

-Those that offer a free side to the game and a members side.

-Games that give players Character customization options.

-Games with Good Economy's.

-A brutal and fun combat system.

-Little to no lag.

-Good Graphics.

-Storyline, Storyline, Storyline!

-Good Guilds and Clans.

-Great Technical Support.



I can't list them all, but many more factors make a game great. Genre's are also an important part, however Sci-Fi and Fantasy seem to have the edge right now (I would like to see a more political MMO). So, share your thoughts, I know thinking can be hard for some of you, but just try and amazing things happen. Now about that poll...

Comments

  • jesadjesad Member UncommonPosts: 882

    Long (sorry)

     

    Putting on my fantasy cap.

    I would like to revamp COH or maybe come up with something similar.

    I would like to see a superhero game based on instanced PVP (I.E. the bad guys have to enter an instance to commit a crime in order for the superhero to have a reason to try and stop them).  And have those instances transferrable so that heroes and villains alike would have to stay in a constant trouble to keep a safe city from becoming a city overrun by crime.

    I would like the scenery to be interchangable so that the areas of the city where the villians control the property look like bad areas to go to and the areas of the city where the heroes are in control look like good areas to go to. 

    I would like to see a reason for common people (good and bad) to exist in this city, maybe as the sole providers of the tech that makes both superhero and supervillain alike possible and for those peoples lives to be able to be effected by the goings on between superhero and supervillain.  Good Tech and Bad Tech for good guys and bad guys.

    I would like to see the servers regulated so that no one side could amass an army greater than the other (FPS games do this in a second and no one minds) maybe put an offline waiting list on character creation (which might also relieve some opening day stress) so that the number of heroes would not exceed the number of villains or vice versa until an equal amount of the other side has registered to play.  The number could be set large enough so that it really wouldn't hinder families or friends from setting up at the same time but would keep entire guilds from crossing over from one side to another. 

    Accounts would be restricted to only villain accounts or hero accounts so that once either was created, any alts would have to reside on the same side of the law unless all characters on the account were deleted (I can hear the cries but I would assure them this was a good thing and they would come to know it to be true).  This would force spies (who are not completely out realm of roleplay) to actually have to pay for the privledge of spying (via additional account or deletion of their characters every time they wanted to switch sides).  And give real value to the art or roleplay and PVP like it once did when we were all blind.

    I would like to see all players begin their lives as regular people and through social communication and PVE be able to advance in their chosen professions keeping all but the most powerful things (initial group and raid content) player made giving value to those who have chosen the path of the maker.  And I would like only the gadget heroes (who will always be weaker but smarter than other heroes, you know how they do it, weak all game, crazy powerful by the end i.e. Batman being smart enough to kick Superman's butt) I would like to see those heroes being the only heroes capable of crossing the line between tech maker and tech user.

    I would like to see constant competition and comradere among players seeking to attain those power items for their levels or attempting to pull the city from the grips of Evil/Good, or attaining (PVE) the parts needed for those technitians to do their work.

    I would like to see simple men and women be able to release themselves, through their deeds, from the restrictions of being everyday people and attain the heights of a great scientist, Engineer, Practitioner of Mystical Arts,(All tech classes), an infamous basment inventor who has chosen to use his inventions to fight crime (Gadget Class), or maybe even a Superhero (Single and adaptable class). 

    I would like to see the tech have level limits so that players will have to choose between powers like superspeed or flight but would also have the ability to change (with the approriate gear) their powers on the fly based on the change of tech (not available during combat of course)  and the amount of these items that can be carried on person be restricted by level.

    I would like to see every part of every tech represent a search and for market prices to be SET so that what you get is what it's worth and that's it (sorry stockbrokers) which might not wipe out goldfarming but might at least put it at a responsible level (I can't even get into that topic right now). 

    I would like to see the tech be the ONLY means of becoming a superhero and level representative only of how much tech one hero can carry.  And I would like to see at least some kind of punitive system put in place as a result of failing in PvP.  I'm thinking maybe a prison complex where the character must dwell for at least a few minutes or an instance lockout to prevent respawn and zerg tactics.

    Extreme server rules would give players the ability to steal tech from each other (talk about hardcore, I'll send you home crying) while regular servers would just allow players to foil each others plans.

    And....I would like an updated COH character creator to interface with the tech so that at least the color schemes can be updated upon recieving a new peice of tech.  Full outfit changes could still cost money.

    I want throwable objects, even if there is only one on a street or in an instance.  Shoot, make it one, but let it do a lot of damage when used.  And breakable walls, even if it is only to alert the superhero that there is a crime in progress (i.e. doors that villains made).

    I want ranked supergroups with stats for wins and losses, crimes averted, and so on because I want the missions to be set up as either solo or supergroup (not meaning that a supergroup person can't get solo missions but that those missions will yeild weaker tech than that of a true solo player).  This way a player will be less prone to quit his supergroup (and lose what might be pretty good stats) in order to get that one solo item they think they have to have (that there is the stuff of men).

    Oh wait!........and I want the abiltiy to be able to win or lose!  I know that sounds crazy for an MMO but there is no reason that a community should not be able to force a server reset through their mutual cooperation and actions.  I'm not sure but didn't the sleeper cause this to happen in EQ or something like that?  Whatever it was it was cool and needs to be put in.

    Completely catered to the ego of the player, completely honest in it's assessment of individual and social skills.  A players game where competition is fierce and fun, gameplay is addictive, and you can still have the chance to catch it at ground level even if you started late (via server reset).

    Server resets will do several things.  First thing is they will make progressing in the game and taking parts of the city (which will not be as easy as capturing a flag in an FPS) a constant endeavor.  Second it will reinvigorate the servers once they have become old (providing replay value).  It will make people famous (we all like to be famous).  And it will give latecomers (as mentioned above) a chance to get in on a the ground level of what will become their favorite MMO while, once again, making the gold sellers work hard for them.  In theorum, if a community really got sick of the amount of sellers on their server they could just opt to reset one side allowing the other to take the city and reset EVERYONE back to the beginning.  This of course would take a HUGE democratic process that I would not even try to bet on but in theorum it could work.

    So when you weren't out getting tech to become more powerful you would be stopping villains/heroes from getting tech to make their selves more powerful, when you werent foiling peoples plans you would be raiding and when you weren't raiding you would be taking over parts of the city and if you had one all that you would be starting over against (most likely) greater odds or at the very least fresh meat (would might or might not be a factor).

    Imagine being the man among heroes on your server and hearing that the villains won over on someone elses.  Imagine thinking so much of yourself that you opt to go over there and start over to go up against whoever thought they were that bad.  Now imagine being the guy on your server that has been waiting for bug stupid man to leave so that he could take over for the other side and getting word (through forums, friends, just their absence) that your arch nemesis or supergroup is gone.  Such play could bring the entire community together.

    I want to hit someone hard enough to knock them into a building (even if the building didn't hurt) or adversely be able to take a hit that would have knocked a lesser hero down the street.  I want to see the POWER! (within acceptable social limits of course).

    And finally I would like to see a global communications network setup (tastefully like a newpaper or mission board) that could alert heroes and villains of when their counterparts where in certain instances so that they could go in there and stop them.  Imagine being in a mission to get a part that will allow you to fly and having a group of bad/good guys come swooping in to stop you.  Group or solo that would rock (for someone hehe i.e. the winner).

     

    Yeah, that would be ALLright. 

    Taking off the fantasy cap.

    image
  • SimmageSimmage Member Posts: 93
    Exactly what I want, keep the good times rolling guys!



    Btw, the win and lose part of the game would make a good drive to work together, nice
  • LilianeLiliane Member Posts: 591

    If I would have any way to say what kind of MMORPG would be.
    I know many don't like this, but this is just my opinion.

    Game style

    - Pure PvE game, not comprimises.
    - Fantasy, Settlers, Sci-fi or Cyperpunk
    - P2P game

    Characters

    - Body, face, hair, eyes, nose, mouth, gender, race, colors all customatized in charcater creation. (Like CoH)
    - Base stats all customized in character creation, but can't be changed or change after creation.
    - Characters are all skill based, what are learned and selected inside the game. (Little like in UO)
    - Select the emote voice. (NWN)
    - Selectable or random made first name for character. (No player writen at all)

    Tutorial

    - Profession selection, one combat and one crafting profession.(Just set of skills).
    - Learn how to UI and basic stuff works.
    - Every race has it's own starting tutorial, what fits to players race.
    - Ability change profession, so that skills what fit in new profession will continue improving, but skills what doesn't, starts lowering.
    - After tutorial You are in town what fits the race by choosing it. (You home town)


    Game play

    - Combat, where every action can be customized by player. (Little like SoR customation, but CoH combat)
    - Wars, where enemies attack in mass to players towns.
    - Magic is more than just set of spells, like customized created spells, what requires learning.
    - Harvesting, so that it's own subgame and hard to find random spots. (Little like in SoR)
    - Crafting it's own subgame and hard to make items. (Little like in EQ2)
    - Land owning and structure building. (Like in Horizons)
    - House building and decoration. (Like in UO)
    - In game mail, what's carryed by characters inside the game as postman. (requires character to have home town).
    - In game packed delevery system, players carry them as postman quests. (carry players and npcs items).
    - Chat system wisper, talk, shout, but only roleplaying wise, no global chats all.
    - Team search, LFM system and team chat. (Little like in DDO)
    - Dungeons with random traps (Like in DDO)
    - No player guilds, but many different npc guilds where players can join. (Gives benefits for players, but fit to guild type)
    - Families, also provides last name for characters. (Replaces the player guilds and friends online)
    - Players controlled economy, NPC's has some part of it too as giving some base prices.
    - No item can be done free, there is allways some cost to make it.
    - Quest and story arcs ( multible quest in one quest)
    - Fishing, treasure hunting, tamming, farming, gardening. (Little like in UO)
    - Boats, sea traveling and sea battles agaist prirate.
    - Ability swim, dive, ride, jump, climb, stealth and so on, real dynamic enviroment.
    - Skills (in professions) come better by using them. (Even new player can function, but it would take while to become master)

    Enviroment

    - Towns and travel happens in static maps.
    - The combat in dungeons and quest happens in instance (all enemies created when instance created, no spawns there)
    - Wars, happens in static maps, like huge enemy attacks to towns. (It's a event)
    - Enemies will never spawn near player characters in static enviroment. (So no camping, need to go out of line of seeing)
    - Good Grapchis (EQ2, Lorto and so on.)
    - Good sound (GE)
    - Good SFX
    - NPC's all have voice (EQ2)
    - Player characters have voice emotes.
    - Weathers, summer, winter, snow, rain , winds and storms.
    - No zoning in static map area, but one big map. (Like in Horizons)

    MMORPG.COM has worst forum editor ever exists

  • SimmageSimmage Member Posts: 93
    I believe that that last presentation was the best, easy on the eyes. Good idea's guys, keep'em coming. And I don't care if some people may not like those ideas that you may list, it's an idea, you have your right to your opinion which I find facinating.
  • ZindaihasZindaihas Member UncommonPosts: 3,662

    This is the game I would make and it's quite possible I will be able to make it some day.  I just took a big step toward realizing my dream.  Stay tuned.

    http://www.mmorpg.com/discussion2.cfm/thread/77967

     

  • psshooterpsshooter Member Posts: 31
    Mafia MMO!



    It's past due time for one. Seriously! Or a vampire themed MMO. Have any of you guys played this game called Vampire: The Masquerade Bloodlines ? If they could make an MMO with the features like this game would be really awesome!
  • EridanixEridanix Member Posts: 426
    Yes, I'd make Vampire: The masquerade online, open pvp, territorial, guild and player actions controlling the world and I'd become rich and multimillionaire with the PvE-RP servers I would add just to the old adicted to the old RPG not necessarily MMO's experienced players. Uh, wait, these last ones are the main WoW l33ts...

    It is a question of fangs.

  • ArremusArremus Member Posts: 656
    Hmm...

    A world similar to the TV show Jericho, post apocalyptic, but with none of that stupid mutated monsters crap.

    Just survival in a world where resources are scarce, weapons are not easily come by, politics is a huge part of the world.

    Skill based system, no levels. You want to be a sniper, you need to first find a sniper rifle, then practice and gain skill/ability in it etc.

    Skills that erode over time.

    Set somewhere other than America.



    Yeah, Jericho would rock for an MMO I reckon, keeping it really micro-orientated; the survival of small communities. Do you go to war? Do you try to trade? Do you set up a Peace Corps of sorts?



    Yeah, I'd dig that.

    And no stupid post apoc mutated humans/monsters.



    Hell yeah.

    image
    "(The) Iraqi people owe the American people a huge debt of gratitude." - George W Bush.
    Oh. My. God.

  • vajurasvajuras Member Posts: 2,860

    -risk vs reward - you get rewarded for robbing a bank but if you fail the player guards,etc can loot your packs

    -full looting would be nice or just looting packs

    -gear/ships/etc errodes overtime

    -100% player crafted materials

    -no grinding on skills. You might do a special sort of quest to learn a special ability by a trainer and its unlocked. thats it. perhaps sgo with templates akin to how guild wars handles theirs

    -players can build vast cities

    -would have a lot of PvE content yet would also satisfy the PvP

    -cutting edge combat system but still RPG focused yet action oriented

    -detailed chaarcter creation

    -cutting edge graphics. Full Dynamic lighting, HDR, Multisampling AA, motion blur, glow, the whole works.

    - no levels

  • LiddokunLiddokun Member UncommonPosts: 1,665
    I vote games with digital distribution. Seriously, the world would be so much better with digital distribution.
  • trigger190trigger190 Member Posts: 264
    A real-life miniature insect world theme would be fun. (And original)
  • methulahmethulah Member Posts: 236
    I'll add a few that I would make, in order of likelyhood, ascending:

    Western Fantasy:

    Basically, it would be a wesern fantasy PvP and PvE sandbox, with risk vs. reward playing a major role. I would be trying to blend the positive aspects of early MMOs, such as Everquest and Ultima Online. There would be an emphasis on providing empowering tools to the players, giving good crafting systems and empowering them to craft their own political and economic systems. Quests would only be able to be completed once, and each quest would be unique, either randomly generated or developer driven, having an active impact on the game's world. The scope would be smaller, focusing on tribes and villages, building a small to medium server community, rather than macro interactions.



    Planescape:

    I'd love any MMO in the Planescape setting. Full stop. However, give it great PvE combat, Everquest style goruping and death mechanics, a real feeling of exploration and social interaction and you'd have me sold. It'd just be so fucking cool.



    Futuristic:

    I'm in the early process of developing a near future MMO game based around territory aquisition in a small server environment. There is a city made out of a certain number of quadrants. There are three factions, each with a starting area. These factions have a control chip which can be implanted in any character to make them the leader of the faction. This cannot be destroyed, and only one exists for each faction. From within the factional starting area, the leader (and those working for him or her) can call in supplies depending on certain variables. This is one of the two ways resources can be brought into the economy.



    Each of the quadrents (or dens) of the city has a control chip for it, which can be held also by any character. This character then has the power to harvest the particular bioaugmentation chip that that den produces over time, and is unique to the city. This can be distributed or traded as the leader sees fit. They can also change and upgrade the defenses of the particular den. Both the leader of a den and the leader of a faction acts as the leader of a guild, the rest of the guild functioning as public servants with specific tasks.



    There are no NPCs in this game, all combat is between members of different factions, or different guilds. There is full PvP, even within one's own faction and guild, allowing for coups and assassinations from within. Trading supplies and resources are encouraged, and leaders can tax, and generally create the political system they desire for those under them.



    Guilds function as a group, allowing the delegation of missions to members, acceptance of tasks, tax collection, delegation of resources to members, raiding parties and other such things to be easy to organise.



    Basically, the game is based around player interaction, resourcefulness and that feeling that one is never quite safe...



    Edit: I forgot, no skills or character levels. Just player skill and cunning, and gear.
  • HerodotusHerodotus Member Posts: 3
    Something that does not involve a number that says what your lvl is.



    In other words skill sets instead of lvl's.
  • wouldzeywouldzey Member Posts: 59

    Well my ideal mmo would be a star wars mmo. I've just started uploading my thoughts on the design on this this site and will be adding more and more (early next week i hope). Ill be making a post about it once i have it up but until then basically:

    • I would make it central around the GCW story
    • Sandbox Orientated
    • Lots of Choice
    • Crafting / Combat routes to end game
    • Not exclude anyone from areas of the game (for instance if you choose combat you should still be able to participate in combat)
    • Lots of varied worlds, all open to explore. Not tramline layout of gaming world.
    • Lots of minigames
    • PvP seperate form PvE but at the same time, tight into the game in a meaningful and easily accessible way.

    Oh and here is the site: (note: Its only got its opening pages up at the min, but in the SWG:2 section it shows all the pages that will be added that i've been working on for a while now. They will be added one by one as i format/edit/complete them.)

    www.swg2.50megs.com

  • FaurFaur Member Posts: 330
    I'd make a top-down (or perspective), real-time, scifi shooter rpg, (sorta like Alien Swarm or Alien Shooter) with focus on diverse class roles and large scale pvp involving strategy more than twitch.



    Something that's catchy to play for just a few minutes, but can get really involving if you want it to be.





    One feature I'd want to include would be different viewpoints and interfaces for the different classes; the ability to zoom out further for a recon class, a 1st person zoom interface for snipers, different controls for melee classes, a satellite view for commanders, and so on.
  • richizzzlerichizzzle Member Posts: 2
    I kinda had an idea of a Crusades MMORPG with combat like that of oblivion...  From Rome to the middle east.... Man that would be epic... lol 

    I did it for the lulz.

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    Haha, I would do all I can to help, then I would remain far from the project in order to avoid messing around.

     

    - Each zone would have a level cap where everyone above said level would be bring back to the cap.  So a level 540 paladin entering Beginner island would be level 5 as long as in Beginer island.

    - There would be about 15 zones at launch, only 1 would be PvP.  1 would be featuring endless progression in a way or another (not levels, since we add levels with expansions, this zone would be upped in level with each expansion to always be the last zone), while all other would be "max-able".  There would also be 14 dungeons that are always instanced, 1 per zone except PvP which the PvP team would figure what they want.

    - The best helmet would drop in the first dungeon, the best belt in the second dungeon and so on.  Old dungeons would have "grey equipement slots" for items that are yet to be good, each such grey slot would have a cap in stats and power.  So a level 5 can actually rule the level 5 dungeon by acquiring the Crown of eternal uberness...he would needs to acquire the belt of eternal uberness in the second dungeon if he wants to be the best there as well.  Each item would be "epic-like" to acquire, but progressingly harder...epic-like in the first dungeon is a few hours...epic-like in the last dungeon is weeks.

    - A player could start an instanced version of any zone and invite anyone he wants in it.  All instanced versions of a zone would share the same OOC.

    - Instanced missions would share the OOC of the zone where they are taken.

    - Missions would be link between themsleves...so if peoples are doing mission A and B, they can help each other (monsters debuff, less of the weakest mobs, etc) by accomplishing stuff in their mission respectively.  (If the gate of a castle in under attack in mission A, peoples in the Castle in Mission B would benefit from it).

    - 1 of the item slot would be sold by merchants exclusively.  This item would be upgradable infinitely, but cost always more each time you add a +1 on it.  Another item would be farmable in a similar way exclusively, no gold and  no purchase, just the same ressources earned as much as possible, yet the precise stats would be linked to the loot in this case instead of been selected for X GP.

    - Solo items would be the best items in the game in raw stats (14 hps for example).  A monster would give the same amount of XP (undivided) no matter if you solo or group...it is easy to figure that groupers get 6 times more xp...soloers can master the game totally, at their pace.  Since soloers often have more time then groupers, it is important to avoid the D&D traps of dividing the XP.  The XP are calculated for a group of 6, anyone hunting them in smaller groups would play the game at a grindier pace.

    - Group items would be acquired in groups only and would have 5 hps per player in the group, 1 str per player in the group and so on stats...so in a group of 3+, they are barely better then the solo equivalent.  They would be equipped on a different character sheet and the best item would be taken automatically by the computer to avoid item swapping.  (it would also be possible to have an item that give 11 hps +2 hps per player in the group in dungeons for small groups)

    - Raiding items would be acquired in raids only and would give less stats then group items, yet it would be based on the size of the raid.  New character sheet again, the computer would automatically figure which item is the best.  It would be impossible to form a raid outside of a raiding area where nothing can be earned but raid-items.  I am confidant that in the long run, the peoples who love raiding would love it and it would become an important aspect of the game, even if never anywhere close to grouping or soloing.

    - PvP items would have procs on them that work only against players...extremely potents procs.  A fight between 2 players won't take 30 seconds...it would be lethal.  Those items would be possible to acquire only in PvP zones, would have to let the PvP team figure the details on that one.  Prolly another (a 4th) character sheet, but that would have to be determined by the PvP team.

    - No tradeskills in any form.  Tradeskillers are NPCs.  You bring them the components, they ask awfully high prices, have incredibly long and lames delay sometimes, but the same prices and delays for everyone.  This is non-negociable.

    - Players ranking would be kept in a way or another, and we would have a "Hold the fort" type of competition(EVENT), where the player standing the longer is the winner...swarming them with mobs until they fall.

    - The players will pick 1 offensive pool (sword, fireballs, unarmed) and 1 defensive pool (Heavy armor, Light armor, Healing, Buffing) and would be awarded a third pool which would be arguably stronger then the first two.  This will make his class.  It would be possible to pick 2 offensive pools or 2 defensive pools for any player that reach level 25 with another character first, and with a warning that it might or not be a good combo.  Much work would need to be done here.  This idea could be discarded or reworked a lot, but I like the diversity of class that is exponential with each new tiny addition you bring.

    - Leveling up would be simple.  Each time you level you pick a power from either your offensive pool, your defensive pool or your class pool and you specialised an old power, making it more efficient.  So you always do 2 things each time you level up, a new power, and a specialisation.  Having to offers 150 powers to a pick for a level 50 players, some would obviously be upgrades of other existing powers, but there would need to be some diversity.  Think of about 45 differents powers (15 per pool) with about 105 upgrades of these powers.

     

    I would pick a setting I love...either Mystara, DragonLance, FR, The World of Darkness (In the Dark Ages maybe?), Bretonnia...or something we create, but rather start from a setting and put it into another age/era at worst.

    - "If I understand you well, you are telling me until next time. " - Ren

  • daarcodaarco Member UncommonPosts: 4,276

    I want a Shreak MMO

    Hardcore open PvP, sandbox, skill based and empire building. All the good things from the world of Shreak.

  • DoomLordDoomLord Member UncommonPosts: 124
    might be a better idea if you posted it in a better suited forum like developers corner but saying that i would love to make an MMO that changes with the players allowing them to make towns where people could come and trade make some kind of random terrain system where they could explore uncharted areas and the system would come up with a new map that they could name and it would then be open to everyone else.
  • StellosStellos Member UncommonPosts: 1,491

    I would want:

    Skill-based

    Sandbox

    Vast world

    Those 3 things are a most for me at this point.  I wouldn't not put all my time and money into amazing graphics.  Graphics are a plus for me, but if the gameplay is good I don't care either way. 

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