Grouping(PvE) free from any other FOREIGN gameplay.
Same with soloing if possible, but not at the expanse of grouping.
I want to GROUP. I dunno what is sooo hard to get into the skull of these dimwit half-braindead devs who can't understand. I don't want to PvP. I don't want to tradeskills. I don't want to play Magic the Gathering: out of budget version. I don't want to raid. I don't want to know the panties your producer is wearing are pink.
I want to GROUP and be free from any other gameplay. Then, if I can solo while I am groupless, it would really be good. The better soloing is (without shafting grouping), the greater the game, as it means I will be able to endure a LFG tag for hours if needed without much as much of a second though.
- "If I understand you well, you are telling me until next time. " - Ren
pretty much everything darkfall says it is going to offer.
I agree. A skill-based leveling system, a location-specific damage combat system, player-created cities, race vs race PVP, etc.
MMO games played or tested: EQ, DAoC, Archlord, Auto Assault, CoH, CoV, EQ2, EVE, Guild Wars, Hellgate: London, Linneage II, LOTRO, MxO, Planetside, SWG, Sword of the New World, Tabula Rasa, Vanguard, WWIIOL, WOW, Age of Conan
As long as the optimal path to grouping "uberness" is through grouping activities, I will settle for almost anything. If the same can be done for soloing, good deal. But I won't cry that much for soloing. Current MMOs have optimal path through other gameplays, if not exclusive paths sometimes. You need to PvP/Raid/Tradeskills in order to advance, or it is faster then the grouping counterpart...unacceptable. Best groupers have to be groupers. And I can't make any compromise here, nothing short of that is acceptable.
That is rule #1. I would personnally settle for many many compromises as long as this rule is respected.
Meditating books as in old EQ? They are crap, but I could settle for these. Travel time? Crap again, but I can cope with it to some extand. Fighting over a camp? Crap again but I can settle for that if must be. I am tired of devs who tell me that in order to advance, as a grouper, I need to do something that is NOT grouping. Nothing can be better then grouping to advance as a grouper; nothing. Soloing can be equal or weaker, so can be any other gameplay, but they can never be better then grouping itself as long as I am considering grouping advancements. If gameplays (solo power, grouping powers, etc.)advancements are the same (all MMOs work that way), then grouping must always be equal or better to each and every other gameplay. Nothing can be better then grouping as far as grouping developpment is concerned, and I can't make no compromises here. If you don't want the groupers-PvE to be the best at PvP, then developp PvP in another way, don't developp it the same way as PvE-grouping, or then you have to make PvE-groupers the best at everything that borrow it system, no compromises.
- "If I understand you well, you are telling me until next time. " - Ren
First and foremost, I want a game that doesn't require me to play on a schedule with a lot of other people. I love grouping, my favorite WoW characters have all been healers actually, I hate being forced to play 6 nights a week just to keep up, or else settle for a second-rate guild that's guaranteed never go anywhere. This is my main complaint with WoW and the main reason I'm so looking forward to WAR - even if I can't contribute as much as a hardcore player at least I can participate, and I did play DAOC back in the day, I know they know how to make a great RvR system. I have a career, it comes first, not making a super 1337 uber avatar in an online game, no matter how much fun it is.
I'd like a game with no classes. I love skill-based systems in P&P games, ES games (Morrowind and Oblivion, the ones I've played) have hands-down my favorite CRPG systems, I don't see why something similar wouldn't work in a (good) MMO. You could retain a 'level' concept to try and keep it balanced so you don't have uber characters that can literally do it all, or make it so doing some skills makes it hard or impossible to do others (like how wearing armor makes spellcasting more difficult in 3rd edition D&D).
I'd like to see nonhumanoid PCs that advance themselves by advancing their natural abilities. I think an MMO that lets me play as a giant freakin' spider, or a dragon, or even a werewolf would be a lot of fun, as long as it's done right.
1) An environment (landscape and npcs) that change in response to players, more complex npc behavior (procedurally generated), and larger landmasses.
2) A broad skill set system, possibly based on tiering (gee, I want to be a caster, but I love swords, I guess I can't get that trance mana boost skill...).
3) Event driven combat (If I cast fireball on this goblin, then it'll stop hitting my friend and run to water or run away in panic since it's fire.) that makes gameplay more complex, but intuitive.
1) Customization and choices. If I want to do something, there should be options of how I can do that. If I want to be a tank, I shouldn't have to build my character just like ever other tank out there to be the best. there shouldn't be a 'best' set of gear; there shouldn't be 'best' skills; it should come to player preference.
2) A combat system that takes skill. Gear dependent systems are as archaic as the genre. Gear should still play a role, but it should take a backseat to player talent.
Those are my biggies.
Dovie'andi se tovya sagain ~ Time to toss the dice
Death is light as a feather, duty heavier than a mountain.
I understand you want a skill based system but would'nt having it that way take up to much time i mean honestly think who wants to spend 10 hours a day or whatever training in blades thats where conquer messed up
Hello everyone im a Game designer from Triad inc. and im looking for wht you people want in an mmorpg
I guess I'll say that I want WAR for its RVR and lore. I like what I hear about looting corpses, and laying seige to cities. I like the idea of burning towns to the ground too. If I hit something, be it a person or a building, I want to see tangible results. If I throw a fire ball and it hits a building, it should BURN Or at least be scorched
I ran a poll and SWG's (early) crafting was voted the best choice, so I want a sytem like that in place. I want landmasses as big as those in WOW, but graphics out of Vanguard or LOTRO. I DO NOT WANT Vanguard's horrible character customisation, but I do want to be able to make mine unique in some way.
So basicly give me WAR, add SWG crafting, WOW's size (maps), LOTRO graphics, and shake well before playing
I understand you want a skill based system but would'nt having it that way take up to much time i mean honestly think who wants to spend 10 hours a day or whatever training in blades thats where conquer messed up
Skill based character developement is realy the best. Sure it would come from me, as an old UO Player, but I do play loads of mordern mmorpg as well and I always miss the skill based character developement. I find nothing more lame than maxing my char in a few weeks.
Otherwise I do like a mmoprgs where I can soloplay loads but without hindering the team play. A huge world, player Housing, preferable with house editor, beeing able to level a char without quests as well, a good background story, lots and lots to do with skills that are not all usefull, some just recreational.
mhhh I could go on, but I leave it at this hehe
------------------------------------------------------ Do I ever sleep?
I have mostly played WoW, but have tried some others. I am looking for a game with:
1. Game world and graphics much like WoW. And a sense of humor that you will find in WoW.
2. Balanced economy. No Chinese farmers selling gold. Lots of vanity items (houses, horses, toys, clothing etc) to spend excess money on when you get filthy rich.
3. Crafts that result in useful items that are better than regular drops. It should be possible to play the game without doing any fighting and still enjoy it.
4. No leveling. (I find it absurd that there is no way to harm a mob 10 or 20 levels above you.)
5. Skill should not be a number in the char, it should be skill that the person gets from playing a lot at his computer. To an extent you can improve your char by learning abilities and spells and getting better gear, but mostly you get better from learning tactics, that will differ from one mob to another.
6. Quests that you actually need a brain to figure out. Partly randomized to prevent websites with walkthroughs.
7. Very specialized chars, quests and mobs that call for a group, and anything else to force players to cooperate. Nothing to be gained from grinding. Guilds that are more developed than in WoW. Why play an online game if all you want to do is solo?
During developement all games are sandboxes. At release they all become theme parks.
I would love to see a MMORPG with the following features:
-There is no level/skill cap. I simply dont have any fun once im skilled on max.
-Quests should make sense. Why rescue NPC Mr X, if thousand of players have rescued him yesterday ? World events are the real fun.
-It should be possible to form a group of mixed levels (and everyone should gain xp from this). In games like WOW you cannot really have fun in a group mixed with Level 60, 20 and 40.
-It should be possible to specialise more or less. If there are no skill caps it gives a wide variety of chars; not just thousands of equally skilled lvl60 priests, because this is the 'best Build'.
-Make it possible to recue and resurrect fallen players.A nice death penalty that can be avoided if someone gets you up. If done right these are basically player generated quests!
PRoblem is that a lot of people now are getting tired witht he whole Fantasy style of gaming now. Its getting a bit too common nowadays witht he Elves and orks etc.
What we need is more sci-fi based games or steampunk games which are sort of fantasy [a bit like the world of final fantasy 7] world with steam powered wagons trains etc with lots of exposed piping. With magical lamps lighting the streets or gas lamps. Also magic is possable too in steampunk.
In fact stempunk is a king of hybrid between magic/fantasy/victorian era/stem science.
And that would be a good new type of game.
Tho i seriously doubt you will be that brave and you will just make another fantasy MMO
My dream fantasy mmo would be a sandbox medieval based mmo.
Would be focused on fuedalism..people could make guilds or w/e, in time build themselves a keep, have members supply wood, stone, food all that good stuff for making armor, weapons, arrows, and such. Defend it from invaders obviously..maybe have bandits patrolling roads near keeps. People who werent into getting into guilds and such could visit a neutral town or somthing and take either randomly generated or manually made missions..idk it'd be somthing like pre-cu SWG and eve online mixed toghether =/
1) A grittier, more sword-and-sorcery based setting vs. the overplayed high fantasy of EQ, WoW, DDO, etc.
2) A world that players can directly impact and change. I'm tired of static worlds where you slay the great dungeon overlord plaguing the people and...nothing changes!
3) Skill based vs. level based advancement.
4) A shift away from gear dependency/gear grinding which always seems to result in every player ultimately reaching for the exact same pie-in-the-sky.
5) Meanful PvP that has a genuine impact on the game world (see #2).
EXTREME customization. For instance, in WoW, the computer chooses how much spirit/strength/ect. you get. It somewhat annoys me that a computer is choosing how MY character will be. Maybe less combat based, like you can get exp from gathering herbs, or something like that. It would be hard, but it would make you unlike all the bricks in the MMO wall.
Also, lots of storyline. Some games are a lot more fun for me because i feel like I make a difference in the virtual world when i do a high-storyline quest. I really don't like those hack-'n'-slash games where all you can ever do is fight.
EDIT: ^and everything he says, except for the 1st one.
Comments
Grouping(PvE) free from any other FOREIGN gameplay.
Same with soloing if possible, but not at the expanse of grouping.
I want to GROUP. I dunno what is sooo hard to get into the skull of these dimwit half-braindead devs who can't understand. I don't want to PvP. I don't want to tradeskills. I don't want to play Magic the Gathering: out of budget version. I don't want to raid. I don't want to know the panties your producer is wearing are pink.
I want to GROUP and be free from any other gameplay. Then, if I can solo while I am groupless, it would really be good. The better soloing is (without shafting grouping), the greater the game, as it means I will be able to endure a LFG tag for hours if needed without much as much of a second though.
- "If I understand you well, you are telling me until next time. " - Ren
pretty much everything darkfall says it is going to offer.
Uhmm... you seem to have alot to say but i need you to tone it down a bit, and describe what you mean more.
Hello everyone im a Game designer from Triad inc. and im looking for wht you people want in an mmorpg
I agree. A skill-based leveling system, a location-specific damage combat system, player-created cities, race vs race PVP, etc.
MMO games played or tested: EQ, DAoC, Archlord, Auto Assault, CoH, CoV, EQ2, EVE, Guild Wars, Hellgate: London, Linneage II, LOTRO, MxO, Planetside, SWG, Sword of the New World, Tabula Rasa, Vanguard, WWIIOL, WOW, Age of Conan
As long as the optimal path to grouping "uberness" is through grouping activities, I will settle for almost anything. If the same can be done for soloing, good deal. But I won't cry that much for soloing. Current MMOs have optimal path through other gameplays, if not exclusive paths sometimes. You need to PvP/Raid/Tradeskills in order to advance, or it is faster then the grouping counterpart...unacceptable. Best groupers have to be groupers. And I can't make any compromise here, nothing short of that is acceptable.
That is rule #1. I would personnally settle for many many compromises as long as this rule is respected.
Meditating books as in old EQ? They are crap, but I could settle for these. Travel time? Crap again, but I can cope with it to some extand. Fighting over a camp? Crap again but I can settle for that if must be. I am tired of devs who tell me that in order to advance, as a grouper, I need to do something that is NOT grouping. Nothing can be better then grouping to advance as a grouper; nothing. Soloing can be equal or weaker, so can be any other gameplay, but they can never be better then grouping itself as long as I am considering grouping advancements. If gameplays (solo power, grouping powers, etc.)advancements are the same (all MMOs work that way), then grouping must always be equal or better to each and every other gameplay. Nothing can be better then grouping as far as grouping developpment is concerned, and I can't make no compromises here. If you don't want the groupers-PvE to be the best at PvP, then developp PvP in another way, don't developp it the same way as PvE-grouping, or then you have to make PvE-groupers the best at everything that borrow it system, no compromises.
- "If I understand you well, you are telling me until next time. " - Ren
First and foremost, I want a game that doesn't require me to play on a schedule with a lot of other people. I love grouping, my favorite WoW characters have all been healers actually, I hate being forced to play 6 nights a week just to keep up, or else settle for a second-rate guild that's guaranteed never go anywhere. This is my main complaint with WoW and the main reason I'm so looking forward to WAR - even if I can't contribute as much as a hardcore player at least I can participate, and I did play DAOC back in the day, I know they know how to make a great RvR system. I have a career, it comes first, not making a super 1337 uber avatar in an online game, no matter how much fun it is.
I'd like a game with no classes. I love skill-based systems in P&P games, ES games (Morrowind and Oblivion, the ones I've played) have hands-down my favorite CRPG systems, I don't see why something similar wouldn't work in a (good) MMO. You could retain a 'level' concept to try and keep it balanced so you don't have uber characters that can literally do it all, or make it so doing some skills makes it hard or impossible to do others (like how wearing armor makes spellcasting more difficult in 3rd edition D&D).
I'd like to see nonhumanoid PCs that advance themselves by advancing their natural abilities. I think an MMO that lets me play as a giant freakin' spider, or a dragon, or even a werewolf would be a lot of fun, as long as it's done right.
Well, I want what Vanguard, in many respects, provides now.
1. A huge and interesting world.
2. An excellent class system.
3. Many and varied options to solo & group.
4. Fun and active combat.
5. A sense of lore, history to the world.
6. Quests that make you feel apart of the world, its past, present, and future.
7. A sense of openness, freedom, different ways to play the game.
-----
WoW and fast food = commercial successes.
I neither play WoW nor eat fast food.
1) An environment (landscape and npcs) that change in response to players, more complex npc behavior (procedurally generated), and larger landmasses.
2) A broad skill set system, possibly based on tiering (gee, I want to be a caster, but I love swords, I guess I can't get that trance mana boost skill...).
3) Event driven combat (If I cast fireball on this goblin, then it'll stop hitting my friend and run to water or run away in panic since it's fire.) that makes gameplay more complex, but intuitive.
That's just a start for me.
-- Brede
1) Customization and choices. If I want to do something, there should be options of how I can do that. If I want to be a tank, I shouldn't have to build my character just like ever other tank out there to be the best. there shouldn't be a 'best' set of gear; there shouldn't be 'best' skills; it should come to player preference.
2) A combat system that takes skill. Gear dependent systems are as archaic as the genre. Gear should still play a role, but it should take a backseat to player talent.
Those are my biggies.
Dovie'andi se tovya sagain ~ Time to toss the dice
Death is light as a feather, duty heavier than a mountain.
1. Massive interesting world.
2. Skill based combat (where my skills as a gamer make up 80% of my effectiveness)
3. Open PVP (carebear games are boring to me)
4. loot for pvp (specificaly off my dead opponents corpse)
5. EXP for PVPing
6. acuall PENALTY for dieing (even in PVP) (you know harshe stuff liek losing a few hours atleast worth of work)
7. 1 toon slot ONLY
8. multiaccounts being a bannable offense
The ability to chop people limbs off and bare boobs.... wait!... thats alreayd being done (AoC)... Woohoo!
Two things above all:
1. Complex character progression. I always want to be able to work on some way to improve my character.
2. Open world PvP. I'm so done with arena/bg/instanced PvP. I want a world where I'm constantly looking over my shoulder.
Perception is Reality.
I understand you want a skill based system but would'nt having it that way take up to much time i mean honestly think who wants to spend 10 hours a day or whatever training in blades thats where conquer messed up
Hello everyone im a Game designer from Triad inc. and im looking for wht you people want in an mmorpg
I want awesome adventures and a landmass that's the size of twenty New Yorks to explore.
I guess I'll say that I want WAR for its RVR and lore. I like what I hear about looting corpses, and laying seige to cities. I like the idea of burning towns to the ground too. If I hit something, be it a person or a building, I want to see tangible results. If I throw a fire ball and it hits a building, it should BURN Or at least be scorched
I ran a poll and SWG's (early) crafting was voted the best choice, so I want a sytem like that in place. I want landmasses as big as those in WOW, but graphics out of Vanguard or LOTRO. I DO NOT WANT Vanguard's horrible character customisation, but I do want to be able to make mine unique in some way.
So basicly give me WAR, add SWG crafting, WOW's size (maps), LOTRO graphics, and shake well before playing
______________
Mark E. Cooper
AKA Tohrment
Proud member of Damned Souls since 2007.
http://www.damnedsouls.eu
Otherwise I do like a mmoprgs where I can soloplay loads but without hindering the team play. A huge world, player Housing, preferable with house editor, beeing able to level a char without quests as well, a good background story, lots and lots to do with skills that are not all usefull, some just recreational.
mhhh I could go on, but I leave it at this hehe
------------------------------------------------------
Do I ever sleep?
Lol, nothing.
I am sick and tired of cookie-cutter Fantasy MMO's.
I actually prefer sci-fi, but the MMO genre REALLY needs something new to shake it up a bit.
Honest to God, if I see one more Elf or Dwarf I am going to scoop my eyes out with a bloody spoon.
MMORPG History:
Playing - EVE Online.
Played (Retired) - AO, SWG, MxO, WoW, RFO, SoR, CoX, EQ2, GW, L2, Vanguard, LotRO, AoC, TCoS, Aion.
Favourite MMO - Pre-CU SWG, 3 Years, 4 Accounts, 2 Pre-CU Jedi (1 Pre-9).
Awaiting - Star Wars: The Old Republic, The Secret World, Earthrise.
i like alot of detail with the gear for more customization
lots of world to explore (no load screens)
open world PvP ftw
and above all crafty skill trees for further customizable characters.
I have mostly played WoW, but have tried some others. I am looking for a game with:
1. Game world and graphics much like WoW. And a sense of humor that you will find in WoW.
2. Balanced economy. No Chinese farmers selling gold. Lots of vanity items (houses, horses, toys, clothing etc) to spend excess money on when you get filthy rich.
3. Crafts that result in useful items that are better than regular drops. It should be possible to play the game without doing any fighting and still enjoy it.
4. No leveling. (I find it absurd that there is no way to harm a mob 10 or 20 levels above you.)
5. Skill should not be a number in the char, it should be skill that the person gets from playing a lot at his computer. To an extent you can improve your char by learning abilities and spells and getting better gear, but mostly you get better from learning tactics, that will differ from one mob to another.
6. Quests that you actually need a brain to figure out. Partly randomized to prevent websites with walkthroughs.
7. Very specialized chars, quests and mobs that call for a group, and anything else to force players to cooperate. Nothing to be gained from grinding. Guilds that are more developed than in WoW. Why play an online game if all you want to do is solo?
During developement all games are sandboxes. At release they all become theme parks.
I would love to see a MMORPG with the following features:
-There is no level/skill cap. I simply dont have any fun once im skilled on max.
-Quests should make sense. Why rescue NPC Mr X, if thousand of players have rescued him yesterday ? World events are the real fun.
-It should be possible to form a group of mixed levels (and everyone should gain xp from this). In games like WOW you cannot really have fun in a group mixed with Level 60, 20 and 40.
-It should be possible to specialise more or less. If there are no skill caps it gives a wide variety of chars; not just thousands of equally skilled lvl60 priests, because this is the 'best Build'.
-Make it possible to recue and resurrect fallen players.A nice death penalty that can be avoided if someone gets you up. If done right these are basically player generated quests!
PRoblem is that a lot of people now are getting tired witht he whole Fantasy style of gaming now. Its getting a bit too common nowadays witht he Elves and orks etc.
What we need is more sci-fi based games or steampunk games which are sort of fantasy [a bit like the world of final fantasy 7] world with steam powered wagons trains etc with lots of exposed piping. With magical lamps lighting the streets or gas lamps. Also magic is possable too in steampunk.
In fact stempunk is a king of hybrid between magic/fantasy/victorian era/stem science.
And that would be a good new type of game.
Tho i seriously doubt you will be that brave and you will just make another fantasy MMO
My dream fantasy mmo would be a sandbox medieval based mmo.
Would be focused on fuedalism..people could make guilds or w/e, in time build themselves a keep, have members supply wood, stone, food all that good stuff for making armor, weapons, arrows, and such. Defend it from invaders obviously..maybe have bandits patrolling roads near keeps. People who werent into getting into guilds and such could visit a neutral town or somthing and take either randomly generated or manually made missions..idk it'd be somthing like pre-cu SWG and eve online mixed toghether =/
TOTAL WORLD DOMINATION!!!!
Guild Wars, Alliance Wars, City Wars , Castle Wars, NAtion Wars, WORLD WARS!!!!!
MWHAHHAHAHAHAHAHAHAHHHAHAHA!!!!!!!!!!
1) A grittier, more sword-and-sorcery based setting vs. the overplayed high fantasy of EQ, WoW, DDO, etc.
2) A world that players can directly impact and change. I'm tired of static worlds where you slay the great dungeon overlord plaguing the people and...nothing changes!
3) Skill based vs. level based advancement.
4) A shift away from gear dependency/gear grinding which always seems to result in every player ultimately reaching for the exact same pie-in-the-sky.
5) Meanful PvP that has a genuine impact on the game world (see #2).
EXTREME customization. For instance, in WoW, the computer chooses how much spirit/strength/ect. you get. It somewhat annoys me that a computer is choosing how MY character will be. Maybe less combat based, like you can get exp from gathering herbs, or something like that. It would be hard, but it would make you unlike all the bricks in the MMO wall.
Also, lots of storyline. Some games are a lot more fun for me because i feel like I make a difference in the virtual world when i do a high-storyline quest. I really don't like those hack-'n'-slash games where all you can ever do is fight.
EDIT: ^and everything he says, except for the 1st one.