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Was told to make this about WAR... I hope this is what WAR becomes.
This post is for me to tell you what i think will make a perfect MMO. Then it your job to
1. Add to my list.
2. Discredit my list.
3. Flame me and/or other you disagree with.
here is my list.....
1. WOW based PvE endgame (not the gear grind just the endgame)
2. DAOC based PvP
3. SWG crafting system (items)
4. EQ (original Community)
5. UO farming area (i just loved pressing spacebar to mine over and over) ok maybe not this one.
I really think that if EA made it so you could get the same gear from PVP and PVE it would allow for more players to be involved. .. i am unsure how this could be implemented in terms of RvR...but then again the dragons lair could be sleeping on the gold and gear (as in the Hobbit book as opposed to WoW dragon) and have the same gear as the kings lair....just a thought
now you are Free to Add/Remove/Flame .... let your voices be Heard!
Comments
Once more I'd add Ultima Online's skill based system as well, but all in all would rank high on my list for an MMO.
I dont think WAR will have SWG crafting system. Only game i see coming out soon (hopefully) is DK with that type of crafting system and thats skill based.
I would add a 6th in there as "Guild Wars" type story line, eventhought the game was linear as hell the story and cinematics kept your jaw on the floor.
It is hard to pick a game that stands out overall in the above groupings.
1. PvE
- EQ for content and alternate leveling system after you reach the maximum level
- EQ looking for group interface
- WoW ability to solo
- WoW fairly quick leveling
- EQ2 single server. Additional duplicate zones created on demand.
- DAoC/EQ instances
- ?? for best quest/mission system and quest/mission log (perhaps WoW but with much higher maximum number of quests)
- ?? for best map system
- Swords of the New World portals for quick travel to previously visited area
- ?? for ease of travel to previously visited zones or to join a group/raid.
- City of Heroes for customised character appearance
- ?? for best graphics
- ?? for ease of replacing group/raid members who had to leave
- DaoC XP from both fights and completing missions
2. Crafting
- Horizons crafting.
- Horizons ability to construct semi-permanent buidings/facilities in the world
3. Raids
- EQ raids ( but without the linear progression)
4. Community
- EQ family guilds
5. Marketing/Trading
- WoW "bind on equip" and "bind on pick up" prevents saturation of market with second hand gear
- EQ market search
- ?? (EQ?) for ease of access to a global market
- Horizons for good customised crafted gear
6. PvP
- ?? for a pvp system where the person with the shortest ping is not advantaged
- ?? for balanced pvp for single player, group, and multiple groups
- ?? balanced pvp that has a role for both new and veteran players
It has been years since I played some of the above games, so they may have changed.
Give this man a cookie I agree. The storyline of the original Guild wars kept me guessing what happened. I just wanted to play through the story line to find out what the hell happened.
Great post, I like seeing what others think. I have to say though the top two things I bolded is what killed the last thing I bolded. The top two things I bolded is what attracts a bad community, alot of younger, shorter attention span players. EQ took some time and grouping with brought people together.
1) Player driven cities and economies.
2) Absolutely no PvE raiding.
3) Absolutely no end game.
4) A storyline that is evolving.
5) Grind optional.
6) Healers are more like pen and paper clerics. Heals are primarily for after the battle. No exceptions. Just like in the books. You don't have some cleric chain casting complete heal.
1) it's hard to have a pve based end game and not have it be gear grind. There are only two ways to do that: 1) storyline driven pve (ie. guild wars) 2) dynamic pve where once you do a quest it's done, and won't appear again for a while. Problem with that is people will go through your storyline faster than it can be coded/implemented (this is why wow is gear grind, people beat raid instances faster than blizzard can make them, so they force you go beat the same instance for months before they can code a new one) and dynamic pve can work intheory, but has never been implemented.
3) Correct me if I am wrong, but wasn't the best thign abotu swg's crafting (aside from the fact it was pretty deep) was that in swg almost no gear dropped and the best gear came from crafting? Well, war will have dropped gear and plenty of it, they can still of course go with somethign like daoc's system so crafting/crafted items will be useful unlike majority of wow's crafting, but I doubt it will be like swg.
Heals should be after battle/out of combat spells. In return maybe every different class should have a separate-different buff, nothing huge though.
Mythic has said that this is not 'T-shirt'-hammer. If someone is interested in a detailed crafting system that supports merchant shops and the like, WAR is not the game for them.
That's not to say there won't be crafting in WAR, just don't expect a major emphasis on it. WAR is a focused game and players should log on expecting to beat the snot out of mobs or other players, not spend much of their time making stuff.
Ok this thread is starting to lose its focus... So i am here to fix it again.... I did not ask about t-Shirts nor types of healers in wow... I said what i felt i would want in MY fantasy MMORPG and what YOU would like in it. So i say again what do YOU like/dislike about my or any other list. LMAO!
o...k.......
I would change a few tings or add to them.
I would switch 3 and 5. I liked UO tradeskills and SWG farming(could build machines to do it for me.)
I would add EVE's economy.
#4) I played EQ from day 1, but no community impressed me more than the original SWG community. I wouldnt even put EQ in my top 5. Maybe it was just my server?
I friggin adore the SWG Crafting System, but I don't think it's feasible in a fantasy setting. (Autmomated Miners, Lot Numbers/Batches, Machines cranking out minor components in the hundreds - won't really work :P )
So I'd say take out SWG Crafting System for point 3 and sub in UO Crafting, UO Housing and UO Vendor/Merchant System.
I'd frigging pay 30 bucks a month if they did that - PvP and a viable Player Economy for the ultimate MMO!
do not forget Ninjas
I'm sorry, but no one seems to be mentioning one of the pivotal and still fairly popular mmorpgs out there. FFXI. I would take its one character/all jobs idea, as well as its mission/storyline/cutscenes and atmosphere to help complete this "perfect mmorpg". The rest of the stuff is great but lets not forget one of the top 3 mmorpgs out there.
The best crafting system I have seen was one where end-game raided items were "re-made" by players at a max of 200%. With each death and with general wear and tear the % would drop. The higher the % the better the stats. This wasn't the case with all items (some couldn't be manufactured) but a lot could. Some of you know this game
Basically, items could be "analyzed" and the player might learn the pattern - or might lose the item altogether. This aspect of crafting and learning patterns and obtaining items at max % meant there was ALWAYS something to do. I have missed this type of crafting system in MMO's.
Any others care to add their two cents?