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The MMORPG Cocktail

JdokiJdoki Member Posts: 68

If you could make an MMORPG out of all the best bits from MMORPG's either in development (if you've played the beta), or from current market MMORPG's which bits would you pick?

Example:

Setting: The world of Anarchy Online from the Shadowlands expansion mixed with a bit of architecture from FFXI
Graphics: Use the style of EQ2 with the bloom effect from Guild Wars
Crafting: Star Wars Galaxies
Combat: City of Heroes
Sound : Final Fantasy XI
Skill sets: The variety of skills you can pick up in SW:G
Races: Everquest 2
Classes: ...
Level Progression: ...
Content: ...
etc, etc...

Reasons why you choose the bits you have would be good...

And the first person to put that WoW IS the best bits from all the others gets beaten with the 'Fanboi Stick(tm)'

Comments

  • TenchiroTenchiro Member Posts: 3

    Setting: AC ~ One huge landmass with no zones, is really nice.
    Graphics: Guildwars ~ The best graphics I have seeen in an MMO
    Crafting: DAoC ~ Real easy, recipe style crafting makes it easy for a beginner
    Combat: AC ~ Nothing says fun like beating down a horde of Olthoi
    Sound : AO ~ For the Music
    Skill sets: AC/AO/EvE ~ An open stat based skillset is the way to go.
    Races: DAoC ~ Lots of non-standard races to choose from
    Classes: EQ ~ All the basics are covered nicely
    Level Progression: AO ~ Getting levels quickly keeps it from getting boring
    Content: AC ~ Nobody puts out more (good) content than Turbine.


    "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."
    --Benjamin Franklin, in Historical Review of Pennsylvania, 1759

    "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."
    --Benjamin Franklin, in Historical Review of Pennsylvania, 1759

  • numaticnumatic Member UncommonPosts: 675
    • Setting:Any Medieval theme. Im still a big fan of sword and magic MMO's. Never could get into the scifi ones
    • Graphics: WoW
    • Crafting: Horizons mixed with SWG
    • Sound: Doesnt matter.
    • Skill system: SoR(Saga Of Ryzom) Mixed with a DAoC style.
    • Races: WoW + EQ/eq2
    • Classes: Shadowbane
    • Level Progression: Split between shadowbane and DAoC. DAoC isnt easy but its not "to long" and shadowbane is really easy. So somewhere in the middle.
    • Content: EQ/AC1 (or so I hear)

     

    But there would also be a few other things that I would like to "add" that dont show up in many mmo's.

    For GFX I chose WoW couse I always liked the fantasy look. The only time I like "real life" looking GFX are in FPS games. Crafting because SWG and HZ had good crafting systems but flawed in particular areas. Skill system because I like something simple, but also something I can "play" with. In SoR the skill system is set up so you can "create" your own combat styles and spells from abilities you gain as you lvl. Races..Simple enough, no explanation really needed. I chose SB for classes cuz they had a nice variety and each one had a particular function. The game is rather well balanced PvP wise with so many different classes to choose from. Lvling, thats easy enough. Noone likes a treadmill. But because of powergamers, game companies are forced to make it somewhat tedious so you feel as if you accomplished something. Content, I hear EQ and AC1 has tons of it, so ill go with my instinct on them since I never played AC1 and only played EQ for like a week.

  • DrakaeonDrakaeon Member Posts: 630

    Setting - Fantasy. I love fantasy games and can't get enoug of them.

    Graphics - Everquest 2. I really love the real look. Makes you feel like you're there, which is what I want.

    Crafting - Something different. I don't seem to see any crafting systems I can get into. Also, I am not that much of a crafter myself. I would rather be exploring or socializing than sitting down crafting for hours. I'll farm and buy, heh.

    Fighting System - Oh, though. Well, for the view I would love a third person view, behind your character sort of on an angle with his/her's shoulders. Next, add in a little variety, perhaps combos and the such.

    Sound - Realistic. Simple as that. I want a nice musical composition and if I get hit, I want to say something.

    Skills - Lots. Each class should be able to branch off a specific way or combine. Don't give magic users that much more variety. Give sword and daggers users different styles to play with.

    Magic - Let me try to explain this best I can. When the character is able to learn new spells (or weapon skills) then he or she goes to their class trainer. Their class trainer teaches it to them, but this is not all. The skill will have 3-5 levels, it doesn't matter. The weapon style needs to be trained to be mastered. You can do it on weak monsters or your level monsters. However, when the skill is level 1, I don't recommend using it against your level monsters. ::::39:: I say this will add a great amount of depth to the game. I don't like it when I see a class trainer or get a book. If a mage reads a book, they can't do the spell perfectly the first time. Practice makes perfect!

    Races - Everquest 2 races with a little change in the lore and a few additions. I would write the lore myself, and make up the races. Also, Dark Elves wouldn't be gimped in the agility department, I can tell you that.

    Classes - Everquest 2. I know this is sounding bad taking stuff from this game, but that game really is the closest thing to my dream game.

    Level (Progression) - Not too fast, not too slow. Not as fast as Dark Age of Camelot, not as slow as Lineage II. Face it, in DAoC it is quite easy to level a character. In Lineage II, it is quite impossible (you know what I mean) to level one. Also, level cap is 99. I like that number, but it could just be the Final Fantasy addict inside me.

    Space (land) - Everquest. It is huge, I like huge (Shut up perverts). I want it to be so that if I were to take time out to do nothing but explore, it would take me at least five days to a week to explore everything. This includes underwater territory and perhaps some magical floating lands.

    Interface (view) - I would have to go with a nice little chatbox on the bottom left (I hate huge chatboxes, they are so unnecessary), quickbar, couple of buttons on the botton for Inventory, Status, etc. View is third person, camera will be behind the character. However, by holding the left mouse down, you can rotate it. Also, when I say behind I mean behind angling down, like you are in the sky looking down, but not verticle, diagonal.

    Economy - All player determined. I admit I don't trust some people, but it would still be better.

    Price - $50 box and $10/month fee. They do not need more than $10 a month. If you run 15 servers with an average of 5000-8000 players on each, you need $10-12 a month max. No more, no less. Also, support provided to companies like Paypal (not paypal, though), credit cards, debit cards, and game cards sold in major stores across the USA (or wherever the game is marketed).

    Death - Penalties. Here is my system, after death you lose points to your stats and your attack/defense will get weaker as well. You need to visit a clinic and stay there for 10 minutes to be fully recovered (A plus would be having beds and some sort of wait if the beds are full ::::40:: )

    Player versus Player - Ah, the long awaited topic. Open PvP - no no. As a special bonus for assassins, there can be a system implimented where a player who is not an assassin and wants someone dead pays a fee to some kind of law (yeah right) enforcement facility. An assassin can come and check the bounties. Details such as level, class, and race will be given on this screen. They can accept someone and then when those two players meet, they are flagged and are allowed to attack only each other. No one else can step in with heals, buffs, or help.

    Moving on, no arena. If they want to put an arena in a major city and have events in there, fine. No open arena, this takes away from the real factor.

    Moving on even more, guild wars and castle sieges. Castles can be controlled by a guild (You, of course, need to defeat the king and his army) and guilds may also war. War lasts for two days (48 full hours). Score is kept by number of kills. The team with the most, wins. Also, capture the flag will exist, though it won't be a flag you are capturing, it will be a relic kept inside the guild house (given to ever guild house on creation). So only guilds with houses may partake in this.

    Well, that is more or less my dream game. I would love to get together a team of designers and feed them all of my ideas, but that will probably never happen. I write a lot, so I would write lore. I already know where I would like the races to go, balance issues are thought out (a little), and I have a lot of ideas. However, lets get realistic, I will probably never feed these ideas to a company that can turn it into something great. Oh well.

    By the way, I saw some nice things from the above posters, good job.

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