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Best mmorpg experience - what should it contain ?

What would a perfect mmorpg be?

Youre welcome to give your suggestion

Here is mine idea:

Crafting should be superior to dungeon loots - but dungeons should deliver part to improve crafting.

Dungeons should give rewards to all players - if youre fighting a dragon the reward might be a scale of the dragon and x numbers of those scales could be crafted to some epic weapon or armor.

Armors / weapons should be able to craft after your design, It could be introduced by dyes and pre made templates to choose from.

Armor sets / designs you created should be able to be upgraded to your current level.

Upgrading these armors weapons should be available to both casual and hardcore gamers by persueing quests or mob loots.

Please - bring your ideas into it .

 

Comments

  • modjoe86modjoe86 Member UncommonPosts: 4,050

    PvP should matter. IE control over spawn points, property. NOT WoW. Open PvP is a big plus.

    Grind should be moderately steep. IE NOT WoW.

    Crafting should be a bitch. IE long recipe list, great rewards for time investment.

    Solid Clan/Alliance/Faction politics.

    Grouping should be vital. Being a buffer/healer in mmos, this is a pretty important aspect for me.

    The Community should be able to hang out somewhere. IE Cantina/Hospital in SWG.

     

    Lineage 2 and SWG are the only two mmos I've truly enjoyed. PvE-centric games, or faux-PvP games (see WoW) annoy me more than anything. Although I played Priston Tale a long time, and its a cookie cutter asian mmo.

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  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    Best peoples at grouping are groupers.

     

    Best peoples at soloing are soloers.

     

    Best peoples at PvPing are PvPers.

     

    And so on.  How you manage that isn't really important, it can be the most casual or the most hardcore game.  But these simple points must be covered.  Someone who PvP isn't better at soloing than a soloer; no matter what.  He may be weaker at soloing or equal at soloing than a soloer (comparing similar time investment and success rate here, a new player may be weaker, he is just getting started), but he isn't going to take his prime shining.  And so much for each and every gameplay supported by the game.  RvR and Raiding shouldn't be present at release...just figuring the 3 points above into a working system is a LOT of work, keep rooms for other gameplays to be added similarly later on, without ever shafting an existing gameplay.

     

    Crafting could give good shortcuts, without actually giving the best rewards.  A grouper shouldn't have to craft or to relly on crafts, but a new player could consider using these tools from experienced crafters selling them in order to gain a boost, even if ultimately, they will have to group if they want to be the best groupers...and earn it all in groups.

     

    You have a doubt?  Okay, for 1 moment...let's suppose I am a grouper.  I am weak at soloing/PvPing but the best grouper on the server?  Do I like the game?  Nah, I love it madly.  Maybe I will developp my soloing skills now that I master grouping, maybe I will wait for the next expansion, at any rate, I am an happy player and pleased with the game.   Nobody will quit a game because they are weak at a gameplay they don't play, almost everyone will quit the game if they are weak in their gameplay.

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

  • Jens1Jens1 Member Posts: 7

    Well - why i mention this -  is due to many games i played.

    Some of my best crafting experience came from SWG before the changed it (crafting had the possibility from the resources gathered to experiment to make items superior to others)

    I love the crafting in SWG, also loved the community cities and the content of player cities and the upkeep of those.

    I loved the quests and interface / accessbility of wow, its very easy to quest and gameplay.

    But i dont like the wow pvp and the epicness of wow - where its all about being in a raidguild to enjoy the game.

    I loved UO for the community.

    Lotro got the astonishing graphics i loved and the fun quests, warhammer is supposed to bring the community quests - where all get the loot for participating - even though youre not in the quest.

    But - where is the next generation

    The combination of stunning graphics, the great storyline, the easy to access but challenging quest system, the pvp that feels like a real battle and not just a paintball arena, the crafting with failures and possibilities to award the hardcore crafter who spends hours on finding the right materials and experiment to make superior armor. The dungeons where all participating are rewarded with treasure and not only the few lucky roll winners. The game for casual and hardcore players - where the gameplay and community is the key to keep you entertained and not the levelling and new epic loots

    Thats for me would be a game i would invest $15 in a month

     

  • pk-Slaydepk-Slayde Member Posts: 43

    Every game needs open full looting PK (UO murder style)

  • AethiosAethios Member Posts: 1,527


    Originally posted by modjoe86
    PvP should matter. IE control over spawn points, property. NOT WoW. Open PvP is a big plus.

    Grind should be moderately steep. IE NOT WoW.

    Crafting should be a bitch. IE long recipe list, great rewards for time investment.

    Solid Clan/Alliance/Faction politics.

    Grouping should be vital. Being a buffer/healer in mmos, this is a pretty important aspect for me.

    The Community should be able to hang out somewhere. IE Cantina/Hospital in SWG.



    I agree with all of these, but I'd also like to add that it needs individual skills rather than classes. Class-based systems can work, if I'm not required to start from scratch every time I want to change classes (like in Final Fantasy XI). A system that would allow me to level multiple characters at once (a la Granado Espada) would be cool as well.

    EDIT: To clarify, the individual skills system needs to have a limit of some sort. Flexibility is good, but being master of every skill just doesn't work... at least not all skills at once. Perhaps a system to switch out skills like Matrix Online?

  • VorglanVorglan Member Posts: 17

    Originally posted by modjoe86


    PvP should matter. IE control over spawn points, property. NOT WoW. Open PvP is a big plus.
    Grind should be moderately steep. IE NOT WoW.
    Crafting should be a bitch. IE long recipe list, great rewards for time investment.
    Solid Clan/Alliance/Faction politics.
    Grouping should be vital. Being a buffer/healer in mmos, this is a pretty important aspect for me.
    The Community should be able to hang out somewhere. IE Cantina/Hospital in SWG.
     
    Lineage 2 and SWG are the only two mmos I've truly enjoyed. PvE-centric games, or faux-PvP games (see WoW) annoy me more than anything. Although I played Priston Tale a long time, and its a cookie cutter asian mmo.
    Wow, warn me if this game exists because I want to avoid it at any cost.  That sounds like you are asking for another clone of all the bad clones already out there.  Yikes, even MORE of the same rehashed trash.

    PVP, yuck, give me better quests, good cooperatvie adventures, and fewer annoying PVP people.

    Grinds... what a waste of time, give me better character creation, more strategic choices on seperating my character from everyone else.    Let quest completion and smart play advance my character.  Let me choose how and in what direction to improve my character.  Don't force me to take the same Skills as every other character in my class.

    I'm fine with politics, but not squabbles between guilds.

    Grouping should be optional at all times, great for when you want group strategies, and social interaction, but who wants that all the time?  Why in the world should you FORCE people to do anything?   I'm here to enjoy myself, not be forced into grouping when I don't feel iike it.  I quit several MMOs for this very reason, like LOTRO.

    I'm fine with places to hang out when you want to socialize with others, there is a time for that too.

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    No PvP or make it optinal.

    Make sure it is casual friendly.

    Make lots of content (items, zones, quest, easter eggs, what-not ...)

    Bring DIFFERENT settings to MMOs. In fact, reskin WOW, add spaceship combat and do a Starcraft Online.

    Use instances to make sure I don't have to camp with 50 other people in line.

    Good teleport system. Remember the first time seeing a zone is exploration, the 10th time is a chore.

    Low death penalty.

    No force group .. encourage group but make everything soloable.

     

     

  • CortanyaCortanya Member Posts: 49

    Hyper-realistic.

    "Realism" is not "no people shooting fire out of their hands or turning people into sheep". Realism refers to the game's internal logical consitency, and its adherence to naturalistic cause and effect. Not whatever fantasty content it might contain.

    The ideal MMO would be an actual virtual world; a world buildling game from the perspective of the individual (as opposed to a godlike controller like Civ or similar games). Within this world, players have nearly limitless freedom to kill each other, rob each other blind. Lie, cheat, and steal. Or they can join each other - to defend against murderers and thieves, or to better kill and steal. Build a city or raze one. Build an empire or conquer one. Do whatever you want.

    The gear grind would be nonexistent. But equipment may be the difference between life and death. Plate mail can save your life against an arrow, just like body armor can save you from a bullet. Acquiring and controlling resources like weapons, equipment, consumable supplies are a vital part of combat, and an important art of the game. But not the point of the game, like gear grinding raids.

    The level grind would be minimal. Player skill is the name of the game, at all levels and in all aspects of the game. Individual combat would not only require quick reflexes, but intelligence as well. Projectiles follow the laws of physics, forcing players to know a bit about the ballistics behind their weapons. Weapons are deadly, forcing players to learn real tactics and teamwork. The same would be true for any other game activity: A realistic economy and the necessity of logistical supply chains forces players to think like businessmen and administrators.

    Should have to be an expert in the field to perform these tasks? No, but there should never be a skill "cap" either. A person's superior knowledge, skill, and intelligence should always be reflected in ingame performance.

    And all these people have to work together to get anywhere in the game.

    A 12 year old monkey on energy drinks, even if he had amazing reflexes, would not hit a thing if he didn't understand basic marksmanship. And he'd get owned if he didn't utilize intelligent tactics.

    An unsupported elite special forces team with superior knowledge of all of the above would still lose to competent opponents with superior numbers, equipment and supply.

    - The world is seamless with no segregated zones of any kind: instances, safe zones, battlegrounds.

    - Players have as much control over their characters as possible: no RNG hits, misses, dodges, parries, or blocks.

    - Monsters do not have "spawns" and "set patrols". They congregate and travel intelligently and logically. They do not "aggro", and there is no "pulling". They are limited to, and have access to, all the mechanics players do. They are just like players in that sense, capable of killing, stealing, building, trading. They can kill and loot players. They can build cities, and launch attacks on them.

    You get the point. The idea is to create a realistic virtual world. The players can choose their own goals and outcomes, instead of simply riding the rails down the set path.

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