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Here's the game: create the best MMORPG only using parts and features from already existing MMOs. I'll start.
- Ultima Online's skill system (so many options)
- Guild War's combat system (so smooth and not spammy)
- EVE's PvP ruleset
- City of Villain's character customization
- Star Wars Galaxies housing and player city system
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Comments
Everything in EVE Online, except sped up and the ability to speed up skill strain time by using them.
SWG skill set (never played UO)
CoH character creation
LOTRO zone detail
SWG housing/politics
EVE's flight system (if its Sci-fi)
Vanguards mount system (if its fantasy)
that all i can think of right now
MMO wish list:
-Changeable worlds
-Solid non level based game
-Sharks with lasers attached to their heads
Ryzom's crafting depth, but with more width, ergo more things and categories of things to craft. Added to this would be some degree of Wurm Online's assembly basis, and some of Vanguard's eventful processing.
Ryzom's harvesting system and the accompanying weather, seasons, ecosystems, day/night cycle etc.
Wurm Online's terraforming, but only in some areas, so there'd still be room for dev-sculpted locales.
Istaria's non-instanced but pre-positioned player housing in the non-terraformable areas, and Wurm's freeform housing (again non-instanced) in terraformable areas.
Ryzom's skill system, which allows immense freedom but also achieves balance by having equipment affect factors like spellcasting speed and action cost. It also allows veteran players to group easily and effectively with newer players, and vice versa.
Building skills such as in Istaria.
Ryzom's customisable actions/spells.
Tabula Rasa's cloning system.
EVE's economy: Players able to profit by plying a location-sensitive market. Couple this with dangerous but sneakable (with player skill, not "stealth skills") regions between major cities such as in Ryzom, and you'd have interesting possibilities for a merchant role.
LOTRO's monster play.
Vanguard's diplomacy.
PlaneShift's "Death Realm": After dying, you must navigate a labyrinth to return to life.
Tabula Rasa's spawning effect: Humanoid enemies appear by being transported into the area on a dropship. This, like other features, could of course be varied in form to be appropriate to the type of world this conglomeration would result in. The point is that the enemies in TR don't just unceremoniously pop into existence.
Ryzom's animal AI. Herbivores vs. carnivores; migration; fluff activities like carnivores hanging around at herbivore corpses and appearing to eat then returning to their pack and one of their fellows coming to eat too; varied social behaviour, i.e. some carnivores hunt in packs and some alone, some herbivores defend each other and some run away at the first sign of trouble, some creatures even defend other species, etcetera; animals being interactive with players outside combat, i.e. trotting over to sniff the player, beg for food, pee on the shoe, etcetera; generally doing more than just standing around waiting to be killed, i.e. grazing, marking territory, sleeping, getting spooked and running off, etcetera...
A blend of EVE's jukebox and Ryzom's mp3 player: You can both control the playback of the game's native music, and add your own tracks to the playlist.
Istaria's and Ryzom's events:
- Istaria: Holiday events rooted in and justified by lore.
- Both: Invasions.
- Both: Storyline.
- Ryzom: Live events completely supplant quests as the source and method of story involvement.
- Ryzom: Frequent small events that advance subplots, and occasional major events that advance larger aspects of the overall storyline. There are connections between plots and subplots, but they're not always easy to identify.
- Istaria: Major content additions arrive via events, i.e. the unlocking of two playable races and a city.
W.E.L.L. Online's organisation and crime paradigms.
The rite missions of Ryzom: Non-epic but interesting quests that can logically be experienced by an unlimited number of players, rewarding with special crafting recipes, action components, lore stories, etc.
The interface customisation of WoW, Ryzom, and Istaria put together.
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In memory of Laura "Taera" Genender. Passed away on August 13, 2008.
1. Class setup from FFXI
2. Flexibility of WoW's Interface (I mean the eye candy mods like cycircled, not the borderline cheat mods like dbm)
3. Character creation of CoX
4. EQ2 crafting system
5. EQ2's station exchange servers (seriously, if the players sell to the themselves, the gold sellers are worthless)
6. WoW's world, the lack of zoning keeps you immersed in the world instead of constant loading screens
7. WoW's PvE before it become super easy mode.
8. DAoC's RvR
They actually tried this in the beta of EvE and found it was a system that would be very bad for EvE as it was easily abused.
For example want to be good at PvP?
Then fit lasers [infinite ammo] and target a asteroid and attack it with your lasers [asteroids are invulnerable against everything but mining lasers] then go to sleep. when you wake up you have leveled several times in the gun based skills while you were asleep.
Or you could fit mining lasers and make a macro to unload ore in cargo hold and do the above and get leveled up in Mining based skills overnight.
Or find a weak hostile NPC that cant kill you then fit ONE laser and make sure you cant kill it either and get the same result as the first example.
When the skill system you suggested was introduced very quickly a LOT of people were doing similar things to quickly level up faster than those who were actually PLAYING the game. So CCP returned to there original skill system where everyone levels up more or less at the same level and moved the grinding from the skills system and moved it to the money raising system.
Anyway on topic well id have the following....
EvE's market system.
Eves destructible item system and the system to make any item yourself to make the market work.
A fantasy setting similar to well i don't know as Ive yet to see a fantasy MMO i liked.
Have some of EvE's devs working for it as over the years they have shown to be able to think up new ways of doing things and there changes tend not to damage the game but rather compliment it.
A detailed manual unfortunately EvE tho really great hasn't updated its manual for 5 years so many features have to be explained by the players [not a bad thing as such but can be annoying at times].
Some more innovative races than just the standard humans Elves orcs Dwarfs etc have something like you have in Horizons with mermaids daemons angels dragons dryads humans elves as playable races etc.
Its worth mentioning that Horizons had some really good ideas concerning races for example if you played as a daemon you were really powerful but if a daemon summoner was on the same zone as you when he summons a daemon to fight for him it can either be a NPC one or you! Now you get the chance to kill the summoner but usually the summoner will be able to protect himself. Then by some means he gets you to attack his enemies instead.
So game wise id like a sandbox game with a decent PvP and PvE driven market that's entirely player run and location influenced with some experienced dedicated devs and some innovative playable races with interesting abilities that either give an advantage or help to make up that races character [i.e. the Daemon summoning example].
Another great example of Moore's Law. Give people access to that much space (developers and users alike) and they'll find uses for it that you can never imagine. "640K ought to be enough for anybody" - Bill Gates 1981
Asherons call PvP.
Asherons call skill/class system.
Asherons call type lore. Its brilliant and origional.
Asherons call death penalty.
CoX character customization.
WAR's Tomb of knowledge. (Assuming it turns out the way they say)
LOTRO graphics engine. Spiced up a bit armor/looks wise but it let a wide range of systems play.
WoW's armory web site. Love how they did that.
There is more but I am to tired right now to think of it. May edit later if I remember.