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I would like some opinions on your mmo preferences:
1) Do you think Classes are an old, already played, boring thing in RPGs??? Do you prefer tones of skills to choose from, in order to customize your own 'class' ?
2) Do you like skill branches, that once picked will leave you no chance of return, but you will godly evolve in some areas of expertize???
3) Are skills like trading, fishing, mining, necesarry in a world wide played mmorpg??? I'm not speaking of crafting/enchanting, cause these are great.
4) Would you like the game to be also concetrated on items, like unique or set items [think of Diablo] ?
Can be found in quests, granted by someone or crafted.
5) Try to answer them all if you choose to reply to my post. Thx.
To eliminate confusion, I'm doing this because I would like to know if there are ppl out there that think like me.
Comments
1. I'm a big fan of Asheron's Call characters. The way that you could customize your character just blurred the line between class distinctions. I also love the way that Anarchy Online did thier class skills, where as 1 brawler could be completely different from the next. DAoC also hit on this, but moreso with thier caster classes.
2. DAoC with thier Respec stones and AO with the reimbursements had great ways to fix "gimped" characters. Again, these were the only games that needed them because thier wide variaty of skill options made a daunting task to create a working and fun character at the high end of the game.
3. Again, I site DAoC for thier crafter created gear. I believe the only true way to run a player run economy is for player crafted items to be the high end of the gear chain. Who wants to spend months doing flags and then camping in the Plane of Time in Everquest just so you'll have the best gear available to you? I'd much rather spend the wealth I've accumulated on gear another player could make from raw materials. Then again, I'm a 'crater'. I love doing tradeskills. I find them a fun break from the tedious treadmill.
4. No. That just leads to clones of a class. Everquest, and it's HUGE supply of magic items made the world unique. How many people have Fungi tunics, Furious Darkscale (deity armor that my troll SK is wearing), or any number of common/uncommon/rare combonations? While a set suit might be nice, it's also vital that a MMO has comprable gear that looks different and does different effects.
5. I think I did. You're Welcome.
1. No they're not played out, but i do like A LOT of skills. I hate mmmoRPG's that have maybe like 5-10 max skills for 1 player, it's so stupid. FFXI did that and it probably annoyed a lot of people.
2. Diablo 2 Had Skill Branches and they rlly didnt bother me. Asheron's Call 2 Had skill branches and u could untrain skills, so it rlly didnt bother me. But I prefer games without skill branches.
3. Yes Fishing, Mining, and trading are very necessary. They add more variety to the game and thus a more non-risk-your-life way of making money.
4. Yes i think mmoRPG's should DEFINITELY have rare/unique weapons. Even for a non mmorpg like diablo 2, it added a lot of fun to players, who were always doing mephy runs and pindle runs to get the best Armor/weapons.
---------------------------------
UO - 4 years
AC - 2 years
AC2 - 6 months
DAoC - 1 month
FFXI - 7 months
Diablo2 - 9 months
Shadowbane - Beta tested
Lineage2 - Beta tested
Risk Your Life - Beta Testing
Saga of Ryzom - Beta Testing
World of Warcraft - Beta Testing
mmoRPG'er since October 1997
---------------------------------
UO - 4 years
AC - 2 years
AC2 - 6 months
DAoC - 1 month
FFXI - 7 months
Diablo2 - 9 months
Shadowbane - Beta Tested
Lineage2 - Beta Tested
Saga of Ryzom - Beta Tested
Risk Your Life - Beta Tested
World of Warcraft - Currently Playing
mmoRPG'er since October 1997
Classes are lame, yes. Noone likes to be forced into a cookie cutter pc setup and share it with 100 billion others. The more custimization, or at least the more the player has to figure out to get the best set up, the better.
I don't really like skill branches either, its just another way to limit combinations of development. Personally I think itd be cool to play a game with no visible skill progression, it was all done behind the scenes just through use.
I think skills like trading, fishing, mining are only cool if they serve uses. Like in UO, nothing would be cooler then to have a character that after losing everythign could go into a mine, mine out some nice metals, smelt them his self, smith them into armours and weapons and then go kill someone with them. (Of course you had to play on a player run shard with no limit on it to do this) Fishing, yeah if your character needs to eat. Professions that are just there for "fun" are lame.
As for items, yeah I think it would be awesome to play an item based game for a while. But the most fun from this would be playing it with PVP where you drop one of your items when you die to the other person.
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The Illusion of Choice
befor you start looking at Skills Vs. Classes you have to under stand the ups and downs of them
i nomaly say that Skills based Systems are good for PvP games where you like to have the some hidden Ace to throw at youre opponet or just make it harder for him to know youre Weakness.
Where in PvE games you really Want Classes so it is easyer to form Groups
i can go on if i really wanted but i thign you get the point.
so it is not as much about Classes Vs. Skills Systems it is more about what kind of game you want to play and what system that is the best base for that gameplay
_______________________________
So i am a addict. i can live with it
can you ?
_______________________________
So i am a addict. i can live with it
can you ?
Thx.
Can someone explain to me what grinding or grind is??
I think is smth like quickly level up. I dont know. Pls enlighten me.
Thx.
Can someone explain to me what grinding or grind is??
I think is smth like quickly level up. I dont know. Pls enlighten me.
Lol for starters i would change that avatar cuz if one the mods see that you might get banned. Grinding is when it takes so MUCH time to level up that it becomes unpleasent and boring its basically just same thing as leveling though .
http://www.imperium-arcanum.com
Grinding, in my mind, is when you are killing monsters endlessly not for fun, but just so you can level up, to in turn kill more monsters, to level up more and so forth, its a vicious cycle that makes the game feel less like a game and more like a chore.
But to answer the questions
no I don't think there should be classes or levels, nor skill trees for that matter, I propose that there should not even be skills, that may be confusing so I will explain
the player should be the character's skills, combat should be real-time and completely player based, it is up to you to string to gether combos, and to evade block and counter, the basis for character performance is the character's physical stats, upper body strength leg strength, toughness etc., stats like dexterity, and intelligence are gone, these physical stats effect everything you do physically. your character looks proportional to their stats, meaning, the stronger you are the bigger your muscles are
example jumping, is calculated by character weight and leg strength
No more crafting skills either, if you want to fish, then cast out the lure and reel it in, if you want to make a sword then sharpen a peice of metal, and sculpted it to make a sword
Characters are more mortal, meaning everyone has the same ammount of HP, also meaning that a newbie could kill a vet
Weapons and armour too would be more balanced, no longer would there be armour or weapons that are better than another, it is more a matter of how you like to fight, like if you are a defensive fighter then most likely you would want a defensive sword.
PvP I think should be unrestricted between nations, minamalizing mobs and monsters, mostly human vs human
Just some of my ideas
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
Wouldn't it be really cool if indeed, when you die by a PvP battle (not by a mob) you'd actually loose some/all items you where wearing?
Now, when a player reaches that one level where he/she is untouchable, players are never encouraged to attack that person. What if a few lower levels would actually set up a trap for a higher level char to "rob" him from all he has (by killing him)??
Wouldn't that be exciting? Then the game would still be interesting for higher levels since you are only REALLY safe in the non-PvP area's.
Man... I see idea's forming... of course, when a high level person kills a low level, he'd have nothing from him cept a few things he doesn't need anyway...so you also take away the urge for higher levels to take it up to someone below theirs.
Well i would say i it will be my game, i will try to put in some really sophisticated item base changes that it involves about how a person is happening in the mmorpg world where he has to acquire many skills and experience to gain such item or craft. From there it can be like vast quest, manners and behaviour, experience in skilled artwork or craft.
My sec opinion will be something that involves time changes event and person. The event will carry more brilliant and stunning grieving ideas that makes the world full of specialty and the person will such a wonderful case at his own developing stats and places resulting occurrence(omen) on him that takes into a relly great adventurer. The event and place will evolves into making that person unable or disable to carry certain task or as such that he need his guild members to complete it or that person in coma state, silence state etc that make the making of magical world turn into his own chaos.
Third will be story ever changing, as if the world and character and items are create and form together in one dimension that makes the event great and stunning in the way it turn from good to evil, bad to recover, or at such.
Fourth, the most important part of mmorpg is how does the character manage himself, sometime the skills, spells, craft abilities, fighting skill, combat social skills etc can and will be change whenever they involve into something really wonderful or grieving that makes that character turn from fighter to magician, role playing char to other char, dismissed certain skills from him (can be recover later) or something like advance controlling in the game that makes him more persist or resist to some thing that has no preliminary or strict content.
Fifth, about how we can manage those changes in the game that makes him a little bit more precise and accurate. The thing that can ever change from one to another that makes him withstand a greater path ahead that makes the player change the way they play this game.
Sorry if I'm being obnoxious but my previous account "Kruc3fix" had a bug with my avatar [I know its objectionable, but I cant delete it]
Anyway, I've seen lots of good ideas.
Though I dont agree with the non class/skills ideea. You can have the class and skills development for real playing (a wizard is a wizard and a fighter is a fighter) and also the the tacticts that you must use in order to kill someone. [A low level can kill a high level]. Imagine a........................................................................................................................................................................................................................................................................................................................................................................Neah! Here is what I will do. In the last few months I've tried to build a pen&paper game that will throw D&D to the botomless pit.. When I've already finished it, I've realised that all of this was for nothin. No one wants to play a pen&paper!!! Hello!! We are in 2004, 4f'sake. OKey.
At the end of this September I'm planing to finish a mmorpg game that will revolutionze how ppl think about these games. Those 4 questions at the begining of this thread were smth to guide me through my research..............................................................
Anyway, do you think that I can get a job in the game industry? I'm guessing these companies have lots of ppl in the lore department and if they take me, they will have to pay only 1 person.. Plus I will be the only one that will monthly provide the game with new quests. So, what do you say?
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
No, man!!
I'm not planing to actually build a mmorpg, engine, graphics and other stuff. I'm just righting the concepts, character details, quests and all kinds of lore stuff to make it complete. To actually finish the game, you need to create it by my rules and with my quests.
You will say now: "Bah..it's easy!!" I don't know about that. It's kind of hard to put all your ideas in one single document. And besides that, you must be careful not to make another clone. Originality is everything in this situation.
So, my question is: Can I get a job in the Lore department?? [read the other thread too]
Oh well that changes everything, you would have to be one hell of a writer and artist to do lore, it is just as important to be original as it is to use good language and story telling, you could come up with the coolest story in the world but tell it in a dull fashion and it won't go far.
You could try hitting up some game developers, especially ones that are just starting out, they are always in need of good ideas, and a fresh new world could put them and you on the map, so I would say yes
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
I think it will be sad for everyone to do all the same trade skills, What good is a trade skill if everyone knows it. Who will you sell your stuff to. Think real life, And make the game like that. In rome times mid. Evil.Think man !
Ya what he said!
My Webs!
>>AtomicWebZ<<
O--{========>
>>AtomicWebZ<<
O--{========>
I am assuming ( correct me if I am wrong ) that you are talking about my no skills idea right?
I should have described it more, you can't automaticly make weapons and such, but you can attempt it, only people who take time to study and take classes will be able to make things, but instead of your character failing over and over again to learn a skill, it depends on you learning the skill yourself,
for example to make a broad sword,
1. melt down ore, mixing different metals is important to the sturdyness of a weapon, the ammount you melt determines the size of the weapon
2. cool into the general sword shape, a bar
3. heat and start pounding and shaping, this lets you make it double edged, curved, wavey, whatever, but keep heated, be sure not to over heat or it will melt
4. sharpen polish and seal
there you have made a sword blade
while it sounds easy its not, you have to fist plan a weapon, and whatever you do to the weapon, like size & shape, will change it effectiveness
it would be easy to ruin a weapon that you were making, so only people with the know how and skill ( personal skill, not skill levels) could make good weapons
If you weren't refering to me then sorry I wasted your time
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
1) Do you think Classes are an old, already played, boring thing in RPGs??? Do you prefer tones of skills to choose from, in order to customize your own 'class' ?
2) Do you like skill branches, that once picked will leave you no chance of return, but you will godly evolve in some areas of expertize???
3) Are skills like trading, fishing, mining, necesarry in a world wide played mmorpg??? I'm not speaking of crafting/enchanting, cause these are great.
4) Would you like the game to be also concetrated on items, like unique or set items [think of Diablo] ?
Can be found in quests, granted by someone or crafted.