more design when creating your toon. very deep clothing creation, total control over color and texture. uniqe wepons and armor with random stats-colors, that noone else has. individuality is what makes games so addictive.
what about a game that mixed MMORPG with SPORTS games. imagine you and a few friends start your own football team online with each player being able to be an actual person on the feild. taking a picture of your face and pasting it on your charter with 20-30 players in your area representing were your from (work or school). during the week they run plays or go against the computer, but theres also a massive board that lets you go against other teams. as the year goes on, the winners of the player vs player matches end up in a virtual super bowl ! with sponsors broadcasting live from sportsbars around the world. and you could do this with almost any sport, baseball anyone?
I totally agree with you about design and individuality!
I never thought about a sports MMO before. If done properly, this might work. I will also try to flesh out this angle. How do you think you could work in a "skill" system? Also, do you think player activated skills (say a hot bar of 4 - 8, not able to switch out on the fly, but at half time) could possibly work out - for example say you choose your position as wide reciever. you could slot sprint skill, sticky hands skill, etc.
some skills would have cooldowns to them, and the total game changing skills could have 1 game cooldowns, allowing a player to only use them once per game.
Lets see where to begin. I think the element of PVP is a great aspect to any game. How ever since there is many whom don't like it and a large crowd at that I would like to see factioned PVP . Not just 2 sides but multi factions with possible sides changing depending on whom becomes the more dominate one . This would allow PVE and PVP crowds to mix in a game and benefit from social interaction and shared economy.
Also PVP should not bottle neck or choke hold a server , but at the same time offer goods , item , mounts ,etc , etc that can only be gotten from being apart of the factions.
Skill based progression - made easy. A point based skill progression with tons of skills to choose from. Have ready to go templates for beginners that have a auto set path toward the type of character you wish to be .For example: RedplayerX wishes to be a warrior type. He looks over the pre made templates and finds the template fighter. He does not need to worry a whole lot about choices and can tweak later if he needs to as he goes. The skills path is already outlined and the player need but to follow it to get where he/she needs / wants.
Now for the more advanced player or those who just like alot of options to mill over and choose , your free to do so. You can pick and choose the skills you like vs following the templates outlined. This would attract both crowds in that it would be an easy game to jump right into and complicated at the same time.
I believe in risk vs rewards , but at the same time not ever thing in the world works this way. If you work hard you should be rewarded for certain. But I also really like the idea of randomness. For certain beating that near impossible boss - monster - super mobs should give its rewards according to its difficulty. But also I like to see random drops give similar items - why ? I don't think it should be common or even an uncommon thing but it should be a very rare aspect to a game to give out unique items . Perhaps a couple a month at best 2-3 per server type thing. And yes It could drop off any thing.
Crafting - crafters should be allowed to make things as good as any thing else dropped in the game. They may have to go gather rare raws and such but still be able to make those uber items as well.
Player built cities is great , I really like to see this aspect in a game.
I know I touched on randomness above. I really like to see this. Alot of problems in many games is camping things like named or rare type mobs. To me named mobs should be random to keep people from camping. And why do that ? Well it can lead to bottle necking / choking servers where a dominate clan or guild sits on the spot where the mobs pop and no on else can ever get at them. Both random in spot and time. That way others could get a crack at them.
And this point is a big one for me. I think if the Devs out there would focus on playability over bust the PC graphics we would of had an awsome game to day some where. Oh don't get me wrong I want decent graphics , I'm just saying to me its more important if the game is playable and fun over eye candy supreme.
These are just some of idea's I would like to see in a new game
One with a leveling system in which you get experience in different skills, not one large pool for killing things. IE; you successfully hit something with a sword, you get sword experience. You block an attack with a shield, you get shield experience. You cast a spell, you get experience in that spell.
What really pains me about saying this is that it-which-should-not-be-named is the only MMO I know of that does something even remotely similar to this. EDIT: Realism? Yeah, they've got an MMO out there like that. It's called RL. It's got over 6 billion subscribers, and growing. Really shitty PVP though, and leveling up is impossible.
Already done in FFXI's battle system.
Personally i would like to see no levels in any category.I used to be a believer levelling was fine but after seeing how superficial gaming has become, it ruins the games.I would say more than 50% of gamers do nothing in a game except strive to get there next level.Getting your next level serves no purpose what soever other than just that,getting a new number beside your name.
Sure you get new spells or upgraded versions of the same spells,but there no different in that they will do damage related to the level of mobs you face.So you had level 10 spells doing 50 damage now you got some fancy new named spell that does some 70 damage but the mobs have 150 more health ,so it just evens out.Leveling up really accomplishes nothing.For some players they strive for that one level that might give them a mount or a pet,but we deffineately don't need levels to accomplish that.
So ya get rid of levels would make gaming as a whole a lot better,and start to force designers to use some creativity in there designs.
Never forget 3 mile Island and never trust a government official or company spokesman.
One with a leveling system in which you get experience in different skills, not one large pool for killing things. IE; you successfully hit something with a sword, you get sword experience. You block an attack with a shield, you get shield experience. You cast a spell, you get experience in that spell.
What really pains me about saying this is that it-which-should-not-be-named is the only MMO I know of that does something even remotely similar to this. EDIT: Realism? Yeah, they've got an MMO out there like that. It's called RL. It's got over 6 billion subscribers, and growing. Really shitty PVP though, and leveling up is impossible.
Already done in FFXI's battle system.
Personally i would like to see no levels in any category.I used to be a believer levelling was fine but after seeing how superficial gaming has become, it ruins the games.I would say more than 50% of gamers do nothing in a game except strive to get there next level.Getting your next level serves no purpose what soever other than just that,getting a new number beside your name.
Sure you get new spells or upgraded versions of the same spells,but there no different in that they will do damage related to the level of mobs you face.So you had level 10 spells doing 50 damage now you got some fancy new named spell that does some 70 damage but the mobs have 150 more health ,so it just evens out.Leveling up really accomplishes nothing.For some players they strive for that one level that might give them a mount or a pet,but we deffineately don't need levels to accomplish that.
So ya get rid of levels would make gaming as a whole a lot better,and start to force designers to use some creativity in there designs.
what about a skill leveling system... or a mixed system?
Example of mixed:
A character is using a sword to complete a timer quest where he has to defend a town from an invasion force. (this timer quest could go off every few days, or sooner depending on location of the town/ other things - everyone who helps in the defense would get "exp"... but i digress)
so he is wielding a giant sword, and every enemy he strikes down he gains character exp, as well as sword exp.
his character exp can be used to purchase points which could be spent on character skills/stat points such as running (the more points into it the longer you can sprint for etc) or you could increase your strength, dex...
your sword points could be used to train different skills which could be used when you have a sword equipped. this way your skill with a weapon will level up much like a character the more you use it.
This could promote diversity between characters - and if you wanted even more diversity, you could make it where a character has to choose a primary weapon set upon creation - AKA i choose to devote my life to studying the sword. Therefore I can use hammers and bows, however you would do terrible damage, and even have the possibility of injuring yourself because you are not using it properly.
what do you think about something like this?
I will think this out more, and post a more detailed example in the future. These are just the thoughts right off the top of my head.
One with a leveling system in which you get experience in different skills, not one large pool for killing things. IE; you successfully hit something with a sword, you get sword experience. You block an attack with a shield, you get shield experience. You cast a spell, you get experience in that spell.
GO PLAY UO
what about a skill leveling system... or a mixed system?
Example of mixed:
A character is using a sword to complete a timer quest where he has to defend a town from an invasion force. (this timer quest could go off every few days, or sooner depending on location of the town/ other things - everyone who helps in the defense would get "exp"... but i digress)
so he is wielding a giant sword, and every enemy he strikes down he gains character exp, as well as sword exp.
his character exp can be used to purchase points which could be spent on character skills/stat points such as running (the more points into it the longer you can sprint for etc) or you could increase your strength, dex...
your sword points could be used to train different skills which could be used when you have a sword equipped. this way your skill with a weapon will level up much like a character the more you use it.
This could promote diversity between characters - and if you wanted even more diversity, you could make it where a character has to choose a primary weapon set upon creation - AKA i choose to devote my life to studying the sword. Therefore I can use hammers and bows, however you would do terrible damage, and even have the possibility of injuring yourself because you are not using it properly.
what do you think about something like this?
I will think this out more, and post a more detailed example in the future. These are just the thoughts right off the top of my head.
that description is something along the line of Harn the pen and paper RPG.
I repeat already done in FFXI.That game you can pick many different weapons to skillup and there is skill in that you can pick a better option of weapon depending on what you fight.The system is not nearly enoguh perfect but works decently.The reason it is not perfect is because for a lot of classes they do nothing but use duo axes and spam the same weapon skill.There are many weapon skills to use but most pretty much stick to one.
I don't believe in any form of levels be it player levels or skill levels.They always add up to the same result.You have to realize that a game developer is not totally dumb to the idea there not going to allow you to break there game.So your never going to have a totally unique build to any class.
Example..you mentioned add points to running,well imagine you have such a running ability to break the game that you can kite everything with no fear of ever being caught.Most games don't put enough effort into designing battle skills to make for diversity.By this i mean players will soon spam the chat channels asking what the best weapon for each class is and the best way to build it.Players will re -roll many times until the majority of the server all have the exact same build.
The only way around this whole fiascal is to make nothing in the game revolve around levelling up and should make use of the paper/rock/scissors idea.
Never forget 3 mile Island and never trust a government official or company spokesman.
equipment could be based on something like a skill tree, for instance if you gain a certain amount of weapon xp, you can give you weapon upgrades, bonuses? and continue, this will take away how lots of people hate buying something and have to replace it, of course you can reset this for free or paying a certain amout of in-game currency, this is aside from your regular skills eg) spells, how do you like this idea?
I don't believe in any form of levels be it player levels or skill levels.They always add up to the same result.You have to realize that a game developer is not totally dumb to the idea there not going to allow you to break there game.So your never going to have a totally unique build to any class. Example..you mentioned add points to running,well imagine you have such a running ability to break the game that you can kite everything with no fear of ever being caught.Most games don't put enough effort into designing battle skills to make for diversity.By this i mean players will soon spam the chat channels asking what the best weapon for each class is and the best way to build it.Players will re -roll many times until the majority of the server all have the exact same build. The only way around this whole fiascal is to make nothing in the game revolve around levelling up and should make use of the paper/rock/scissors idea.
Of course you would never be able to "break the game" be being able to kite things. In real life can you personally out run and "kite" anything you want? NO! If we are looking at realism then of course there would be diminishing returns or a cap at which you can put in. That is just common sense. Also in regards to common sense, there will always be power gamers, you will never get around that, no matter how hard anyone tries. There will always be a "most effective" build for any character. This is where balance comes into play, and perfecting the balance of characters and their builds - thus making sure that one build is not totally superior to another unless there are specific circumstances.
Here is an example. You mentioned axes. Axes are slashing weapons. This comes in handy against certain enemies and would dispatch them faster then others. As a classic example humanoids are more susceptible to slashing damage. However, if that same person wielding axes was to fight an undead, like a skeleton, then he would be at a disadvantage, and someone using a weapon that bludgeons would be the better fighter. This also works with armor classes. The lesser a characters armor value, the more damage they would take from slashing weapons. The higher their armor value, the more damage they would take from bludgeoning weapons.
You mention the rock/paper/scissors idea to be used in a game with no level system. Of course this seems great on paper; however, how do you really think it would fair in an actual game? My best guess is that a game like this would be one of the most boring games out there, especially if there is no "level" system (level system can mean many many things from a great spectrum of ideas).
Basically a game like this would be characters running around with different weapons fighting through a system of auto attacks. There would be no "skills", or very minimal "skills", because these skills would mean that a character would need training to learn these "skills". Without a system to determine if a character is able to learn these "skills" then no one would have them.
Here is a real life example:
Rock/Paper/Scissors Example:
Take Karate. This is a sport/martial art which HAS a level system in place through the use of multi colored belts. The game you are describing is basically taking two people, totally new to the sport, and pairing them off to fight. This is TRUE rock/paper/scissors. Each punch thrown has a chance to hit the other person, and each block put up has a chance to defend its user.
Level System Example:
Again Karate, except a novice and a master are fighting. The master went through years of training to perfect the sport. Of course the master is going to win the fight because he has taken the time to "level" his skill.
You also mention designing battle skills for diversity. Please go into more detail about what you would like to see in more diverse skills.
to be honest...i hate player run economies, the reason? i love RL economies and i know how they work. in an MMO where you got pretty much nothing to loose there are far too many retards stuffing up the economies. when i say stuffed up i dont mean in a WoW like way (twinks and stupid prices) but stupid prices (20c for something that cost 25c to make. or something that takes forever (effort..a big part of prices) to get and sells for a pathetic amount)
so what i want is a dev controlled/NPC controlled economy. supply and demand, inflation and changes in the market. i want wars to start that increase the arms market, celebrations to increase the goods market. things like that. SWG had a decent economy (could have been better).
the 2nd thing i want is events that shape the world. wars, famines, discoveries, advancement.
MMO wish list:
-Changeable worlds -Solid non level based game -Sharks with lasers attached to their heads
lobby's in mmo's that show all the missions and quests in progress.
how many players are currently on the stage and if there is room for one more.
letting the player join even if the stage started already.
also a forced group, say im camping somthing and someone needs the same item. it will automaticlly put us in a group depending on our proximity to each other, giving us a bonus to all abilitys and 2x drop items, more XP and so on. depending on how many people show up in that area. if they move on, they auto leave the group.
*PvP-based but also a big PvE side *Dungeons *Distinct world-fitting items rather than 'sets' *Starting zones- much better for a feeling of a 'rpg' *No Raids *Something like Alternate advancement *Low level divide-making pvp as anyone can beat anyone and with a grouping aspect to game then less barriers. *Guild vs Guild PvP *Player-built stuff sure, but maybe it takes a united effort and a fair bit of time *Different classes *Different environments
i dont wanne see wow,AoC,EQ,L2,GW gameplay and lore.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009..... In between WoW few months AoC few months and some f2p also all very short few weeks.
*Starting zones- much better for a feeling of a 'rpg'
*No Raids
*Something like Alternate advancement
*Low level divide-making pvp as anyone can beat anyone and with a grouping aspect to game then less barriers.
*Guild vs Guild PvP
*Player-built stuff sure, but maybe it takes a united effort and a fair bit of time
*Different classes
*Different environments Etc..
You mention dungeons, but NO raids. By saying this, are you stating that you just want smaller group only dungeons?
Also, could you go into more detail about alternate advancement? What exactly would you like to see in regards to this concept?
For world fitting items - how does this sound to you? Say there is a chest piece associated with the legend of a great king. They say that the armor was buried with the king, however no one truly knows the location of the burial chamber. When a player finds this chamber (there could be clue scattered throughout the world hinting at its location) he would have to battle his way through the chamber to get to the sarcophagus of the king, where he would find the armor. There would only be 1 piece of this armor allowed in the world at one time. So once someone finds it, the only way for a different player to get it, is to loot it off of the other player after killing him in PvP.
Of course, what if the player that finds it doesnt venture into PvP after obtaining the armor? Then there would be a mechanic in place where he would loose the armor - say the king's ghost challenges him because he is not living up to the armor's potential or something along those lines. In the end, the player would loose it, and the king would take it back to his resting place. Basically, for someone to keep the armor for a long period of time, the player would have to complete some sort of test.
Most of the stuff I've seen in this thread is "fluff", I want a revolution in mmo's
( before you comment on how important your idea was I didn't mean you)
For me in 90% of the mmo's the problem is you don't really exist. When you log off your gone from the world completely, its almost as if you were never there. I want to be able to change the world, meaning somebody might see a mountain that I built. (or maybe i want to destroy your mountain). Ok changing the landscape is probably pretty far off still. They can however let you build/design your own cites/forts/islands. Imagine every "raid" you do would be different, everybody's style will be there own. Killing "onyxia" is not a big deal because everyone does it, but imagine if you destroyed "ironforge" its gone forever. Now i know that a few of you are probably thinking this game lets you build a city or something, but I bet you can't think of one that lets you destroy one (owned/designed/built by a player/guild).
Imagine A world like eve's(one server) where you can travel to many planets some owned by small guilds some barren. On that world is a guild built fort that protects a city (where peacefully players can trade). Small cities are plentiful and some guilds have multiple cities/forts for different resource crafting materials. Building big cities is expensive though so in comes a stock market that lets players invest in established guilds (guilds that already own a few small cities as collateral), all income from the cities would be divided up between share holders and guild members automatically.
Now onto the combat, a guild must declare war 24 hours before attacking another guild, players can attack at any time during a war using there own custom vehicles or rambo style (sort of like planetside , but with custom vehicles that can die). In the end you keep what you kill, all items would have a death counter duration say your gun lasts 5 deaths and anyone can pick it up. (this is the economy drain) If everyone in your guild is offline and cant defend your stuff, the automatic defenses( you designed /placed /modded) will try to hold them back until someone gets on. If your guild admits defeat a cease fire will cost your guild 10% of its worth and will last one month. In my world its a democracy guild heirarchy would be settled every six months based on who has the most votes. Immediate impeachment in leadership can happen with 75% vote incase he quits.
Everything would be player made /bought /sold /destroyed. There would be no quests, no npcs, no levling, pure economics, pvp, world domination, and politics with the fast gameplay of a fps. Its a world where you fight to win and try to survive. You personally are not forced to do anything, you decide what you want to be and what you want to do everyday.
Most of the stuff I've seen in this thread is "fluff", I want a revolution in mmo's ( before you comment on how important your idea was I didn't mean you) For me in 90% of the mmo's the problem is you don't really exist. When you log off your gone from the world completely, its almost as if you were never there. I want to be able to change the world, meaning somebody might see a mountain that I built. (or maybe i want to destroy your mountain). Ok changing the landscape is probably pretty far off still. They can however let you build/design your own cites/forts/islands. Imagine every "raid" you do would be different, everybody's style will be there own. Killing "onyxia" is not a big deal because everyone does it, but imagine if you destroyed "ironforge" its gone forever. Now i know that a few of you are probably thinking this game lets you build a city or something, but I bet you can't think of one that lets you destroy one (owned/designed/built by a player/guild). Imagine A world like eve's(one server) where you can travel to many planets some owned by small guilds some barren. On that world is a guild built fort that protects a city (where peacefully players can trade). Small cities are plentiful and some guilds have multiple cities/forts for different resource crafting materials. Building big cities is expensive though so in comes a stock market that lets players invest in established guilds (guilds that already own a few small cities as collateral), all income from the cities would be divided up between share holders and guild members automatically. Now onto the combat, a guild must declare war 24 hours before attacking another guild, players can attack at any time during a war using there own custom vehicles or rambo style (sort of like planetside , but with custom vehicles that can die). In the end you keep what you kill, all items would have a death counter duration say your gun lasts 5 deaths and anyone can pick it up. (this is the economy drain) If everyone in your guild is offline and cant defend your stuff, the automatic defenses( you designed /placed /modded) will try to hold them back until someone gets on. If your guild admits defeat a cease fire will cost your guild 10% of its worth and will last one month. In my world its a democracy guild heirarchy would be settled every six months based on who has the most votes. Immediate impeachment in leadership can happen with 75% vote incase he quits. Everything would be player made /bought /sold /destroyed. There would be no quests, no npcs, no levling, pure economics, pvp, world domination, and politics with the fast gameplay of a fps. Its a world where you fight to win and try to survive. You personally are not forced to do anything, you decide what you want to be and what you want to do everyday.
(only guilds lose not you personally)
I have been toying with the idea of player bought land, taxation for other inhbitants of that land, and possibly even taxation for questing in that land (like buying protection from the mob, you pay me, and we will leave you alone). Of course, many NPC's would be living around the main cities already, however, each one of them would have their own price in which they would relocate and sell their land. Some would just be money, others could want money, and a new place to move into right away; which means the player who wants that land will have to go purchase land for the NPC to move into, and possibly even build them a house on that land to live in.
I have also been toying with a new idea, which i dont think has been in any MMO's to date. Mines! No, i am not talking about nodes, where you can extract resources in a randomly spawned node. I am talking about actual mines, with viens of precious metal running through them. These mines will have to be discovered throughout the world, then once they are, a player, or guild could buy the land they are on, and either use them for the guild, or rent out time to other players to mine in them (sort of like the california gold rush). Of course, each mine will have a set number of resources within it, and once it is used up, thats it.
With both of these ideas, there would be land offices in the major cities where this purchasing, or possibly even leasing would go on. There would be listings of land currently up for sale (a small percent of the actual land out there). When new land is discovered, it would go up on the For Sale board. So what happens if I find an amazing plot of land with three gold mines on it, and it goes up on the board at the land office, and when I get to the office, someone already bought it. To counter people just camping the office, and buying out all the new property when its listed; the finder will have a certian amount of time (say 12 hours), to get to the office and purchase it.
You mention that you want you character not just log out, but you stay in the game doing something even after you log out. So I ask you a few questions:
What certian activities do you think would be fitting to have a character continue to do, after the player logs out? (could he log out while working on a trade - smelting metal - and log back in to see its finished?)
I actually meant everything you have is still there visible usable by others. If you have a shop its still there, If you have house its still there, your fort and its defenses are still there. Just because your not there does not mean people can not attack you. This is why defense placement and customization of turrets, walls, traps is so important.
Buying the start land would make it hard for new players, players should be free to discover there own resources and auction/sell them at there own store or auction. I want land to be plentiful and free, but you have to defend it. The good land will go for a price once people find it. A player could literally just be a prospector and scout all day or just one day.
Although having your avatar tending your shop or mine while your offline would be an interesting idea.
I would want an mmo were it puts you into a huge world and you can do anything you want and also have a new combat system kind of like AoC but better and have huge selection of what weapon and armor so you want so you wont look like everyone else.
I really liked the idea that someone else from this site brought up about a MMO similar to Civilzation in some way. Just from watching the intro for Civ IV you can kinda imaging how that would turn out. I know there's a couple other companies that loosely tried the MMORTS, but nothing does RTS like Civilization in many gamers' opinions. Rather then play a single character in a large world, you would be playing an entire country of your own naming and creation. Similar to EVE where each level of economic, military, or cultural growth takes a certain amount of game-time to achieve, you could slowly grow your entire country to combat other players or simply trade and coexist with them in an ever-expanding universe of different planets like how SWG had a universe of larger planets to travel between. Some civilizations could choose to start in space, while others could remain entirely on one planet. Trait trees could be implemented for your own civilization to be capped but also specialized to a certain degree for reasonable balancing purposes (since typically the civilization that's fastest to grow in RTS' will be extremely overpowered against all others starting later).
Well basically I am making this thread to find out what the community of gamers, both hardcore and not, would like to see included in an MMO in the future. This could be totally new ideas, or just changing concepts from what is implemented in MMO's already released.
Some topics of discussion could include:
Crafting/Professions Classes/Class Progression/Multiple Classes(primary and secondary)/ Pros vs Cons Raids/Boss Encounters/Difficulty/Size/Getting Attuned(for lack of a better word) - Yes, No? PvP/Siege Warfare Guilds/Player Built Cities Itemization/Armor Sets/PvE Gear vs PvP Gear Mounted Combat/Pros vs Cons/Balance against non-mounted opponents Alternate AH concepts/Market Place/Bazaar Starting Zones/Having Multiple/Class Specific/Player Chosen
Obviously there are probably many more which I did not mention. So toss your ideas out there, who knows, maybe they will find there way into an upcoming game?!?!
P.S.
PLEASE no flaming someone for posting their ideas that might not be feasible.
If mentioning other titles, post what if implemented, and the changes you would like to see made - please don't just tear them apart.
I'd like to see a new MMO with complete freedom.. rather then like the premade classes and hidden land borders and walls and stuff
Interesting question, and due to the fact I recently left WoW and am in the market for a new MMO it is somthing I have been putting thought into recently.
First and formost, a new genre to play in. Fantasy is very played out for me and IMO the MMO market is saturated with Fantasy games. Sci-Fi based or something based on a timeframe in human history would be fantastic.
I want different ways to be succesful other than combat.. I want to choose the life I wish to lead in the game. Maybe I want to be monitarily or politically powerful instead of the guy with the flashiest sword and armor.
I want meaningful goals for guilds to work toward together. To use WoW for an example, outside of say raid progression or maybe trying to achieve a certain level of say arena gladiators, there is really nothing for a guild to work towards as a team. Even raid progression really means squat ( and yes I did more than my fair share of raiding.) Guild developed planets or cities or whatever. Starting/joining/leaving a guild needs to be a much more character defining decision and have more impact on your characters life story.
Less instancing PVE and PVP. If there is one thing I will never understand about the current MMO mindset it is instancing. You get thousands of people online at the same time to interact in an online world, then stick them into little groups in instances.
A move awy from NPC mob dispensed loot/gear etc. Having to say re run a raid over and over and over again to gear up a guild to move on is boring and old or having to run the same instance elevnty billion times looking for that one drop is mind numbing. I would much prefer a system where personal or guild crafting and professions plays a bigger if not exclusive role in the grand scheme of things.
Things I never want to see again.
1) the ability to change your name even for a cost. The ability to do so destroys the community. It makes it so your conduct in game means absolutly nothing as with $10, bang, any past transgressions are now wiped. It Leads to people being less than upstanding online citizens.
Comments
I totally agree with you about design and individuality!
I never thought about a sports MMO before. If done properly, this might work. I will also try to flesh out this angle. How do you think you could work in a "skill" system? Also, do you think player activated skills (say a hot bar of 4 - 8, not able to switch out on the fly, but at half time) could possibly work out - for example say you choose your position as wide reciever. you could slot sprint skill, sticky hands skill, etc.
some skills would have cooldowns to them, and the total game changing skills could have 1 game cooldowns, allowing a player to only use them once per game.
This actually sounds like a really cool idea.
a little bump....
Lets see where to begin. I think the element of PVP is a great aspect to any game. How ever since there is many whom don't like it and a large crowd at that I would like to see factioned PVP . Not just 2 sides but multi factions with possible sides changing depending on whom becomes the more dominate one . This would allow PVE and PVP crowds to mix in a game and benefit from social interaction and shared economy.
Also PVP should not bottle neck or choke hold a server , but at the same time offer goods , item , mounts ,etc , etc that can only be gotten from being apart of the factions.
Skill based progression - made easy. A point based skill progression with tons of skills to choose from. Have ready to go templates for beginners that have a auto set path toward the type of character you wish to be .For example: RedplayerX wishes to be a warrior type. He looks over the pre made templates and finds the template fighter. He does not need to worry a whole lot about choices and can tweak later if he needs to as he goes. The skills path is already outlined and the player need but to follow it to get where he/she needs / wants.
Now for the more advanced player or those who just like alot of options to mill over and choose , your free to do so. You can pick and choose the skills you like vs following the templates outlined. This would attract both crowds in that it would be an easy game to jump right into and complicated at the same time.
I believe in risk vs rewards , but at the same time not ever thing in the world works this way. If you work hard you should be rewarded for certain. But I also really like the idea of randomness. For certain beating that near impossible boss - monster - super mobs should give its rewards according to its difficulty. But also I like to see random drops give similar items - why ? I don't think it should be common or even an uncommon thing but it should be a very rare aspect to a game to give out unique items . Perhaps a couple a month at best 2-3 per server type thing. And yes It could drop off any thing.
Crafting - crafters should be allowed to make things as good as any thing else dropped in the game. They may have to go gather rare raws and such but still be able to make those uber items as well.
Player built cities is great , I really like to see this aspect in a game.
I know I touched on randomness above. I really like to see this. Alot of problems in many games is camping things like named or rare type mobs. To me named mobs should be random to keep people from camping. And why do that ? Well it can lead to bottle necking / choking servers where a dominate clan or guild sits on the spot where the mobs pop and no on else can ever get at them. Both random in spot and time. That way others could get a crack at them.
And this point is a big one for me. I think if the Devs out there would focus on playability over bust the PC graphics we would of had an awsome game to day some where. Oh don't get me wrong I want decent graphics , I'm just saying to me its more important if the game is playable and fun over eye candy supreme.
These are just some of idea's I would like to see in a new game
Already done in FFXI's battle system.
Personally i would like to see no levels in any category.I used to be a believer levelling was fine but after seeing how superficial gaming has become, it ruins the games.I would say more than 50% of gamers do nothing in a game except strive to get there next level.Getting your next level serves no purpose what soever other than just that,getting a new number beside your name.
Sure you get new spells or upgraded versions of the same spells,but there no different in that they will do damage related to the level of mobs you face.So you had level 10 spells doing 50 damage now you got some fancy new named spell that does some 70 damage but the mobs have 150 more health ,so it just evens out.Leveling up really accomplishes nothing.For some players they strive for that one level that might give them a mount or a pet,but we deffineately don't need levels to accomplish that.
So ya get rid of levels would make gaming as a whole a lot better,and start to force designers to use some creativity in there designs.
Never forget 3 mile Island and never trust a government official or company spokesman.
Already done in FFXI's battle system.
Personally i would like to see no levels in any category.I used to be a believer levelling was fine but after seeing how superficial gaming has become, it ruins the games.I would say more than 50% of gamers do nothing in a game except strive to get there next level.Getting your next level serves no purpose what soever other than just that,getting a new number beside your name.
Sure you get new spells or upgraded versions of the same spells,but there no different in that they will do damage related to the level of mobs you face.So you had level 10 spells doing 50 damage now you got some fancy new named spell that does some 70 damage but the mobs have 150 more health ,so it just evens out.Leveling up really accomplishes nothing.For some players they strive for that one level that might give them a mount or a pet,but we deffineately don't need levels to accomplish that.
So ya get rid of levels would make gaming as a whole a lot better,and start to force designers to use some creativity in there designs.
what about a skill leveling system... or a mixed system?
Example of mixed:
A character is using a sword to complete a timer quest where he has to defend a town from an invasion force. (this timer quest could go off every few days, or sooner depending on location of the town/ other things - everyone who helps in the defense would get "exp"... but i digress)
so he is wielding a giant sword, and every enemy he strikes down he gains character exp, as well as sword exp.
his character exp can be used to purchase points which could be spent on character skills/stat points such as running (the more points into it the longer you can sprint for etc) or you could increase your strength, dex...
your sword points could be used to train different skills which could be used when you have a sword equipped. this way your skill with a weapon will level up much like a character the more you use it.
This could promote diversity between characters - and if you wanted even more diversity, you could make it where a character has to choose a primary weapon set upon creation - AKA i choose to devote my life to studying the sword. Therefore I can use hammers and bows, however you would do terrible damage, and even have the possibility of injuring yourself because you are not using it properly.
what do you think about something like this?
I will think this out more, and post a more detailed example in the future. These are just the thoughts right off the top of my head.
the return of the murder system of UO pre 3rd dawn
Let Them HATE, so long as they FEAR
what about a skill leveling system... or a mixed system?
Example of mixed:
A character is using a sword to complete a timer quest where he has to defend a town from an invasion force. (this timer quest could go off every few days, or sooner depending on location of the town/ other things - everyone who helps in the defense would get "exp"... but i digress)
so he is wielding a giant sword, and every enemy he strikes down he gains character exp, as well as sword exp.
his character exp can be used to purchase points which could be spent on character skills/stat points such as running (the more points into it the longer you can sprint for etc) or you could increase your strength, dex...
your sword points could be used to train different skills which could be used when you have a sword equipped. this way your skill with a weapon will level up much like a character the more you use it.
This could promote diversity between characters - and if you wanted even more diversity, you could make it where a character has to choose a primary weapon set upon creation - AKA i choose to devote my life to studying the sword. Therefore I can use hammers and bows, however you would do terrible damage, and even have the possibility of injuring yourself because you are not using it properly.
what do you think about something like this?
I will think this out more, and post a more detailed example in the future. These are just the thoughts right off the top of my head.
that description is something along the line of Harn the pen and paper RPG.
Let Them HATE, so long as they FEAR
I repeat already done in FFXI.That game you can pick many different weapons to skillup and there is skill in that you can pick a better option of weapon depending on what you fight.The system is not nearly enoguh perfect but works decently.The reason it is not perfect is because for a lot of classes they do nothing but use duo axes and spam the same weapon skill.There are many weapon skills to use but most pretty much stick to one.
I don't believe in any form of levels be it player levels or skill levels.They always add up to the same result.You have to realize that a game developer is not totally dumb to the idea there not going to allow you to break there game.So your never going to have a totally unique build to any class.
Example..you mentioned add points to running,well imagine you have such a running ability to break the game that you can kite everything with no fear of ever being caught.Most games don't put enough effort into designing battle skills to make for diversity.By this i mean players will soon spam the chat channels asking what the best weapon for each class is and the best way to build it.Players will re -roll many times until the majority of the server all have the exact same build.
The only way around this whole fiascal is to make nothing in the game revolve around levelling up and should make use of the paper/rock/scissors idea.
Never forget 3 mile Island and never trust a government official or company spokesman.
equipment could be based on something like a skill tree, for instance if you gain a certain amount of weapon xp, you can give you weapon upgrades, bonuses? and continue, this will take away how lots of people hate buying something and have to replace it, of course you can reset this for free or paying a certain amout of in-game currency, this is aside from your regular skills eg) spells, how do you like this idea?
Of course you would never be able to "break the game" be being able to kite things. In real life can you personally out run and "kite" anything you want? NO! If we are looking at realism then of course there would be diminishing returns or a cap at which you can put in. That is just common sense. Also in regards to common sense, there will always be power gamers, you will never get around that, no matter how hard anyone tries. There will always be a "most effective" build for any character. This is where balance comes into play, and perfecting the balance of characters and their builds - thus making sure that one build is not totally superior to another unless there are specific circumstances.
Here is an example. You mentioned axes. Axes are slashing weapons. This comes in handy against certain enemies and would dispatch them faster then others. As a classic example humanoids are more susceptible to slashing damage. However, if that same person wielding axes was to fight an undead, like a skeleton, then he would be at a disadvantage, and someone using a weapon that bludgeons would be the better fighter. This also works with armor classes. The lesser a characters armor value, the more damage they would take from slashing weapons. The higher their armor value, the more damage they would take from bludgeoning weapons.
You mention the rock/paper/scissors idea to be used in a game with no level system. Of course this seems great on paper; however, how do you really think it would fair in an actual game? My best guess is that a game like this would be one of the most boring games out there, especially if there is no "level" system (level system can mean many many things from a great spectrum of ideas).
Basically a game like this would be characters running around with different weapons fighting through a system of auto attacks. There would be no "skills", or very minimal "skills", because these skills would mean that a character would need training to learn these "skills". Without a system to determine if a character is able to learn these "skills" then no one would have them.
Here is a real life example:
Rock/Paper/Scissors Example:
Take Karate. This is a sport/martial art which HAS a level system in place through the use of multi colored belts. The game you are describing is basically taking two people, totally new to the sport, and pairing them off to fight. This is TRUE rock/paper/scissors. Each punch thrown has a chance to hit the other person, and each block put up has a chance to defend its user.
Level System Example:
Again Karate, except a novice and a master are fighting. The master went through years of training to perfect the sport. Of course the master is going to win the fight because he has taken the time to "level" his skill.
You also mention designing battle skills for diversity. Please go into more detail about what you would like to see in more diverse skills.
what would i love to see in an MMO?
to be honest...i hate player run economies, the reason? i love RL economies and i know how they work. in an MMO where you got pretty much nothing to loose there are far too many retards stuffing up the economies. when i say stuffed up i dont mean in a WoW like way (twinks and stupid prices) but stupid prices (20c for something that cost 25c to make. or something that takes forever (effort..a big part of prices) to get and sells for a pathetic amount)
so what i want is a dev controlled/NPC controlled economy. supply and demand, inflation and changes in the market. i want wars to start that increase the arms market, celebrations to increase the goods market. things like that. SWG had a decent economy (could have been better).
the 2nd thing i want is events that shape the world. wars, famines, discoveries, advancement.
MMO wish list:
-Changeable worlds
-Solid non level based game
-Sharks with lasers attached to their heads
I want good games that caters to casual with limited time to play.
I want good, polished content like in WOW. PvP optional. Good interfaces with all the bells and whistles.
Fantasy is already done to dead so I would like to see some sci-fi settings.
Sci-Fi = Talbua Rasa.
#1 thing i would like to see more of ......
lobby's in mmo's that show all the missions and quests in progress.
how many players are currently on the stage and if there is room for one more.
letting the player join even if the stage started already.
also a forced group, say im camping somthing and someone needs the same item. it will automaticlly put us in a group depending on our proximity to each other, giving us a bonus to all abilitys and 2x drop items, more XP and so on. depending on how many people show up in that area. if they move on, they auto leave the group.
*PvP-based but also a big PvE side
*Dungeons
*Distinct world-fitting items rather than 'sets'
*Starting zones- much better for a feeling of a 'rpg'
*No Raids
*Something like Alternate advancement
*Low level divide-making pvp as anyone can beat anyone and with a grouping aspect to game then less barriers.
*Guild vs Guild PvP
*Player-built stuff sure, but maybe it takes a united effort and a fair bit of time
*Different classes
*Different environments
Etc..
i dont wanne see wow,AoC,EQ,L2,GW gameplay and lore.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009.....
In between WoW few months AoC few months and some f2p also all very short few weeks.
You mention dungeons, but NO raids. By saying this, are you stating that you just want smaller group only dungeons?
Also, could you go into more detail about alternate advancement? What exactly would you like to see in regards to this concept?
For world fitting items - how does this sound to you? Say there is a chest piece associated with the legend of a great king. They say that the armor was buried with the king, however no one truly knows the location of the burial chamber. When a player finds this chamber (there could be clue scattered throughout the world hinting at its location) he would have to battle his way through the chamber to get to the sarcophagus of the king, where he would find the armor. There would only be 1 piece of this armor allowed in the world at one time. So once someone finds it, the only way for a different player to get it, is to loot it off of the other player after killing him in PvP.
Of course, what if the player that finds it doesnt venture into PvP after obtaining the armor? Then there would be a mechanic in place where he would loose the armor - say the king's ghost challenges him because he is not living up to the armor's potential or something along those lines. In the end, the player would loose it, and the king would take it back to his resting place. Basically, for someone to keep the armor for a long period of time, the player would have to complete some sort of test.
How does this sound?
My blog:
friendly bump.
Come on guys!
Most of the stuff I've seen in this thread is "fluff", I want a revolution in mmo's
( before you comment on how important your idea was I didn't mean you)
For me in 90% of the mmo's the problem is you don't really exist. When you log off your gone from the world completely, its almost as if you were never there. I want to be able to change the world, meaning somebody might see a mountain that I built. (or maybe i want to destroy your mountain). Ok changing the landscape is probably pretty far off still. They can however let you build/design your own cites/forts/islands. Imagine every "raid" you do would be different, everybody's style will be there own. Killing "onyxia" is not a big deal because everyone does it, but imagine if you destroyed "ironforge" its gone forever. Now i know that a few of you are probably thinking this game lets you build a city or something, but I bet you can't think of one that lets you destroy one (owned/designed/built by a player/guild).
Imagine A world like eve's(one server) where you can travel to many planets some owned by small guilds some barren. On that world is a guild built fort that protects a city (where peacefully players can trade). Small cities are plentiful and some guilds have multiple cities/forts for different resource crafting materials. Building big cities is expensive though so in comes a stock market that lets players invest in established guilds (guilds that already own a few small cities as collateral), all income from the cities would be divided up between share holders and guild members automatically.
Now onto the combat, a guild must declare war 24 hours before attacking another guild, players can attack at any time during a war using there own custom vehicles or rambo style (sort of like planetside , but with custom vehicles that can die). In the end you keep what you kill, all items would have a death counter duration say your gun lasts 5 deaths and anyone can pick it up. (this is the economy drain) If everyone in your guild is offline and cant defend your stuff, the automatic defenses( you designed /placed /modded) will try to hold them back until someone gets on. If your guild admits defeat a cease fire will cost your guild 10% of its worth and will last one month. In my world its a democracy guild heirarchy would be settled every six months based on who has the most votes. Immediate impeachment in leadership can happen with 75% vote incase he quits.
Everything would be player made /bought /sold /destroyed. There would be no quests, no npcs, no levling, pure economics, pvp, world domination, and politics with the fast gameplay of a fps. Its a world where you fight to win and try to survive. You personally are not forced to do anything, you decide what you want to be and what you want to do everyday.
(only guilds lose not you personally)
Own, Mine, Defend, Attack, 24/7
I have been toying with the idea of player bought land, taxation for other inhbitants of that land, and possibly even taxation for questing in that land (like buying protection from the mob, you pay me, and we will leave you alone). Of course, many NPC's would be living around the main cities already, however, each one of them would have their own price in which they would relocate and sell their land. Some would just be money, others could want money, and a new place to move into right away; which means the player who wants that land will have to go purchase land for the NPC to move into, and possibly even build them a house on that land to live in.
I have also been toying with a new idea, which i dont think has been in any MMO's to date. Mines! No, i am not talking about nodes, where you can extract resources in a randomly spawned node. I am talking about actual mines, with viens of precious metal running through them. These mines will have to be discovered throughout the world, then once they are, a player, or guild could buy the land they are on, and either use them for the guild, or rent out time to other players to mine in them (sort of like the california gold rush). Of course, each mine will have a set number of resources within it, and once it is used up, thats it.
With both of these ideas, there would be land offices in the major cities where this purchasing, or possibly even leasing would go on. There would be listings of land currently up for sale (a small percent of the actual land out there). When new land is discovered, it would go up on the For Sale board. So what happens if I find an amazing plot of land with three gold mines on it, and it goes up on the board at the land office, and when I get to the office, someone already bought it. To counter people just camping the office, and buying out all the new property when its listed; the finder will have a certian amount of time (say 12 hours), to get to the office and purchase it.
You mention that you want you character not just log out, but you stay in the game doing something even after you log out. So I ask you a few questions:
What certian activities do you think would be fitting to have a character continue to do, after the player logs out? (could he log out while working on a trade - smelting metal - and log back in to see its finished?)
I actually meant everything you have is still there visible usable by others. If you have a shop its still there, If you have house its still there, your fort and its defenses are still there. Just because your not there does not mean people can not attack you. This is why defense placement and customization of turrets, walls, traps is so important.
Buying the start land would make it hard for new players, players should be free to discover there own resources and auction/sell them at there own store or auction. I want land to be plentiful and free, but you have to defend it. The good land will go for a price once people find it. A player could literally just be a prospector and scout all day or just one day.
Although having your avatar tending your shop or mine while your offline would be an interesting idea.
Own, Mine, Defend, Attack, 24/7
I would want an mmo were it puts you into a huge world and you can do anything you want and also have a new combat system kind of like AoC but better and have huge selection of what weapon and armor so you want so you wont look like everyone else.
I really liked the idea that someone else from this site brought up about a MMO similar to Civilzation in some way. Just from watching the intro for Civ IV you can kinda imaging how that would turn out. I know there's a couple other companies that loosely tried the MMORTS, but nothing does RTS like Civilization in many gamers' opinions. Rather then play a single character in a large world, you would be playing an entire country of your own naming and creation. Similar to EVE where each level of economic, military, or cultural growth takes a certain amount of game-time to achieve, you could slowly grow your entire country to combat other players or simply trade and coexist with them in an ever-expanding universe of different planets like how SWG had a universe of larger planets to travel between. Some civilizations could choose to start in space, while others could remain entirely on one planet. Trait trees could be implemented for your own civilization to be capped but also specialized to a certain degree for reasonable balancing purposes (since typically the civilization that's fastest to grow in RTS' will be extremely overpowered against all others starting later).
I'd like to see a new MMO with complete freedom.. rather then like the premade classes and hidden land borders and walls and stuff
Interesting question, and due to the fact I recently left WoW and am in the market for a new MMO it is somthing I have been putting thought into recently.
First and formost, a new genre to play in. Fantasy is very played out for me and IMO the MMO market is saturated with Fantasy games. Sci-Fi based or something based on a timeframe in human history would be fantastic.
I want different ways to be succesful other than combat.. I want to choose the life I wish to lead in the game. Maybe I want to be monitarily or politically powerful instead of the guy with the flashiest sword and armor.
I want meaningful goals for guilds to work toward together. To use WoW for an example, outside of say raid progression or maybe trying to achieve a certain level of say arena gladiators, there is really nothing for a guild to work towards as a team. Even raid progression really means squat ( and yes I did more than my fair share of raiding.) Guild developed planets or cities or whatever. Starting/joining/leaving a guild needs to be a much more character defining decision and have more impact on your characters life story.
Less instancing PVE and PVP. If there is one thing I will never understand about the current MMO mindset it is instancing. You get thousands of people online at the same time to interact in an online world, then stick them into little groups in instances.
A move awy from NPC mob dispensed loot/gear etc. Having to say re run a raid over and over and over again to gear up a guild to move on is boring and old or having to run the same instance elevnty billion times looking for that one drop is mind numbing. I would much prefer a system where personal or guild crafting and professions plays a bigger if not exclusive role in the grand scheme of things.
Things I never want to see again.
1) the ability to change your name even for a cost. The ability to do so destroys the community. It makes it so your conduct in game means absolutly nothing as with $10, bang, any past transgressions are now wiped. It Leads to people being less than upstanding online citizens.