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Keeping it simple. I pretty much don't like any of the MMORPG's on the market right now. So I've decided to start on my own mmorpg. I'm writing down the things I think make me enjoy an mmorpg. What I want from you guys is what you think makes you enjoy an mmorpg. please be specific, so I can incorporate it if I like the idea as well.
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-eastside_!!!
Comments
-eastside_!!!
-eastside_!!!
It about time a game devoloped by a gamer instead of suits.
Customization Buildings bases houses etc
Not too much micro management but not a hack and slash
A game should have simple controls and interface but be challerging
if you can see the future then you can change your path, but if you can change your path then how can you see the definate future
always my opion when i talk as this is me and my ideas if you disagree with something i dont want flaming plz. thank you. and Dont question a forum posters spelling you think we got spell check on this thing.
The ability to raid and take over enemy towns. Building your own towns from scratch. Intuitive combat and skill system. and good graphics. Sorry but I wont likely play something built off a free source GFX engine heh. And thrutfuly, if your on here asking for advice, its likely you don't have the neccesary skills or cash income to make an MMO that will be competetive in todays market. It can take roughly 1million easy to get a good MMO off the ground. Then you got servers, staff, financial consultants, advertising etc..
Sorry, im kinda blunt but I beleive that to be true. The ONLY company I know who actually took advice from players themselves were the makers of Freeworld. Still, that MMO is severely lacking a competetive edge in the current market IMO.
Very good idea to ask other players
well...
unrestricted PvP between nations, or clans or whatever, if you kill someon on the same side then you have to pay a fine and go to jail
tons of character customization
ability to make building and structures
ability to own ones own store or shop
No classes let the player shape their destiny
no skills either, you shouldn't have to practice for hours to get good at something, the players skill should be the only thing that matters, this goes for combat and crafting
Balance weapons and armour, so that instead of having to buy new weapons and armour every so often you can just upgrade your old stuff that way not every one has the same equipment
all players should have the same HP, this makes it more challenging, and realistic, so yes a newb could kill a vet
combat should be like a hack n' slash but more like Dynasty Warriors or LOTR
Races I think should be humans only, but if you do want other races don't use orc dwarves elves ect. be original its a good thing
keep PvE to a minimal, mostly PvP
Little to no magic and little to no monsters, just my preference
Really I am not a fan or fantasy or scifi, I do steam-age, but I assume that your game is fantasy
About the graphics, if you can't do the highest quality models you can make up for it with high quality textures
And sound is also important try to record the best sounds you can it will pay off later
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
so what new mmorpg are you making are there any site or forum to discuss about it ?
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I do not have a website yet. You are the first to learn of what I am doing. I am going to spend a little more time developing my game ideas, what I do and don't like.
Money is not a problem. Rarely does someone pay for game creation out of pocket, but rather get funding from companies to produce this game so they may get a cut of the income the game brings in.
I've been playing games since the good old UO days. UO has changed to much to be good anymore. After UO most games were that level based crap.
People don't care if a game is pretty, they want a game thats fun. I don't pay to see glitter sprinkling on my character. I want people to buy the game, and be continued players. I'm sick of buying a game for $50 and then finding it's not worth playing for more than the first 2 weeks max.
NOW ON TO SOME GAME DETAILS.
I don't like level based games, always waiting til the next level for your skill to get any better. I like skill based games. It's simple, you use a skill, the skill goes up.
I also don't like that you have to be in a faction to play a game. Then get stupid quests from that faction for the rest of your players life following the same stupid story that everyone else in the faction does. There will be factions, for the players who wish to join one. They will not be mandatory, nor will they be the only place where you can get quests. There will be guilds, and some guilds may be aligned to certain factions. You can quit/change factions if you don't like the one you are in anymore. It will not be a limited PVP ground, towns are just about only safe area's. You may still attack in town, just beware! There will be some places aside from towns that will be safe.
Quests will be just about anywhere that there are PC/NPC's. For some quests you will get money, some quests you will get specialty items. The difficulty of the quests will determine how good the item will be. duh.
Money will be of 2 kinds. Gold, which will be the main currency, and platinum. For every 1,000,000 gold, you will have 1 platinum. This way you can see the real amount of money you have. Not 5 copper, 10 silver, 50 gold, and 2 platinum. All I see there is a bunch of numbers that I have to multiply to figure out how much I have. I don't want to do math to figure out how much money I have. If I'm going to brag about how much money I have, I want closer to a single amount.
I plan on having all the general crafting skills, as well as home building, and an interface so you will be able to design items your self if you wish. or designing your own home with a semi-simple interface. Non-crafters can also make blueprints for items, and pass it on to a crafter to build for them if they wish.
I will release more information at a later time.
-eastside_!!!
-eastside_!!!
Sounds like SWG to me.
But anyways if you want to make something out of your idea, I say put in alot of content, and learn from SOE's errors. Also spend like 40% of the time developing a great combat and crafting system, sorta like SWG for crafting, and I don't know what to suggest for combat.
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Everything in the world has a reason, but not every reason in the world has its everything.
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Everything in the world has a reason, but not every reason in the world has its everything.
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It is definately possible now to make mmo games on a budget. Unlike Climax & Codemasters wasting millions $ on games that would never work because they did'nt know what they were doing in the 1st place.
Good luck!
Hey, that's good. Really good actually.
CAN I BE A MOD FOR YOUR GAME?
I can help you with the website or something (not good at that) or make forums (good at that). Programming not really my strong point, but I would love to help, test your game even. Here are the things you need to look for:
1 - TYPE. What type of game is it? I used to be on Savage Eden, VERY GOOD MMORPG. Unfortunately it's $10 a month now, so I settle for free game RS. Well, personally, I like Medieval/Fantasy MMORPGs, don't really like Sci-Fi, neither do most people. Swords over Guns, is what I always say
2 - GRAPHICS. Well, first impressions are very important. I personally look for "3D" before anything else, and the first thing people do is go and look at screenshots... 3D, view from all sides (360 degree 3D).
I'll not go onto any updates (though I know loadz), but tell me what you think... I'd love to help you with your MMORPG.
Thanks,
Lion
If you want a 'basic' game to get ideas from you might want to try Myth Of Soma. Its what i'd call an old game, has a few bugs some ballance issues but nothing serious.
Its a 2D game which noone minds. Has a decent PvP system, mix of stat skill and levels.
www.mythofsoma.net
Even if you dont play it make a free account and have a look about.
The past is not important,
Let the future reign supreme.
But he who does not accept his past,
Will find no way into the future.
---------------------------------------------
The past is not important,
Let the future reign supreme.
But he who does not accept his past,
Will find no way into the future.
I think you cant have the what you want and what you dont want thinking as you are working with other people and other people may not like your idea and end up leaving you so that a bad point and I suggest you look at this post before even starting on that
http://www.gamedev.net/community/forums/topic.asp?topic_id=270881
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Skill based is good. Better than level based. I played Runescape, which has an annoying level base - lvl 40 attack to wield Rune Scimitar. I think if you had an equivalent in your game (of attack and of Rune Scimitar), it would be anything to wield it, but the more attack skill you have, the better you will hit with it. Hitpoints system? Typical MMORPG, I wish there were others. A more complicated battle system. Safe places? Maybe just a small town for "newbs".
Magic? Yeah, magic is the base of medieval/fantasy games. Maybe something like "QUICK SPELLS" at the top, you can set and change them in your magic book. What do you need to cast them? Staff? Runescape uses "runes" - little sorta rocks that you use to cast a spell and then they dissappear. That's pretty annoying actually. Maybe your game could use some sort of magic staff thing. I don't know. More tommorrow.
View my post above if you haven't done so yet,
Lion
an urban game where its sort of gang warfare. there are a bunch of factions and gangs, some good, some evil (duh). or you could play as a police officer. vehicles and weapons could be something like gta. just the thought of GTA as an MMO would be cool, but more realistic graphics and a strong skill system. you could be a weapons specialist, street fighter (bats, knuckles, hand-hand weapons), or you could be a designated driver with minimal fighting abilities, pilot (helicopters for extraction or assaulting, police use only) Quests are given by gang lords or police captains. Lets say, a few men are holding up a mom and pops store, ur job to take them down. or ur job is to rob a bank vault because there are precious materials for ur gang to make better weapons. etc. just alittle taste of my ideas, i have alot more
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Interesting thread. Looking for a game by gamers for gamers that is skill based, open-ended in code, and tests your mettle?
This might be your cup of tea. Beyond classic UO, it's the only thing I have found that I am following as of late:
www.trialsofascension.com
or
www.shadowpool.com
TONS of info. on the fan-based sights if you truly look. They are even marketing differently and not releasing info. prematurely and failing to hit deadlines. What a novel concept.
Enjoy!
Permadeath and environmental challenges are the next great step in the evolution of MMORPGs. Only through true adversity will one feel accomplished. Only in truly knowing you can die will true adversity present itself.
Please! If your going to make a MMORPG, or atleast try, don't make another boring fantasy game... Make something new or a sci-fi... And the ide with the skill system, the more u using something, the better u get in it, realy like that, kinda like Project Entropia.
I wish you the best luck!
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Betatested: WoW, RYL, Anarchy Online (Inc. SL & AI), SWG, Saga of Ryzom, DAoC, Planetside, SoH and some other.
Fast Uninstalls: Saga of Ryzom, DAoC. SoH
[center][color=darkorange][b}Wow! Much gold. So amaze![/b][/color][/center]
~Greatness
Games Currently Playing: Lineage 2, Runescape, World of Warcraft
I am 56% addicted to Counterstrike. What about you?
~Greatness~
Currently Playing:
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My suggestion is to make the game true to life. Skill-based and everyone starts off the same. In the beginning, players would have to find a school/trainer of their chosen profession. For instance, if you wanted to become a political assasin, you would have to start off by visiting the police academy and then working your way through the CIA. Taking a long time to learn the skills needed to earn such an elite title. Or, one could choose to be a weaponsmith, for instance, and would have to vist a university that taught the skills. The more you practice at your certain craft, the better you get at it. But there is no list of what you can make. You only get the blueprints for an item after you have made it or bought it from another crafter. All crafters learn to make new things by trial and error. Maybe the schools will teach you how to make basic barrels, grips, stocks, hilts, blades and such but the crafter has to actually test different materials and designs to perfect their own style and precision. Possibly even allow players to patent certain combinations for a length of time.
There could even be the possiblity of having 2 skills. A player could be a cab driver by day and a bank robber by night. A player who decided to go into a murder for hire profession would not only have to perfect skill with a weapon but also prove worthiness by being able to escape undetected. A player wanting to go into a criminal profession would have to show a streak of criminal behavior before that trainer would even speak to him/her.
Another thing I would like to see is the effect of stray fire. Make any bystander vulnerable to stray fire just as it would be in a real situation.
There is so much potential with this idea. So many professions. Politics, law enforcement, artisan, criminal, medical, science, maybe even general labor professions.
Start the game with nothing but schools/trainers like ATitD. EVerything has to be discovered and perfected. Cities have to be built. Scientists have to discover how to build the bars for jail cells. Geez, it could get deep. I'll stop rambling now.
Good luck with whatever you decide. I'll be watching for updates.
326
three2six
http://www.soundcloud.com/three2six
Anyone remember "Dawn"? This post kinda reminds me of that forum where it went on for months. Now dont get me wrong, I am not suggesting anything negative, the post just brought back those memories.
Thank you all for your input. Both negative and positive.
I was not here asking for any other kind of help than asking what the players want to see in a game. I know what bothers me and and my friends about the current and past games on the market. That's just our opinions. I wanted other peoples opinions, which is why I posted. All I'm doing right now is writing the foundation for the game
I do not have a storyline yet. For those of you who want something completely new, I'm sorry, but I do enjoy fantasy. I however am considering doing a sci-fi fantasy.
The original UO is at the top of my list for MMORPG's, past and present. There has not been one game that has matched it since. I think DAWN would have come close if someone would have actually created it. The crafting system will be simlair to what DAWN boasted theirs was going to be, but better.
How about a glimpse at the crafting system to be used:
All weapons have stats. Damage potential, switftness, durability, quality, and weight.
A player made swords stats(listed above) will depend on several things. The weapons design, amount of metal needed and used to create it, and the skill of the player who created it. The weapons quality is based on the crafters skill. The weapons shape, weight, and quality will affect it's swiftness. It's damage potential will be based on the quality, the weight, and the skill of the user. It's durability will depend on it's design, quality, and the skill of the user. The weight will depend on the type and size of the item, as well as the crafters skill.
A player with little swordplay skill is more likely to more quickly wear down the durability and quality of a weapon. A crafter with little skill is more likely to create an item incorrectly, using more or less metal than what is needed, and more likely to not create the item exactly to specification.
When starting a new skill you may take a class, or start on your own. Taking a class will allow the teacher to better your technique and form, allowing you to learn faster. Experts are not cheap to hire, so the classes will not be cheap. Classes can only teach so much, the rest must be learned on your own.
I do have a past in web design, so when there's a website I will let it be known.
-eastside_!!!
-eastside_!!!
Another thing screw being fair and balanced, characters should not start being equal, you should be able to change your appearence which would in turn decide your stats, no 120 lb guy is going to out muscle a wrestler, but he can move faster, but really don't make PvP fair, cause life is not fair, no numeriacal stats either, that makes it more realistic
throw out quests, only meaningful tasks, that are given by other players
Oh and altough you won't do it I will say it again, no skills, it should be entirely player based
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit