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This topic agains all negative ones, just to brainwash little about how mmorpg could be made.
When you make a avatar you step into world near your village, where you learn a litle about surrounding area's, you get some quest to train your skills(no xp or lvls just training skills).
No names above head and no info on health/mana.
Only humans male female and real world animals no fantasy.
Realistic physics so fire arrow wil not have much effect when its raining, and you cant fir a firball under water.
Manual combat movement wasd.
Your stats will grow by how much you train all your skills, gear dont matter much only for looks or to dye it.
You defeat mobs for mats and train combat skills, you have to craft your own gear at first, its very simple becouse of mats you get from mobs very realistic drops, a bear can drop his fur or teeth eye or some bear claw(no weapons or jewels or armor thats for themepark games.
Becouse you can drop items you have places you can find where you can hide your stuff in a hole or some cave or some bushes, so no banks no AH.
You have some nearby mines to mine stone or cut wood.
Later for build your own castle or fort or house.
When your are no longer naked, and you have train a little bit of skills like atlethics sword slashing running climbing sneak magic skills and so on, you can progress little further into world.
Its huge world with very dangerous mobs who roam around dynamic not static they have own lives AI is very good and from start you enter world its not easy to kill, even kill first mobs, there very hard, if you form a party it will be calculated so mobs will be still as hard as you solo, you only party for company have some fun chat and not to play alone.
When you die you lose nothing, of your items, that must sound good for most aint it:).
You lose percentage of what you have train with skills, that means after you have died, you have to fight again through mobs to reach point where you last ended why?.
Becouse you be place on a graveyard near your starter town again you end up always there, is only one graveyard you come alive again the one at your starter area no graveyards in rest of world.
So when you go into world you must try to survive to progress further into world becouse world is huge no portals only walking running or horses.
Its one big world no instance and with all kinds on different terrain with steppes desert snow forest swamps.
You need to have water and food if nothave it you die and throw back to your starter village, lose percentage skills and have to train again go back to where you ended, this is not something you need to do, you can also go other way its all free roaming open world to explore you can almost reach all spots in world, some easy some very difficult no invisble barriers.
Game objective is survive the very harsh open world and reach the outlands when you do you get a bind stone there so when you die you can come alive there, but its maybe even harder its ahuge area of free forall pvp with full loot, when you die you lose again percentage skills if you to weak you have to go back a little to first train your skills again to survive in the outerlands.
The rewards there are pvp ranks better horse better looking gear, its not item based so only cosmetic looks. you can have best mats so better mines there to build your own fort, castle or whatever.
The highest skill areas are also very huge and you never know when you enter free for all zones, after a while when you learn the terrain you start knowing where the borders of area starts.
This game is all about self exploring and survival, no ingame help you have all to figure it out by yourself of friends who help you or do together.
So all the inner gameworld is a survival pve area very hard, then outerlands are surrounding the innerlands are also very huge but not easy at all to reach and stay alive there.
So bottom line is its semi pve with endgame pve/free for allpvp extreme hard to survive:).
Anyone of you have ideas to also put in this kind of game?
If you like it or not np flame or give constructive also good, its free internet go ahead:)
My english sucks sorry for that, ignore if you eyes bleeds:P
P.S. After all negative endless threads of downfall mmorpgs and negative topics of who fails or who not or who's better then other, i came with this topic, about new kinds of concepts for making a mmorpg.
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.
Comments
That's all fine and good and I would like to try and play something like that. The only problem is that the masses will never go for this and since the number of potential customers is small compared to other game types the companies making this will not think it lucrative enough to make.
No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-
WurmOnline would be worth a look. But it'll just leave you hungier after seeing what two no budget programmers can pull off, while AAA Devs completely fail at copying each other...
I find it amazing that by 2020 first world countries will be competing to get immigrants.
It sounds really harsh, and for me losing some of my skills and being sent back to the starting point would be too much for me. You would need a really strong reason for players to want to continue playing in such a hardcore world, I don't think getting to the next even more extreme area would be enough for most.
I would personally do it for the challenge and the thrill you get from the looming penalty of death. Makes you really take notice of your surroundings and think about the game and your actions. From what I gather there wouldn't be any "more extreme" areas but rather just 1 giant world.
No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-
In some respects you just described Roma Victor.
No players
No income
No game
The mechanics work nicely except for some things like gear not mattering, but that's just an oversite by the OP by not playing a game based on crafting instead of bashing.
However there are somethings that need to change and logically do make sense and are required for the user base size. And some changes away from what the OP is thinking about just going out one day and killing some people wandering along and shifting it towards group survival.
to start with a massive downsizing in team sizes; you won't have nearly as many things to model(just some humans, animals, as many uber looking pieces of gear since people aren't spending half their lifes raiding for them, and some clever model reuse), you won't need nearly as many quests(The developers have already decided they're going to focus on survival and territory control, that's a whole content production mini-department tossed away right there, it wasn't need since survival and territory is your content), not nearly as many designers and directors(you just need the people to balance stuff about there is no directing as many art, writing, and scripters to be on same page), and the programmers don't need to focus on nearly as many things(no hyper intesive and polished scripting system(quests and similar), no worries about load balancing asymetric stuff(instances, open world, mase loads of scripted stuff like NPC's), and since you're drawing towards pure basics you have a much more simplified design).
It also explains why the EvE devs went for a player world when they were still indy as well. They had to because they didn't have the resources to copy the next guy over.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
No offense but this sounds like a crafters game. Games have done things like this before where the only drops are realistic drops and have to craft everything. Horizons come to mind. Now Horizons had many problems but one of the biggest complaints was from people who weren't crafters (which appears to be the majority) who said there is no reason for us to go and fight anything. Yay I get a material, then I have to craft it before I can use it , or wait and find someone and wait for them to craft it. They said no thanks. If I'm going to fight that mob I want to be rewarded for it.
As a niche it sounds pretty interesting, but do get a decent amount of players (50-100k) it won't get it.
Venge Sunsoar
edit: all your other points sound interesting.