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For me, basically I would like an Ultima Online base design with a major control scheme and UI change and some major design changes. Which I will list below.
The following I want :
- A large variety of unique races to play as. Example : Shadowbane, Everquest, Vanguard etc
- A non instanced world, or better yet no instancing at all, even dungeons.
- Player housing that is a part of the world and not some instanced double lot. Non-instanced player housing allows housing to add substance and a more organic and vibrant feel and look to the game world.
- An open, alive and vibrant virtual world that has the classic player interactivity and congruency of games such as Ultima Online back in the day.
- Players of any level/equipment status able to play together without one or the other being a hindrance for skilling up or obtaining items, or even just playing the core game.
- Being able to skill up while AFK or Offline ala EVE. It's evident most people do not want mindless clickfest grinds anymore, and to be honest I could do without grinds, the thing I find is needed in MMORPGS to make them fun is playing together with others. This would also help soften the gap between casual and hardcore.
- An open world that you can explore and adventure into right from the start, although there would be certain areas that you would either need to have good equipment stats or make up for it in player skill.
- A game design that supports and highly encourages through the aforesaid design players to play together. I find what makes MMORPGS alive and vibrant is when players are interacting and playing together, and that's what makes MMORPGS special in my opinion over any other game genre.
Basically a fantasy play world that is alive and vibrant with player interactivity and congruency.
Comments
lineage 2 without the bots, adena farmers and shitty economy.
Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -
I would like them to explore more meaningful ways of character progression besides loot upgrades. Finding treasure is a cornerstone of RPGs, but when the whole focus of the game becomes upgrading items, and the community is divided between those who have the items and those who don't, then I think something else needs to be done. Many players have adopted the fallacy that if any activity has no item reward, then it is not worthwhile to partcipate. In my opinion this leads to very shallow, ego-centric gameplay; something RPGs are not commonly known for, and which, for me, do not fit well into such a genre.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
I want the same as most. Less grind with better community aspects.
But what I would really wantt see is competitive realtime events in the combat system. Easy or complex. Competitive realtime events would be able to aloow for all the sweeping camera angles, dynamic close ups and cut aways. Really give you a feel of like Heavenly Sword or God of War. I think this would really immerse a player into the game
There is a Madness that has grown in the Light. And it is coming to burn you a cinder
Worlds like Vanguard.......MASSIVE.....where you can see for miles........only make sure it works on my system this time.
Cheap reporting from another thread I replied to, but I think a lot of what I want might match what a lot of others want, too.
My perfect MMORPG would contain:
-A VERY robust character designer ala EVE or CoX. No two characters should ever look the same!
-No forced factioning: You might start out a citizen of one race or city, but your actions could cause your allegiences to change..
-A variety of races of different sizes, shapes, etc. Each race would have numerous factors differing from the others (vision options like nightvision, wings that allow short flight, etc), but these effects would not signifigantly impact gameplay (ie no race would be superior)
-An outdoor world with cities that would be 100% seemless. instancing would only occur in certain encounters.
-FFA PVP with consequences. You can kill all you like, but constantly ganking players much lower than you would eventually have you labeled an outcast and prevent you from entering most cities (although you might be able to access some kind of underground with limited resources)
-Cities that are more than a place where the bank is. Bars, taverns, social gathering points, and player-owned homes and businesses would all be present.
-Very little insta-porting! Certain spells or abilities might grant instant transportation, but most players would have to hoof it.
-Player-centric "journeys" with consequences- At the start, the player chooses a path to travel on as they progress. At multiple points during gameplay they will have to make decisions that will alter how they progress through the game. Perhaps they will change classes, or their actions will cause them to become enemies of a certain city, Or whatever. There'd be hundreds, maybe thousands of possible paths. And none of them would noticeably affect stats to where min-maxers would all pick the one "best" option. They'd be for flavor, making each player unique. Perhaps certain visual changes would accompany this.
-A character that changes with you- As a char progresses they might gain battle scars, grow older, lose a limb, or change in other ways that reflect their own unique journey, and help them stand apart. Once again, without signifigantly impacting play stats.
-Player and guild-built homes, fortresses, etc.
-A revival of sea travel! No more 'click on the boat and then you're on another continent" crud. Sea travel would take time, and players could exit a boat while moving to explore the world. Player made ships (and piracy) could be a real option.
-One-time world events that set the players that were there for them apart, without making them more powerful than those that weren't there. Another "flavor" addition.
Honestly I want a game that's a living, breathing world affected by the actions of the players; and characters that are actual characters. Not just a race and a class, but an actual person with a legend and flavor all thier own.
fun
that should be added somewhere in there.
Cash shops!
Lots and lots of cash shops!
after 6 or so years, I had to change it a little...
I completely agree. I said this a while ago how I think playing all these loot based game is a shallow , artificial and synthetic experience and does not deliver the greatness that I believe this genre can be.
Are you me? I was going to say cash shops sarcastically.
Anyway, what I'd like to see in future MMORPGs are innovations. I don't care what it is. I just don't want it to be the same like nearly every other MMORPG out there. Yeah, I'm asking for too much...
I'm just cool like that.
I'm actually the head of my own game development team. There's a lot I want to see in games so I won't type all this out, it's late lol and I'm tired. I'm in the process of making a pretty innovative game myself. But your list sounds great. Just wanted to lend my support to the OP for trying to get some innovation into the MMO genre.
if anyone wants to know more, or wants to help out, send me a PM.
If some company could do that, they'd rule the MMO world for all of eternity!
Story with cutscenes and epic plot twists.
Different, more strategic type of fighting that involves heavy cooperation between the players.
Character progression based on story.
Interactive crafting.
Less emphasis on graphics & character customization (choose your lip color, YES!!), and more emphasis on more important things such as gameplay's innovativeness.
proper territorial control, rest idc
sdfsdfsfdsdfsfd
This will be hard to explain, so bear with me please..
First the game will be written in such a way where there is not really an endgame,but there always is endgame style content from the player communities perspective. The entire player community will advance, everyone will have their own progression, but getting to the "frontier level" for example, will depend on what equipment, techniques, skills, recipes, and spells are available at that time in the game. So players will easily be able to get to the"end game" but at that time it might be 1/100 of max level.
Players cannot simply fight enemies for experience, gain levels and move on to harder enemies, the equipment, skill, spells, recipes, and abilities available in the game at that point in time will determine how strong of an enemy the community could hope to face. Each time a major world boss is defeated, it sort of unlocks new dungeons, and new equipment, recipes and spells drops, as well as relatively valuable drops from the boss itself. These will allow the community as a whole to face even more challenging opponents.
To do this you would need much content available at launch, from lowly creatures to the gods themselves. All of the content and bosses will be there from day one, possibly wreaking havok on players and cities in the process, but players could not hope to defeat the most powerful opponents without resources from lesser opponents.
The entire progression should be vast, and written well enough so that it does not advance too quickly, the base model will be a system where all players have easy access to the current frontier, or endgame, and the whole thing is set up to lasts for several years as player community is able to progress.
This will also allow the developers to make everything under the same context, and avoid failed features 1 year in that ruin everything, or new expansions that create alot of controversy. It would take probably twice as long to develop, but it may be worth it.
Throw in PvP and competition for boss drops on the PvP servers.
"Good? Bad? I'm the guy with the gun."
I'd like to see levels, rigid classes, and gear treadmill's completely done away with.
I'd like to see a lot more skill systems. I want to see big, open, non-instanced worlds with player housing, cities, and bases.
I'd like to see a lot more freedom.
I'd like to see completely player driven, crafter driven economies.
Tried: LotR, CoH, AoC, WAR, Jumpgate Classic
Played: SWG, Guild Wars, WoW
Playing: Eve Online, Counter-strike
Loved: Star Wars Galaxies
Waiting for: Earthrise, Guild Wars 2, anything sandbox.
Sounds good and I've had similar ideas, but always ran into one problem. What do you do when the players finally kill the gods?
The idea is to make the gods so far ahead that it's not very realistic for the community to make it to them, they will eventually, but with constant endgame style content, everyone should remain happy regardless. The idea is a game with no endgame, where players start and are always at the endgame.
"Good? Bad? I'm the guy with the gun."
Please. Let this not become mainstream. You can have a high-end character with only paying enough money. "Oh I want to fly that ship over there." -Pay ten months worth of subscription, fast forward time and voilá. No just no. And some people cannot hope to achieve the same amount of skill levels some vets do without buying someone's account. This brings a new gap to worry about.
Only acceptable way to close the gap would be a game based more on player skill rather than level and gear grind.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
Please. Let this not become mainstream. You can have a high-end character with only paying enough money. "Oh I want to fly that ship over there." -Pay ten months worth of subscription, fast forward time and voilá. No just no. And some people cannot hope to achieve the same amount of skill levels some vets do without buying someone's account. This brings a new gap to worry about.
Only acceptable way to close the gap would be a game based more on player skill rather than level and gear grind.
There shouldn't even be a mainstream, imo. That just simplifies things.. different games for different folks, if possible!
Servers that allow for age bracket grouping.. I like to socialize with people of my own generation in general.. I wouldn't mind paying a lil extra for 21 and older server.. (verified by CC and DL)..Don't take offence kids, we adults are not insulting you by saying we want to socialize with our own peers.. I know it's not fullproof, but it would cut down attempts by minors tremendously .. but heck... Lets go "genre" categories as well, such as music, sports, age, region or hobbies..
Please. Let this not become mainstream. You can have a high-end character with only paying enough money. "Oh I want to fly that ship over there." -Pay ten months worth of subscription, fast forward time and voilá. No just no. And some people cannot hope to achieve the same amount of skill levels some vets do without buying someone's account. This brings a new gap to worry about.
Only acceptable way to close the gap would be a game based more on player skill rather than level and gear grind.
Well to be honest I'm more concerned about heavy soloing than I am about having non-existent skill grinds. Solo play is just not something I believe mmorpgs should be about, and while I think it is reasonable to have some content you can do by yourself if getting a group or playing with others is difficult to make happen at certain in-game moments, the core of the game I believe, should be around playing with others.
But I do agree that player skill would be another great way of helping deplete the grind and soften the gap.
I completely agree with you. Exactly some of the things I would like to see be implemented into fresh new mmorpgs.
I completely agree with you. Exactly some of the things I would like to see be implemented into fresh new mmorpgs.
I'm with these guys... I remember playing SWG pre-cu and thinking that video games were on the verge of being everything Id imagined they would be as a child. It seems like the fast few years they have swung in a completely different direction. Now new and upcoming MMOS don't even offer the features that originally attracted me to the genre in the first place. Deep meaningful crafting, open world housing, shops and cities... feeling like I was living in an evolving world rather than rigid game structure. Maybe some day they will get it right... but I don't see that happening with any of the currently announced games in development. it's all more of the same, either that or even less.
-----Zero Punctuation Eve Online Review-----
There is a game out there with each of these features but I'd like to see them combined into one super game:
1. A large, seamless world like Vanguard or World of Warcraft
2. A system allowing people to temporarily alter their level by tagging along with a higher level friend (much like City of Heroes). Honestly, I don't understand why more games don't do it.
3. Either a purely skill based system OR a level based system where your level is determined by the number of skills you have (like Star Wars Galaxies during the combat upgrade)
4. Deep, open PvP. No instances but there can be PvP areas where you are automatically flagged for PvP. Not free for all (maybe on selected servers for those who prefer). Plus allow people to get reasonable experience from PvPing like in Warhammer Online.
5. Non-combat classes for those who prefer not to fight. Crafters, diplomats, entertainers etc
I honestly think those five things should be necessities in ALL modern MMOs (minus maybe skill based systems, as that's a personal thing)
MMOs played (In order of how much I've liked them): Star Wars Galaxies, World of Warcraft, Vanguard, City of Villains / Heroes, Guild Wars, Warhammer Online, Age of Conan, Tabula Rasa, Anarchy Online, Ryzom, Final Fantasy XI, Matrix Online, RF Online, Rappelz, Hero Online, Roma Victor
1. Fun combat (first person or third person as long as its fast, smooth, and fun)
2. Guild owned/designed towns/bases (think planetside/L2 but you determine where the defenses are)
3. Wars that you can actually win. (which means somebody has to lose)
4. The removal of levels. (mmos should be much more than grind up a char and do nothing)
5. Huge worlds, one server, and at least 100vs100 battles. (kinda like eve but with land)
Own, Mine, Defend, Attack, 24/7