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What main components would you like to see in MMORPGS in 2010 and beyond?

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  • Egamst3kEgamst3k Member Posts: 59

    1)  I want to see a much higher grade of RP-enforcement. I stuck with WoW through TBC, then just couldn't take it anymore because the GMs weren't doing anything. Have a problem sit in the queue for 3 hours, only to get a copy+paste response and no actions taken.

    If the Server has an RP-tag, create a pop-up that thoroughly and clearly explains what is and is not accepted. Have the player agree to the terms of the RP server pop-up before being allowed to even connect.

    I want to see a special RP category of tickets that deals specifically with RP issues, tended to by a few RP-specific GMs. I also want those GMs to have a wider range of abilities other than "Ineffective Warning" or "Banned." One warning is fine. After that, I want to see a setup like the following:

    -Multiple incidents of verbal taunting/abuse agains Roleplayers: Mute the player for a week, a month, then ban.

    -Multiple incidents of active-disruption (through emotes, clipping, etc.): Make the player invisible for a week, a month, then ban.

    -Verbal abuse and active-disruption: Freeze the account for a week, a month, then a ban.

    To some this may seem harsh, but I go to RP servers to Roleplay. If I wanted to PvP with Leetz0rsDewd I would go to a PvP server. If I wanted to kill NPCs with IMSoEl337 I would go to a PvE server. I only ask for the same in return.

    2) I want to see a significant degree of player world-manipulation. Building houses, farms, cities, etc. is great fun. If I have the in-game money to purchase a plot of land, I really want it to be mine. Think Sims-design capabilities without the (in my opinion) lame imitation of reality.

    3) I want to see the death of quests that are there for no other reason than to grant you XP. Most FedEx quests, all "Kill X NPC" quests, etc..

    4) Greater appearance and customization options. Armor dyes are always a good thing. The ability to 'retain' your unique appearance would also be a favorable trait in my book. In WoW I loved a few looks for my Mage, and hated almost all the official sets. I was so sick of purple, blue, and pink by the end (I'm a Red, Black, and Gold type of guy) that the only which appealed to me was the unattainable Arena set. Being able to customize weapons in a similar fashion is also a good idea.

    5) Open, dynamic world. After AoC I'm sick of instances. TR wasn't that bad, as at least the areas that were instanced were fairly large and had stuff going on. AoC was instance-tastic, and I greatly preferred WoW's approach. Being able to take my character to some secluded spot on an enormous map was exhilerating.

    6) Unique quests, titles, and items. I also truly mean 'unique.' It appears once, and when it's done, it's done - or has an incredibly small chance of appearing again. I also don't want these to be only accesible to hardcore players/guilds. Maybe while wandering around in said enormous open-world and finding said ultra-secluded, super-secret spot, someone appears and offers you a unique tattoo/looking item/armor/title for helping them out.

    7) I want to see the Rock/Paper/Scissors model of class design (or Holy Trifecta of Warrior, Mage, Healer if you must) done away with. I think I'd be all right with "softer" incarnations, but hard counters should only exist of both players have antagonistic skill sets by choice - not by inherent design. It works for FPS games, but in heavily dynamic MMOs, it's a bunch of headache for very little reward.

    About all I can think of for now. Kudos.

    Yes, I am an English Major.

  • stamps79stamps79 Member Posts: 233

    10 to 14 classes I know I like to have choices.

    Lots of  In-game Cinematics and not only a few like WOW

    Voice NPC at least 75% to 80% it really shows off each race or persons conversation when you hear it.

    Crafting system similar to WOW , they have shown a solid system compared to most MMO's out there.

    Toon earned Titles that give you bonus found in a few games and even in Aion

    Weapons/Equipment that have lots of random looks and even a paint or customizing editor

    Ability to create socket slots on items Weapons/Equipment

    Mounts with combat options, AOC and a few other MMO's have tried this and have failed.

    Buffs that start with 30mins to 1hr, 5/15/20 min buffs just are a pain.

    Detailed Character Creator, Aion is another game out there that is showing this and hopefully more follow.

    Achievements from the beginning, like WAR and they did do this very well.

    Able to do 3 to 4 Main Professions and 1 or 2 side Professions

    AH and Banks in all major cities

    Larger servers

    10 dollar monthly charge, I know LOTRO only did this for a number of months but I think at 15 dollars on the average for a MMO is pretty high, unless there is a lot of new conent updates then 15.00 would be fine.

    Music, AOC has some amazing music, it gives the game so much more when this is in there, when you disable the music from the game you know theres something wrong.

    Story needs to be exciting, or at least well enough that you get it to it.

    Variation in toon sounds for each race.

     

    That's what I would like to see in the next MMOs of 2010 and beyond.

     

     

     

     

     

    Wildstar (2013) & Elder Scroll Online (2013)

    Playing: Diablo 3, WOW, Far Cry 3 & X-Com.

    Enjoyed: WOW 5 1/2 yrs, LOTRO 3yrs, GW 1/2yr, DFO 1yr, EVE Online 3yrs, and Huxley (Beta).

    Failed to impress: GW2 3months, Tera Online 6 months (best combat system in any MMO I've played) STO 1/4yr, Aion 1/2yr, AoC 1yr, CO, Fallen Earth, DDO, EQ2 1/2yr, WAR 1/2yr, Lineage 2 and FF XI 1/2yr, FF XIV.

  • QuirhidQuirhid Member UncommonPosts: 6,230
    Originally posted by stamps79



    Buffs that start with 30mins to 1hr, 5/15/20 min buffs just are a pain.


     

    I disagree with this. Long buffs are boring. I've always found games such as Baldur's Gate, Guild Wars etc. where buffs were short lived much more interesting in combat. The short time they were on you made them more significant and they could be made more meaningful aswell.

    Shorter more meaningful buffs, protection spells and the like make things more interesting but they have to have some impact. This makes a great buff-debuff-dynamic as in previously mentioned games you could and should remove the enemies' buffs or interrupt their casting.

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • BasicgearBasicgear Member UncommonPosts: 43

    Everquest, before the luclin expansion, with a WoW interface.

     

    Everquest 1 like races and classes. (so many classes that most groups were different when you joined em)

    EQ had very little quests in the beginning, the quests that did exist yielded items, not exp.

    EQ had an economy pre luclin. Was bolstering.

    Exploration was epic. Seriously, the boat ride to Kunark alone was awesome, I fell off once. Imagine getting stuck in the middle of the atlantic. I was afraid of sharks!

    WoW like interface. I like using both mouse buttons to move if id like or wasd. No click to move, that sucks. The third person is done great. The hotkeys also are great... WoW does interface the best.

     

  • QuirhidQuirhid Member UncommonPosts: 6,230

    Here's something what I want to see in the future. Feel free to disagree.

    -Good MMORPG still rests on the shoulders of an exciting and interesting combat system. I really would like the games to get rid of the holy trinity dynamic. (Keep the RPS. It still makes a good game.) Getting rid of the traditional tank and the awkward aggro system might be the first step.

    -Better AI. This relates to getting rid of the traditional aggrosystem as mentioned above.

    -Very flexible and customizable class system with possible dual/multi-classing option. (Still not a fan of classless systems)

    -Instanced world that does not break the illusion of a seamless continuous world. (Instanced places gives the players chance to change the world around them - have an impact - as opposed to a static world that never changes.)

    -Less but more meaningful and more engaging quests.

    -Cutscenes. If the game has a story, the best way to deliver that story is by fully voiced cutscenes.

    -Fully voiced dialogue player character's voice may be excluded.

    -Polished. 'Nuff said.

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • ZorakGhostalZorakGhostal Member Posts: 122

    I think I'd settle for a game that simply worked as advertised. MMO developers have been over-reaching forever it seems, time to see a company that can say with a straight face that the discription on the box is accurate and not "coming soon".

  • WingmaWingma Member UncommonPosts: 102

    * New battle mechanics.

    Not "new", as so much other/different mechanics used more often. Here I think of each individual mob having certain aspects which the player has to actively think over. Rather then just specific generic moves that do certain damage or effects. Here, a simple example, a bunch of ghost mobs have one crystal (or one crystal for each mob) that becomes visible at certain points and you must react to it or against it to kill the mob. Or again, at any random point or specific point a mob shows a weakness area which you can react against or react to. The possibilities are large when you think about all the mechanics other styles of games come up with or even more if you invent new styles. There could be certain systems that limit the work needed for each type of mob, e.g. create a large number of possible mechanics and give several to one mob or have one mob choose randomly a mechanic from the list that it has been assigned.

    * New leveling mechanics.

    After reading one of Syncaine's article, it would be nice for leveling to become harder rather then easier. And I guess this is the same for all progression.

    * New zoning mechanics.

    Again contecting to leveling. As games get older, servers get more and more empty. At this point large areas (large so they still feel like a real world rather then zones) of a group of servers could join up. This would make the area feel more alive and encourge more new players AS WELL as keep it tradition since MMORPGs are about others. But anyway, the general idea is give better mechanics (the above is an example), technology has advanced and it is viable.



    Either way, OP has one on the listing as obvious things, alive and vast world... we all want that... How about you post your ideas for a solution instead of stating the obvious?

    * MMORPGs that encounrge players... I'll agree to that, MMORPGs recently have been moving away from this model, most stuff is done solo. MMORPGs should go back to, "stay together or die" model, because MMORPGs are MMOs, not solely RPGs.

    * Player housing... If done correctly, yes. Again, where are the solutions for it and ideas to make it work? I think most people would want Player Housing no matter what, if it is done right and doesn't take away from the rest of the game.



    - Races. Meh. Couldn't care less as long as it is a good game. It's less races + better customisation VS more races + less customisation.

    - Going AFK to gain experience. Is stupid. Reminds me of when I saw a MMORPG that allowed bots on this very site. If EVERYONE can you bots then bots become pointless. Games are about gaming, MMORPGs are games, gaining xp while not playing IS NOT A GAME. It becomes pointless. Seriously why would you want this? What is the point? So you can not play the game? AFK grinds does not mean there will be no normal grinds, it just means that you are completely limited in how fast you get a certain skill up. Games shouldn't be making any grindy content to begin with, having afk grinds WILL NOT FIX it. Who honestly jumps to the conclusion that AFK will fix bad games that have mindless grinds? It is stupid logic.

    ?- Level one player being able to join everything from level one? Not in the nature of a RPG. It is about the journey, play GTA if you want that type of open world. Either way, maybe this could be possible in level-less games, depends on what the player wants I guess...

    ?- Players being able to play together more freely without major advantage/disadvantage. Somewhat I'll agree, this is connected to the leveling thing I guess. Again, there will be some games that will follow this rule or not, it is not a matter of next gen or not. Games like UO/Darkfall are already less leveled based and more based on an open world (even though they have different skills that you can raise, overall a skilled play could make a new UO toon and still do well against others with it from what I know).

    Both the questionmarks are based on the STYLE of MMORPG you want rather then 'this should be next gen'. Basically I guess it comes down to EQ style vs original UO style.

     

  • AbotAbot Member Posts: 22

    I would like to see a little more realism in some game mechanics i.e. aiming attacks to penetrate armor.  I would also like to see less of an emphasis on how much life you have and more on armor allowing for one shot kills if you aimed your attack well.  I also think it would be neat to allow for people to use area speaking ability which could be similar to a human voice in real life.  I know this would be chaotic but it would add an interesting element and would give some people more realism.  I do think that the ability to turn this off would need to be added but I would like to see a public chat that is only limited by distance and voice fade due to that distance as in real life sounds.  I do understand that this would be difficult to do but it would be nice to see more realism as far as life and voice is concerned in MMOs.

  • SmikisSmikis Member UncommonPosts: 1,045

    polished game, smooth controls/movement , now we have fallen earth in open beta, game looks fun and somewhat different, i wasnt following game, so when first joined i had no idea what to expect, first instanced few missions were great bunch , but latter it became

    just another mmorpg with 2 actions possible, either shoot or bash , movement is clunky as best, and annoying, major turnoff , grass and all word objects flickers when you move, looks so silly, indoor shadows are terrible, graphics in general are pretty good..

    traveling system feels terrible, major spikes while traveling.. one second you walking around on 60 fps, next it drops to 15 for  a second, then you obviously agro 2 mobs.. and die in 2 seconds.. just to find out.. that get back where you was, is another 10 mins walk

     

    you know why wow is popular mostly, cuz of its controls/movement ,half of single player games doesnt have as smooth movement as wow have.. while all bunny hoping sounds silly, all that stuff is fun, not to mention changes whole gameplay and pvp

  • AbrahmmAbrahmm Member Posts: 2,448
    Originally posted by Salvatoris

    Originally posted by NeverLand7

    Originally posted by Abrahmm


    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.



    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.

     

    Totally agree. It is very sad to see that the genre in it's early days had more features, more depth, and more possibilities than it has today. Very, very sad. This genre could be, and used to be, so much more than it is today.

    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.

  • GorakkhGorakkh Member Posts: 694
    Originally posted by Smikis



     
    you know why wow is popular mostly, cuz of its controls/movement ,half of single player games doesnt have as smooth movement as wow have.. while all bunny hoping sounds silly, all that stuff is fun, not to mention changes whole gameplay and pvp

     

    I do agree that good controls and a well made UI go a long way. This is why I believe a new game with UOs base design would need a major improvement in regards to controls and UI to keep a big enough player base to keep the game alive.

  • protorocprotoroc Member Posts: 1,042

    Original IPs. All these games based off movies, books, etc always fail to live up to the standards of whatever they are based from. This is what made the first gen of 3d MMOs so special, they  werent limited by the IP. They created their own lore based off the game itself.

  • GodliestGodliest Member Posts: 3,486

    • A big increase in the monsters AI. The zerging mindless zombies looking like different animals are kind of annoying and make PvE so dumb. I would like to see the enemy NPCs organize ambushes against you when you're traveling in a small group, flee when they are outnumbered, call for help if it can be done, run and call for help, charge at the obviously weakest characters and skipping that big dumb brute in the front, go in bigger groups to avoid getting ambushed. To mention a few things. Simply make the enemy NPCs act in a way that make them seem living and in a way that will make PvE an actual challenge and not just the typical tank-and-spank PvE.
    • Logic. No I don't want permadeath, but I want one or two hits causing you to collapse. Hitting your head causing your head to fly off, hitting you in the leg causing to be crippled and so on. Note that I would only want this in a PvE game as it in a PvP game would pretty much be the very incarnation of powercreep gone too far. In a PvE game this will however make the game much more challenging. Instead of having some form of healers you got crowd control and the fact that the enemies also die in with a few hits, combine the two and don't be dumb and you should be able to kill the NPCs. Combined with a better AI this makes the game much much more challenging, and combined with a quite sever death penalty PvE will be much better.
    • Completely player-driven worlds. No NPC standing around and buying Bear Snot any more, only players. The problem is that this kind of game only would work in either a smaller game or with a big playerbase. A completely player-driven world would be so much better as it would give a feeling of life to the game, a feeling that this is actually a world, a world we are creating. Additionally the community would probably be tied together much tighter since they had to cooperate, there's no other way to accomplish anything.

    Those three points are the ones I'd love to see in a PvE MMORPG. A world where the players create and do everything that's being done and a world with seemingly living enemies wanting to kill you. Preferable would also be if the game was placed in a different world than your typical fantasy one.

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  • jonrd463jonrd463 Member UncommonPosts: 607
    Originally posted by Godliest


     

    Completely player-driven worlds. No NPC standing around and buying Bear Snot any more, only players. The problem is that this kind of game only would work in either a smaller game or with a big playerbase. A completely player-driven world would be so much better as it would give a feeling of life to the game, a feeling that this is actually a world, a world we are creating. Additionally the community would probably be tied together much tighter since they had to cooperate, there's no other way to accomplish anything.



     

    I'm with you on all of your points except this one. While I'd love to see player control over MOST things in the game, there has to be the random junk goods vendors out there to buy the trash you collect, unless there is no such thing as "vendor trash" in the game and all items are useful for something. Even still, some people may have oddball schedules, so what happens at 3:00 AM when my bags are full, banking is not an option, and the stuff I have is too valuable to throw away? Maybe a compromise would be one or two NPC vendors in the major NPC cities that will buy from you, but only up to a limited amount of money. That way, the incentive is there to go with player vendors if at all possible, but you still have a last resort if you want to empty your bags in exchange for some coin, even if it's way below what you could normally get.

    "You'll never win an argument with an idiot because he is too stupid to recognize his own defeat." ~Anonymous

  • SinjaiSinjai Member Posts: 9

    I was EXTREMELY excited about Dark and Light, until it turned out to be a gigantic joke.  They had environments you can actually affect, a progression through not only levels and skill but politics as well.  It was incredibly innovative in its ideas, but I don't know what happened. 

  • GorakkhGorakkh Member Posts: 694
    Originally posted by Godliest




    A big increase in the monsters AI.
    Logic.
    Completely player-driven worlds.


    Those three points are the ones I'd love to see in a PvE MMORPG. A world where the players create and do everything that's being done and a world with seemingly living enemies wanting to kill you. Preferable would also be if the game was placed in a different world than your typical fantasy one.

     

    Interesting. I would be open to playing an mmorpg with what you mentioned. A bit different from my take, but I think they would be interesting ideas to see an mmorpg use. I'm willing to try anything that is quite innovative and delivers a new experience, not a recycled EQ/WoW clone that doesn't even deliver the quality experience of the aforesaid titles.

  • SEANMCADSEANMCAD Member EpicPosts: 16,775

    a new community of dedicated gamers.

    For the most part I like games but I am not a fan of gamers and I usually dont agree with them in what they like but it is what it is

    ironical MMO and all but it is what it is.

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • GorakkhGorakkh Member Posts: 694
    Originally posted by MarL


    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)

     

    Sounds kind of like if betheseda made an Elder Scrolls MMORPG. Nice ideas though, I would be more than happy to play a game with what you mentioned.

  • PersephassaPersephassa Member Posts: 223

    The thing I'd like to see the most is a dynamically generated environment where forests, landscapes, wildlife are constantly changing in a very dynmaic way. Weather systems & natural disasters that actually affect the environment (flash floods, wildfires, earthquakes) - in addition to that players themselves should affect the scenery when they harvest an area (de-forest an entire region, potentially).

  • WizardryWizardry Member LegendaryPosts: 19,332

    Large world.

    NO PVP.I could accept PVP if done in a restricted manner,perhaps a game with roving bounty hunters[npc's]that act like police,so there is the comfort zone and the risk for both parties,that could perhaps work,but i'm stil lbigger on PVE than PVP.

    Smart intuitive combat,along the lines of FFXI or better.It should use elements for offense and defense with other new ideas for weapons,gear and spells.

    Tons of items/customization at EVERY level not just 10 level intervals.

    A huge intuitive database for crafting.Crafting sould be totally discovered ,so that way it has the potential to be the biggest assest in the game ,but only with lots of testing and play timewould you discover all the secrets.

    VERY good graphics,like hi res textures for a start.They also need to be realistic,i don't want to see pink elephants or green zebras running around.

    Lots of classes and races with lots of variable customization .Example the old school way of starting with 50 points and you get to put the points into any area.

    No linear game play,everything is open to every player,it is just a matter of being strong enough to hang in that zone/area.

    Her eis a biggie,i have yet to see a game utilize ,ACTIVE NPC's.they should take a much larger role in the game/storyline,always moving about in the game,never static in the same place.

    ZERO raiding or anything that involves massive amolunts of players.That is just messy and you cannot enjoy the whole thing anyhow.The fact there is another 100 players around you matters not ,if yo uare not interacting with them.I think the common place of a group of 6 is quite attainable for ALL gamers,so it is a fair setup that does not alienate anyone from the whole game play.

    The best items in game are open to all,no special item malls or raid bosses to attain the best .The big issue i had in FFXI was outside help,sure it sort of acts like a friendly thing to do,but it can break a game for some where as others cannot or may not achieve the same handicap.......Example a game designs a leve l5 mob to fight yo uaccording to your set of abilities /skills.If an outside mage casts protect v on you and outside heals,how is that combat challenging at all?answer is it is not and breaks the game unfairly.It is often called POWER leveling,something RMT sites offer.

    The biggest baddest want/need for a game??....NO CHEATING ..PERIOD.I think we all want everyone to play the same game on a level playing field,the choices after that are your own.

     

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • PranksterPrankster Member UncommonPosts: 163
    Originally posted by NeverLand7


    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.



     

    I like most of your ideas. I automatically remove all UO and EQ references when I read posts because part of the reason we loved those games was they were absolutely fresh from top to bottom. That freshness can not be rebuilt using a PC we wont feel that again till we are standing in our holodecks.

    I don't mind PvP instances I would like a wider variety of battle grounds I would like to see 2 ended instances where you go to dungeon crawl with the knowledge that there may be another group coming at the boss from another angle on their own dungeon crawl. More conflict means more players

    I would like to see multiple combat systems where point and click nets you about a 5-10% decrease in DPS but is still a viable way to play alongside the slightly more powerful active fps target system. More choices means more players.

    But yeah all that is really good. :)

    Refugee from UO,EQ,AC,AC2,AO,DAOC,L2,SB,HZ,CoH,PT,EQ2,WoW,VG,SWG,EVE,WAR,DF,MO,AI,GA,LOTRO, SWTOR... Gw2 on Deck

  • kiddyno071kiddyno071 Member Posts: 1,330
    Originally posted by Palebane


    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. 



     

    I have to agree.  What I read over and over again is folks complaining about having to level or grind.  Everyone wants to be the max level or skill right out of the gate and they don't even try to enjoy the games for what they offer. 

    I'd like to see a game that truely supports useful housing, player driven town's, villages and cities; also crafting that is driven by players.  Open PvP that is regulatated to discourge "ganking", but encourages healthy competition.

  • NiagroNiagro Member Posts: 13

    I would like to see This made...

  • kakarotragekakarotrage Member Posts: 280

    As a minimum:

    Non-instanced huge world.

    Variation of unique classes and races with unqiue skills that requires customization.

    Meaningful PVP and PVE system (PVP non instanced, Dunegons can be instanced).

    Class evolvement and specified quests.

    More complex questing system than what we have now.

    Solid combat and movement system that manages to surpass WoW (Bad Example for trying to do so: Aion)

     

    AAA implementation of the above.

    ===

    Chances for this to happen: 1.7%

     

    World of Warcraft is a proof that MMORPG quality should affect schedule/budget and not the other way around.

  • CactusmanXCactusmanX Member Posts: 2,218

    Most important to me,

    Engauging combat, I would like if I played more of a role in success in combat, positioning and/or aim mattering in some way and it feeling less automated.  I know RPGs are not just about combat but combat is my favorite mechanic.

    More power to customize, I like to look the way I want to and not just my charqacter but my weapons and my abilities and other things the game has like mounts or whatever.

    More options to pick what I want to be, and I don't mean a skill system, games like CoX and Champions are good examples.

    The ability for newbies and vets to play together and actually contribute, just running someone through a dungeon isn't what I am getting at.

    Quests and content that are fewer in number but higher in quality, a lot of the times quests can feel like menial labor, I would rather they have the quality of say Fallout 3 but be fewer in number.

    Variety of things to do, from PvE like dungeons, quests, public quests and just exploring to PvP like arenas and objectives to capture, to the ability to do some side job like a crafter or a diplomat (no cards though) to being a gaurd to simple games like poker or darts that offer alternative ways of advancement.

    Dynamic content, sometimes I think things should just happen in the world, like a zombie invasion in a city to a pie eating contest, things that aren't always availible and just happen, just to keep things fresh.  Left 4 Dead's AI director would be interesting here.

    Some things I think are neat but not needed,

    Physical player housing, instanced is good enough but the idea of housing that exists in the game is interesting, but I am skeptical on implementation and quality.

    Better Crafting, I don't care about an exclusively player ran economy, but crafting can be fun and should be of use in game.  Better ability to determine what you can make would be neat so long as it does not breach into the realm of simulation and become tedious and so long as it does not hurt the players ability to customize their own stuff.

    Seamless map, meaning I don't have to load the different zones I can travel straight from point A to B, instanced dungeons are good though.  If the gqames does use zones I can deal though.

    Conversation trees, ala Bioware, this would be pretty cool I think but I wouldn't be upset if a game didn't have it. 

    Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit

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