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What would you want in the perfect MMORPG?

What would you want in the perfect MMORPG? I have wondered about this since I started

playing Everquest almost 10 years ago. There are many things not implemented

in MMORPG's due to various reasons. Some of them have features not found in

others. If you could design the perfect MMORPG what feature would you want

most that may or may not be in them at the present time? Let me start off;



For me, one feature not currently implemented is a "real world map".

By this I mean the game world is created upon a globe so that the terrain

wraps around it and basically there are no "invisible barriers" stopping

you from moving. In the games I've played (EQ, EQ2, WOW, PWI) there are either

unscalable mountains stopping you or blatant invisible walls stopping you,

(or just zone walls stopping you). Whatever the case is, the worlds in these

games exist as what I deem "flat worlds" and not global worlds. Our world, the

earth is a global world. You dont run into invisible walls that stop you. There

are natural barriers and this is fine, I don't mind that. Also there are what

people might call political barriers (different countries and societies) and

this is fine too (in the game world this would be equivalent to say Horde vs.

Alliance areas in WOW), so it could be dangerous to travel in those areas. I

accept that, thats no big deal & it makes sense. I just say: give me a game world

that is global, not a "flat world". What would you want in the perfect MMORPG?

 

Comments

  • LynxJSALynxJSA Member RarePosts: 3,334

    For me, it would be UO in 3D or AC with updated graphics. I realize the hurdles in both, so I'm not holding my breath, but either one of those would keep me entertained for another 8 to 10 years each.

    -- Whammy - a 64x64 miniRPG 
    RPG Quiz - can you get all 25 right? 
    FPS Quiz - how well do you know your shooters?  
  • MurashuMurashu Member UncommonPosts: 1,386

    I want a game with challenging group/raid content like the old Ruins of Kunark or Scars of Velious days. My game would have a crafting system like the original SWG and resources that shift over time. Player housing and player shops would be a must. People would have to travel to find the good deals or spend more money for convenience. There would be three pvp factions fighting over relics similar to DAoC. The most important feature would be the lack of Dwarves! There is nothing cool about Dwarves. Id like a combat system similar to AoC and a class skill system like FE. A vampire/werewolf/human theme (Underworld or Van Helsing) or any thing other than the fantasy norm and those Fn Dwarves.

  • MyreanMyrean Member Posts: 186

    * A p2p

    * Excellent graphics

    * More chance to customize the character

    * Unique gameplay

    * Unique features

  • FFXIVFFXIV Member Posts: 8

    An up to date FFXI version would do it for me.

  • KenaoshiKenaoshi Member UncommonPosts: 1,022

    Consequences

    now: GW2 (11 80s).
    Dark Souls 2.
    future: Mount&Blade 2 BannerLord.
    "Bro, do your even fractal?"
    Recommends: Guild Wars 2, Dark Souls, Mount&Blade: Warband, Kingdoms of Amalur: Reckoning.

  • IhmoteppIhmotepp Member Posts: 14,495
    Originally posted by uab357gg


    What would you want in the perfect MMORPG? I have wondered about this since I started

    playing Everquest almost 10 years ago. There are many things not implemented

    in MMORPG's due to various reasons. Some of them have features not found in

    others. If you could design the perfect MMORPG what feature would you want

    most that may or may not be in them at the present time? Let me start off;


    For me, one feature not currently implemented is a "real world map".

    By this I mean the game world is created upon a globe so that the terrain

    wraps around it and basically there are no "invisible barriers" stopping

    you from moving. In the games I've played (EQ, EQ2, WOW, PWI) there are either

    unscalable mountains stopping you or blatant invisible walls stopping you,

    (or just zone walls stopping you). Whatever the case is, the worlds in these

    games exist as what I deem "flat worlds" and not global worlds. Our world, the

    earth is a global world. You dont run into invisible walls that stop you. There

    are natural barriers and this is fine, I don't mind that. Also there are what

    people might call political barriers (different countries and societies) and

    this is fine too (in the game world this would be equivalent to say Horde vs.

    Alliance areas in WOW), so it could be dangerous to travel in those areas. I

    accept that, thats no big deal & it makes sense. I just say: give me a game world

    that is global, not a "flat world". What would you want in the perfect MMORPG?
     

     

    I don't get it.

    So the world is round instead of flat, or you have to go around the grand canyon instead of running into a zone wall.

    how does this make it a better game?

     Make a new DAoC, with a few modifications and I'd be happy with it.

    I"d add a lot more features similar to Darkness Falls, and some other ways for players to change the world, like building or tearing down bridges, opening or closing tunnels, and building huge monuments like the great pyramids that could add powers to your faction, or being able to destroy them.

    Plus, no pre-set factions, instead players could estabish thier own territories, similar to EVE.

    image

  • TealaTeala Member RarePosts: 7,627

    For a medieval fantasy based game.

    • Decent size world - at least one main continent and maybe a few islands.   No less than say 10k square km.
    • seamless
    • no theme park zones - a virtual reality, living breathing world with weather and seasons
    • world of full of lore, wonders and mystery
    • weather has impact on travel and combat
    • good day and night cycle with actual rotating heavens, moons and planets that can have an impact on play - to mimic the spinning of the world through the heavens.
    • it could take days of game play to travel from one city to another and weeks to travel across the world - yeah...it is that big.
    • dynamic MOBs - not static - with good AI - for instance players could over hunt deer in an area or maybe they fail to keep the band of orcs from expanding their numbers and the orcs begin randomly raiding towns and villages and can even destroy them!
    • dynamic factions - whether players participate or not - kingdoms can rise and kingdoms can fall
    • lots of character customization similar to say AoC or APB - but nothing outrageous
    • good animations - using motion capture tech to make sure they are good - and no clipping allowed!
    • ragdoll physics
    • player housing with the ability to store and to decorate it
    • mounts - horses, camels, carts or wagons, boats, ships - no cat mounts, no wolf mounts, just normal mounts and mounts don't just poof and vanish when you dismount they stick around for a bit when in towns - in the wilderness they never go poof and disappear - mounts can be hurt and even killed.
    • no fast travel accept via magical means that is very rare
    • dynamic quest - randomly generated quest
    • cool ruins and stuff to explore
    • no levels
    • classes are defined by skills and skills are defined by primary stats
    • primary stats actually mean something and work as intended
    • all skills work as intended
    • combat would be like in the game Mount and Blade with more attack options
    • NPC vendors and player controlled vendors but prices set by game and based on supply and demand, quality and rarity
    • players could play as a trader and actually set-up and run trade routes between towns, villages and cities and or hire NPC caravans to haul their goods
    • players could raid those caravans - caravans would be guarded by well trained troops or even player control characters though so there would be different levels of risk involved in such an endevor
    • all weapons and armor are useful with randomly generated stats ala Asheron's Call
    • many different types of armor and weapons and dye system to allow players to make matching sets
    • dynamic crafting system that allows players to craft items as good as say those found by MoB drops or treasure troves but some items are extremely rare and maybe one of a kind
    • magic is powerful but would have to be different than anything we've seen in current MMORPG's
    • healing would be handled differently
    • people could play a thief type character that plays like a thief class
    • fog of war on maps
    • players could make custom notes on maps
    • players can make maps to sell to other players
    • good guild management tools in place
    • dynamic resources and the ability to gather them via multiple means either by the player or hired NPC henchmen, some resources can be grown by players or NPC's - mines might peter out and require relocating - trees can be cut down but will need to time to regrow
    • water with physics and looks good - fording a river could be dangerous.
    • ability to use ropes and ladders - maybe necessary to climb a cliff or maybe to climb a tower - this is a must
    • PvP but with stiff penalties - unless you are at war with a specific faction or kill someone and nobody witnesses it(if a tree falls in the woods and you're not there does it make a sound) then you are good to go...kill someone for no reason and someone sees(either another player or an NPC) and a bounty is placed on your head and other players and maybe even NPC's can hunt you down and kill you without any penalty
    • perma death is possible - (perma death is handled in a believable way)
    • players cannot build towns, but can add to existing ones, and they can be elected into positions of power and have certain controls over the operations of cities, towns and villages - you know Kings, Lord's and Lady's type stuff(this would be something only a really dedicated player might participate in).
    • destructable structures - either by fire or siege type weaponry
    • towns, villages and cities that really seem like they are alive - vendors hawking wares, people going about their business, guards roaming the streets, even the occasional prostitute might be around - and you'd be able to interact with all NPC's in a town and not just a select few and the towns, villages and cities would come to life during the day and slowly quiet down the later it gets in the evening.
    • player characters can get married and even have kids

    This...this is the kind of game I wish to have...if you took parts of Age of Empires, Ultimate Online, Oblivion, AoC and Mount and Blade - had a huge virtual world to play in - you'd have my perfect medieval fantasy MMORPG.   ^_^

    PS: That list just touches on how my perfect medieval fantasy game would be like.   I have more I could have added, but that is a good start don't you think?

  • bws1980bws1980 Member Posts: 18
    Originally posted by Teala

    mounts - horses, camels, carts or wagons, boats, ships - no cat mounts, no wolf mounts, just normal mounts and mounts don't just poof and vanish when you dismount they stick around for a bit when in towns - in the wilderness they never go poof and disappear - mounts can be hurt and even killed.
    NPC vendors and player controlled vendors but prices set by game and based on supply and demand, quality and rarity
    all weapons and armor are useful with randomly generated stats ala Asheron's Call
    fog of war on maps
    perma death is possible - (perma death is handled in a believable way)
    players cannot build towns, but can add to existing ones, and they can be elected into positions of power and have certain controls over the operations of cities, towns and villages - you know Kings, Lord's and Lady's type stuff(this would be something only a really dedicated player might particpate in).
    player characters can get married and even have kids

     

    I agree with all except these points.  Even so, I don't fully disagree with them either.

    1.  Mounts - should never despawn.  Similar to Fallen Earth.  You must find a stable to remove your mount from the world.  Also, mounts should act like mounts.  They shouldn't just stand there like a statue, waiting for your return.  They should graze, and wander - but not very far, and slowly.

    2.  Prices set by server - this is generally a bad idea, as such it removes the basics for a working economy.  Not only is supply and demand important, but price competition is also an integral factor.  Let players fight for the best price.  This will lead to sales, and other dynamic events that can only be generated through the player base.  NPC Merchants should exist, but only to serve as placeholders to prevent a massive inflation should the need arise.

    3.  Random stats on weapons - I disagree, but only slightly.  Weapons and armor created by players should have a slight variation in random effect or stats, but for the most part should reflect the quality of materials the player puts into them.  Remember old SWG pre-CU?  This is what made crafting great.  One player could make an item, and another player could make the exact same item with better stats, simply because he/she took the time to gather higher quality resources.

    4.  Fog of war on maps - only until the player discovers the area.  For more complex areas, players should be able to share information.  For example, a dungeon map should be able to be exchanged.  This would also make exploration profitable.  Perhaps a player obtains a tradeskill like one you mentioned before, Mapmaking.  Once he/she fully explores an area, they can create an item using pen and parchment revealing their own exploration knowledge.  Thus translating that map knowledge into an item which can be used to "unlock" another players map view for that area.

    5.  Perma-death - Not in a game.  That's the beauty of playing a game.  You don't really die.  Consequences and penalties should be made severe enough to persuade one not to die in game.  Unless my critique #7 is considered.

    6.  Players cannot build towns - Oh, yes they should!  By Jesus, they certainly should!  There is no greater conflict than a group of players' risk of losing something they actually put effort into gathering the resources for, building, beautifying, and maintaining.  The loss of efforts is one of the greatest motivations.

    7.  Players can have kids - Hmm, not so much.  I don't see how this can add to the game.  Unless this could be your out for perma-death.  When you die, you "start over" as one of your kids to avenge your death.  This might also be good motivation to forge such relationships, or agreements (however you want to look at them).

  • dstar.dstar. Member Posts: 474

    Just make UO with todays graphics.  Keep it top down view, it's one of the reasons UO's mechanics were awesome and I pretty much have a perfect MMO.  Like Diablo 3's graphics and view point but with UO gameplay.  That's just wishful thinking.

    When I was younger I had time to sit around and think about what the perfect MMO would be for me.  My perfect MMO would have been something like sci fi with a little bit of fantasy mixed in, then take EVE + Planetside and smash them together.  You have all the space combat, ships, fleets, and everything that comes with it.  At the same time a bunch of planets to land your ship on, get out of and start shooting people or cutting them up, and even ground vehicles you could get at main bases.  Then hop back your ship and take off to your clans space station or go pirating.

    It's a very outlandish dream because it would never work.  It's way too overwhelming of an idea with too many things going on at once.  I would also like to mention the EVE and Dust thing is not really what I'm talking about it.  Well I guess it is but Dust is a console game, and you definitely aren't going to be hoping in a ship and taking off into EVE land, to participate in space combat in Dust.

    Other than that I'm not really picky on MMOs, though I'd like to see a completely player driven end game done well and work.  Everything from the best gear coming from crafting (not to hard to make either to keep the prices from inflating), to player ran towns, and community wars waging constantly changing the game with no developer influence.  They just add the tools and balance the classes.  It doesn't have to be a game with lolknights and wizards either.  Could be any genre.  This would never work in the long term but it sounds cool on paper.  Actually I think I just described UO oops.

  • uab357gguab357gg Member Posts: 10

    I don't get it. So the world is round instead of flat, or you have to go around the grand canyon instead of running into a zone wall. how does this make it a better game?

    Well, 'better' for me may be different than 'better' for you-it's a subjective judgement. All I'm suggesting is that I would like to see the gameworld be more like a real 'global' world instead of what they currently inplement. No more invisible barriers mainly (don't you hate running into invisible walls that keep you from moving?).

    I'm not sure what you mean in your comment about going around the grand canyon. It didnt quite make sense to me, but anyway this idea is just one of many. The perfect game concept is either a dream or way way in the future and probably won't be made. But if I had the funds and the ability I would create my perfect MMORPG game.

     

  • logansmomlogansmom Member Posts: 55

    i want every thing that Wurmonline has like

    • Terraforming the game terrain
    • Logging trees that can regenerate after they are cut down or manually planted back
    • Player made houses, walls and fortifications of many types, player built castle

    That's as much as i would take from that game because that game is far from perfect.  I would have to take elements from Mount and blade

    • Combat system , weapons, mounts
    • Art & design , character animations and models

    Mount and blade is awesome, too bad its not a mmorpg .  I would take a few things from AnarchyOnline

    • Skill point distribution system
    • Ability to twink items on a low level character
    • Maybe the GUI
    • Lots of slots to put on many items utility, armor, weapons

    and that's about it for that game.  As for PVP it must have zones

    • Full loot zone far away from any starter towns
    • No loot PVP zones in between the extreams
    • Maybe players can capture castles and determine what kind of pvp zone the surounding area will be

    Last things on my list are

    1. Ability to reset skill points when ever you want
    2. Ability to move your character to more populated servers
    3. A good crafting systems with no jack of all trade types
    4. Extreamely low fantasy , brutal mature complex game not for kiddies
    5. Give the player base a vote to roll back an update

    That's all i can think of off the top of my head right now.

     

     

     

     

        

     

  • demalusdemalus Member Posts: 401

     Maybe I read the title wrong, but:

     

    In the perfect MMORPG, I would want PLAYERS!

    ______________________
    Give a man some fun and you entertain him for a day. Teach a man to make fun and you entertain him for a lifetime.

  • Goatgod76Goatgod76 Member Posts: 1,214

    - Great storyline

    - Meaningful, long, epic quests (Epic from the "Wow! This quest is great!" standpoint, not the purple kind) Especially since that is what a quest is...from a fantasy standpoint...a long treacherous and adventurous journey.

    - Intelligent AI that allows for more challenging NPC's that don't simply stand around and wait for you to come along and kill them. Also interact with the world to add to the immersion.

    - Great interactive crafting system.

    - Skill based, not gear/level based MMO.

    - Great economy. (Due in large part by the crafting system. Make everything useful from the start) Make items re-craftable to no end so the item can be endlessly improved. This way you can have several of the same items in the AH, but it can be useable by a wide range and skill lvl of players.

    - Graphic (Brutal) world. LOVED the gore and dark brutal world of AoC.

    - Ability to build houses, complete cities, and ships. Think it would be cool to have an MMO that allowed for building ships and have a game map from the start players know of, but then add random islands and/or continents NOT mapped that players can discover for adventure purposes, possible new resource components, etc. And the players could either sell the info of where the island is to others for a price, or make their own maps showing the way they can sell, trade, etc.

    - No kids.

  • FatherTorqueFatherTorque Member Posts: 3

    I've been thinking about this lately as I've had to go back to AC after tiring of every other MMO I've tried.  For me, I'd like the following:

    1.  No classes, let me pick the skills I want.  If I want to be a not so good tank mage then let me.  I hate being forced into skill trees.

    2.  Player housing and shops. 

    3.  A little stiffer death penalties.  It makes for a more exciting game when deaths hurt a bit.

    4.  NPC's that actually move and don't stand in the same spot every day year after year.

    5.  Randomly generated quests, mobs, npc's, weather, etc.

    6.  Skill dependent not gear dependent. 

    7.  Crafting system that allows for making items as good as any that drop.

    8.  Smaller updates more regularly instead of just big expansion packs. 

    9.  Possibility of player controlled boss mobs.  I've thought about this one for awhile, not sure how you would go about qualifying for the job.  It would have to be on a server you don't play on to cut down on cheating.  How much fun would it be to go against a boss mob that was intelligently controlled instead of some dumb AI running it?  I'd love to be able to log on and just play a boss for a few hours trying to kill every group that comes my way. 

    10.  More change in the world.  Houses burn down, forest fires, new towns build up.  Anything that would keep the world from being so static.

  • ChealarChealar Member Posts: 268

    Problem here is, no one has the same definition of their perfect mmo... either you can try to cram eveything in one mmo, or you specialise your game for one kind of audience...

    Personally, I'd like a world that actually evolve with the story and the players' decision... But I know this is difficult to implement.

    image

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