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1. Real RvR. Where players are placed in geographical realms and can wage wars against other realms. Realms should include buildings that can be sieged, complete with seige weapons and seige defenses. Towers and walls are pre-built and limited.
2. Flat grind. Levels only had minor bonuses to the players abilities. Make it where new players can kill a high level player working as a team. Environment creatures are challenging.
3. Very distinct classes. Fighters don't cast magic. Mages don't use swords and have low hit points. Archers are archers, and clerics are clerics. Rogues are rogues.
4. Life simulator features in the MMORPG. Players must eat, sleep, bath.
5. Balance population of realms where new players can join an existing realm where average players drop below thresold. Limit building of homes in the environment to one per player and in specific areas. Make homes to where they must be maintained or they decay and disappear so you don't get UO urbanization syndrome.
6. Large world with mounts. Unique monsters to be found from exploration.
7. Roaming NPC who can raid villages. UO system that works and would work well with a flat grind and challenging creatures.
8. Deep and broad crafting/career system where a person chooses a path to make a certain type of item or career. Have sub-paths chosen as well.
9. Unique and distinct items, clothing, appearances.
10. Players and NPC can have offspring. Offspring of two players or player/inn npc can become NPC friendly with the realm, such as guards or farmers. Offspring can be limited by food production.
Comments
So, you want a flat grind game were the player can create offspring and clean their underwear. I really hope for your own sake that you're not being serious.
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i'm dead serious. grinding kills the mmorpg. and it is time the sims save the mmorpg. you already have a lot of husband/wife teams. if you want a deep mmorpg experience, you give the players a reason to hunt creatures and come running back to jump in the lake.
1.RuneQuest + CS gamepaly = game from gods
2. Cyberpunk + CSS gameplay = game from goddeses
Generation P
Because we need one of these threads every week.
There was one the week before that too.
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this doesn't compare to the other threads. this makes a radical departure away from grinding towards rvr, team play, and life simulator to create a deeper experience.
The closest game to your description is Darkfall, MO isn't because there are no sieges
His *very first requirement* was RvR. Not PvP, RvR. Darkfall has no RvR at all, having no Realms. It gets a little tiring after a while hearing Darkfall pimped as the answer to anybody's "what I want to play" post, regardless of whether it's appropriate at all or not.
Sims Online was not an MMORPG, it was an MMOG. We're talking about a refined UO with RvR instead of PvP, with a flatter grind, more challenging creatures, with modernized MMORPG features with rich content, with a DnD-style class system, and integrated with features of the life simulator to bring more purpose to actions other than to grind. Such a synergy would draw in Sims players into the MMORPG, bring everything UO promised which nobody delivered, and actually deliver on the RvR. Not sure why the big game developers don't want to innovate, actually do RvR right, and increase their base.
The EQ2 class system:
Fighter casts sword of fireworks at the mage with thousands of hitpoints. The mage casts staff of fireworks at the fighter with thousands of hitpoints. The noob rogue casts fireworks of healing for 2 hit points on the mage. The noob cleric casts fireworks of stealing on the rogue. The bard plays fireworks of kill everyone.
The Silk Road RvR:
Everyone walks outside of main town for your level and everyone kills everyone.
The UO living environment:
Everyone builds twenty homes. the master players kill all the noobs trying to mine. the harpies hide in the corner while everyone else fishes with a clown hat.
Sims Online mmog living simulator:
Everyone makes jam all day so they can buy lots of sofas.