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Sooo... The Future for MMO's? - 5 Things you would like to see...

2

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  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Ihmotepp

    Originally posted by Axehilt


    OP's ideas would take the genre backward imo.
    If the hardcore crowd wants their MMORPGs to retain a similar game depth to what they're used to, they need to start coming up with clever ways of maintaining depth while reducing complexity and irritation.
    This arbitrary "games should be painful" attitude adds irritation without discernable payoff.  Ideas without reason should be abolished and replaced with purposeful ones.

    I think you are slightly off base. There is pain an irritation that is unnecessary, and ads nothing to the game. But then there is pain an irritation that can add to the feeling of enjoyment and accomplishment, which cannot be achieved any other way.

    It's the feeling of climbing to the top of a mountain, versus the feeling of taking an elevator to the top of the mountain. Sure, the view is the same either way, but I think the two travelers will have a different experience of that view.



     

    Fair enough.  I probably over-focused on his perma-death request, even though it's only a small part of the OP's desired features (many of which are fine.)  Perma-death is basically a big fat nostalgia anchor which would weigh a game back if implemented (although there are plenty of examples of MMORPGs which pretend to have perma-death, but don't actually fully penalize you -- and these systems aren't as bad.  Stuff like buying insurance in order to prevent skill loss.)

    And yeah, some penalty is necessary to contrast with success.  But since the actual sweet spot is a lot closer to the "light penalty" side of things than the majority of hardcore MMORPGers want to believe, I often make the mistake of being extremist in my remarks. 

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • skeaserskeaser Member RarePosts: 4,205

    1. Action combat system. Diablo-esque combat, not Oblivion.

    2. No levels/classes. Skill based character progression. Or even levels that allow you to pick whatever skills you want, just get rid of the cookie cutter.

    3. Dynamic world. Cities that rise and fall. Armies that form, disband, pillage and die

    4. Unfairness. Stop making everything accessible to everyone. Have items/skills/recipes etc. that are hard to come by and limit the number of people who get them.

    5. Real cities. Game launches with a village, as people build houses/open shops in/around the village the village itself expands and becomes something larger. Of course, it can shrink, too.

    Sig so that badges don't eat my posts.


  • nennafirnennafir Member UncommonPosts: 313

    1. Less dependence on items/loot.  The thought that one can wear a belt that increases your dexterity or armor that makes you smarter, is ludicrous and breaks immersion.

    2. Less power gained from levelling overall.  Keep it realistic.  Exceptionally trained people still aren't really a match when sent against 5 normally trained people.  The over-the-top levelling curve abilities should go in my opinion.

    3. As others have said, quests that mean something.  Quests are just pathetic in modern MMOs.

    4. Ability to get the best items/abiliities either soloing or grouping.  It should be a matter of what you prefer.

    5. Only one server.  Concentrate the people into one environment.  Don't intentionally dilute things by spreading them all over the place.  Of course, have the game set up so that it behaves "well" whether a zone is almost unpopulated or filled to the brim, with it being understood that it should behave a little bit "better than well" if it is full to the brim.

  • IlthbricIlthbric Member Posts: 2

    1. Three Factions or FFA (with massive guilds)

    2. Player run politics. (Idk.. just make it happen)

    3. P2P

    4. More reliance on gear. (Less on levels) 

    5. Combat system that... limits the character. W/o overwhelming the user.  As in you're not just waiting there to click this then that. There should always be one extra thing you can do to add to your efforts.

  • KrazcoKrazco Member Posts: 167

    I want something totaly different.

    1.) - This game should have no lvl's

    2.) - This game should have no pvp

    3.) - This game should have no Loot

    4.) - This game should have no Quests, Instances or Raids

    5.) - This game should have no Economy, Itemization or Crafting

     

    This game should have:

    1.)  - Dynamic storyline where every action you do changes destiny forever

    2.) - Ingame HD videos

    3.) - Puzzles

    4.) - Lunched for Consoles

    5.) - Real life avatar (play yourself)

     

    To sum it up, i want 90's Tex Murphy style FMV Puzzle game in a real life mmo setting.

    Want to play: Lego Universe

  • Miles-ProwerMiles-Prower Member Posts: 1,106
    1. Much more character customization. I want full range of customization over my character. From skin tone, to height, to hair, etc. Being able to create your own textures wold be a great start.

    2. Better mob AI. AI that responds vigorously to your attacks, interacts with the environment better, and has a generally "Realistic" feel to it.

    3. More interactive combat. Block when you want to, attack when you want to. Flank, take cover, push, pull, attack an enemy's legs, arms, etc. More than just "1, 1, 2, 3, 1, 1, 2, 3" over and over

    4. Less randomness. No "Percentage to crit" or "Percentage chance to hit." I hit when I hit, I crit when I attack an area that is unarmored. This will make fighting with revealing armor more flexible, but at the risk of higher chance of crits while wearing heavy armor more restrictive, but soaks more damage.

    5. Bigger worlds with more interaction. I want to have more interaction with the world other than gathering materials that are indigenous to the area. Lift and throw rocks, crush walls, destroy buildings, build boats, etc.

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  • RageaholRageahol Member UncommonPosts: 1,127
    Originally posted by arcdevil


     one of this years, posters in MMORPG.com will understand that sandbox games are the past, not the future.

    is that why after a ton of theme park style MMOs have come out and one poorly yet when fallen earth was launch its was praised, and new players and vet alike?

     

    ask people (on these forums)  what they dislike more WoW  or EVE/FE?

     

    there are room for both games IMHO, but you will see a stronger community in these sandboxes. and TBH  ive have had an overall better experience in "sandbox" games then I have had in a themepark

    image

  • krowxxviikrowxxvii Member Posts: 177

    There is one thing I would love to see: Player-Made Classes

    (1) At character creation, you make choices such as Armor Proficiency and Skill Specialization, as well as the choice of a Deity (which would alter the "feel" of your skills and abilities), also the choice of Race is more than an aesthetic choice. At the end of the character creation and class customization process, you are given a series of potential names for your class based on weapon and armor proficiencies, as well as skill specialization, race, and Deity.

    Second, world immersion

    (2) A living, breathing world with seasonal changes, night/day cycles, weather, creatures that roam the land for a purpose (birds migrate south in the winter, bears that hibernate in the winter). And also, make that world completely seamless. Even if you teleport somewhere, NO LOADING SCREENS, ever.

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  • KellsKells Member Posts: 65

    I would like to see:

    1. All gear in a game crafted by players. Schematics for such gear might be looted or gained from questing but the item itself crafted.

    2. Player housing and player cities in a large, explorable game dimension (worlds, outer space, what have you). This housing would not be instanced,  not segregated from play zones and would have purpose in the game mechanics.

    3. Individualized quests and storylines so no written guide can show you a roadmap. A corrolary to this wish is that at least some categories of NPCs and locations in the game world have a lifespan and don't endlessly regenerate.

    4.  Lots of things to do besides combat to make your avatar multi-dimensional. If you want to call this the ability to roleplay, that is fine. If you want to call this ability to do many things "sandbox", that is fine too.

    5. Meaningful Player vs. Player competition that affects the gameworld at large and is multidimensional (again, not just combat).

    thanks

     

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by needalife214

    Originally posted by arcdevil


     one of this years, posters in MMORPG.com will understand that sandbox games are the past, not the future.

    is that why after a ton of theme park style MMOs have come out and one poorly yet when fallen earth was launch its was praised, and new players and vet alike?

     

    ask people (on these forums)  what they dislike more WoW  or EVE/FE?

     

    there are room for both games IMHO, but you will see a stronger community in these sandboxes. and TBH  ive have had an overall better experience in "sandbox" games then I have had in a themepark

    There are room for both, so the rest of my post is nitpicking a little but...

    It seems very vague and useless to say a game was praised by new/vets alike.  Lots of games can say that.  Even bad games have fans.  More importantly, even those poor themeparks have fans (I could easily see AOC and WAR -- "poor themeparks" -- having more fans than FE.)

    Not a jab at FE (which I'll eventually try) but at the vague way you've defended sandbox games.  Because I could say the exact same thing in reverse.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • YohanuYohanu Member UncommonPosts: 215

     1. A REAL player-driven economy where the players build the world.

    2. Proper skill system where more than just combat is viable when playing the game.

    3. PvP with consequences (full/partial loot)

    4. No more "epic loot" in the sense we have today, and no "bound" items. You die, you lose it. "Super items" should be incredibly rare and either be loot or unique quests (only 1 person can do the quest). Keeping the items rotating between people is essential for a good economy. Let people trade any item in the game as they see fit.

    5. Player housing a'la Ultima Online, plenty of fluff to further strengthen the feeling of joy from the game.

  • ScotScot Member LegendaryPosts: 24,439

    1. Group play properly catered for.

    2. Sandbox elements strong enough to offer alternative activates to do all day.

    3. Realm versus realm.

    4. RP tools.

    5. Gameplay which is freeform targeting, no auto attacks etc.

    Oh and subscription based with no cash shop. Yes these days that’s an innovation!

  • alakramalakram Member UncommonPosts: 2,301

    1-. Deep Classless character development: That means some skills will go up as you use them, other will go down if you dont use them, no character can have all the skills developed.

    2-. Seamless world:

    *With meaningfull transportation system and mounts with capacity for more than one player.

    *Players can change the shape of the terrain, building a mine: gathering ore will make a hole. gathering wood will cut down a tree.

    *Flora and fauna, cutting trees will empty a forest, players will need to plant more. Killing animals will make them dissapear until people stop killing them, etc...

    3-. Economy is player driven: Player vendors. (You can use the auction house to access player vendors but, you will be paying a tax that you can avoid by visiting the player vendor.

    4-. Social Stuff:

    *Player Housing / Guild housing non instanced

    *Player cities, no npc cities never ever.

    *Parties

    *Races

    *Tons of clothing options, appearance system.

    *Pets

    5-. Deep crafting and gathering system

     



  • farfanugonfarfanugon Member Posts: 419

    im going to just accept the fact that mmos will blow for ever now so i need just 1 change to make it playable for me

    1.) full nudity mmo's

    if the graphic , game play , movements , UI , and all else is gunna be fail we need something

    give us nudity or give us games im happy which ever they chose

    image

  • NixishNixish Member UncommonPosts: 185

    Instead of a list, Ill keep it open by saying that I'd like to see a sandboxy mmo that isn't based on FFA PvP full loot. I enjoy some structure when it comes to PvP like nation vs. nation (vs nation etc etc) instead of race vs race. I heavily dislike full looting because of its stigma, so a game that provides incentive for random world PvP other than stealing eachother's stuff.

    I like emphasis on skill points- especially crafting. Set in stone levels not so much. I want a game where myself and friends can make massive (or small) structures that arent pre-determined by a template.  I want a crafting system that allows people who wish to invest most of their time into a craft become a master on their server. Want that specific item? Seek out player so and so. I heard he's been a blacksmith for over a year and a half and should be able to help you out.

    I want RANDOMNESS! Tornados, tsunamis, and earthquakes that obliterate anything in their paths.  I'd like world bosses that arent tied to specific spawning locations and will harass the hell out of everyone wherever they are. I would also like said bosses to drop the best materials in game so there would be no need for raiding instances (or any instance for that mattter).

     

    I'm sure thats way over 5 things, so I'll end it here.

  • SarykSaryk Member UncommonPosts: 476

    I would like to see a family package for the game, expansions and monthly charges.

  • aranhaaranha Member UncommonPosts: 171

    Quality MMORPG's. That seems like something of the past.

  • iinweediinweed Member Posts: 6

     

    Instancing for bosses = good. Hated the way other people could get to a 4 day respawn boss just because they camped out there with a stopwatch. I play these games for FUN, not irritation.

    Low/no real death penalty, cos I don't have all the time and patience in the world to waste an evening's play because I got killed.

    I REALLY don't want to find the game changing on me all the time. I expect the quest givers to give the same quests out and to be there when I get back. Having said that, some kind of additional random quest giver would be a nice addition, but not for storyline quests.

    Stop the Gold / EXP / Credit sellers

    And last, but not least.. NO JUMPING!!!! drives me nuts!

  • krowxxviikrowxxvii Member Posts: 177

    Another thing I'd like to see (it's probably been done already):

    (3) A healing class that also has pets

     

    I know there was one in DAOC, I think it was the Druid on Hibs? Please correct me if I'm wrong. But I'd like to see a whimpy little robe-wearing healer that has a big badass pet to fight the battles. I think Druid Hib wasn't a weakling, they actually wore heavier armor and were proficient with weapons.

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  • KabonKabon Member UncommonPosts: 78

    1) Better Rewards in Groups Xps and Loot in therms of Power of the Gear but the ability to solo as well but the most efficient way to lvl will always be a group od medium + talented ppls

    2) Never FFA PVP its nonsense in a game ..where u die and revive die and revive ..if you want to be able to customize chars with gear the gear needs to be yours ..besides PVP in a MMORPG is bullshit anyway. if pvp make the entire game solely skill based ..and have gear on the ground for free ... ie Unreal Tournament and call it a MmoShooter :)

    3) Classes ..you need them in order to have roles in groups ..Healer Tank DPS ..is a much needed and interesting mechanic for group building if skill based ..then one should be able to choose paths the Tank Path the Dps Path the Controll Path the healer Path and so on ..

    4) Alternate Advancment  at maximum  ..and a very very very complex Character Creation with stats that matter and Racial abilities that matter a lil not alot + maybe some hidden random goodies .. the chance to completetly fuck up your character ..just very limited respec options ..

    5) Never ever ever a Cash shop no Fluff no Bonus Items for Preordering no Bonus items for Collectors edition no Bonus items for magazines from the game no Bonus item for Special occasion no fucking Bonus items if they are related to paying cash ..in whatever kinda way ...

    --------------------------------------

    6) No Instances ..if then just very very limited i could imagine a random generated Diablo style instance to be the way to go ..well kinda dont make it a 1 group only instance make it a entire zone whos like that a maze that changes from day to day ..with need hidden goodies each time it changes itself ..

    7)Mysteries ..rare spawns that trigger only if you did x , y , z ...but changing .

    8) the ability to learn Npc Skills spells if you fought alot of them ..but kinda make it hard to obaint .

    9) and so on and so on and so on

  • RealmLordsRealmLords Member Posts: 358

    1. Free to Play with a deep cash shop items

    2. Almost no way to achieve gear or level quickly except through cash shop

    3. Fully instanced world (single player with lobby) with fully linear gameplay

    4. Incredibly easy leveling that a 5 yr old could do, in reality a slow boring grind

    5. Meaningless classes, where everyone can solo, tank, heal, dps, cc, etc.

     

    And last but not least...

     

    6. Lots of advertising with large breasted women in strappy leather armor. (edit: but nothing in-game that looks anything close to the advertising)

     

    It's not the future I want.  However, it is the future that I expect.

     

    Ken

    www.ActionMMORPG.com
    One man, a small pile of money, and the screwball idea of a DIY Indie MMORPG? Yep, that's him. ~sigh~

  • just1opinionjust1opinion Member UncommonPosts: 4,641

    Geez, people. Read directions. LOL

     

    1- I would like the sandbox and themepark elements to be wed into something that takes the boring and completely linear out of the theme park level grind, and the "overly open" vagabond life out of the sandbox. Aimlessly wandering through 100 miles of empty terrain is NOT interesting to me. On the other hand...I don't want to be led by the nose 100 percent of the time either. Give me more options, and even make quests so that, depending on my choices, they can be completed in DIFFERENT ways from what someone else might choose. OPTIONS are King.

     

    2- Because of #1, I would like to see a skill-based game, as opposed to levels, however, I like the idea of various set classes (because I don't think everyone should be a master of all trades and able to tank, heal, dps, buff, de-buff, crowd control, etc. as a "one man band"), but....I want a LOT of freedom within those class archetypes, like more varieties of sub-classes that can be independently customized through a vast array of skill choices. This goes along with character customization, which from both an aesthetic (clothing, hair, height, etc) and game play (attacks) stance....BOTH need improvement in the genre. Let ME create "ME."

     

    3- I will no longer play MMOs that do not have some decent form of player housing and/or, at the very least... guild halls. At the very least I want to see what has been implemented in EQ2, and then perhaps blended with housing as it's done in Vanguard.  I do NOT want to see any more crap excuses for housing, such as exists in LotRO or Runes of Magic. There's no POINT in housing if it's not more customizable than THAT. If you're going to ask me to role play living in your game world, then by gads you had better allow me a house there that can be customized to reflect my character's unique presence in that world.

     

    4- Creative game world settings. O M G let's get away from the tired concept of just orcs, elves, and gnomes everywhere, and the whole Middle Ages type of setting. Aren't there any other fantasy settings that could be used? Even the real world, as they are using in the upcoming MMO, The Secret World, is a more imaginative framework than using the same old same old "knights in shining armor" fantasy settings we seem stuck in today.

     

    5- Deep interactive crafting, ala EQ2 or Vanguard, or a more complex interactive version of Fallen Earth. I am really tired of one button crafting that places more emphasis on collecting ridiculously hard to find mats than on the crafting PROCESS itself.

    President of The Marvelously Meowhead Fan Club

  • TorikTorik Member UncommonPosts: 2,342
    Originally posted by VirusDancer 
    3)  Allow for both the casual and hardcore.  The casual player could play along in the more metropolitan areas or even attempt to explore the far reaches of the universe.  The hardcore player could try to take over the NPC factions in those metropolitan areas or seek out their own dynasties elsewhere.  The casual player would never find themselves on equal footing in regards to accomplishments and "loot" as the hardcore player, but there would be more than enough provided for them to do to have a sense of accomplishment.  For my last three months in SWG way back when, I did not participate in combat at all.  I had some harvesters and ran a shop.  It was pretty casual.  In Eve back when 12k people online was a big deal, I used to read while running traderoutes.  The game would provide the opportunity for the casual player to run quests/missions for some NPC faction that would have some meaning in the game.  The hardcore gamer would be able to do more as they please.


     

    When I first played EVE back in its early days I had a 'dream':  I would be a Mountain Man in Space. :)  Essentially I wanted to go out into unexplored space, look for resources or artifacts, set up a base on some asteroid and occassionally go back to 'civilization' for supplies.  This was completely unachievable in the game and I soon tired of the mining and trading and the PvP did not appeal to me.  I quit the game and only recently has the game acquired the elements that would make that kind of playstyle possible. 

  • VegettaVegetta Member Posts: 438

    skills not level based
    all items craftable
    non instanced housing
    mounted combat
    good pve and pvp
    Most importantly - FUN

    image

  • scuubeedooscuubeedoo Member Posts: 458

    1. Something in between sandbox and quest driven

    2. Something based on a shared world not on instances.

    3. Mostly party based not solo focused.

    4. Decent graphics and controls.

    5. Combat that requires some skill and is interesting but also gives you free time to chat at the same time. (Something like "timeslice" based maybe)

    "Traditionally, massively multiplier online games have been about three basic gameplay pillars – combat, exploration and character progression. In Alganon, in addition to these we've added the fourth pillar to the equation: Copy & Paste."

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