1. Instances are fine in certain areas but not multiple instances. If you need every interior to be its own ‘zone’ that’s OK as long as there is only one.
2. Quests should be about 70% solo, 30% group only. Introduce the players very early, say level 5, that every 5/6 levels most quests at that level are group quests.
3. I don’t mind a fantasy setting but it is not just older gamers who want more choice there.
4. Crafting as part of the economy and a worthwhile endeavour. Only raid gear would be better than the top crafted gear. You would need a random mechanism so that uncrited gear was somewhat below the best loot and crittted gear was just above it.
5. The death penalty should be a mixture of debuff, equipment repair and temporary xp loss. Like what we often have now but a stronger debuff and temporary xp loss.
6. Mixture of skill and level system. Levels are used to determine health and mana, access to power tree sets, skills determine the rest.
8. Player housing in the cities you would quest and craft in. Sunny Lane would have a player housing entrance to the one and only Sunny Lane housing instance. These could be linked by teleports to all the other housing instances in the city.
9. Players can set up shop in the crafting district using a system similar to the housing one. All basic items can be found at npc vendors. But anything beyond that has to be bought from a player. There is no auction house. The game sets minimum and maximum prices for an item.
10. End game is a mixture of raids and realm versus realm. Raids are time sinks but not ‘gated’. RvR yields rewards but only ones that help in RvR.
I like all the people who want features from UO, and yet most say NO to fast travel?
So Im guessing none of you ever used Kal Ort Por? Fucking hypocrites.
Runes. Runebooks. Rune Libraries. Mark, Recall and Gate. No marking inside dungeons and places of interest. Devs can decide what those areas are.
Once Ive had a nice ride on my pony/dog/dragon/spaceship across my gaming world, Id like the opportunity to fast travel IF I WANT TO. No-one is saying you have to it you dont want to, just dont stop me from doing it. And dont even start with the "I want it all now generation" bullshit either.
Other than that theres a lot of good stuff here.
This is a what do you want post. Which means anything. Sure everyone used a Mark or recall. I think we're more talking about an instant port to wherever you want you want to go.
This is what the individuals want, not what are we taking away from you.
Yeah, I realise. But all the hate towards insta travel really gets me fired up
Ha! The people out of power (us) will always complain when what we want isn't popular or used anymore.
All my ideas are base on a semi-grind game. Semi-grind because grinding is the game it will be the way to get items and xp, leveling at a very steady rate.
1)Death penalties xp, item & money
2)Level only effect hp/mana(with very high lvl cap). To raise other stats you gotta train them, i.e. the more you use something you become better at that or if you kill a boss you advance faster on your class stats.
3)Big world (stop with the instances they effing suck).
4)Houses (seriously older games did it wtf can't we have it now?).
5)Almost everything can be soable if you have trained enough(#2), except big dungeon bosses.
6)There will be 1big quest line that you can get like every 5 levels or randomly. Think diablo here for a sec kinda like that where you are always send to search for intel and kill bosses. With a few side quest to help you with items, lvl, skills etc. None of that collect 10 wolf teeth or kill 10 buglar(NONE).
7)PvP base on the server, free for all(no penalties), normal(penalty when killing without reason) & no pvp(gotta make the carebear happy).
8)Items/Hunting: On this big fantasy world there would be lot of dungeons, cave, lair, mountains whatever...So basically you would farm these places for xp, gold, skills and mainly items upgrades that player can sell or keep.
9)Can have multiple race, but one faction. No more alliance vs something. Instead everything is controlled by player and their guild like the hunting areas or w/e they wanna fight for.
I'm bored and ran out of idea
Originally posted by Spathotan The simplest way to put this, is like this. Buying a used/refurbished 360 is on the same plane as sharing a condom in a gangbang with strangers.
Everyone will want to recreate either EQ1 or UO . You'll never get them all to agree on one thing. And they wont play it if it doesn't match their wishlist. . Recreate UO and you'll get the UO players but not the EQ1 players. Recreate EQ1 and you'll get EQ1 players. Recreate SWG and you'll get those. . And it's been so long since they've played these games that many suffer from nostalgia and wouldn't like the game once you recreated it. . I think you could create a decent niche game if you made a more challenging MMO. I'd design it from scratch though.
5)PvP anywhere anytime, no restrictions, just consequances.
6)Full loot (PvP with a meaning). (Ol'School UO)
I'm just wondering, how would a "no safe zone" and "full loot" benefit to the game? So you can't put anything to the bank, because a bunch of stronger players are waiting near a bank and constantly gank you? And can't craft, because someone will gank you and take all that you had made?
I think at least one zone with all the shops, banks, crafting machines, trading area and other stuff (and PvP disabled) is essential to the game. It's like a hub where all people gather, chat, create groups and start the adventure. And no guild halls. Just one zone like Plane of Knowledge is in EQ. You also shouldn't be able to zone back to it for 1 minute once you've left it.
I like all the people who want features from UO, and yet most say NO to fast travel?
So Im guessing none of you ever used Kal Ort Por? Fucking hypocrites.
Only my mages did. There were no rune books where everyone could recall... that wasn't until later. If you were anything other than a caster, you walked. UO changed, it became easy and focused on an item base like EQ, but then UO and EQ had this pissing contest going from early on. EQ was even slower travel apart from most casters, but that changed with PoP, and then further slid downhill with instance after instance release. I played both from the beginning, they were distinctively different at one time, and neither really had fast travel apart from casters which were primarily the guild shofer.
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Anyway, did I mention I support slow travel? I'd rather see no fast travel at all.
I also like the single server implementation, at least high volume as servers are capable of now.
I'm for moderate death penalty, less about skill removal but more about slower skill gain after death, but it's really semantics so either is fine. I think corpse retrieval is the main highlight of the penalty. Though at least with slow gain penalties, PvP will be more available at the cap
Oh and as someone mentioned my OP (actually my second post, the list) and supported large instanced dungeons, to clarify, I don’t support that. I only support instances in non-combat social areas as mentioned, like houses or guild halls. I only support that because I prefer zone based worlds rather than seamless ones. It’s not that I oppose open housing, it’s just a balance issue with zones to work. Of course doing something like SWG did is nice too Though instance housing could be large areas that are customizable beyond houses. But any combat instances? nope, I didn't say it
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Oh and just to mention, for those that are just here to dog on the old-school style (this isn't directed to Azureal), please reread my OP, it's not for that. I posted this thread to be constructive for actual old-school players dissatisfied with what has been going on, there are enough debate threads going already. You’ll get no QQ attention here.
One fo new ganes nearly compatible with many of ya orders is now Fallen Earth.
Nearly no instances, absolutely no fast travel, best crafting still etc.
Sure there is many not-so-good-things like many stupid repeatable quests from KTR/FedEx type etc.
But try it! Many my friends we all from EQ1 times found FE best atm and one and only til nothing better.
I enjoyed LOTRO too til Moria slowly start nerf the game, Lorien gives acceleration towards and Mirkwood and skirmish instances put final NO-NO for me and many of ud oldtimers in LOTRO. Now FE fills da blanks...
But about ideas many of previous posts cover all.
I wanna add some to crafting:
Make playercrafted items over looted. And looted armor/weaps can drop only from user mobs (bandits, thugs, mercenarys etc.), very unfreakquently from mobs ate some hero with equ (like Gelatinous cubes etc.). I allways laugh hard when I kill some ants or mice carrying many suits of plate armor or something like. In FE is just such system - best armor, weapons etc come from craft - and no vehicles from loot - in FE is no mice with some buggys or motorcycles in their pockets.
Now add some creativity to crafting - let players make reciepts too. Basic components are choosen by devs, but there is allways 1-2 "slots" for ingredients player can try. And then random generator choose what happens - in say 80% nothing changes, in 10% some bad happens (explosin whixh nearly kills ya, destroys ya tool etc.) and 10% is success - ya get some remarkable item. Now after repeating that reciept successfully say - 10, 20? times - ya learned it and can scribe new recieptbook. And now it works as others, no fell results, and ya can teach and sell this knowledge. Not only make books and sell in some stupid AH, but that it means - pl wanna learn it must meet ya, meet in some workhouse, need some ingredients used, need some time, etc and then roll for success. Of cause success in research of new reciepts depends from ya skill-level and time ya have to prepare research etc.
Now I mentioned this before and here in this thread was too - forget auction halls. Remember old times in EQ1 where we meet in tunnels near SRo or later other gathering places where ppl stand and sell their stuff. OK, time consuming etc for now.
I agree but let that business go to ppl who HAVE time - merchants, who specialize on this area. They can build (with housing) their shops and make themselves or buy from crafters goods to sell- And when Ya own shop ya can hire NPC shopsellers who trade at that time when ya offline, with fixed prices (that can be modified too in price range depending from charisma of buyer). You can open travelling shop in cart/bus etc and move around areas, going through dangerous ones at own risk or hiring NPC/guild guards). Make one regions best for metalworks, others for agriculture etc. Best results are when ya combine ya workshop and shop. When ya become rich and influent, ya can open even many different item shops. And good guilds join they efforts in opening some kind of supermarkets. So living market with all in-players stock exchanges, trades and espionage.
In game world big large open ares without minimaps. And some trivial mobs let be in places where they ordinary are - eq some orcs wandering near their mountain camp, big elks near wide valley in zone. But some rae unique mobs spawn totally randomly and wandering at their own orbits - everybody must find (or have tracker, sure not zreawide, with them) themselves. And make some really rae spawns what they are - like in EQ1 gods pop once per week. That means ya can kill only 52 of them in year, and not every time they drop ya loot. And that loot must be not overbalanced - like twice power - but some beauty one. A bit but a bit - ya have it like Olympic medal means ya not run twice faste but tenth of second - but ya have it. If ya make Bugatti accessable to every single person, it's not Bugatti anymore. Yar rare loot must be that what it is - very rare, and very unique. Ya can play successfully without them, that only yar Excalibur (and please don't make game socialist that every player MUST have that best thing cuz he pays ya money) is some evidence of great work and luck so ya can get it.
And make wandering around and exploring interesting - after every patch revamp old zones too. Add new interesting rare mobs, not in plain newb areas but somehow hidden. And not every time so ppl used to run thru all zones being sure there IS some rare drop. NO! There COULD be, but when and in which zone ya must find it out. And use that very clever things from D&D or other pen'n'paper RPG-s - use many different traps and tricks and riddles. Ppl must solve them before they open that dungeon. And riddle can variate every time so no help reading some online cheats. Use rogue skills to get hints, use hard punishments for non-acceptable trys, put there additional quests open only after solving first riddle, then get long travel and queue to fulfill, and return finally opening that ancient tomb.
OK. Dot. Enough so-or-so loong sheit, hardly readable, next time more
-No every day raid areas. Very few large raid targets with a 7 day timer, sure, but entire zones made for raid? no.
-Most mobs created equal. In other words, a mob is a mob, not listed as solo or heroic, etc. Give people reason to group in the form of safety in numbers, faster rate of exp gain, exp bonus for group.
-No mob tethering, no preset encounters. Give mobs wide and varying pathing areas to force players to play smartly.
-No mass fast travel but make horses/caravans available early on.
-No pvp. (sorry, but whenever a game has or introduces pvp, it always affects the pve game)
-Logical expansion progression. (you should not go from killing dieties to killing orcs that are more powerful than dieties)
I agree with most of you but I want to add....Random loot like AC1. I am sick of seeing everyone with the xxx sword they got from killing the xxx giant from the xxx instance. you guys know what I mean or am I just clueless?
I agree with most of you but I want to add....Random loot like AC1. I am sick of seeing everyone with the xxx sword they got from killing the xxx giant from the xxx instance. you guys know what I mean or am I just clueless?
Sure, for instance, EQ1 did that. It's really easy to do, does not require more than an icon image to represent the object in most cases, and then a little code for the database, maybe more naming variations for weapons since they mostly look alike anyway. What happens is when there is a successful drop, it takes a random item from a list of items that that particular mob may drop (e.g. Beeswax, bee wings, stinger etc..), along with chance variations. So if you camp a mob, you may get 5 different types of items before the one you are looking for drops. But in any case, item lists can be as large as one wants to implement.
To go a step further, but I've never seen it done outside of Diablo, it to have randomly generated names for weapons, though those were player crafted... or enhanced, from that box they had in the game.
I never played AC1, only a month of AC2, so I'm not positively sure if that's what you mean, but most likely.
A UO-like game, with modern 3D graphics, that isn't all about PvP. Doesn't have to be fantasy, could be sci-fi, or post-apocalyptic, or whatever, as long as it's as much of a sandbox as UO was.
I played old-school EQ, too, but as far as I'm concerned, modern MMOs are close enough to that. More instanced, sure, but same old formula, for the most part. What no one seems to want to do, is make a new UO. I can't imagine it not being successful, though. They could even make it a F2P game, with all sorts of customization and RP stuff in an item shop, and I bet it'd still make a lot of money.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
For MMOs... The only thing I want back is teleportation to anywhere and everywhere on top of a reason to actually travel instead of teleport.
I get to go somewhere I want/need to get to right now. Plus reason to explore around when there is nothing going on. The world is important and the events happening in the world are important. The rest of the features I want fall out from this philosphy.
Forever looking for employment. Life is rather dull without it.
I agree with most of you but I want to add....Random loot like AC1. I am sick of seeing everyone with the xxx sword they got from killing the xxx giant from the xxx instance. you guys know what I mean or am I just clueless?
Yah man AC was my first true love. Endless vast wastes to explore, and a million and one dungeons to go check out. Like you would travel for hours in a direction and come across some out of the way dungeon portal and be like "OMG I wonder if anyone even knows this is here?" Going in you find a chest at the bottom of some deep pit...it's worth the jump to see whats inside. Narrowly breaking your legs you survive just enough to pop it open, and see some AWESOME chain armor, and a magic weapon that you actually use! Plus the armor was RED and that was your style lol...loved AC...AC2 was just sad and nothing like AC1.
...I want world chests back....I dont care they were camped...I loved finding my own to camp way off in the middle of nowhere...
Also what I miss?, SoW...and levitate...and every other high level buff I got when running past the tunnel in EQ. I WANT THE ABILITY TO BUFF AND HEAL PEOPLE THAT ARENT IN MY F'ing PARTY!!!!! Like do you know how many games have ruined that feeling of being your lowly 2nd level cleric in butcherblock, coming upon someone so close to death OR WORSE bleeding to death, and then POOF you smack a heal on them as you FEEL their excitment at the mere SOUND of your healing spell?!? Nostalgia yes, but people, this is the stuff of MMO's I tell you .
I want the fear of death to make people honestly appreciate being saved or helped.
AND QUIT DOWNGRADING THE POWER OF MY SPELLS IF I AM HIGH LEVEL! Sure To a degree is fine, but good god just because people 'exploit' for leveling purposes does NOT mean MMO's should be degraded to some bland mediocrity. You know what I said in EQ when people were twinked to the nines? HE'S RICH! A NOBLE and I AM POOR! SO WHAT! If someone has the ability to help level up another, think of it like a mentor of teacher not some 'cheat' or exploit.
I want sweet spells and UTILITY spells and abilities that have NOTICEABLE EFFECTS! NOT Fing +.03% to my anti Crit vs. sponge weapons. Christ...sorry to rant but I'm just realizing that I have entered the genre looking for exploration adventure and power, only to come out the other side a statistician, and raid boss researcher spending all my 'FUN' time planning the specific loot I need to farm in order to be good enough to farm the next level of loot...to be able to farm the...farm..the...farm...farm...I just want to play again.
UO,AC1&2,EQ1&2,DAOC,SB,SWG,FFXI, Horizons,EvE,E&B,AO,WoW,VG, Lineage,GW,TR,LotR,AoC,CoH,DDO a myriad of FtP...and still looking...
Basically, I wouldn't mind having UO, not in it's current form with ninjas and elves, but no older than when that horrible 3D expansion came out (preferably even earlier, before Trammel was released), with updated graphics engine and a much more streamlined and modern UI.
UO was my first MMO, so I do have that "first-love" feeling towards it but personally, I think it got a lot of things right. It offered the freedom of choice and provided the players with the means to use it. Besides EVE Online, I have yet to find a game with similar choices.
OK well i am not sure if i am an "Old School" MMO player , my first long term MMO was FFXI, and i really try hard not to rember what year i played ><. Recently i went back on a free 14 day trial, i lasted about 45 mins, when i said fuck it, becouse i relised what it was like to de-lvl when i died. I really hope MMO's do not revert back to what they where, becouse the genre has moved on. While this topic has been interesting , it reminds me of "I used to have to walk up hill bare foot in the snow to school both ways." What i do trully miss form the good ole days , was the community, and the fact that atleast in FFXI end game was a distant goal. I rember my first raid , dieing 20 odd times , de-lvling , and i am not sure what the boss droped.
So here is my short list of what i would like to see
No more static quest. i want to see major and dynamic world events
Party's that can be created with diffrent people beyond the holy trinity.
Crafting where Adventures and crafters have to work together, to both harvest and craft items
Death Penalties that have a exp loss and a faction loss
Factions that are dynamic, and influjence parts of the world
Single Server
Each City / Faction with there own auction house .
PvP that is centered around anything but rep and drops... i want to kill you becouse you stole my mine , not so i can get a new staff.
Mob spawn points effected , by warfare, seasons , and how much they are getting killed
Gear that is cutimizable with regards to stats, either threw crafting or a socket system.
I want a game like chess, where it is very simple to understand the rules , but take a LOT of work to be good at.
-Most mobs created equal. In other words, a mob is a mob, not listed as solo or heroic, etc. Give people reason to group in the form of safety in numbers, faster rate of exp gain, exp bonus for group.
Yes! Rat is rat, even if ya meet him in high lvl area. OK, devs can still modify them to give more challenge like in that zone there could be some diseased individs which CAN (not must every time) give ya such kind of sickness that could be hardly debilitating or even fatal if not cured at right time. And at first ya must identify that disease to be healer yarself or use help of fellow doctor in ya group. And to cure disease (or poison) one must have some medicamentation (and at first meetings with those diseases healers must make research and learn what is cure). So even some oddly habitating rabbits could be a big challenge for group moving around in new zones.
-Logical expansion progression. (you should not go from killing dieties to killing orcs that are more powerful than dieties)
Can't be sayd more correctly, dude I remember times after we killed Quarm in PoT after long learning curve (being 2nd guild in server able to do that). And then came out new expansion and our raid of 54 god-slayers was jumped and wiped some amount of "porcupines", whatta shame And after quiet fast rise in abilities and power of armor-weapon-skills let them slow down or soon all old world is nonsens - I still remember how full raid of 72 ppl fight velious' dragons and whatta big badass was Vindi. Later when I was long time left my friend still hanging there shows how his cleric (yes!) soloed these targets. Heck that's not logical. Devs - ya grow world and grow it massivly and wide, not into heights. Quiet good example is EVE where Ya can return after year's pause and is able to join game not loosing yar ability to fight and be usefull in groups.
And one thing I just remember now - in LOTRO our kinmate Dave wrote two scripts for GM driven event. That was announced in web and in-game and many ppl came to participate and tho was very fun. There was story behind trhat event fitting nicely into game's lore. So give player's more opportunitys to build their world and adventures and they are ready and happy. And reward them for best ideas and use them later in game. If ya have tons of players sure ya can find a lot of brilliant minds among them. And they are different and no more so many copy-pasted KTR & FedEx types.
Comments
1. Instances are fine in certain areas but not multiple instances. If you need every interior to be its own ‘zone’ that’s OK as long as there is only one.
2. Quests should be about 70% solo, 30% group only. Introduce the players very early, say level 5, that every 5/6 levels most quests at that level are group quests.
3. I don’t mind a fantasy setting but it is not just older gamers who want more choice there.
4. Crafting as part of the economy and a worthwhile endeavour. Only raid gear would be better than the top crafted gear. You would need a random mechanism so that uncrited gear was somewhat below the best loot and crittted gear was just above it.
5. The death penalty should be a mixture of debuff, equipment repair and temporary xp loss. Like what we often have now but a stronger debuff and temporary xp loss.
6. Mixture of skill and level system. Levels are used to determine health and mana, access to power tree sets, skills determine the rest.
8. Player housing in the cities you would quest and craft in. Sunny Lane would have a player housing entrance to the one and only Sunny Lane housing instance. These could be linked by teleports to all the other housing instances in the city.
9. Players can set up shop in the crafting district using a system similar to the housing one. All basic items can be found at npc vendors. But anything beyond that has to be bought from a player. There is no auction house. The game sets minimum and maximum prices for an item.
10. End game is a mixture of raids and realm versus realm. Raids are time sinks but not ‘gated’. RvR yields rewards but only ones that help in RvR.
Ha! The people out of power (us) will always complain when what we want isn't popular or used anymore.
All my ideas are base on a semi-grind game. Semi-grind because grinding is the game it will be the way to get items and xp, leveling at a very steady rate.
1)Death penalties xp, item & money
2)Level only effect hp/mana(with very high lvl cap). To raise other stats you gotta train them, i.e. the more you use something you become better at that or if you kill a boss you advance faster on your class stats.
3)Big world (stop with the instances they effing suck).
4)Houses (seriously older games did it wtf can't we have it now?).
5)Almost everything can be soable if you have trained enough(#2), except big dungeon bosses.
6)There will be 1big quest line that you can get like every 5 levels or randomly. Think diablo here for a sec kinda like that where you are always send to search for intel and kill bosses. With a few side quest to help you with items, lvl, skills etc. None of that collect 10 wolf teeth or kill 10 buglar(NONE).
7)PvP base on the server, free for all(no penalties), normal(penalty when killing without reason) & no pvp(gotta make the carebear happy).
8)Items/Hunting: On this big fantasy world there would be lot of dungeons, cave, lair, mountains whatever...So basically you would farm these places for xp, gold, skills and mainly items upgrades that player can sell or keep.
9)Can have multiple race, but one faction. No more alliance vs something. Instead everything is controlled by player and their guild like the hunting areas or w/e they wanna fight for.
I'm bored and ran out of idea
-Single server
-Lots of classes/races and specializations within classes
-No world chat
-Max level be something that you achieve after MONTHS, if at all
-meaningful crafting
Just some basics off the top of my head....
Everyone will want to recreate either EQ1 or UO
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You'll never get them all to agree on one thing. And they wont play it if it doesn't match their wishlist.
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Recreate UO and you'll get the UO players but not the EQ1 players. Recreate EQ1 and you'll get EQ1 players. Recreate SWG and you'll get those.
.
And it's been so long since they've played these games that many suffer from nostalgia and wouldn't like the game once you recreated it.
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I think you could create a decent niche game if you made a more challenging MMO. I'd design it from scratch though.
Well shave my back and call me an elf! -- Oghren
1)No Instances.
2)No safe(predictable) zones.
3)Player based crafting (can craft anythin).
4)Player houseing.
5)PvP anywhere anytime, no restrictions, just consequances.
6)Full loot (PvP with a meaning). (Ol'School UO)
7)Skill based. (UO)
8)Good PvE (UO)
Life is a game - Play it!...
I'm just wondering, how would a "no safe zone" and "full loot" benefit to the game? So you can't put anything to the bank, because a bunch of stronger players are waiting near a bank and constantly gank you? And can't craft, because someone will gank you and take all that you had made?
I think at least one zone with all the shops, banks, crafting machines, trading area and other stuff (and PvP disabled) is essential to the game. It's like a hub where all people gather, chat, create groups and start the adventure. And no guild halls. Just one zone like Plane of Knowledge is in EQ. You also shouldn't be able to zone back to it for 1 minute once you've left it.
In my opinion there have only been four flawless mmos to release.
EQ, SWG-Pre CU, DAoC, EvE,
Combine those games elements and we would have a perfect game.
Playing: Rift, LotRO
Waiting on: GW2, BP
Well, that's why i said consequances, you might attack a guy in a city but you'll get guardwacked and be dead in a minute
that's what my point was
Life is a game - Play it!...
1. Death penalty with xp loss;
2. No "!" quest NPCs;
3. No GPS map;
4. Slower leveling curve;
5. Mysteries to solve;
6. Rare spawns;
7. Epic quests;
8. Less frequent rewards;
9. Danger;
10. Risk;
11. More group dependency;
12. No instances;
13. A more mature community;
14. More memorable locations and settings;
15. More open world xp groups;
16. No mods;
17. Much harder and more meaningful crafting;
18. Large world with more realistic travel;
19. Game doesn't constantly rewrite classes and their abilities;
20. AA points.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Only my mages did. There were no rune books where everyone could recall... that wasn't until later. If you were anything other than a caster, you walked. UO changed, it became easy and focused on an item base like EQ, but then UO and EQ had this pissing contest going from early on. EQ was even slower travel apart from most casters, but that changed with PoP, and then further slid downhill with instance after instance release. I played both from the beginning, they were distinctively different at one time, and neither really had fast travel apart from casters which were primarily the guild shofer.
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Anyway, did I mention I support slow travel? I'd rather see no fast travel at all.
I also like the single server implementation, at least high volume as servers are capable of now.
I'm for moderate death penalty, less about skill removal but more about slower skill gain after death, but it's really semantics so either is fine. I think corpse retrieval is the main highlight of the penalty. Though at least with slow gain penalties, PvP will be more available at the cap
Oh and as someone mentioned my OP (actually my second post, the list) and supported large instanced dungeons, to clarify, I don’t support that. I only support instances in non-combat social areas as mentioned, like houses or guild halls. I only support that because I prefer zone based worlds rather than seamless ones. It’s not that I oppose open housing, it’s just a balance issue with zones to work. Of course doing something like SWG did is nice too Though instance housing could be large areas that are customizable beyond houses. But any combat instances? nope, I didn't say it
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Oh and just to mention, for those that are just here to dog on the old-school style (this isn't directed to Azureal), please reread my OP, it's not for that. I posted this thread to be constructive for actual old-school players dissatisfied with what has been going on, there are enough debate threads going already. You’ll get no QQ attention here.
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M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demos & indie alpha's.
36 good on topic posts. Good to see some of things I thought were good others did too.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
One fo new ganes nearly compatible with many of ya orders is now Fallen Earth.
Nearly no instances, absolutely no fast travel, best crafting still etc.
Sure there is many not-so-good-things like many stupid repeatable quests from KTR/FedEx type etc.
But try it! Many my friends we all from EQ1 times found FE best atm and one and only til nothing better.
I enjoyed LOTRO too til Moria slowly start nerf the game, Lorien gives acceleration towards and Mirkwood and skirmish instances put final NO-NO for me and many of ud oldtimers in LOTRO. Now FE fills da blanks...
But about ideas many of previous posts cover all.
I wanna add some to crafting:
Make playercrafted items over looted. And looted armor/weaps can drop only from user mobs (bandits, thugs, mercenarys etc.), very unfreakquently from mobs ate some hero with equ (like Gelatinous cubes etc.). I allways laugh hard when I kill some ants or mice carrying many suits of plate armor or something like. In FE is just such system - best armor, weapons etc come from craft - and no vehicles from loot - in FE is no mice with some buggys or motorcycles in their pockets.
Now add some creativity to crafting - let players make reciepts too. Basic components are choosen by devs, but there is allways 1-2 "slots" for ingredients player can try. And then random generator choose what happens - in say 80% nothing changes, in 10% some bad happens (explosin whixh nearly kills ya, destroys ya tool etc.) and 10% is success - ya get some remarkable item. Now after repeating that reciept successfully say - 10, 20? times - ya learned it and can scribe new recieptbook. And now it works as others, no fell results, and ya can teach and sell this knowledge. Not only make books and sell in some stupid AH, but that it means - pl wanna learn it must meet ya, meet in some workhouse, need some ingredients used, need some time, etc and then roll for success. Of cause success in research of new reciepts depends from ya skill-level and time ya have to prepare research etc.
Now I mentioned this before and here in this thread was too - forget auction halls. Remember old times in EQ1 where we meet in tunnels near SRo or later other gathering places where ppl stand and sell their stuff. OK, time consuming etc for now.
I agree but let that business go to ppl who HAVE time - merchants, who specialize on this area. They can build (with housing) their shops and make themselves or buy from crafters goods to sell- And when Ya own shop ya can hire NPC shopsellers who trade at that time when ya offline, with fixed prices (that can be modified too in price range depending from charisma of buyer). You can open travelling shop in cart/bus etc and move around areas, going through dangerous ones at own risk or hiring NPC/guild guards). Make one regions best for metalworks, others for agriculture etc. Best results are when ya combine ya workshop and shop. When ya become rich and influent, ya can open even many different item shops. And good guilds join they efforts in opening some kind of supermarkets. So living market with all in-players stock exchanges, trades and espionage.
In game world big large open ares without minimaps. And some trivial mobs let be in places where they ordinary are - eq some orcs wandering near their mountain camp, big elks near wide valley in zone. But some rae unique mobs spawn totally randomly and wandering at their own orbits - everybody must find (or have tracker, sure not zreawide, with them) themselves. And make some really rae spawns what they are - like in EQ1 gods pop once per week. That means ya can kill only 52 of them in year, and not every time they drop ya loot. And that loot must be not overbalanced - like twice power - but some beauty one. A bit but a bit - ya have it like Olympic medal means ya not run twice faste but tenth of second - but ya have it. If ya make Bugatti accessable to every single person, it's not Bugatti anymore. Yar rare loot must be that what it is - very rare, and very unique. Ya can play successfully without them, that only yar Excalibur (and please don't make game socialist that every player MUST have that best thing cuz he pays ya money) is some evidence of great work and luck so ya can get it.
And make wandering around and exploring interesting - after every patch revamp old zones too. Add new interesting rare mobs, not in plain newb areas but somehow hidden. And not every time so ppl used to run thru all zones being sure there IS some rare drop. NO! There COULD be, but when and in which zone ya must find it out. And use that very clever things from D&D or other pen'n'paper RPG-s - use many different traps and tricks and riddles. Ppl must solve them before they open that dungeon. And riddle can variate every time so no help reading some online cheats. Use rogue skills to get hints, use hard punishments for non-acceptable trys, put there additional quests open only after solving first riddle, then get long travel and queue to fulfill, and return finally opening that ancient tomb.
OK. Dot. Enough so-or-so loong sheit, hardly readable, next time more
-No every day raid areas. Very few large raid targets with a 7 day timer, sure, but entire zones made for raid? no.
-Most mobs created equal. In other words, a mob is a mob, not listed as solo or heroic, etc. Give people reason to group in the form of safety in numbers, faster rate of exp gain, exp bonus for group.
-No mob tethering, no preset encounters. Give mobs wide and varying pathing areas to force players to play smartly.
-No mass fast travel but make horses/caravans available early on.
-No pvp. (sorry, but whenever a game has or introduces pvp, it always affects the pve game)
-Logical expansion progression. (you should not go from killing dieties to killing orcs that are more powerful than dieties)
long travel times
Stiff death penalties
No instancing or loading screens
free for all PVP with consequences
Pllayer housing
ability to hire NPC mercenaries for protection
I agree with most of you but I want to add....Random loot like AC1. I am sick of seeing everyone with the xxx sword they got from killing the xxx giant from the xxx instance. you guys know what I mean or am I just clueless?
Sure, for instance, EQ1 did that. It's really easy to do, does not require more than an icon image to represent the object in most cases, and then a little code for the database, maybe more naming variations for weapons since they mostly look alike anyway. What happens is when there is a successful drop, it takes a random item from a list of items that that particular mob may drop (e.g. Beeswax, bee wings, stinger etc..), along with chance variations. So if you camp a mob, you may get 5 different types of items before the one you are looking for drops. But in any case, item lists can be as large as one wants to implement.
To go a step further, but I've never seen it done outside of Diablo, it to have randomly generated names for weapons, though those were player crafted... or enhanced, from that box they had in the game.
I never played AC1, only a month of AC2, so I'm not positively sure if that's what you mean, but most likely.
M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demos & indie alpha's.
A UO-like game, with modern 3D graphics, that isn't all about PvP. Doesn't have to be fantasy, could be sci-fi, or post-apocalyptic, or whatever, as long as it's as much of a sandbox as UO was.
I played old-school EQ, too, but as far as I'm concerned, modern MMOs are close enough to that. More instanced, sure, but same old formula, for the most part. What no one seems to want to do, is make a new UO. I can't imagine it not being successful, though. They could even make it a F2P game, with all sorts of customization and RP stuff in an item shop, and I bet it'd still make a lot of money.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
For MMOs... The only thing I want back is teleportation to anywhere and everywhere on top of a reason to actually travel instead of teleport.
I get to go somewhere I want/need to get to right now. Plus reason to explore around when there is nothing going on. The world is important and the events happening in the world are important. The rest of the features I want fall out from this philosphy.
Forever looking for employment. Life is rather dull without it.
Yah man AC was my first true love. Endless vast wastes to explore, and a million and one dungeons to go check out. Like you would travel for hours in a direction and come across some out of the way dungeon portal and be like "OMG I wonder if anyone even knows this is here?" Going in you find a chest at the bottom of some deep pit...it's worth the jump to see whats inside. Narrowly breaking your legs you survive just enough to pop it open, and see some AWESOME chain armor, and a magic weapon that you actually use! Plus the armor was RED and that was your style lol...loved AC...AC2 was just sad and nothing like AC1.
...I want world chests back....I dont care they were camped...I loved finding my own to camp way off in the middle of nowhere...
Also what I miss?, SoW...and levitate...and every other high level buff I got when running past the tunnel in EQ. I WANT THE ABILITY TO BUFF AND HEAL PEOPLE THAT ARENT IN MY F'ing PARTY!!!!! Like do you know how many games have ruined that feeling of being your lowly 2nd level cleric in butcherblock, coming upon someone so close to death OR WORSE bleeding to death, and then POOF you smack a heal on them as you FEEL their excitment at the mere SOUND of your healing spell?!? Nostalgia yes, but people, this is the stuff of MMO's I tell you .
I want the fear of death to make people honestly appreciate being saved or helped.
AND QUIT DOWNGRADING THE POWER OF MY SPELLS IF I AM HIGH LEVEL! Sure To a degree is fine, but good god just because people 'exploit' for leveling purposes does NOT mean MMO's should be degraded to some bland mediocrity. You know what I said in EQ when people were twinked to the nines? HE'S RICH! A NOBLE and I AM POOR! SO WHAT! If someone has the ability to help level up another, think of it like a mentor of teacher not some 'cheat' or exploit.
I want sweet spells and UTILITY spells and abilities that have NOTICEABLE EFFECTS! NOT Fing +.03% to my anti Crit vs. sponge weapons. Christ...sorry to rant but I'm just realizing that I have entered the genre looking for exploration adventure and power, only to come out the other side a statistician, and raid boss researcher spending all my 'FUN' time planning the specific loot I need to farm in order to be good enough to farm the next level of loot...to be able to farm the...farm..the...farm...farm...I just want to play again.
UO,AC1&2,EQ1&2,DAOC,SB,SWG,FFXI, Horizons,EvE,E&B,AO,WoW,VG, Lineage,GW,TR,LotR,AoC,CoH,DDO a myriad of FtP...and still looking...
Basically, I wouldn't mind having UO, not in it's current form with ninjas and elves, but no older than when that horrible 3D expansion came out (preferably even earlier, before Trammel was released), with updated graphics engine and a much more streamlined and modern UI.
UO was my first MMO, so I do have that "first-love" feeling towards it but personally, I think it got a lot of things right. It offered the freedom of choice and provided the players with the means to use it. Besides EVE Online, I have yet to find a game with similar choices.
Hey Hey
OK well i am not sure if i am an "Old School" MMO player , my first long term MMO was FFXI, and i really try hard not to rember what year i played ><. Recently i went back on a free 14 day trial, i lasted about 45 mins, when i said fuck it, becouse i relised what it was like to de-lvl when i died. I really hope MMO's do not revert back to what they where, becouse the genre has moved on. While this topic has been interesting , it reminds me of "I used to have to walk up hill bare foot in the snow to school both ways." What i do trully miss form the good ole days , was the community, and the fact that atleast in FFXI end game was a distant goal. I rember my first raid , dieing 20 odd times , de-lvling , and i am not sure what the boss droped.
So here is my short list of what i would like to see
No more static quest. i want to see major and dynamic world events
Party's that can be created with diffrent people beyond the holy trinity.
Crafting where Adventures and crafters have to work together, to both harvest and craft items
Death Penalties that have a exp loss and a faction loss
Factions that are dynamic, and influjence parts of the world
Single Server
Each City / Faction with there own auction house .
PvP that is centered around anything but rep and drops... i want to kill you becouse you stole my mine , not so i can get a new staff.
Mob spawn points effected , by warfare, seasons , and how much they are getting killed
Gear that is cutimizable with regards to stats, either threw crafting or a socket system.
I want a game like chess, where it is very simple to understand the rules , but take a LOT of work to be good at.
Welcome Home
Rev
And one thing I just remember now - in LOTRO our kinmate Dave wrote two scripts for GM driven event. That was announced in web and in-game and many ppl came to participate and tho was very fun. There was story behind trhat event fitting nicely into game's lore. So give player's more opportunitys to build their world and adventures and they are ready and happy. And reward them for best ideas and use them later in game. If ya have tons of players sure ya can find a lot of brilliant minds among them. And they are different and no more so many copy-pasted KTR & FedEx types.