OOOh man! I was thinking of starting a thread like this just now. Ok here is my ideal mmorpg. I want bits of everything i.e something with technolgy and magic. Shed loads of character classes, High polish, well writen lore and story and a world I can get imersed in and do whatever I want in the context of the game. No invisable walls, open ended gameplay and a non-linear story. At the very least three diferent factions with diferent classes. Open world pvp with safe zones for Newbies and crafters. In short I want anything to feel like it's possible. Now is that so unreasonable?
Pretty much the same attributes as yours except this would be more of the theme.
You can have more choices. They'll be a skill based mechanics or you can choose like a prototype of a class you would like. Like lets say you want to build your character to be a necromancer it will still be skill based but it will lead you to the direction of having the skills of a necromancer. Here's the kicker and man I wish an MMORPG would do this....
Mixed themes fantasy, science fiction, umm anything and everything! How is this possible? BAM! Time travel and multiple dimensions. Expansions will be awesome with this. It would be really cool also if developers would team up together instead of completing with each other and each developer would focus on their own "theme" and only seperate it that way. This MMORPG would also be one server. However, some people really don't liek PvP at all and some people are really focused on a certain type of PvP so they will seperate servers like that. The only instances would be in what time or dimension you're in. Thats it.
Completely instanced to segregate players based on playstyle only.
"Hey f&%tard! You like being spawn camped NEWB! OMGZNESSIBGODZLY!!" rejects finally would get to play together and compete for being the true king of douchebag mountain.
"Can ju gives me some moneyz?", gets sent to an instance where all there is beggars roaming around and calling each other cheap for not helping them.
"Mine fairest Lady, how hast thou stealeth mine despairing hearteth" get sent to their own instances so they can feel lonely like in RL.
Awesomeness...code it up
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...
Completely instanced to segregate players based on playstyle only.
"Hey f&%tard! You like being spawn camped NEWB! OMGZNESSIBGODZLY!!" rejects finally would get to play together and compete for being the true king of douchebag mountain.
"Can ju gives me some moneyz?", gets sent to an instance where all there is beggars roaming around and calling each other cheap for not helping them.
"Mine fairest Lady, how hast thou stealeth mine despairing hearteth" get sent to their own instances so they can feel lonely like in RL.
The novelty of EQ, the community, social aspect, and leveling, and crafting system of SWG pre-screwup, the graphics of Avatar, the massiveness and developer effort of Eve Online, the popularity of WoW, the longevity of the Statue Of Liberty, and the roleplaying aspects of AD&D pen and paper.
Sci-fi World starts out as a barren earthlike (but smaller) planet. Players are dumped off in primitive settlements with only a little food and blueprints for some advanced technology.
Players guilds can build cities which will be visited periodically by the devs to make sure they are not out of line. Though Devs will have made quests, there will be very few at launch. These will be inserted into player built cities later.
Flying vehicles (see below) which are your fast travel. Mechs/ground vehicles (see below) Zone control (though Id rather it be without load screen) where guilds that control the zone can control the rules PvE, Faction-PvP, full PvP. Partial loot system like EVE. Some things damaged on incapacitation, but you are able to get insurance. Complex crafting similar to SWG Sticky targeting sortof like Tabula Rasa (more below) 3 factions Skill system like Fallen Earth, but with a level cap. Vehicle system like EVE ships. Friendly fire
Another major feature: Ear-Shot & Radar.
Human or humanish (a la AO) are your main avatars. You could enter mechs and vehicles, and can carry a variety of weapons. Basic rule is that bigger is louder and radar works much like in real life (can detect large moving object here aircraft)
The overhead map shows dots of enemies detected by earshot and radar. This only detects the presence of someone. You have to put eyes on them (mouse over) to identify them as friend or foe.
Some examples:
You are wearing light body armor and carrying a rifle. You will not show up on an enemies map until you are 10 meters away. You are in a small wheeled mech - 20 meters. You are in a small walking mech 30 meters. You are in a large four-legged 3 ton mech. youre going to show up on screen a city block away. You are flying in a ship everyone and their hard-of-hearing grandma will see you coming.
Last major feature: Bigger is not always better.
Mechs and vehicles have certain major advantages, much higher armor, can destroy structures. However accuracy is worse; and remember there is friendly fire. While you can lock onto a target after getting your cross hairs on it, it is much harder to stay locked in a vehicle/mech, especially when moving.
A person carrying a gun can pretty easily stay locked unless knocked down or by loosing line of sight. A mech has to keep their cross-hairs 20 or 30% near distance from the target or it will become unstuck. Mechs cant effectively attack while strafing while people on foot can. Flying vehicles obvious cant.
Basically what Im hoping Perpetuum will be with a few twists.
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
World starts out as a barren earthlike (but smaller) planet. Players are dumped off in primitive settlements with only a little food and blueprints for some advanced technology.
Players guilds can build cities which will be visited periodically by the devs to make sure they are not out of line. Though Devs will have made quests, there will be very few at launch. These will be inserted into player built cities later.
Flying vehicles (see below) which are your fast travel.
Mechs/ground vehicles (see below)
Zone control (though I’d rather it be without load screen) where guilds that control the zone can control the rules PvE, Faction-PvP, full PvP.
Partial loot system like EVE. Some things damaged on incapacitation, but you are able to get insurance.
Complex crafting similar to SWG
Sticky targeting sortof like Tabula Rasa (more below)
3 factions
Skill system like Fallen Earth, but with a level cap.
Vehicle system like EVE ships.
Friendly fire
Another major feature:
Ear-Shot & Radar.
Human or humanish (a la AO) are your main avatars. You could enter mechs and vehicles, and can carry a variety of weapons. Basic rule is that bigger is louder and radar works much like in real life (can detect large moving object – here aircraft)
The overhead map shows dots of enemies detected by earshot and radar. This only detects the presence of someone. You have to put eyes on them (mouse over) to identify them as friend or foe.
Some examples:
You are wearing light body armor and carrying a rifle. You will not show up on an enemies map until you are 10 meters away.
You are in a small wheeled mech - 20 meters.
You are in a small walking mech – 30 meters.
You are in a large four-legged 3 ton mech. – you’re going to show up on screen a city block away.
You are flying in a ship – everyone and their hard-of-hearing grandma will see you coming.
Last major feature:
Bigger is not always better.
Mechs and vehicles have certain major advantages, much higher armor, can destroy structures. However accuracy is worse; and remember there is friendly fire. While you can lock onto a target after getting your cross hairs on it, it is much harder to stay locked in a vehicle/mech, especially when moving.
A person carrying a gun can pretty easily stay locked unless knocked down or by loosing line of sight. A mech has to keep their cross-hairs 20 or 30% near distance from the target or it will become unstuck. Mechs can’t effectively attack while strafing while people on foot can. Flying vehicles obvious can’t.
Basically what I’m hoping Perpetuum will be with a few twists.
Originally posted by GeminiStatic Originally posted by astoria
You should check out Xsyon man.
Planning to. Wish they'd send me a beta invite. or whatever they are calling the start smaller world.
Still, they seem to be going the open barely restricted PvP route. I for one enjoy this, am a fan of Darkfall. but I'm also a fan of massive multiplayer games, and time and again, full on PVP MMOs just don't seem to attract people. The strong minority voices on fora yes, but not to the login screen.
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
Completely instanced to segregate players based on playstyle only.
"Hey f&%tard! You like being spawn camped NEWB! OMGZNESSIBGODZLY!!" rejects finally would get to play together and compete for being the true king of douchebag mountain.
"Can ju gives me some moneyz?", gets sent to an instance where all there is beggars roaming around and calling each other cheap for not helping them.
"Mine fairest Lady, how hast thou stealeth mine despairing hearteth" get sent to their own instances so they can feel lonely like in RL.
I would integrate the best features I have experienced from various different MMOs into one game, while discluding the others. The old themepark and sandbox models need not be mutually exclusive. I have long argued that elements of both game types could be integrated into one game and could please many people as a result.
INSTANCING:
Instancing must be used only for some dungeons and player-specific story quests. The entire rest of the game must be an open world where players are not segregated tue to deficiencies in the game's network architecture. Games like AOC, Guild Wars, CO and STO all made me lose any feeling of immersion because their worlds seemed disjointed and overly segregated. If two friends are standing in the same spot in the same zone, they should ALWAYS be able to see one another.
PROGRESSION:
I would have to go with a level-based system simply because I have seen skill-based games be exploited in every way imaginable (macroing, alpha builds, etc.). Character progression in my perfect game needs to be less about the grind and more about learning your character and acquiring abilities. There should of course be character advancement, but I don't think that it should take 6 months or more to level to max. At least not if there is not enough content to justify it. Grinding - which I define as repeating the same boring action over and over and over again to slowly progress - is a terribly dated model and I can't stand it at this point. There must be enough interesting content to take a new player from level 1 all the way to max without feeling like they are grinding. And once they are at the end game, there needs to be enough interesting content to keep players going (see PVP section).
COMBAT:
The combat system in my perfect game would have to break the mold from most MMOs that exist today. The current auto-attack and skill system we have in most games is just plain boring to me at this point. I need a faster-paced twitch-style combat system like Darkfall/Mortal Online or even something like Age of Conan.
PVP:
My perfect game would allow full-loot FFA PvP in most zones throughout the game. I would make it so that there is an "empire" area similar to the way it is in EVE. Any players that do not want to participate in the darker side of the game can stay in this safe region and be protected by guards of some sort. Everywhere else on the map, they should be in constant danger of death and being fully-looted. All of the best rewards should be located outside of this safe area in order to encourage people from truly adventuring out into the wild. While this might seem harsh to some, danger is what makes these games truly enjoyable. It gets your heart beating and it places importance behind every encounter.
There must also be capturable cities and castles/fortresses spread throughout the map. This will lead to a satisfying end-game for the PvP crowd as well as the dedicated crafters who supply them. It will help to keep the game alive and active for years.
CRAFTING:
There must be an in-depth and complicated crafting system that leads to a true player-driven economy. A crafting system similar to SWG's would be perfect for this.
Everquest 1 setting, housing/crafting like Ultima Online and the freedom graphics from Vanguard.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play." "Then maybe MMORPGs aren't for you."
By ideal, presumbably the OP means no holds barred?
In that case, let's begin with foundational aspects. First off:
A vast explorable world with few barriers. It would actually be a round planet that raps around. The only real barrier would be the vertical atmosphere.
A magic system that is simple to use but allows for a high degree of player creativity. Think of D&D PnP editions prior to 4e.
A malliable world -- deformable terrain, etc.
A content creation AI system that isn't simply procedural, but is nearly as creative as a human PnP DM. This way, one doesn't have to wait for developers to create meager additions.
Those are the foundations. More specifically:
Exploration is rewarded, though feedback can be somewhat subtle. SWG was like this with its exploration badges.
Combat similar to DDO or any other free form targeting system.
Plenty of NON combat interaction. Think Oblivion on Red Bull.
An intricate crafting system that is something like Vanguard or SWG -- many subcomponents with quality checks at every stage of the building process.
free form building. I can design my own structures limited only by real-world physics or magical constraints. Not prefab designs like SWG or any other MMO with housing.
A dynamic world. Players killed Big Bad Dragon in Terror Cave? Well, he doesn't respawn five minutes later. He's dead. However, Other Big Bad Dragon might terrorize countrysides elsewhere. And some other monster might move into the newly abandon lair of the defeated BBD.
In addition to free form building, guilds and clans could design and build their own castle/citidels.
An ingame justice system administered by the world Gods who perma-kill PvP transgressors for murdering innocents.
For character creation, a point buy level system similar to Fallen Earth. As you level you earn points to spend as you like. Ideally, you'd have hundreds of skills to spend on, though limited points.
Monster AI that is advanced enough to allow them to hunt YOU. Afterall, why shouldn't YOUR castle be a dungeon for them to loot?
Monsters would move dynamically throughout the world. An Orc Stronghold would send out raiding parties to pillage the countryside. They would actually retreat if threatened too much. And once dead, do not respawn in 2 minutes. An Orc Stronghold that has suffered too many losses would stop sending out raiders until their population recovered.
Random world events like earthquakes, volcanoes, thunderstorms with lightning strikes or tornadoes.
Seasonal changes for appropriate regions, with appropriate environmental effects on characters.
free placement of structures within the environment.
player-created traps and protections for their abodes. One could build a house, say, right away but without proper protections it could be looted or destroyed.
dozens of different types of mounts to train or capture, in addition to standard horses.
Some things to disclude:
No world wide insta auctions. Local, real-time only. Or perhaps with a posting on a town board.
No fast travel hubs. One might be able to fast travel via magic, like early EQ bind points, etc.
Stupid, static monsters that have a fixed spawn point -- you know the game play model you see in EVERY MMO these days. Giant Rats running around outside the city walls, etc. just waiting for you to slaughter them.
No dungeons designed specifically for Raids -- although one could take a raid force there.
No instancing. Why? Because in a fully dynamic world, competing intrests could reset traps, puzzles, etc. and MOBs would move back in over time. If traps and puzzles prove insuffiecient, they might dynamically increase in difficulty over time.
Well, those are my idle musings on the subject. Never happen, and I feel like I've just wasted an hour of time, but it's fun to daydream once in awhile.
_____________________________ Currently Playing: LOTRO; DDO Played: AC2, AO, Auto Assault, CoX, DAoC, DDO, Earth&Beyond, EQ1, EQ2, EVE, Fallen Earth, Jumpgate, Roma Victor, Second Life, SWG, V:SoH, WoW, World War II Online.
Games I'm watching: Infinity: The Quest for Earth, Force of Arms.
Take Eve, keep eve totally the same except let frigates be controlled like X-wing vs Tie Fighter (cruisers and above are too big to be controlled fps).
Then let me land on planets and have the game be like SWG pre-CU.
By ideal, presumbably the OP means no holds barred?
In that case, let's begin with foundational aspects. First off:
A vast explorable world with few barriers. It would actually be a round planet that raps around. The only real barrier would be the vertical atmosphere.
A magic system that is simple to use but allows for a high degree of player creativity. Think of D&D PnP editions prior to 4e.
A malliable world -- deformable terrain, etc.
A content creation AI system that isn't simply procedural, but is nearly as creative as a human PnP DM. This way, one doesn't have to wait for developers to create meager additions.
Those are the foundations. More specifically:
Exploration is rewarded, though feedback can be somewhat subtle. SWG was like this with its exploration badges.
Combat similar to DDO or any other free form targeting system.
Plenty of NON combat interaction. Think Oblivion on Red Bull.
An intricate crafting system that is something like Vanguard or SWG -- many subcomponents with quality checks at every stage of the building process.
free form building. I can design my own structures limited only by real-world physics or magical constraints. Not prefab designs like SWG or any other MMO with housing.
A dynamic world. Players killed Big Bad Dragon in Terror Cave? Well, he doesn't respawn five minutes later. He's dead. However, Other Big Bad Dragon might terrorize countrysides elsewhere. And some other monster might move into the newly abandon lair of the defeated BBD.
In addition to free form building, guilds and clans could design and build their own castle/citidels.
An ingame justice system administered by the world Gods who perma-kill PvP transgressors for murdering innocents.
For character creation, a point buy level system similar to Fallen Earth. As you level you earn points to spend as you like. Ideally, you'd have hundreds of skills to spend on, though limited points.
Monster AI that is advanced enough to allow them to hunt YOU. Afterall, why shouldn't YOUR castle be a dungeon for them to loot?
Monsters would move dynamically throughout the world. An Orc Stronghold would send out raiding parties to pillage the countryside. They would actually retreat if threatened too much. And once dead, do not respawn in 2 minutes. An Orc Stronghold that has suffered too many losses would stop sending out raiders until their population recovered.
Random world events like earthquakes, volcanoes, thunderstorms with lightning strikes or tornadoes.
Seasonal changes for appropriate regions, with appropriate environmental effects on characters.
free placement of structures within the environment.
player-created traps and protections for their abodes. One could build a house, say, right away but without proper protections it could be looted or destroyed.
dozens of different types of mounts to train or capture, in addition to standard horses.
Some things to disclude:
No world wide insta auctions. Local, real-time only. Or perhaps with a posting on a town board.
No fast travel hubs. One might be able to fast travel via magic, like early EQ bind points, etc.
Stupid, static monsters that have a fixed spawn point -- you know the game play model you see in EVERY MMO these days. Giant Rats running around outside the city walls, etc. just waiting for you to slaughter them.
No dungeons designed specifically for Raids -- although one could take a raid force there.
No instancing. Why? Because in a fully dynamic world, competing intrests could reset traps, puzzles, etc. and MOBs would move back in over time. If traps and puzzles prove insuffiecient, they might dynamically increase in difficulty over time.
Well, those are my idle musings on the subject. Never happen, and I feel like I've just wasted an hour of time, but it's fun to daydream once in awhile.
Yah not wasted. I agree and love the ideas and it would seem that anyone in their right mind would love it also....except for instancing, my first post still stands. Just troll the boards long enough and realize the true downfall of MMO's is actually the players. I mean if I was sitting around the old D&D table with these people there'd be blood on the floor and I'd be wondering whether there was internet in jail.
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...
Heavy emphasis on the forced first person, unique classes, dark nighttime, many factions... and complex dungeons damnit. I want more than a straight line dungeon with a boss at the end. In fact, I'd love an entire aspect of the world to be an underground maze of passages, chambers and tunnels infested with creatures and outposts where civil races have taken hold in some areas. I'd even give each of these undergorund races factions that you can gain favor and buy supplies, pick sides...
Basically a game where a lot of clever NPC's are used to help it feel like more like a virtual world. Quests are created by what npc's need done not by what you need to do (aka a lot less and anyone can do them). Instead you would mostly get jobs such as local gaurd (kill rats to get gold) or soldier (kill other factions players or NPC's to get gold). 3 main factions which are run by an advanced AI which seek to find the most fun (not the most efficient) ways to combat against each other. Have other minor factions that fit around and inbetween the other factions but can still have players join and work for them, eg. you join the mulrok's in wow. This aim here is to make even fighting the basic npc's still actually have an effect on your world, no more constantly respawning wolf's for no reason other than you need something to kill.
Combat you would be able to lead armies or just a couple elite bodygaurds or go it solo. Would have a skill based system that allows you to train everything on one character but only so many skills are active at once the higher 'level' you are the more abilities you can choose to be active at once (you must still train them to be able to used them) also would be linked to what equipment you have fitted, eg. need lvl 8 heavy armour trained to fit spiked plate armour and plate armour lets you use the skill that reduces all damage by 1. Have at character creation a few choices that will give reasonably large bonuses to your character, should only have say 6 different options, eg. size: small (20% speed, -20% health), medium (standard), large (20% strength, -20% speed). You can have alts on your account replace some of your followers in your army but would have their abilities/skills limited to make them not much different from standard soldiers (more just personalised).
Getting to around mid level in skills and exp should be relatively quick and easy, around here you will stop unless you start increasing your risk via death penalties. Choosable death penalties that let you train up to higher skills/'levels' the harsher and more death penalty you choose these death penalties will also give a bonus related to what they are. For example "takes some extra armour damage on death" would give 25% bonus to armour and would let you get just above mid level, a few more medium and low death penalties in between and you get up to "Perma death" would give you 50% bonus to all stats and is needed to reach max levels. skill training time would increase exponentially (say 1.1-2 times pervious level) and for a linear bonus, levels would incrase exponentially in both time and bonus.
default skill trees:
Commander, can lead armies using soldiers for abilities, cc etc.
Lone Soldier, Great for mowing down armies (lots of aoe)
Assassin, great at taking out single targets, not good for multiple
You can use abilities by yourself but having minions that can do it for you would be much more effective, eg. you could have a frost orb in your weapon that gives a small chance of freezing a target OR one of your minions could carry a freeze ray. Controlling them should be pretty easy, just click your enemy click use ability same as if you where casting yourself and your minion will automatically get in range (if they wheren't already) and cast the ability, can even have to auto-recast.
Non combat I would want players to be able to do anything the npc factions can do. Player built cities, player built empires and of course things like player run market and crafting everything that anyone uses. Here being able to use npc's would come in handy for things like running a shop making gaurds for the city gates/town gaurd, if you wanna set up a bar you can have NPC dancer, patrons, bar keeps. Eventually even add the ability for player factions have their own starter areas so when a new player joins they could potentially start in a player made faction. Also let them unlock/create their own technologies, things like a signature weapon or piece of armour for that faction.
While it would technically be a free for all and allow you to pvp anywhere world would aim to have it a lot more friendly than a lot of the games out there. Do this by giving more tools and harsher punishments for for being an evil bastard. Systems like in eve where you can go on a killing spree in empire then just spend a couple days to work back up your security standing (while earning isk) are not what I'd aim for. You may still be able to rob a entire guilds bank but they could just as easily set withdrawl limits to make sure you don't get too much.
Comments
OOOh man! I was thinking of starting a thread like this just now. Ok here is my ideal mmorpg. I want bits of everything i.e something with technolgy and magic. Shed loads of character classes, High polish, well writen lore and story and a world I can get imersed in and do whatever I want in the context of the game. No invisable walls, open ended gameplay and a non-linear story. At the very least three diferent factions with diferent classes. Open world pvp with safe zones for Newbies and crafters. In short I want anything to feel like it's possible. Now is that so unreasonable?
Great grafics, great gameplay that suits me, where i am the overlord of all , and undeafeated
That would be great hehe
System Specc
Intel I7 4770K 3,5 ghz
16Gb RAM 1600 mhz
Nvidia GTX 780
No way man! I love that idea.
I have thats pretty cool too.
Pretty much the same attributes as yours except this would be more of the theme.
You can have more choices. They'll be a skill based mechanics or you can choose like a prototype of a class you would like. Like lets say you want to build your character to be a necromancer it will still be skill based but it will lead you to the direction of having the skills of a necromancer. Here's the kicker and man I wish an MMORPG would do this....
Mixed themes fantasy, science fiction, umm anything and everything! How is this possible? BAM! Time travel and multiple dimensions. Expansions will be awesome with this. It would be really cool also if developers would team up together instead of completing with each other and each developer would focus on their own "theme" and only seperate it that way. This MMORPG would also be one server. However, some people really don't liek PvP at all and some people are really focused on a certain type of PvP so they will seperate servers like that. The only instances would be in what time or dimension you're in. Thats it.
*sighs* one can only dream....
Completely instanced to segregate players based on playstyle only.
"Hey f&%tard! You like being spawn camped NEWB! OMGZNESSIBGODZLY!!" rejects finally would get to play together and compete for being the true king of douchebag mountain.
"Can ju gives me some moneyz?", gets sent to an instance where all there is beggars roaming around and calling each other cheap for not helping them.
"Mine fairest Lady, how hast thou stealeth mine despairing hearteth" get sent to their own instances so they can feel lonely like in RL.
Awesomeness...code it up
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...
LOL!! love it!
The novelty of EQ, the community, social aspect, and leveling, and crafting system of SWG pre-screwup, the graphics of Avatar, the massiveness and developer effort of Eve Online, the popularity of WoW, the longevity of the Statue Of Liberty, and the roleplaying aspects of AD&D pen and paper.
Sci-fi
World starts out as a barren earthlike (but smaller) planet. Players are dumped off in primitive settlements with only a little food and blueprints for some advanced technology.
Players guilds can build cities which will be visited periodically by the devs to make sure they are not out of line. Though Devs will have made quests, there will be very few at launch. These will be inserted into player built cities later.
Flying vehicles (see below) which are your fast travel.
Mechs/ground vehicles (see below)
Zone control (though Id rather it be without load screen) where guilds that control the zone can control the rules PvE, Faction-PvP, full PvP.
Partial loot system like EVE. Some things damaged on incapacitation, but you are able to get insurance.
Complex crafting similar to SWG
Sticky targeting sortof like Tabula Rasa (more below)
3 factions
Skill system like Fallen Earth, but with a level cap.
Vehicle system like EVE ships.
Friendly fire
Another major feature:
Ear-Shot & Radar.
Human or humanish (a la AO) are your main avatars. You could enter mechs and vehicles, and can carry a variety of weapons. Basic rule is that bigger is louder and radar works much like in real life (can detect large moving object here aircraft)
The overhead map shows dots of enemies detected by earshot and radar. This only detects the presence of someone. You have to put eyes on them (mouse over) to identify them as friend or foe.
Some examples:
You are wearing light body armor and carrying a rifle. You will not show up on an enemies map until you are 10 meters away.
You are in a small wheeled mech - 20 meters.
You are in a small walking mech 30 meters.
You are in a large four-legged 3 ton mech. youre going to show up on screen a city block away.
You are flying in a ship everyone and their hard-of-hearing grandma will see you coming.
Last major feature:
Bigger is not always better.
Mechs and vehicles have certain major advantages, much higher armor, can destroy structures. However accuracy is worse; and remember there is friendly fire. While you can lock onto a target after getting your cross hairs on it, it is much harder to stay locked in a vehicle/mech, especially when moving.
A person carrying a gun can pretty easily stay locked unless knocked down or by loosing line of sight. A mech has to keep their cross-hairs 20 or 30% near distance from the target or it will become unstuck. Mechs cant effectively attack while strafing while people on foot can. Flying vehicles obvious cant.
Basically what Im hoping Perpetuum will be with a few twists.
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
You should check out Xsyon man.
Crafting system of SWG (pre-NGE when it meant something) because nothing compares to it.
Graphics are not overly important but SWG or LotRo would be typical standards of what i'd like to see.
Combat system like Fallen Earth
Questing system like SWG or Fallen Earth
Setting would be Post Apocolyptic (would love to see an actual Fallout MMO)
Would HAVE to have the Bounty Hunter system of SWG, serious must have.
PvP of SWG, not too keen on open world involuntary PvP but SWG's system of having to flag yourself for PvP makes it supreme.
Interplay is working on a Fallout MMO
Planning to. Wish they'd send me a beta invite. or whatever they are calling the start smaller world.
Still, they seem to be going the open barely restricted PvP route. I for one enjoy this, am a fan of Darkfall. but I'm also a fan of massive multiplayer games, and time and again, full on PVP MMOs just don't seem to attract people. The strong minority voices on fora yes, but not to the login screen.
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
you've just made my night :P
Post of the day:)
I would integrate the best features I have experienced from various different MMOs into one game, while discluding the others. The old themepark and sandbox models need not be mutually exclusive. I have long argued that elements of both game types could be integrated into one game and could please many people as a result.
INSTANCING:
Instancing must be used only for some dungeons and player-specific story quests. The entire rest of the game must be an open world where players are not segregated tue to deficiencies in the game's network architecture. Games like AOC, Guild Wars, CO and STO all made me lose any feeling of immersion because their worlds seemed disjointed and overly segregated. If two friends are standing in the same spot in the same zone, they should ALWAYS be able to see one another.
PROGRESSION:
I would have to go with a level-based system simply because I have seen skill-based games be exploited in every way imaginable (macroing, alpha builds, etc.). Character progression in my perfect game needs to be less about the grind and more about learning your character and acquiring abilities. There should of course be character advancement, but I don't think that it should take 6 months or more to level to max. At least not if there is not enough content to justify it. Grinding - which I define as repeating the same boring action over and over and over again to slowly progress - is a terribly dated model and I can't stand it at this point. There must be enough interesting content to take a new player from level 1 all the way to max without feeling like they are grinding. And once they are at the end game, there needs to be enough interesting content to keep players going (see PVP section).
COMBAT:
The combat system in my perfect game would have to break the mold from most MMOs that exist today. The current auto-attack and skill system we have in most games is just plain boring to me at this point. I need a faster-paced twitch-style combat system like Darkfall/Mortal Online or even something like Age of Conan.
PVP:
My perfect game would allow full-loot FFA PvP in most zones throughout the game. I would make it so that there is an "empire" area similar to the way it is in EVE. Any players that do not want to participate in the darker side of the game can stay in this safe region and be protected by guards of some sort. Everywhere else on the map, they should be in constant danger of death and being fully-looted. All of the best rewards should be located outside of this safe area in order to encourage people from truly adventuring out into the wild. While this might seem harsh to some, danger is what makes these games truly enjoyable. It gets your heart beating and it places importance behind every encounter.
There must also be capturable cities and castles/fortresses spread throughout the map. This will lead to a satisfying end-game for the PvP crowd as well as the dedicated crafters who supply them. It will help to keep the game alive and active for years.
CRAFTING:
There must be an in-depth and complicated crafting system that leads to a true player-driven economy. A crafting system similar to SWG's would be perfect for this.
Easily a combination of 3 blockbusters:
Everquest 1 setting, housing/crafting like Ultima Online and the freedom graphics from Vanguard.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play."
"Then maybe MMORPGs aren't for you."
By ideal, presumbably the OP means no holds barred?
In that case, let's begin with foundational aspects. First off:
A vast explorable world with few barriers. It would actually be a round planet that raps around. The only real barrier would be the vertical atmosphere.
A magic system that is simple to use but allows for a high degree of player creativity. Think of D&D PnP editions prior to 4e.
A malliable world -- deformable terrain, etc.
A content creation AI system that isn't simply procedural, but is nearly as creative as a human PnP DM. This way, one doesn't have to wait for developers to create meager additions.
Those are the foundations. More specifically:
Exploration is rewarded, though feedback can be somewhat subtle. SWG was like this with its exploration badges.
Combat similar to DDO or any other free form targeting system.
Plenty of NON combat interaction. Think Oblivion on Red Bull.
An intricate crafting system that is something like Vanguard or SWG -- many subcomponents with quality checks at every stage of the building process.
free form building. I can design my own structures limited only by real-world physics or magical constraints. Not prefab designs like SWG or any other MMO with housing.
A dynamic world. Players killed Big Bad Dragon in Terror Cave? Well, he doesn't respawn five minutes later. He's dead. However, Other Big Bad Dragon might terrorize countrysides elsewhere. And some other monster might move into the newly abandon lair of the defeated BBD.
In addition to free form building, guilds and clans could design and build their own castle/citidels.
An ingame justice system administered by the world Gods who perma-kill PvP transgressors for murdering innocents.
For character creation, a point buy level system similar to Fallen Earth. As you level you earn points to spend as you like. Ideally, you'd have hundreds of skills to spend on, though limited points.
Monster AI that is advanced enough to allow them to hunt YOU. Afterall, why shouldn't YOUR castle be a dungeon for them to loot?
Monsters would move dynamically throughout the world. An Orc Stronghold would send out raiding parties to pillage the countryside. They would actually retreat if threatened too much. And once dead, do not respawn in 2 minutes. An Orc Stronghold that has suffered too many losses would stop sending out raiders until their population recovered.
Random world events like earthquakes, volcanoes, thunderstorms with lightning strikes or tornadoes.
Seasonal changes for appropriate regions, with appropriate environmental effects on characters.
free placement of structures within the environment.
player-created traps and protections for their abodes. One could build a house, say, right away but without proper protections it could be looted or destroyed.
dozens of different types of mounts to train or capture, in addition to standard horses.
Some things to disclude:
No world wide insta auctions. Local, real-time only. Or perhaps with a posting on a town board.
No fast travel hubs. One might be able to fast travel via magic, like early EQ bind points, etc.
Stupid, static monsters that have a fixed spawn point -- you know the game play model you see in EVERY MMO these days. Giant Rats running around outside the city walls, etc. just waiting for you to slaughter them.
No dungeons designed specifically for Raids -- although one could take a raid force there.
No instancing. Why? Because in a fully dynamic world, competing intrests could reset traps, puzzles, etc. and MOBs would move back in over time. If traps and puzzles prove insuffiecient, they might dynamically increase in difficulty over time.
Well, those are my idle musings on the subject. Never happen, and I feel like I've just wasted an hour of time, but it's fun to daydream once in awhile.
_____________________________
Currently Playing: LOTRO; DDO
Played: AC2, AO, Auto Assault, CoX, DAoC, DDO, Earth&Beyond, EQ1, EQ2, EVE, Fallen Earth, Jumpgate, Roma Victor, Second Life, SWG, V:SoH, WoW, World War II Online.
Games I'm watching: Infinity: The Quest for Earth, Force of Arms.
Find the Truth: http://www.factcheck.org/
Take Eve, keep eve totally the same except let frigates be controlled like X-wing vs Tie Fighter (cruisers and above are too big to be controlled fps).
Then let me land on planets and have the game be like SWG pre-CU.
A person can dream cant he?
Playing: Rift, LotRO
Waiting on: GW2, BP
Yah not wasted. I agree and love the ideas and it would seem that anyone in their right mind would love it also....except for instancing, my first post still stands. Just troll the boards long enough and realize the true downfall of MMO's is actually the players. I mean if I was sitting around the old D&D table with these people there'd be blood on the floor and I'd be wondering whether there was internet in jail.
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...
This guy summed it up already... I agree with pretty much the entire post:
http://www.mmotomb.com/the-mmorpg-i-want-to-play
Heavy emphasis on the forced first person, unique classes, dark nighttime, many factions... and complex dungeons damnit. I want more than a straight line dungeon with a boss at the end. In fact, I'd love an entire aspect of the world to be an underground maze of passages, chambers and tunnels infested with creatures and outposts where civil races have taken hold in some areas. I'd even give each of these undergorund races factions that you can gain favor and buy supplies, pick sides...
Fantasy -> An Oblivion Online
SciFi -> A Fallout Online
Both + :
Full Loot
Free Buildings and objects destroy
Permadeath
No safe zones
( No, Darkfall is not that game)
Clan Hispania
Basically a game where a lot of clever NPC's are used to help it feel like more like a virtual world. Quests are created by what npc's need done not by what you need to do (aka a lot less and anyone can do them). Instead you would mostly get jobs such as local gaurd (kill rats to get gold) or soldier (kill other factions players or NPC's to get gold). 3 main factions which are run by an advanced AI which seek to find the most fun (not the most efficient) ways to combat against each other. Have other minor factions that fit around and inbetween the other factions but can still have players join and work for them, eg. you join the mulrok's in wow. This aim here is to make even fighting the basic npc's still actually have an effect on your world, no more constantly respawning wolf's for no reason other than you need something to kill.
Combat you would be able to lead armies or just a couple elite bodygaurds or go it solo. Would have a skill based system that allows you to train everything on one character but only so many skills are active at once the higher 'level' you are the more abilities you can choose to be active at once (you must still train them to be able to used them) also would be linked to what equipment you have fitted, eg. need lvl 8 heavy armour trained to fit spiked plate armour and plate armour lets you use the skill that reduces all damage by 1. Have at character creation a few choices that will give reasonably large bonuses to your character, should only have say 6 different options, eg. size: small (20% speed, -20% health), medium (standard), large (20% strength, -20% speed). You can have alts on your account replace some of your followers in your army but would have their abilities/skills limited to make them not much different from standard soldiers (more just personalised).
Getting to around mid level in skills and exp should be relatively quick and easy, around here you will stop unless you start increasing your risk via death penalties. Choosable death penalties that let you train up to higher skills/'levels' the harsher and more death penalty you choose these death penalties will also give a bonus related to what they are. For example "takes some extra armour damage on death" would give 25% bonus to armour and would let you get just above mid level, a few more medium and low death penalties in between and you get up to "Perma death" would give you 50% bonus to all stats and is needed to reach max levels. skill training time would increase exponentially (say 1.1-2 times pervious level) and for a linear bonus, levels would incrase exponentially in both time and bonus.
default skill trees:
Commander, can lead armies using soldiers for abilities, cc etc.
Lone Soldier, Great for mowing down armies (lots of aoe)
Assassin, great at taking out single targets, not good for multiple
You can use abilities by yourself but having minions that can do it for you would be much more effective, eg. you could have a frost orb in your weapon that gives a small chance of freezing a target OR one of your minions could carry a freeze ray. Controlling them should be pretty easy, just click your enemy click use ability same as if you where casting yourself and your minion will automatically get in range (if they wheren't already) and cast the ability, can even have to auto-recast.
Non combat I would want players to be able to do anything the npc factions can do. Player built cities, player built empires and of course things like player run market and crafting everything that anyone uses. Here being able to use npc's would come in handy for things like running a shop making gaurds for the city gates/town gaurd, if you wanna set up a bar you can have NPC dancer, patrons, bar keeps. Eventually even add the ability for player factions have their own starter areas so when a new player joins they could potentially start in a player made faction. Also let them unlock/create their own technologies, things like a signature weapon or piece of armour for that faction.
While it would technically be a free for all and allow you to pvp anywhere world would aim to have it a lot more friendly than a lot of the games out there. Do this by giving more tools and harsher punishments for for being an evil bastard. Systems like in eve where you can go on a killing spree in empire then just spend a couple days to work back up your security standing (while earning isk) are not what I'd aim for. You may still be able to rob a entire guilds bank but they could just as easily set withdrawl limits to make sure you don't get too much.
Into the breach meatbags