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Your recipe for the perfect MMORPG

Heres my recipe try making your own and post it!

UO's economy/pvp/skills + Shadowbane's guild/castles + Ragnaroks perfectly spread out population + Lineage2's battles + Eve's massive amount of items + Second Life's customabillity + Guildwar's graphics + Black and White's map + WoW's Quests = The perfect game.

Rage/Enos

Comments

  • Swafdawg23Swafdawg23 Member Posts: 390
    everything pre AOS UO with guild wars graphics seems good 2 me

    gamertag - Swaffle House

  • HarelinHarelin Member UncommonPosts: 409

    Toss in Planetside's systems minus the FPS functionality.

  • TheWarcTheWarc Member Posts: 1,199
    Open PVP + Age-of-Conan-combat-style* is the perfect one for me

    (*Experience Funcom’s revolutionary “Real Combat” engine. A new multi-point melee system allows the players to swing their weapons where they direct it, in real-time, going head-on against the formulaic nature of online RPG combat. )
  • KelberothKelberoth Member Posts: 64

    Diablo 2 pvp + UO + WoW stuff (like jumping and swiming + neverwinter nights graphics

  • jackman11118jackman11118 Member Posts: 399
    MXO's combat and graphics. no levels, no quests. just pvp. that would be my ultimate mmorpg.

    image

  • ste2000ste2000 Member EpicPosts: 6,194



    Originally posted by jackman11118
    MXO's combat and graphics. no levels, no quests. just pvp. that would be my ultimate mmorpg.


    Mhh...... that would be an FPS Multiplayer game, there are lots to choose from, with better grapfic than MXO

  • MentatMentat Member UncommonPosts: 516

    My ideal mmorpg would be a MxO / AO (oldstyle) world - All classes would be extremely challenging but, doable solo - there would be cybernetics - bionics - robotics - mutants - humans of course - HUGE virtual world - interactive vehicles - when you travel the vehicles would be like auto assault lookin. There would be PC controlled quest givers as well as npc. Super crazy psychodelic science fiction universe.

    Oh and no dudes would be allowed to play chicks - that's mega lameness..

     

     

  • terstaxterstax Member Posts: 353


    Originally posted by Mentat
    Oh and no dudes would be allowed to play chicks - that's mega lameness..


    You mean you are not secure enough in your masculinity that you cannot allow someone to play a character that somehow disturbs you? Screw that. I think you're just scared you may accidentally hit on a guy playing a "chick." I play a male all day in real life. I'm not about to bore myself by playing one in some alternate reality as well.

  • KlairKlair Member Posts: 9

    PVP from Shadowbane (Best PVP game out, period) + updated graphics + a better thought out Class/Race/skill/discipline rule set that is as close to perfectly balanced as possible.

    **COUGH**SB2**COUGH**

    Only two things are infinite, the universe and human stupidity, and I'm not sure about the former -Albert Einstein

  • ianubisiianubisi Member Posts: 4,201


    Originally posted by terstax
    Originally posted by Mentat
    Oh and no dudes would be allowed to play chicks - that's mega lameness..

    You mean you are not secure enough in your masculinity that you cannot allow someone to play a character that somehow disturbs you? Screw that. I think you're just scared you may accidentally hit on a guy playing a "chick." I play a male all day in real life. I'm not about to bore myself by playing one in some alternate reality as well.


    No, he's just afraid that when he hits on the hot Dark Elf female he'll get Bruce the Construction Worker showing up at his door in a thong.

  • ConnoisseurConnoisseur Member Posts: 273

    - Twitch style combat.
    - Skill based progression.
    - Player-driven economy and politics.
    - No PvP restrictions, with law enforcement and imprisonment. Plus a reputation system to measure one's alignment and criminal history.
    - Deep character customization.
    - No "mobs".
    - Construction.
    - All items in the game crafted by players.

  • IragaelIragael Member Posts: 29


    Originally posted by TheWarc
    Open PVP + Age-of-Conan-combat-style* is the perfect one for me

    Yep, I pretty much agree with that.

    I'd like to see some level of crafting like UO's crafting, and would certainly not mind some serious siege type battles.

    But I want an interesting type of combat, something that is challenging but not entirely "twitch" based, not that I mind twitch games, just that I don't think they are the end all be all.

    ~Iragael Vandayanaa,
    Elder of the Vandayanaa Dynasty,
    Knight,
    Order of the Shield,
    Sacred Silver Blades.
    My icon is copyright Jonathon Earl Bowser.

  • KlairKlair Member Posts: 9

    After having wasted a rediculous amount of time I should have been working @ work, but instead have been REALLY thinking about the thread question, I have come up with the following.

    My idea of a good MMORPG(with PVP) game is one that:

    1.  Allows the end user to select wether he feels like pvping or not by entering zones that pvp is allowed in. 

       a) Lower zones should be made for lower characters.

       b) They should have lower lvl gold/in game currency drops,and sparse magicical item drops.

       c) Higher zones drop better equipment and gold but the price for being in these zones is the chance that someone might kill you.

    2. The end user has something to lose thus upping the stakes and making the game more exciting.

       a) If you "Own" something in the game world such as a building, city, or piece of the map you should have to fight to keep the ownership current.  This also makes the game have more real concicoinces for actions in and out of game. (Board Warriors beware)

       b) In some High Level zones make not only xp penalties for dying, but also whoever killed you able to cash in on the kill and take a bit of money.  Ultra cocky players could enter the zone with thousands of gold on them or a deed of their in game property on them just to taunt pvp.  Learning characters can enter the zone with less just to get their feet wet and possibly earn some cash/deeds.

       c) Make the same High Level zones a breeding ground for would be bounty hunters.  Allow one or more players to place bounties on the heads of whom they choose.  Possibly someone who has killed them in the past, or robbed them, or commited some other offense.

    3. Would keep a recorded history of who you have killed, how many times, what level difference there was and somehow score the best pvper on the server, as well as rate them on some sort of 1-10 scale for Griefer vs Solid Pvper.  This would be sure to keep people comming back, climbing the ladder of players to strive to be the best.  There would be a bit more of a clear definition of who is "the best" and who is just an outright lying board whore.  It would be impossible to not get wrapped up in the race to be the best.  Good competition would be so simple in a game like this. 

       a) As part of this system, where ever you go, what ever you do, you carry that numerical representation of your pvp standing and wether you lowbie grief or truely PvP.  If someone wants to /who you, they can see "Oh, this person is 15 levels lower than me and is only ranked 450/7000 and I'm ranked 6300/7000."  At this point it will be up to the superior player to move on and find someone more at his level in order to get a good fight, and possibly raise his score.  Otherwise his ranking will drop due to the level difference and his pvp rating would shift towards "Griefer".  For some this would be a great way to curb lowbie griefing, and arguably un-necessary behavior.

       b) At the same time If a player decides to kill the lower guy his ranking will suffer and his standing as a solid pvper would also suffer.  If a character were to do this too often it would be blatently apparent to everyone that he enjoys killing people lower level and needs to be punished for his actions.  Npcs in game could charge more for items, repairs and services to those who choose to have a higher "griefer" rating, while other players can choose to place bounties, attempt to destroy assets, and intentionally go looking for a fight with said "griefer".

    4. Allows the end user to choose the path of the crafter.  Like any other MMO there is a suprisingly large audience for this sort of thing.  Even some that like to PVP or PVE they need a change of pace and the ability to create things in game as well as destroy them.  These crafters would fuel the economy, and be able to create highly sought after items, as well as open the door for more quickly equiping the players who want to pvp and pve. 

     

    Combined with a balanced(where actual player skill is a factor more than the selected FOTM Template character they got from a friend or the Forums) skill/discipline/race mix and good graphics, this game could draw in droves of pvp lovers and a good number of non-pvpers who are looking for a very dynamic gaming experience.

    Only two things are infinite, the universe and human stupidity, and I'm not sure about the former -Albert Einstein

  • KytrarewnKytrarewn Member Posts: 35

    AC2's combat speed/system.
    AC1's loot system.
    Dragonrealms's level/skill progression system.
    EQ2's graphics.
    AC2's Community.
    WoW's customizable UI.

  • hapwnedhapwned Member Posts: 221

    Large scale warfare (not talkn about raids)
    Combat special moves
    quick to get into and complicated enough to make me want to stay, lol
    customizable UI
    interesting setting

    --Ha, Pwned--
    Pvp = godliness
    Playing: WoW
    Waiting on: Gods and Heroes

  • KethricKethric Member Posts: 5

    1) Combat PvM: PvM should not be "Click and see what happens." It should also not be an FPS. I like the sounds of the "Conan" description of one-on-one fighting. I've enjoyed the combat mechanics of "Horizons" (when playable) and "AC2". But I think a lot more can be done here. One-on-One combat should get your heart racing. Tactics and skills should be the ultimate decision maker in the outcome, not a random number generator.

    2) Combat PvP: I like the concept of realms and keeps being defended. I am looking forward to what "Dark and Light" has described in this area. This should give the PvP people enough combat to be happy while limiting the possibility for griefers. Owning territory should have positive benefits for all the members of the "Guild/Realm/Town/?" that owns the territory. This may include being given enhanced access to the resources in that territory, housing, or perhaps enhanced statistics while you are in that territory. Losing that territory to another group should carry a sufficient penalty as to seriously motivate you and your group to defend it.

    3) Combat Group Tactics: One thing that is really missing from most MMORPGs is the concept of combat tactics and group tactics. This could be accomplished in a number of ways. First, a player should be able to "Hire" mercenaries in the towns. These NPCs would have a control panel which would allow you to give them orders such as "Follow Me and Defend Me", or "Stay Right Here and Defend this Location". Group orders, such as formations ("Circle with Me in the Center", "Line Abreast", etc.) would allow you to control larger groups of these NPCs. This would allow a wealthy merchant to hire a large group of armed guards to accompany them on trips. Second, the combat formations and orders (in a limited form) described for NPCs could be made to work for groups of players. For example, if you join a group of players and the "Leader" has selected a formation, your toon stays in the formation, still under your control for fighting and such, but is limited in movement until you hit a "Break Formation" button or such. This kind of mechanism would allow experienced players to easily mentor newbs and lead quests.

    4) Territory and Housing: As I mentioned before, the owning and defending of territory should be a central focus point of the game. Ownership of territories should be obtained either through combat or the economy (purchase it). While a "Group/Guild/Realm" should be able to possess and defend large territories (and gain benefits from this) the individual player should be able to purchase land anywhere on the map. Housing design and construction should be as customizable as possible with large storage that can be enlarged with real-world funds (pay for more server space, however the fee should be small). Building housing should include the ability to hire NPCs to work in your areas doing things like "farming" or "resource harvesting". Dedication of construction resources to building storage structures like silos should allow you to store large quantities of a single resource (like Horizon's "Silo", but without the bugs please). Your NPCs could mine, farm, or do whatever action you would do to fill that silo, subject to the risks/rewards of the territory. Your housing should be lockable, guardable by NPC guards, and attackable by members of opposing "Guild/Group/Realm" players and their NPCs. Your NPCs who are "farming" should also be guardable and attackable.

    5) Crafting: Systems like Horizons and AC2s crafting schemes are fantastic. But these could be pushed further. The use of tools, and items which are placed in "workshop" structures should be emphasized. The processing of raw resources into refined resources should present a playable and entertaining system as fun to pursue as combat. You should actively process your resources just as you actively control your toon in combat. You should not only wield your tools, but swing them and perform actions which process the resource. Just as your tactics and skills control the outcome of combat, not a random number generator,  so should it be for crafting. Higher skills, more advanced "techniques" and practice should produce a better result. Both in terms of quantity and quality.

    6) Character Advancement: One key feature that led to my departure from AC was the classic "xp" and "skills" concept. This has been replicated over and over again. Your character should have certain physical traits, such as strength, stamina, intelligence, and such that are the basic enablers of all actions. Built on top of these traits are skills that you learn and advance. The "Skill Tree" concept of requiring the mastery of a basic skill before an advanced or "specialized" skill is attainable is an excellent system. Where I depart from the "xp" like concept is that your actions should not produce generic "xp" that can be pumped into any skill or trait.  You should enhance your traits by performing actions that "develop" that trait. For example, if you want to get stronger you should perform actions that utilize your strength, like combat, or carrying large loads. If you want more stamina you should develop that trait through strenuous activities that require you to maintain the action for extended durations. If you want to get smarter you should spend time reading Lore and other books available for purchase and as loot. If you do not "develop" these traits they should deteriorate over extended periods of time. For example, if you are a strong warrior who decides to become a craftsperson, sitting in the shop working with your tools is not as strenuous as running the countryside doing battle, so your stamina and strength would slowly decrease. You could avoid this by taking the occasional exercise.

    7) Skill Advancement: As I mentioned, the "Skill Tree" concept is a great idea, but if skills are developed using the same "Use it or Lose it" concept as I described in traits then there is no reason to ever restrict a character from advancing up any tree. If you want to advance to the top of the "Master Swordsman" tree, you are going to have to fight with a sword a LOT. You will need to master the basic skills, and then visit training schools to learn new tactics and moves. You will then need to use those tactics and moves in order to increase their level. If you don't use a particular tactic or move for a long time, then its level will degrade. This would prevent someone form mastering every skill tree, because there simply would not be enough time for someone to do this and maintain their skills in every tree. Yet this system does not penalize anyone for leaerning a skill and then advancing up that skill tree, only to discover they'd like to pursue another skill tree. You can simply visit the basic training school for that new skill tree and start learning it. As you learn it your previously developed skill tree would gradually decline, although you wouldn't lose skills in that tree, you may be unable to utilize the advanced skills if the underlying base skill level drops below a certain point. So the time it takes to master your new skill tree slowly degrades your old one, lowering your abilities in that old skill tree. Eventually someone could master every skill tree, but that mastery would not be active in all of them at the same time. Also, since the base level of a skill is formed from your traits the failure to exercise a trait and at least maintain its level would have the potential to degrade many, if not all, of your skills.

    8) Character Races: With the "Use It or Lose It" skills system you can truly develop unique races. Certain races would have differing levels of traits. For example, large "golem"-like races would have more strength. Races such as elves may have higher starting intelligence or stealthiness. Since anyone can develop and trait, the starting level of a trait would only serve to accelerate a particular race's advancement down certain skill paths. Someone from a different race could still become a master in that skill path, but it will take them a lot longer. But given enough time they could work their way to those mastery levels as well. Further, the customization of your character at creation time could affect the traits as well. Developing a muscular character would increase the strength trait, for example. But a large, massive and muscular body would lower a dexterity trait, making skilled crafting more difficult for that character to learn. So the only permanent choices made would be race and character customization, and those bonuses and detriments could be overcome with enough training and development.

    9) Magic: I think AC and AC2 have  fantastic magic mechanisms. But again, I think this can be taken further. In AC you learn spells by reading a scroll. I would further this to say that a magic using character maintains a book of spells. That book contains the "recipe" for the spell. The use of consumable spell "components" works well, but you'd have to "play" that action. For example, consider a mage standing in battle. They wield their spell book and a wand. They place a cauldron on the ground. They place components in that cauldron and chant magical spells while waving the want or orb over the cauldron. This causes the spell to activate. Clearly, this mage is going to need to start by casting defensive spells so that they can take damage while they perform this action. This reduces the "All Powerful Mage" problem that most games have. Again, the use of magic traits and skills would follow the same "Use It or Lose It" mechanism. You learn new spells by visiting a training academy, and receiving the page for your book. But that spell has varying levels of power based upon your level in that "spell skill". If you don't use a spell for a while, your level of power in that spell degrades until it is low enough that you can not cast it any more.

    10) Living in the World: In order to live in this ideal world I think you should have to eat, drink, and sleep. Clearly my "Use It or Lose It" concept will keep you active. But you will need to consume food and drink to stay alive. You should be able to starve to death. This will require players to visit social centers to purchase food. The failure to consume food would reduce your basic traits. The failure to sleep would reduce traits like dexterity, intelligence, stealth, and such. Since we don't want to sit at our keyboards while we sleep I would recommend that sleep time be accumulated by laying down on the ground, or bed, or floor, or mat, and logging off. When you log off your character would not disappear from the world, but someone may come by and find you sleeping under a tree! You would not be a target for combat in this mode except if you slept in territory controlled by another guild. For example, you are sleeping in your guild's keep and it is assaulted and taken by another guild. The change in territorial control would place your char in a foreign territory and therefore make you open to combat. During the battle for the keep you would not be a target. Only after the change in territory would you be a valid target for the opposing faction. So you will want to choose your guild carefully.

    11) Death: The penalty for death is very small. You are transported to a "bind" location that is either in your guild's controlled territory, or neutral territory. You may choose your bind location, but if your bind location falls under enemy control you are transported to a random location in your guild's control or in neutral territory. A small number of items are left on your corpse, which can not be looted. When your corpse decays those items return to your possession. You may return to your corpse (pending the risks of the area) and accelerate its decay to return those items sooner. The number of items remaining on your corpse would increase as you age, but would never exceed three items. The items left would have to be in your pack inventory, not wielded by you. The items which remain would be chosen completely at random.

    12) Guilds: A person who joins a particular guild/realm/gruop does so by swearing allegiance in a fashion similar to AC. Since "xp" does not exist, there is no "leveling cheat" by forming chains of patrons and vassals. PvP is purely between opposing guilds. Simply belonging to an opposing guild does not activate the PvP scenario. One guild must declare "war" on another guild for that to happen. This declaration can be rescinded by exchanging a peace treaty. The declaration of "war" by one guild will take 24 realtime hours to take effect. Peace treaties take effect instantly. A person may choose to not join a guild, and therefore never take part in PvP action. A guild may declare itself a "neutral" guild, meaning it may not declare war on anothe guild and no one can declare war on it. Changing a guild's neutrality will similarly take an extended time in the real world. Something along the lines of 7 days. A guild controls territory through force of arms (war) and through negotiation. Controlling the territory provides the guild with benefits previously mentioned. Income is generated by owning territory in the form of a revenue which is distributed to the guild owning territory over specific time periods. This revenue is determined by a value rating associated with the territory controlled. the revenue generated by the territory is placed in a guild "bank" and the monarch of the guild (or a designated officer) can use or distribute those funds at will. Territory is controlled by marking that territory with your guild flag. Territory is captured by replacing a guild's flag with your own. A neutral guild can mark territory with its flag, but any other guild can replace that flag with their own. The replacement of a flag on territory results in a period of "undetermined ownership" during which no territory revenue is generated. So guilds should defend their territory well. If a neutral guild is losing territory, they can move on, or relinqusih their neutral standing.

  • lonestarphlonestarph Member Posts: 10

    1) Mandatory RP - no out of character chatter about the Yankees, real-world crap, lag complaints etc. 

    2) Permadeath - hey, if you want to PVP, it should mean something if you get smoked.

    3) Player driven economy, with NPC back-up for when "shopkeepers" are off-line

    4) Griefing NOT tolerated

    5) No lame cookie-cutter quests

    6) Realistic graphics

    7) tamper proof programming that doesn't allow cheats

    8) Invisible stats/leveling

    Hate to sound like a broken record, but I'm hoping www.adellion.com will fill this void.

  • Dark_MageDark_Mage Member Posts: 35
    RYL's fast level up and their PvP mode and the development of skills the Graphics are good but I like WoW's graphics. and lots of nice weapons to choose. PvP must be based on skills and not on who got the highest level..

    Been there, Done that!!!

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