A lot of people lately have complain about "same old same old" with feature repeating itself in multiple mmo. I just want to compile a list of features that people want to see featured in future MMORPG, whether it be from single player RPG, other MMORPG, action games, etc
1. Rhythm based combat, where timing is the most important. This prevents the game from becoming a twitch-fest based game, while still requiring some sort of mobility and coordination from players. It will be like going out and throw a frisbee with friends, not intense dodgeball training. Notable Example: Assassin's Creed
2. Movement ability, this feature is so restricted in superhero genre that it isn't really being explored in other genre of MMORPG, I myself hates flying ingame, it destroys the whole purpose of environment/zone design when you just fly over stuff (and no, no fly zone is stupid, like in AION), surely fantasy or sci-fi game can incorporate movement abilities into the story without making it sound stupid, eg: Jedi can force jump, force running (sci-fi), Assassin's can shadowstep and run faster than normal (this is actually in most class description, yet to be realised) Mounts are simply made for travelling purposes, sprinting and scaling walls can attribute into combat tactics as well. Notable Example: DCUO, Champion's Online, to a lesser extent, Assassin's Creeds scaling walls
3. Physic's based world, with next-gen game engine like UnReal3, CryEngine 3, I cant see physics based game be hard to make. Interactive objects, projectiles, collision detections are all very simple to do with today's technology isn't it? We shouldn't need to rely on percentages to determine dodging or hit change. This year is 2011, not 2004 when WoW came out, lets show our advancement. Notable Example: TERA, GW2, DCUO, Elder Scrolls, and to a lesser extend, shooter games
4. Multiple combat system, each class shouldn't be only distinguishable by the class description text, your skill in role-playing, graphical animation. Classes are different, their skills are different, their roles are different, so when you think about it, should they play differently? Bow and sword/dagger wielders demands much more physical contact in their combat, so their combat will be more collision based like the physics based point noted before. Whereas Mages or magic users are much more static and concentrates on the effect of their actions, that demands a closer approach to the traditional hotkey combat. Notable Examples: Never seen anything like that!
5. Weapon based combat, instead of mastering one weapon or attunement, having 100 skill that we will eventually grind down to using only 10 of them, we can use multiple weapons, which each weapon classified into a specific purpose, with 3-5 skill, and it can act as a toolbox to react to the shifting combat dynamics. This idea was spawn from shooter games , how you use different guns for differing enemies at different range. Notable Example: Vaguely attempted at GW2 (I think) Assassin's Creed, to a lesser extend, shooter games
Also do comment on my ideas as well
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
Comments
Not one person have anything they want to see in future mmo?
I guess people should stop saying WoW clones and jibber jabber........except me of course :P
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
More randomization with, items drops, spawns, etc* - Which is one of D2 strong concepts
Not too controlled * - An over controlled game for me becomes linear which almost all games is now, for example Wow etc etc. So dont be so scared of open a secret cow lvl, some cool uniq items with limited spawn of 100 with a drop chance of 0.001% with a uniq attribute etc...
Hardcore servers* - Should be main in almost all mmorpgs
*Risk to drop items when you die
*Actual meaning between different races in pvp - For example, you cant get gear from your own race when u kill them but u can from other races so u can team up etc, this will make auto PVP and no retard boring arenas where u should capture a fucking flag is needed.
*Jewels - I love jewels, I love when u can socket gear with jewels like you can do in Mu online and your gear becomes better and look more nice. I love the noise when a jewel drop in most games. A jewel should be very rare.
* Less grafs more gameplay, just get a smooth decent graf with nice viewing angle for the game made.
* Open grafs - Not like for example AoC, War , Torchlight where it feels like you playin mario with one way to go. This feeling is so important. To make grafs feel more open its most easy to make angle from top like in Diablo. Tho Wow feels very open cause no instances and large world etc.
*Almost everything Solo able - I hate to feel that i got to team up with other people end game, just makes me sick of the game(almost all games?.
*Open drop - Could fit in inside the "Too controlled" section but I just have to say I love the brutality in open drop, this also creates a circle of trust where u can get a good rep around yourself but also a bad, haha.
* I dont like future team very much - I like Magics, swords, barbars, vikings etc.
What I want to see? Oh boy.
MMORPG, last three letters, role playing game.
I'd love to see bonuses to the role players, perhaps in experience or item customisation.
More non-game-crucial tasks, hobbies etc. Basically, most game's crafting or hobbies play into the game's mechanics. Yes, there are games that let you make "for show" clothing, items etc, but in the end, I would like a world where the pointless is as important as the useful. (I spend a large amount of any mmo in their hobbies: Fishing, cooking etc. I like the frill, more immersion)
Basically, I want a game that feels like you can be important, even if you aren't a pvp pro, a raiding master or a rich farmer.
I don't want the game easy, or "carebear", but I want an option beyond "You can grind these wolves OR you can grind this rep".
Perhaps I am far too casual, perhaps I am impossible to please, but at the end of the day (as it says in my sig) "It's just a game" and if it feels like a job, I am likely to prefer making money at this job... money I can buy Doritos and Mountain Dew with.
But if I find a world that is a break from my reality, something I can immerse myself in, I am likely to invest my money and time.
To me: "Kill 20 wolves" is equal to "file 20 reports" yes, I will do it, but at the end of the day, I'd rather come out of the game saying "Wow! What a great time!"
EDIT:
I like the suggestions you both have, they would make a "grind" seem more like a game than a job. I forgot to mention this in my self-righteous rant. I apologise for neglecting this.
Dude, It's just a game.
1. Rhythm based combat
In my opinion, a bad idea for an MMO because of the lag, people having different connection speed, of course there are numerous cheats/tweaks you can do, however, people with slow connection will likely suffer more from detailed time based combat.
There are numerous things you can do to make the more normal, auto attack system + activated abilities/skills that does not punish people with slower connections, for example adding targeting and damaging of selected body parts (hurting one leg could halve the movement speed, hurting both legs could immobilize target, hurting head causes chance to critical wounds, knockouts, hurting arm disarms etc).
2. Movement ability
Just adding stamina would solve most problem, meaning a flyable character has to land to rest, regaining stamine before takeoff. Would also work fine for land based creatures.
3. Physic's based world
In the client, physics is a solved issue, however, if you want to put physics on the server, in a horizontal scalable cluster for example, you are moving out on unexplored areas.
Of course, there are solutions, for example letting clients do the collision detections, the server could check each clients physics results, applying the one result most clients have. However, players can still cheat if many of them gathers in one location, all with hacked clients feeding bad collision results to the server.
4. Multiple combat system
I know Warhammer Online does use physics collision as strategy in PvP, making it possible to form a wall of defense.
5. Weapon based combat
Personally, I think to many games dictate what you wield and wear, but there are also plenty of people comfortable to have one roll and fulfill just that.
I believe most skill-based sandbox MMO's allows the player to wield whatever weapon they want, not restricted by classes. However, if switching weapons in combat, depending on the situation is generally not something I seen implemented/integrated well with the gameplay in the MMO's I have played, so I agree with you on this.
http://www.abydosonline.com (MMO)
http://www.next-gen.cc (Open Source MMO Engine)
You know what will be fun, player customised armor skin
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
> 1. Rhythm based combat
Combat isnt music. Also, I had such "rhythm based combat" in The Witcher already and its dull beyond description.
I rather want a dynamic combat system where you have to react to different dynamically (i.e. randomly) appearing conditions, such as "scored critical hit", "managed to parry", "opponent is staggering" etc.
Also, I want the combat system to compensate for ping, so people need to be able to press the action button the first moment they can in order to be still as effective as people with better ping, despite not having reached the full action time + cooldown yet.
> 2. Movement ability
I much prefer systems where you can move while fighting
> 3. Physic's based world
A FOTY ability, but I see little uses for it.
> 4. Multiple combat system
Err yes different classes should have different gameplay, thats the very idea of having classes in the first place.
> 5. Weapon based combat
Haha funny name for this. Yeah choosing different weapons for different purposes is not a bad thing, but of course only applies to classes that use weapons in the first place.
P.s.: Nice, this editor is malfunctioning. It doesnt display any more after I press "Preview". Last week that definitely worked.
> I also understand your question about lag, this is more of a technology problem
No, its a problem of physics. This problem wont go away in the future.
hmm, I would like to write a long winded explanation of some pyramid production scheme or npc faction warfare or something but I have an assignment due so I'll do something simple.
I want to be able to eat a cake. And by eat I mean get out a fork and enjoy the thing savoring every chocolaty bite, not have it magically dissapear from my inventory or have me swollow the thing whole in one go.
Into the breach meatbags
How is it physics? Unless you are talking about the physical distance of our clients to the server? but i'm pretty sure technology will eventually be able to make the lag not noticable.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
Here are a couple concepts I'd like to see brought back from my days of MUDs and other games:
Player-determined exp per level. You choose skills/groups when you start and each skill costs exp per level. If you chose the maximum amount of skills in your class, it would take a year or more to level your character. Then - Instead of having the exp you need increase per level, keep it the same, but have the amount you get rewarded decrease. EX - You start at 1,000 exp needed per each level. You add a weapon skill and now you need 1050 exp per lelve. Add a few spells and you need 3,000 exp per level.
Levels + skills. With each level, you gain new skills. Using the skills raises them.
Skills that are mutually exclusive to one another. Perhaps give the option to learm, only add a penalty. Every character in game should not be able to perform all of the same actions as the next.
Few item drops. In rare cases, only consumables, but drops should consist of raw materials that can be crafted. Weapon/armor drops should be low quality and easily breakable making them more useful as raw salvageable materials.
Items that take damage in combat. Swords and armor that can break, potions that can boil over, scrolls/books that can burn (when hit with a fire attack for instance).
Character conditions that affect the player persepctive/camera. EX - Blindness blacks the screen out. Drunkeness makes you type in gibberish. Night vision that increases on-screen visibility. Etc...
I want an MMO that allows you to start from a simple naked loin cloth wearing ape then ascend to the state of a demi god. when demi god is achieved you become the raid boss that players have to down. if killed and looted? then you have to design a better lair for the next raid group. certain limatations of course but not many. as with the players skill can be huge and take a very long time to attain all of them. but the player that does becomes a demi god.
have a differnt set of crafting trees for a common hero and one for a demi god ascended player. make his lair and surrounding aresas the outer planes allow the demi god to find quest in the lower plains like ghennna or the 666 abysal plane of hell he can group with other gods. make it so you can posses players on the prime material plane for a short time. but it's random and you can allow players to recieve a blessing or curse depending on your alignment to good or evil.
or just revive all the features of SWG pre-Cu and forget the above.
3 faction system
Theres heaps with 3 faction coming isn't it?
ArcheAge, The Secret World, hmmm I forgot the nxt one I was gonna mention
*walks off and have a think
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
2 things I would like to see:
1) I would like to see some form of skill based combat. For example, Legend of Dragoon. The box slowly close in and you had to time your button with the box at the right point to chain moves together. This would further define good tanks from bad ones, could be implemented in MANY interesting ways.
2) I'm sick of the same old quests. There have GOT to be more ideas than Fed-Ex, kill x, and Tour Guide quests. HAS TO. Fetch me some water, now go kill 2 rats, thanks. I couldn't do that for myself so here's to 2c, don't let the door hitcha on the way out. BLECH. This includes the possibility of THROWING quests. Could you escort my niece... here's 10G... you get there to find an assassin offering your 20G to walk away. Kill the assassin and force the original giver to give you more money. Your call. Your world. So-and-so will die if you don't kill 10 wolves. Don't kill them. So-and-so dies. You lose access to some quest he could have given you but opens up another quest. Phasing can be used in some instances that doesn't affect game play.
Just my opinions.
My take on the thread question:
- Third person view.
- Rich, variable and fun classes. Each class coming with their own unique gamestyle, individual weaknesses and strengths. Full PvP support and full PvP balance.
- Large gameworld to explore, complex and interesting questlines, many different opponent types acting very intelligently and requiring individual strategies to beat, no instancing.
- Really complex and demanding crafting system that allows to always improve even more.
- Full support for player communication (chat channels, auction houses), cooperation (group, fellowships, guilds, alliances, raids ...) and competition (banditery, arena, castle sieges).
I love the idea of starting off with nothing and having to work your way up. Hate starting games where you look epic from the start. Loving working towards better gear, weapons, crafting items and so on.
There are many things in Mabinogi that I wish other games would take on for example:
Starting off as a race that can evolve into any class you wish. Sure I don't mind that some races can be restricted but the openess of becomming anything you like, like a mage that can weild a sword when the need comes or an archer that doesn't require a bow for every combat situation.
Starting off in beginner gear that looks like crap and you have to either do crafting or make loads of money to get the cool outfits.
The combat system kind of like rock, paper, scissors - this seems to work really well and makes combat strategic no matter what ping rate you have.
Using your skills levels your skills.
Gaining different stat points depending on the age of your character.
Having no level cap but getting to reset your base level by the rebirth system.
I also like the idea that you don't have to go into combat to level up. You should be able to level up by loads of different ways whether it be combat, crafting, socialising with NPCs or other players, reading things for "knowledge, wisdom etc", exploration.
Love having an open world with no instances, but I don't mind instances for specific dungeon runs.
I hate having mounts, especially flying mounts that can't fly in certain areas. If there was a cyclone in a zone or some magic going on that prevents it to explain why you cant then I would understand this but when there isn't it just doesn't make sense.
Well to be honest I don't know if I have much to add here because I have a game that I think has everything I want in it. However, if you are talking about making a new one... Well people complain of MMOs copycatting everyone else but the truth is, is there are some aspects in those games that people loved about them or they would not have played them.
So here is my idea of a good new MMO, if you took apart several of the games that people always talk about and put them all into one you with a brand new storyline nothing out of the other ones. It would have to be a light bulb idea of course not zombies, undead, And of course it would have to have it's own fresh tree system.
I honestly think mentoring and chrono mentoring was one of the best ideas anyone ever came up with as well as scaling dungeons and quests. This does not mean that the quests and dungeons have to be the same as in that other game but don't forget to put these in. As well don't forget the crafters. It has to have an in depth tradeskilling system along with housing and guild halls.
Make sure not to leave out events. Events keep things fresh. Not the same events every year with the same exact quests or monster they have to kill. And make sure if you repeat an event that you make new fresh ideas for it each time.
Just make sure the idea behind the game is new that is what is important. Something that cannot be exploited or abused in some way or another. Such as putting in achievements for realms first and garbage. If those things are implemented people look for the nearest exploit or cheat and trust me then you have people who are mad because people cheated and got away with it.
The crafting items have to be viable no matter what level your crafting is or it makes crafting useless. Not everytime an expansion comes out new gear for quests and such do away with the gear you worked so hard for in the last one. That gear you worked so hard for should be viable until you reach the next top level in the expansion not neccessarily to do teh top level dungeons and raids but at least last until you are done leveling then you have to switch the gear out to do the dungeons and raids let the people run around in the gear they worked so hard for at least until that point especially if there is no appearance tab. Uneless you are doing one with no leveling of course then you would have to switch the gear around. I think an appearance tab is almost a must. If you don't add that then you leave a large community out especially the RPers.
I think in all honesty people just want something with a new and fresh storyline behind it. I know the undead thing is getting REALLY old for me.... And almost everyone that is popular have all the same monster types you are killing. Orcs, or this or that. So I think it has to be all new types of monsters, races, and classes. It would definately take some innovation, and imagination which would take a really big team and probably a lot of money. Each different part of the game would have to have it's own team so this might be difficult. Crafting needs it's own team, as well as class tree needs it's own team, working with the team that is putting together the fighting system.
You kow when you put it into words you kind of understand why someone has not come up with the new innovative game is because of the overhead cost and time and work that it takes and todays generation wants everything NOW!!! Instant gratification. Hmmmmm!!
d00000dd... Game features? A semi-realistic game with full proper physics d00d! Oh and the ability to be put to a half asleep state with something plugged in your head so youre in the actual game d00d!! d000d Like..Matrix o.o Or... dot.Hack//sign!! Thatd be awesome d00d!
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Ive always said if more games could pick up the mud Gemstone did right, theyd be really popular, this such as:
1) around the clock GMs who make town invasions happen, as well as further in game storylines.
2) Gear that doesnt come from creatures so much, but rather GM controlled merchants, crafters, etc.
3) Enforced Role Play
4) a system where you can only hold so much xp before you have to rest and absorb it before you can get more, this system kills powerlevelers, and thats a good thing.
5) And finally, the ability to have your gear altered so it would like you like you want it to via special merchants (GM controlled of course)
In a lot of ways I feel like MUDS are still superior to their newer counterparts because of reasons like these.
Ground combat + air combat + space combat
This is a great thread. I enjoy reading it as much as I enjoyed reading many other similar ones, where players with higher demands are pretty much throwing all of their dreams and ideas on the table.
This forum is nothing but a GOLD MINE for a game developer that has enough capital and guts to take on such a great challenge - creating the next generation MMO game that everyone has been waiting for.
My dream is to create the Next Generation MMO and my project with all of the ideas and storylines destroys any MMO that I have seen so far. The problem is the game development is EXTREMELY expensive.
I think you guys are brilliant and I won't lie... I am taking some of your ideas.
Now, the question is - will my project remain as a project and perish in the dust... or will it ever have a chance to see a day light
Thank you!
i7@4.2Ghz, 12GB@1600Mhz, GTx580 SLi, 1920x1080@120Hz, 7.1 Creative Gigaworks S750
162 Original PC Game collection. Surprisingly not a virgin.
I'm charging you capital for using my ideas!! ehehe
But if you were to developer a mmo based on these features, I do hope you will only pick a few of them, since making a game with too many features devrives the game's purpose, is it a story-centric mmo? is it a pvp centric mmo? some elements certainly fits together, but some do not, just remember to brainstorm the implementation of everyone one idea before attempting to put everything in....or not trying to put you down, the project will surely perish in the dust, game development is just a really risky investment especially for mmo, since players usually won't accept anything below the industry standard and will flame the game until kingdom comes.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
My ideas might seem stoneage but are revolutionary.
*realistic drops- rusty dagger,sta potion, & 18gold looted from a stinging wasp WTF? How bout a uncured tiger pelt & no gold from a ravenous tiger.
*turn-based combat- allow every1 = chance no matter ping. OK OK this seems stupid after thinkin bout it 4 awhile....
*seamless loading between zones- to give noobs chance if they are trained,getting beat up, ganked ect.
*player's toons age in time- hair grows if not cut,skin wrinkles, emote voice gets deeper more mature sounding.
*4 seasons- spring summer fall winter time is faster in game than RL.
*non-stackable items- helps game economy and price flucuations. Developers always use expansions to reset the economy.
*boat mount- player transportation the rivers act as highways no ground or flying mounts.
*if cheating a GM knight surprisingly cuts off cheating player's toon head in game killing toon (deleted) cheater is scarred $hitless and never cheats again.
*player made content- environment, quest, custom skins, mounts etc.
*no maps- in order to promote exploration and adventure. Player made maps sellable/tradeable but don't count on it being accurate!
loop leveling- once you lvl to max lvl for example lvl 80 you reverse lvl down 80,79,78,77,76........ the quests will be dynamic so it will always be different. Once you hit lvl 1 you lvl up again. B/c its an endless cycle no need for end game content. Maybe have twink gear or pvp gear as reward for 1 full lvl cycle with rankings etc.
*bard class- uses a 6 string guitar that signals to game commands like guitar hero somewhat but not....
*social aspects- include tradeskills, growing crops, diplomacy, buy sell trade, contest, clan/guild mini games, player made content, ect. are all loosely based on The Sims and Facebook combined!! go farmville and mafiawars. :P
*player toon has to periodically urinate & defecate. Pooping consumes 2 banana leaves if no (bl) toon has brown hand.
***dont publish game for asian market to reduce number of gold farmers/advertisements hehehehe jk
I would like to see an MMO world WITHOUT any npc characters. NPC characters are from Nintendo, we dont need em anymore.Eliminating NPC's would be best for developers and players.
My MMO would also be FFA-PVP open world non instance
-Quests could done by figuring out clues found etched in old stone works or rotten old notes.
-There would be no compass telling you where to go, nor would there be an in-game map showing you places you have never been.There would bea map of places you have been.
-Flying mounts that you can fight with, Pegasus,Chimera,Dragon, Giant Eagle, etc...
-FPS style mechanics for fighting , no TAB targeting
- Unlimited levels but the levels would go up exponentially
Example
LvL 1 = 1 xp
LvL 2 = 2 xp
LvL 3 = 4 xp
LvL 4 = 8 xp
Im sure this looks silly but by the time you get to lvl 20 you need more then 1 million xp to get to 21
-conquerable land or way to build keeps/castles etc..
-Crafting would be done entirely by players or mob dropping
Economy- Global Auction Houses , would love for an exact same economy as EVE without the skill training