Not off the wall but I would like the ability to not only build one's own castle/fort but design it using pre-made pieces.
So where you put your towers, walls, siege engines, rooms for your guild mates, etc.
I'm sure there would have to be some built-in fail safes so that players didn't exploit it such as not having Main Gates (if there was the ability to teleport inside the castle) or limiting how many traps you could put in a row, but that type of thing.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
a warrior with a two-handed axe hits a rogue in no armour, and te rogue takes a quart of damage? nuh-uh. that rogue is dead in my book.
a mage shoots off a fireball which singes the warrior rather than melts his head clean off? why bother learning magic?
a rogue walks up behind you and cuts your throat and you think your second smile is simply cosmetic?
a few defensive skills to make things less squishy, but i'd like to remove a lot of the arcade-style fighting and bring some fps mechanics into the mmo. it'll do wonders for the concept of "balance".
Regardless of how far fetched / stupid / crazy it is, what feature would you add to your MMO?
Examples: Age requirement of 30, total nudity and sexuality, decapitation / limb removal, character potty breaks, characer weight loss / gain, etc.
Free-form environment interaction.
Example & Context:
-Imagine playing Aliens Online and you're a Colonial Marine in a broken down factory with 9 other marines. You chose the "engineer" skill-tree line in your Free-form skill system (ala: SWG) because you like building things. You, as an engineer, take your plasma cutter and CUT a 5x5 piece of reinforced steel OFF THE WALL right next to you. You repeat this until you're able to weld & construct a barricade complete with DIY Sentry Smart-Gun turret to round out said spikey-wall-of-doom barricade that you built in REAL TIME from your environment with tools/skills created by the developers for you to modify & truly INTERACT with your environment that you go into.
This would be genius but fairly hard to implement I think.
Being a pessimist is a win-win pattern of thinking. If you're a pessimist (I'll admit that I am!) you're either:
A. Proven right (if something bad happens)
or
B. Pleasantly surprised (if something good happens)
a warrior with a two-handed axe hits a rogue in no armour, and te rogue takes a quart of damage? nuh-uh. that rogue is dead in my book.
a mage shoots off a fireball which singes the warrior rather than melts his head clean off? why bother learning magic?
a rogue walks up behind you and cuts your throat and you think your second smile is simply cosmetic?
a few defensive skills to make things less squishy, but i'd like to remove a lot of the arcade-style fighting and bring some fps mechanics into the mmo. it'll do wonders for the concept of "balance".
"hit him in the head!"
This would be awsome in a medival setting and huuuugge battle (1000v1000, 500v500)
Regardless of how far fetched / stupid / crazy it is, what feature would you add to your MMO?
Examples: Age requirement of 30, total nudity and sexuality, decapitation / limb removal, character potty breaks, characer weight loss / gain, etc.
Free-form environment interaction.
Example & Context:
-Imagine playing Aliens Online and you're a Colonial Marine in a broken down factory with 9 other marines. You chose the "engineer" skill-tree line in your Free-form skill system (ala: SWG) because you like building things. You, as an engineer, take your plasma cutter and CUT a 5x5 piece of reinforced steel OFF THE WALL right next to you. You repeat this until you're able to weld & construct a barricade complete with DIY Sentry Smart-Gun turret to round out said spikey-wall-of-doom barricade that you built in REAL TIME from your environment with tools/skills created by the developers for you to modify & truly INTERACT with your environment that you go into.
This would be genius but fairly hard to implement I think.
Yeah this would be amazing.
Another class maybe could melt the surroundings when using a flamethrower or something, and everything you shoot at actually gets damaged in some way. If you shoot a guard tower with a bullet it gets a dent, if you shoot it with a rocket launcher it collapses.
So hard to implement though
Cluck Cluck, Gibber Gibber, My Old Mans A Mushroom
Originally posted by Logos1326 having kids.. you could mate two of your characters or with someone else to create an offspring NPC. Then depending on how you and the other person treat it it grows into a good or evil role in the game, maybe even a super boss if you raise it certain ways. Of course they would have to have limited lifespans, to prevent the world getting too overpopulated, but while it is alive it could become a super buff giver, super merchant, super boss, etc that other players could interact with or it could just go out and become an NPC adventurer. Whatever it chooses it remains a part of your character that lives on in game after you log.
There is actually an Online game, albeit a small and rather adult oriented one. Where you can have kids, inheriting a majority of your skills. And it was encouraged otherwise if you didn't and were PKed you were end up in hell as a demon.
A cool mustache tool where it actually takes time to grow and shape your mustache. Then every month they could give out prizes and have everyone vote on their favorite mustache.
This.
Also an insta-ban for the use of the term 'noob'. All the flamers on the forum would look funny.
Family System - I plant a house out in the world. I'd like to have the ability to right click on my deed and make it the primary house for my game account. If my account has multiple characters on the same server & faction, I'd like to be able to create a family of my characters that share the same last name. The characters (alts) that are not in use will sit and occupy my primary house. If I wanted to select a different player to play on, I simply travel to my house and click on one of my resting alts. I would then be able to play that alt while my previous character will stay and rest in the house. We should be able to set them as vendors, too.
If you combine the following ideas from this exact same thread, all stated before this post:
- Terra deformation in the form of "walking paths"
- one-hit kills
- How about a game where you gained levels by totally avoiding combat. PvP healing! Think of the possibilities
- Not off the wall but I would like the ability to not only build one's own castle/fort but design it using pre-made pieces
- non combat magic
- Ostrich breeding
- A minigame to water plants in cities and your own house
- a round world
- Free-form environment interaction
- A random roll that if it fails your toon trips and falls flat on their face
In all seriousness the combination of all these factors in a single game would make it great. I think.
Credit to the owners of all these ideas and please refer to their posts to really appreciate the ideas.
Walking paths, non-combat magic, watering plants and a round world would serve to create a great environment. Think of the aesthetic and design possibilities. The world could potentially feel alive.
Free form environment interaction and fort design and construction would have both design and strategic benefits.
Mount breeding I've already seen in a game, it wasn't ostriches but it was actually animals that look a lot like them. It creates an excellent market for such animals and rather than cash shopping or questing, you work for a mount. The harder you work the better the mount can be, and the more money you can get for it.
Precise hits which can land one hit deaths, exp from healing so not everyone is forced to be able to hit stuff to evolve, and falling down I think create a great game experience. The one hit deaths makes fighting intense and actually interesting to be involved in. Healers can be healers for those who want to be (healers would really become needed with such severe combat) and falling down would mean at any time, if you actually stumbled, and the enemy got the first hit, you could be dead. OH THE RUSH! And well all those people who ragequit or bish about everything dont need to play.
I think all these ideas are good individually and together they do not clash to make a negative.
When it comes to that sort of combat I also must refer you to the game Mount & Blade, a single player experience but a multiplayer option. You only get good exp by being able to play, timing your swing is everything so the enemy doesn't kill you, and shields are necessary against archers so that they don't mow you down before you reach them.
A minigame to water plants in cities and your own house. If players play minigame a lot in some location, the place will become filled with all kinds of life and look really cool. If none plays the game, the plants and small animals will die and the place will look dull.
There is actually a plant growing system in Ultima Online.
You collect seeds from certain mobs or trade with other players. You don't know what the seeds will be until you grow them (takes a few days in real time). You have to water them each day, use poison potions as pesticide if it gets infested, or cure potions if it gets fungus. When it does fully grow you get the option to cross polinate it with another plant. It will produce seeds, and potentially also fruit depending on the plant type, for a few days. You can get different colors/types of plants depending on how you cross polinate your plants.
Well I play a little game called TOR. According to the Devs it's crazy talk to have more than one character on-screen at a time with Hi-rez textures unless you are talking about the heady, crazy days of Beta.
So yeah... I would like those game-breaking textures we all see in adverts come back. Crazy indeed.
Bartoni's Law definition: As an Internet discussion grows volatile, the probability of a comparison involving Donald Trump approaches 1.
Originally posted by Professor78 Originally posted by precious328
Originally posted by PukeBucket
Terra deformation in the form of "walking paths". Don't just offer roads to players, but have the ground somehow change over time as traveled upon. Then if the path isn't traveled it'll over grow and confuse the CRAP out of people trying to go back.
THIS IDEA IS FANTASTIC! Does Xsyon not already have this? Things grow, you can terrform, there are seasons ect..
It's pretty hands on actually, but a good system as well.
I used to play MMOs like you, but then I took an arrow to the knee.
(This actually happened, briefly, in the long long ago.)
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
I think a world where the various career paths have QUOTAS and this is calculated by game systems and used as a basis for a player driven economy.
FOR EXAMPLE -
If you choose to be a Farmer you join the Farmers Guild where Apprentice level farmers or "Farmhands" must harvest two bushels of apples a week. The game calculates that there are 40 Farmhands on the server... so it expects 80 bushels of apples a week. Say a bushel is worth 20 gold... so it can calculate 1600g worth of produce entering the game world...that week.
Thats DUmB you say.... But I think this is a small step that accomplishes a few things...
1. IN a sandbox it allows reasonable economic predictions, and if the information was public to like the Farmers Guild HEad Farmer in Charge he can make adjustments, promotions, Set Prices, based on productivity.
2. It gives players a reason to practice their craft... and gives them reasonable goals that increase as they take a higher position within the given system. And also help keeps the game world alive...
Another Example:
A High level Master Thief in the THieves Guild must pickpocket from 10 people a day... However A recruit in the imperial army starts out as a city patrolmen and must "Capture" and Tag 1 or 2 thieves in the city a day... And tagging marks you as a thief for a certain amount of hours...
So it adds dynamism and fun to what could be very static game systems and its all based on In-game choice.... Of course taking this further into other groups... Priests Guild, Hunters Guild... Etc..
--- Quotas Based on Position
-- IN Game Tracking of Weekly Quotes accessible by high ranking members of certain guilds.
-- Systems that support being able to utilize the information.
A game where instead of pets or animal companions we all get Midgets Just kidding
As for an honest answer..and i know this would be great but the game would have to have millions playing it to appeal to everyones needs but id love a game where there are no npcs an the entire game is players.
Player shop owners who hire player gatherers(hunter's/fishermen/farmers/miners/etc) to get mats to make items where the people split the profit
Player Guards who stand guard duty in towns/area's and get paid on how well they do their job(catching theives/griefers,protecting shop owners and non-combat oriented players from bandits,wild life,monsters,etc)
Something not out of the realm of possibility - The ability to "Open up shop". Imagine being able to open a crafting table or booth where anyone could view your trade skills and gather the require mats and pay a pre-determined amount for you to make an item while you were off line..This would work for people in a bunch of ways. You could make what ever game currency your game uses while you are working/sleeping and you could even level skills this way. Is this so not a good idea? Are there games with features like this already in place?
The first one is obviously a joke and the next few are probably far fetched but the one about opening store fronts should be a feature that could be implemented in any game with trade skills/crew skills/what the hell ever they are called in your game. As long as the people opening said stores are at least kept in check.Paying more for higher level/quality items isnt an issue as long as the asking price per item isnt some insane ammount,
A player starts out by choosing the way his character died. Depending on the choices made the character will have certain traits and skills. Killed by the fire breath of a dragon? You are now a Pyro-Ghost that can mind control dragons.
You can fly through the real world, haunt people and do ghostly stuff. You can have quests like 'Haunt 10 humans to death." or maybe "Paul just died. Go and speak to him and decide if he should go to hell or heaven. Oh and dont get caught if he bribes you".
Finding gold or a sword of doom would be obsolete. As a ghost the only thing that counts is life energy. Mind control a dragon to step on a wolf. Collect the wolves leftover life energy and level up! Choose the skill 'Levitate item'. Now you can drop rocks onto other wolves or any pesky humans to level up even more!
--- Insanity: Doing the same thing over and over again and expecting different results.
A player starts out by choosing the way his character died. Depending on the choices made the character will have certain traits and skills. Killed by the fire breath of a dragon? You are now a Pyro-Ghost that can mind control dragons.
You can fly through the real world, haunt people and do ghostly stuff. You can have quests like 'Haunt 10 humans to death." or maybe "Paul just died. Go and speak to him and decide if he should go to hell or heaven. Oh and dont get caught if he bribes you".
Finding gold or a sword of doom would be obsolete. As a ghost the only thing that counts is life energy. Mind control a dragon to step on a wolf. Collect the wolves leftover life energy and level up! Choose the skill 'Levitate item'. Now you can drop rocks onto other wolves or any pesky humans to level up even more!
i like
would you go all serious, or would you go for a Grim Fandango sort of approach?
Comments
Not off the wall but I would like the ability to not only build one's own castle/fort but design it using pre-made pieces.
So where you put your towers, walls, siege engines, rooms for your guild mates, etc.
I'm sure there would have to be some built-in fail safes so that players didn't exploit it such as not having Main Gates (if there was the ability to teleport inside the castle) or limiting how many traps you could put in a row, but that type of thing.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
one-hit kills.
a warrior with a two-handed axe hits a rogue in no armour, and te rogue takes a quart of damage? nuh-uh. that rogue is dead in my book.
a mage shoots off a fireball which singes the warrior rather than melts his head clean off? why bother learning magic?
a rogue walks up behind you and cuts your throat and you think your second smile is simply cosmetic?
a few defensive skills to make things less squishy, but i'd like to remove a lot of the arcade-style fighting and bring some fps mechanics into the mmo. it'll do wonders for the concept of "balance".
"hit him in the head!"
Or new accounts would be locked until the player base start reproducing lol.
New players enter the game world as someones child.
This would be genius but fairly hard to implement I think.
Being a pessimist is a win-win pattern of thinking. If you're a pessimist (I'll admit that I am!) you're either:
A. Proven right (if something bad happens)
or
B. Pleasantly surprised (if something good happens)
Either way, you can't lose! Try it out sometime!
This would be awsome in a medival setting and huuuugge battle (1000v1000, 500v500)
Yeah this would be amazing.
Another class maybe could melt the surroundings when using a flamethrower or something, and everything you shoot at actually gets damaged in some way. If you shoot a guard tower with a bullet it gets a dent, if you shoot it with a rocket launcher it collapses.
So hard to implement though
Cluck Cluck, Gibber Gibber, My Old Mans A Mushroom
There is actually an Online game, albeit a small and rather adult oriented one. Where you can have kids, inheriting a majority of your skills. And it was encouraged otherwise if you didn't and were PKed you were end up in hell as a demon.
This.
Also an insta-ban for the use of the term 'noob'. All the flamers on the forum would look funny.
Terra deformation in the form of "walking paths".
Don't just offer roads to players, but have the ground somehow change over time as traveled upon.
Then if the path isn't traveled it'll over grow and confuse the CRAP out of people trying to go back.
I used to play MMOs like you, but then I took an arrow to the knee.
THIS IDEA IS FANTASTIC!
I'd like to have interactive alts.
Family System - I plant a house out in the world. I'd like to have the ability to right click on my deed and make it the primary house for my game account. If my account has multiple characters on the same server & faction, I'd like to be able to create a family of my characters that share the same last name. The characters (alts) that are not in use will sit and occupy my primary house. If I wanted to select a different player to play on, I simply travel to my house and click on one of my resting alts. I would then be able to play that alt while my previous character will stay and rest in the house. We should be able to set them as vendors, too.
Does Xsyon not already have this? Things grow, you can terrform, there are seasons ect..
Core i5 13600KF, BeQuiet Pure Loop FX 360, 32gb DDR5-6000 XPG, WD SN850 NVMe ,PNY 3090 XLR8, Asus Prime Z790-A, Lian-Li O11 PCMR case (limited ed 1045/2000), 32" LG Ultragear 4k Monitor, Logitech G560 LightSync Sound, Razer Deathadder V2 and Razer Blackwidow V3 Keyboard
If you combine the following ideas from this exact same thread, all stated before this post:
- Terra deformation in the form of "walking paths"
- one-hit kills
- How about a game where you gained levels by totally avoiding combat. PvP healing! Think of the possibilities
- Not off the wall but I would like the ability to not only build one's own castle/fort but design it using pre-made pieces
- non combat magic
- Ostrich breeding
- A minigame to water plants in cities and your own house
- a round world
- Free-form environment interaction
- A random roll that if it fails your toon trips and falls flat on their face
In all seriousness the combination of all these factors in a single game would make it great. I think.
Credit to the owners of all these ideas and please refer to their posts to really appreciate the ideas.
Walking paths, non-combat magic, watering plants and a round world would serve to create a great environment. Think of the aesthetic and design possibilities. The world could potentially feel alive.
Free form environment interaction and fort design and construction would have both design and strategic benefits.
Mount breeding I've already seen in a game, it wasn't ostriches but it was actually animals that look a lot like them. It creates an excellent market for such animals and rather than cash shopping or questing, you work for a mount. The harder you work the better the mount can be, and the more money you can get for it.
Precise hits which can land one hit deaths, exp from healing so not everyone is forced to be able to hit stuff to evolve, and falling down I think create a great game experience. The one hit deaths makes fighting intense and actually interesting to be involved in. Healers can be healers for those who want to be (healers would really become needed with such severe combat) and falling down would mean at any time, if you actually stumbled, and the enemy got the first hit, you could be dead. OH THE RUSH! And well all those people who ragequit or bish about everything dont need to play.
I think all these ideas are good individually and together they do not clash to make a negative.
When it comes to that sort of combat I also must refer you to the game Mount & Blade, a single player experience but a multiplayer option. You only get good exp by being able to play, timing your swing is everything so the enemy doesn't kill you, and shields are necessary against archers so that they don't mow you down before you reach them.
There is actually a plant growing system in Ultima Online.
You collect seeds from certain mobs or trade with other players. You don't know what the seeds will be until you grow them (takes a few days in real time). You have to water them each day, use poison potions as pesticide if it gets infested, or cure potions if it gets fungus. When it does fully grow you get the option to cross polinate it with another plant. It will produce seeds, and potentially also fruit depending on the plant type, for a few days. You can get different colors/types of plants depending on how you cross polinate your plants.
Well I play a little game called TOR. According to the Devs it's crazy talk to have more than one character on-screen at a time with Hi-rez textures unless you are talking about the heady, crazy days of Beta.
So yeah... I would like those game-breaking textures we all see in adverts come back. Crazy indeed.
Bartoni's Law definition: As an Internet discussion grows volatile, the probability of a comparison involving Donald Trump approaches 1.
Does Xsyon not already have this? Things grow, you can terrform, there are seasons ect..
It's pretty hands on actually, but a good system as well.
I used to play MMOs like you, but then I took an arrow to the knee.
Adult toys replace all weapons.
(This actually happened, briefly, in the long long ago.)
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
the ability to break into guild banks and steal their stuff
also the ability for guilds to build "dungeons" around their banks to protect their stuff
I would like to see a game based on the works of HP Lovecraft, as in death, madness or both, being the 'endgame'.
I would make people have to use the restroom in an MMO.
It would have to be the lack of both a subscription fee and a pay to win item shop. Crazy isn't it
I think a world where the various career paths have QUOTAS and this is calculated by game systems and used as a basis for a player driven economy.
FOR EXAMPLE -
If you choose to be a Farmer you join the Farmers Guild where Apprentice level farmers or "Farmhands" must harvest two bushels of apples a week. The game calculates that there are 40 Farmhands on the server... so it expects 80 bushels of apples a week. Say a bushel is worth 20 gold... so it can calculate 1600g worth of produce entering the game world...that week.
Thats DUmB you say.... But I think this is a small step that accomplishes a few things...
1. IN a sandbox it allows reasonable economic predictions, and if the information was public to like the Farmers Guild HEad Farmer in Charge he can make adjustments, promotions, Set Prices, based on productivity.
2. It gives players a reason to practice their craft... and gives them reasonable goals that increase as they take a higher position within the given system. And also help keeps the game world alive...
Another Example:
A High level Master Thief in the THieves Guild must pickpocket from 10 people a day... However A recruit in the imperial army starts out as a city patrolmen and must "Capture" and Tag 1 or 2 thieves in the city a day... And tagging marks you as a thief for a certain amount of hours...
So it adds dynamism and fun to what could be very static game systems and its all based on In-game choice.... Of course taking this further into other groups... Priests Guild, Hunters Guild... Etc..
--- Quotas Based on Position
-- IN Game Tracking of Weekly Quotes accessible by high ranking members of certain guilds.
-- Systems that support being able to utilize the information.
A game where instead of pets or animal companions we all get Midgets Just kidding
As for an honest answer..and i know this would be great but the game would have to have millions playing it to appeal to everyones needs but id love a game where there are no npcs an the entire game is players.
Player shop owners who hire player gatherers(hunter's/fishermen/farmers/miners/etc) to get mats to make items where the people split the profit
Player Guards who stand guard duty in towns/area's and get paid on how well they do their job(catching theives/griefers,protecting shop owners and non-combat oriented players from bandits,wild life,monsters,etc)
Something not out of the realm of possibility - The ability to "Open up shop". Imagine being able to open a crafting table or booth where anyone could view your trade skills and gather the require mats and pay a pre-determined amount for you to make an item while you were off line..This would work for people in a bunch of ways. You could make what ever game currency your game uses while you are working/sleeping and you could even level skills this way. Is this so not a good idea? Are there games with features like this already in place?
The first one is obviously a joke and the next few are probably far fetched but the one about opening store fronts should be a feature that could be implemented in any game with trade skills/crew skills/what the hell ever they are called in your game. As long as the people opening said stores are at least kept in check.Paying more for higher level/quality items isnt an issue as long as the asking price per item isnt some insane ammount,
A Ghost MMO.
A player starts out by choosing the way his character died. Depending on the choices made the character will have certain traits and skills. Killed by the fire breath of a dragon? You are now a Pyro-Ghost that can mind control dragons.
You can fly through the real world, haunt people and do ghostly stuff. You can have quests like 'Haunt 10 humans to death." or maybe "Paul just died. Go and speak to him and decide if he should go to hell or heaven. Oh and dont get caught if he bribes you".
Finding gold or a sword of doom would be obsolete. As a ghost the only thing that counts is life energy. Mind control a dragon to step on a wolf. Collect the wolves leftover life energy and level up! Choose the skill 'Levitate item'. Now you can drop rocks onto other wolves or any pesky humans to level up even more!
---
Insanity: Doing the same thing over and over again and expecting different results.
i like
would you go all serious, or would you go for a Grim Fandango sort of approach?