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If you could take bits and pieces from any game and mix them...

TeikkTeikk Member Posts: 70

WHAT WOULD THEY BE AND WHY?

 

1.

Game - Vanguard

Thing to use - The game world size and the way it was designed.

Why - Because the game world of Vanguard is 1 of the largest and well thought out game maps i have seen to date. A few         things i think it could add is to make the world truly global and seemless.

 

Game- Shadowbane

What- Leveling system

Why- because it just gave you so much choice on what you could do with a race/class combo you could either gimp your toon to inneffectivness to screw around or make a badass axethrowing flying barbarian. And this was all changeable at any time with the application of different runes etc.

 

Game- VAnguard/EQ

What- Dungeons

Why- They were HUGE and fun to explore and look around in to see what i could find. Also very dangerous and unpredictable.

 

Game - DAWN

What- Death system

Why- it was one of the more unique systems i have ever seen allowing the player to literaly change there sex race skills upon death. You would essential on death assume your "CHILDS" identity and take possession of items you could bind to your bloodline. Then you could choose another "CHILD" and set him to learning the same skills or different skills while you played. The faster you died and assumed the IDENTITY of the next child the less amount of skill the CHILD had gained. IE if you die in an hour your child only had say 10/100 of what ever skill where is if you didnt die for over 24 hours child had if you chose the same skills the same 100/100 you had when you died. If you didnt choose the same skills ther was a cap on the amount the CHILD could learn ie something like 50/100 and they learned them a bit slower.

 

Game- Dragon Empires

What- Trade system

Why- because different regions of a game world being rich in different things and having to use trade to get different things in differnt regions without an instant xport system for these things i think is a great idea.

 

Game- Boundless Adventures

What- There game world

Why- because this game was actualy trying to make ( as close as possible) global game world wher you could start 1 place travel all the way around and end up back where you started. Also making it so you could deform the terrain IE dig holes.

Game- DAOC/SHADOWBANE/Dragon Empires

What- PVP systems

Why- If you took the 3 faction PVP of DAOC and linked it with some building and seiging options of SB i think would work out pretty good.  I always liked the idea of having massive landmass or even floating on the sea or in the sky places you could build on and control.  Shadowbane had the ability to build anywhere im only saying limit it to certain areas of the map. DAoC did it right with having an no even number of factions. DE gives idea of trading resources between factions as well as a good reason to fight for differnt areas.

 

GAme- SWG PRE NGE

What- Crafting system/resource system

Why- because its some of the most indepth crafting / gathering ive seen to date. VG did a pretty good job on the crafting but as far as gathering resources in little nodes around the map WHY? why not have MINES that spawn randomly something maybe like in darkfall that have a finite number of resources. Let the player HIRE NPCs to mine for him or do it himself and gather that way instead of pouncing all over the map hunting down crap.  These could also be used to give reasons for PVP. IE 1 place is rich in timber, other is ore, other is what ever.

 

Well thats it for now what about you.

Comments

  • BjordionBjordion Member Posts: 10

    What would be your selection for graphics/character design?  

    I has a crayon

  • MithgonNimelMithgonNimel Member Posts: 11

    And, how would you account for PvP?

  • TeikkTeikk Member Posts: 70

    Character and world design i would take ques from Ryzom, to me that was one of the most unique worlds created in a game. It seemed to be a true alien planet.

    As far as PVP i think i already said i would take inspiration from DAOCs factions / Shadowbanes construction, building , Dragon Empires trade system, but as far as a ruleset and balance i tend to think that balance breaks down rather simply.

     

    Paper>Rock>Scissors type system with the support / cc classes to tip the balance in different areas.

     

    An example would be something like

    Caster type = paper

    tank type = rock

    rogue type= scissors

    with healers and other support functions tipping the balance in an enconter to what ever but not really being in this equation of a damage output position other than marginally. The focus is group oriented PVP and tactics rather than having OMGWTFPAWNYOURFACE  Healer/dps/tank builds that killanyone and everything. To me a healer should not be a DPS class or a tank for that matter. There role is support.

    There are a few other old classes i liked that were never really done very well from the older games for instance the best version of an Engineer class ive seen was in Asherons Call 2.

     

    O if misunderstand the question was to all not for just me. so

     

    If YOU could do this what and why?

  • Goatgod76Goatgod76 Member Posts: 1,214

    EQ1 or Vanguard - Game World. It was open, it was huge,  it felt alive, and it felt dangerous. There were higher level mobs in various zones that otherwise wouldn't belong to discover and maybe even have to run for your life from. It bred community.

    EQ1 - Quest system. There were quests...but you weren't on rails where you had to do them and be guided to the next quest hub. You had the option to go do as you please. You weren't given map GPS to and from the quest objective and back, and given subtle hints as to what to do via actually reading and comprehending the objectives.

    Rift - UI customization. Absolutely the best that I have personally seen. You can move anything and resize them any way you can possibly think of doing it to suit your needs.

    WoW or any other modern MMORPG - Combat system. One thing EQ1 seriously lacked.....it was hella BORING.

    Dungeons and Dragons Online - Dungeons. Booby Traps ftyw. Or again, Skyrim dungeons.

    Although it isn't an MMORPG...I really like Skyrim's combat. At least as a Melee. It's simple...yet you have to know how to use your block, sprint, etc in combat effectively to survive. It isn't just a numbers bashing match.

    Age of Conan- Crafting system. I just liked that your character actually stood at a forge, etc and you had to apply different ingredients, etc and got different results based on what you applies to the recipe.

    Rift - Graphics.

    Age of Conan - Character Design.

    WoW - Polish. Self explanitory.

     

  • DeathofsageDeathofsage Member UncommonPosts: 1,102

    FFXI - Job/Subjob system and group grinding. I love a group grinder.

    FFXI - Level Sync. I think syncing down to a friend's level is better than them being temporarily raised to yours. It makes more sense thematically and it makes them earn their way to harder and more appealing content.

    FFXI - Abyssea's idea of endgame, that whenever you and your friends were online, you could go farm a popset, pop a boss, and fight it. I'm not a fan of instancing, but I'm less a fan of losing claim to bots or of not being able to fight something with your friends because they weren't online at the right time.

    WoW - Addons. I love that the community can improve the game. It's controlled and policed well enough to keep overpowered addons out of the system.

    Tera - Combat. It's killed tab target games for me.

    Aion - Gliding (Not flying, I hated the flying) - The gliding was different from mounts and yet you could still cover distance across a zone very quickly. I'd totally get rid of a limit on glide time though. It felt a lot like the freedom of flight but it still made you appreciate the zone.

    Tera - Armor... Hear me out. I'm not saying Tera's armor design was the best, but I do like how the armor was all influenced by the body piece. That way, wearing whatever gear you wanted, it still had a common theme.

    RIFT - AOE looting. Standing around clicking dead bodies is just stupid. In WoW, for instance, I was a chain-pulling sonofagun on my tanks so I never got to loot anything. After a while, DPS would pull if the tank wasn't "fast enough" so it wasn't even a choice.

    RIFT - for being able to join a group as you run past it. If you saw someone killing mobs you needed, you could team up in a click and leave just as quickly afterwards. It was a step foward in community building in a genre that's been retreating from that for a long time.

    Spec'ing properly is a gateway drug.
    12 Million People have been meter spammed in heroics.

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