1. kill x of y quests for levelling with autotracking
2. fixed classes with minimal customisation in case i ruin my character
3. monthly sub + cash shop + box price
4. linear levelling zones that take you from hub to hub
5. instant teleport to dungeons/battlegrounds using LFG tool
6. end game involves running dungeons/raids/bgs 100s of times to get tokens to buy gear
7. people with better gear and level always win in pvp and pve
8. tab target combat
9. gear is bound so people cant trade to get good gear forcing everyone to run dungeons/raids
10. servers should have sub channels like tera so players can switch servers in case someone is taking their mobs or world boss
That's the spirit!
I would trade #8 for something like: Completely soloable so I can ignore the other players.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
A world that feels a live, and with day/night cycles. Nothing kills a game for me more than just looking at npcs stand around and not do anything and mobs stand in one place not moving about. (Good example of how it shouldn't be.. SWTOR, the world/npcs/mobs are so static and boring)
Seemless world, where you can walk from one end of the world to the other. Asheron's Call, WoW come to mind as good examples of how it should be.
Should be other activities to do when you aren't pve'ing or pvp'ing. Like fishing, treasure hunting, crafting, gathering, games, etc.
AOE looting.
Excellent communication between the creators and the community.
Originally posted by nariusseldon (Heavily edited by me)
1 interesting combat mechanics--tiny entry for such huge potential
2 instances (my personal 'druther is "somewhat limited use of")
3 broad working choice of systems, variety of entertainment. (a.k.a. mature games)
4 good classes
5 interesting setting please, not sword-and-board every...single...time?
6 interesting progression system (part of "4" really)
7 AH--necessary for variety, plus "trader" becomes an unofficial "class"
8 well designed boss encounters not entirely limited to 'dungeons' or 'raids'
9 meaningful Player created content -- tiny entry, for such a huge potential
10 three or more factions
Sorry Narius, started with your list and dumped the ones I didn't (particularly) consider prime importance.
And bah, of course immediately thought of a dozen more.
Ugh, too hard OP. You gave us carte blanche with an unlimited budget and staff--the potential is enormous, even if the realism isn't.
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.
Not things that ALL mmorpg's should have, but more like what mmorpg I would like to play and could play long-term should have.
1. Great economy & crafting
2. Player shops instead of AH
3. Seamles open world, no phasing & minimal instancing (max 30-50% of dungeons should be instanced)
4. Interesting & challenging combat
5. interdependabilty. One person should not have all crafts and should not be able to do absolutely everything.
6. One server = one separated from other server and RL 'virtual world' - no cross-server thingies and no cash shop / rmah.
7. Item Decay -
8. Even playfield - no macros, no add-ons, no dps meters, actively fight with bots & cheaters
9. Smart open world housing with limits to avoid houses swarming whole world
10. LESS quests - no quest gps and arrow pointing, mini-map sings, highlighting things & general hand holding - partial randomization of parts of some quests - quest should 'travel themself - i.e. you need to track down certain assaisn - he should NOT be always in same place. One person take this quest assasin is in point X , 2 hours later someone take this quest but assasin is in diffrent place, etc. Quests more complex but giving much more XP.
5. interdependabilty. One person should not have all crafts and should not be able to do absolutely everything.
Admirable goal. But companies generally refuse to limit their customers to a single account (no surprise) or a single toon.
Difference between de jure and de facto, pretty much. So much so that I haven't even heard anyone bring it up in...years. (warning: this direction often used to terminate in "damn multi account cheaters" raves)
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.
Non tier raiding. And the gear you get from raiding is comparable to crafted gear, it just looks prettier.
Some form of big overworld style RvR (or even FFA PvP if it works, but it does't work in level/gear based games)
Grouping and socializing emphasized by : dangerous game world, death penalty, powers that help one another
Multiple ways of leveling up/no quest hubs or quest based leveling.
No glowing icons over quest NPCs/have very few quests in general, but make them good.
Fluff skills for all classes. Vanguard had this: Druids turning into trees, psions being able to talk in a mental link to other psions, necromancers going on quests to find their minion and customize it, some classes learning new spells from monsters they fight or tomes they happen across in the world.
Allow PvP to impact everyone in the game world, giving bonuses and such to the winner realm.
2. open world FFA pvp (and if not ffa at least have 3 factions, not 2)
3. not being P2W
4. no monthly fee (can be B2P tho)
5. fully customizable UI and skill bars (without player created addons)
6. leveling via events (like WAR's public quests or gw2's dynamic evens) or PvP (although pve should be always a bit faster/more consistent) and not by questing (like WoW)
7. skill system where you have to make choices (like D3 OR GW1/2, but balanced)
8. absolutely no instances and as few loading screens as possible. raiding should be vs world bosses and not instanced (and they should scale depending on how many players attack)
9. there should be PvP experience but it shouldn't give you huge bonuses but mostly cosmetic rewards (titles, fancy gear)
10. a RMAH (i personally liked it in diablo 3, too bad the game has other major problems)
1. Massive world, but not empty. (By massive I mean ridiculously huge world)
2. Interactable objects or functions with some depth. (Mounts, ships, npc, crafting etc etc, quantity > quality here)
3. Some degree of customization, but quality > quantity in this aspect.
4. Interface should be organized and polished but not necessarily have to be too user friendly.
5. Some form of PvP that rewards teamwork and skillful play instead of zerging by number.
6. Believable environment designs that immerses rather than creative eye candy that gets boring.
7. Core funtions of the game should be for most parts bug free.
8. Challenging fights that rewards tactics and proper play instead of 'hacking and slash' or pure 'tank and spank'.
9. Lean toward 3D if possible, but not exactly a must.
10. High degree of customization for character creation both in terms of detail and gear/clothing diversity in game.
Everything else is negotiable. Amongst things OP listed jumping, swimming, flying, and even races can be left out of the launch version if it means better quality gameplay and design. If the quality of gameplay does not increase by forgoing these things, then should have them.
Those visual fluffs can always be done easily in an expansion, but the stuff I listed are things that can only be done during the development of the launch version.
1. Large, open, seamless overworld with a variety of truly memorable, atmospheric locales.
2. A variety of unique racial and/or cultural character options with culturally-tailored zones, story, and/or quests to help promote rolling alts.
3. Quests designed around lore and exploration, with a more localized focus rather than being driven by a "Only you can save the world! Hurry!" storyline.
4. Group content (intended for 4 or more players) designed as actual, logical locations with adversaries that react dynamically to the group's strategy rather than setting up mazes with a boss in the room at the end of each hall.
5. Meaningful crafting that encourages interacting with other players to acquire special materials and items that do not have more-easily acquired equivalents in other areas of the game.
6. Alternate gameplay modes that offer a degree of progression comparable to other traditional PvE and PvP alternatives. Things like "professional" gambling, sports, vehicular combat, command and control (RTS), etc.
7. Secondary progression in things like faction rep and rewarded achievements that allows players who put in the time and effort to obtain trophies, skins, and vanity items that will not later be trivialized by nerfs to the methods of acquisition under the "everybody deserves the same access" rule.
8. Attractive, extremely customizable UI.
9. Creation of new content that meshes with my leveling/progression speed.
1. Day/Night/Weather/Seasons 2. Eco System (plants, insects, predators, prey, migrations) 3. Heavy crafting 4. Player housing/cities 6. alternative pvp (1v1 tournaments, group and individual sports, racing, table and card games, dance battles, dj battles, crafting expos, fashion shows) 7. Any setting besides high fantasy. 8. Monthly server events hosted by gms (boss fights controlled by gms, invasions, social events) 9. Robust Roleplay UI (emotes, moods, object interaction, gestures, scripting) 10. High quality graphics.
Comments
That's the spirit!
I would trade #8 for something like: Completely soloable so I can ignore the other players.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot
You make bunny cry.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/1. PVP
2. 20+ customization sliders with 100+ options each
3. Smart AI for PVE
4. Gear editing
5. 20 classes +
6. Variety of race types or at least variety of builds small, skinny, fat, different
7. Environment interaction; I see a chair I can use the chair
8. Group content from start to endgame
9. Crafting
10. Lots of vending options
a yo ho ho
1. No base stats, no HP/mana etc. (your character gets weaker depending what is affecting them)
2. Open world
3. Dynamic world
4. City building and control in open world
5. Control of limited land and resources
6. Conflict between player factions, not NPC factions
7. Moddable UI.
8. Player created content that is peer reviewed.
9. Combat not the dominant feature
10. Classless, skill-based system (limited amount of skill points per character, but ability to change skills over time)
"The person who experiences greatness must have a feeling for the myth he is in."
Sorry Narius, started with your list and dumped the ones I didn't (particularly) consider prime importance.
And bah, of course immediately thought of a dozen more.
Ugh, too hard OP. You gave us carte blanche with an unlimited budget and staff--the potential is enormous, even if the realism isn't.
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.
Not things that ALL mmorpg's should have, but more like what mmorpg I would like to play and could play long-term should have.
1. Great economy & crafting
2. Player shops instead of AH
3. Seamles open world, no phasing & minimal instancing (max 30-50% of dungeons should be instanced)
4. Interesting & challenging combat
5. interdependabilty. One person should not have all crafts and should not be able to do absolutely everything.
6. One server = one separated from other server and RL 'virtual world' - no cross-server thingies and no cash shop / rmah.
7. Item Decay -
8. Even playfield - no macros, no add-ons, no dps meters, actively fight with bots & cheaters
9. Smart open world housing with limits to avoid houses swarming whole world
10. LESS quests - no quest gps and arrow pointing, mini-map sings, highlighting things & general hand holding - partial randomization of parts of some quests - quest should 'travel themself - i.e. you need to track down certain assaisn - he should NOT be always in same place. One person take this quest assasin is in point X , 2 hours later someone take this quest but assasin is in diffrent place, etc. Quests more complex but giving much more XP.
Admirable goal. But companies generally refuse to limit their customers to a single account (no surprise) or a single toon.
Difference between de jure and de facto, pretty much. So much so that I haven't even heard anyone bring it up in...years. (warning: this direction often used to terminate in "damn multi account cheaters" raves)
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.
No instancing, at all.
Massive dungeons without maps.
Non tier raiding. And the gear you get from raiding is comparable to crafted gear, it just looks prettier.
Some form of big overworld style RvR (or even FFA PvP if it works, but it does't work in level/gear based games)
Grouping and socializing emphasized by : dangerous game world, death penalty, powers that help one another
Multiple ways of leveling up/no quest hubs or quest based leveling.
No glowing icons over quest NPCs/have very few quests in general, but make them good.
Fluff skills for all classes. Vanguard had this: Druids turning into trees, psions being able to talk in a mental link to other psions, necromancers going on quests to find their minion and customize it, some classes learning new spells from monsters they fight or tomes they happen across in the world.
Allow PvP to impact everyone in the game world, giving bonuses and such to the winner realm.
Absolutely nothing from WoW is used.
I more or less just described DAoC
In no particular order:
HUGE world/Limited Fast Travel
Long leveling curve but one where you can level horizontally and vertically
pvp - mostly concerned with sieges and territory control
no tab targeting (Tera has spoiled me)
I wouldn't mind an interesting crafting system where the players decide the economy and can design unique items
No Auction House individual player shops, maybe even havnig players sell out of their homes
The ability for the top guilds to forge their own kingdoms
only lore related events or events that have been altered to be more lore friendly to the world
Social activities
Well, that's what I want anyway.
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
1. player created or owned cities / castles
2. open world FFA pvp (and if not ffa at least have 3 factions, not 2)
3. not being P2W
4. no monthly fee (can be B2P tho)
5. fully customizable UI and skill bars (without player created addons)
6. leveling via events (like WAR's public quests or gw2's dynamic evens) or PvP (although pve should be always a bit faster/more consistent) and not by questing (like WoW)
7. skill system where you have to make choices (like D3 OR GW1/2, but balanced)
8. absolutely no instances and as few loading screens as possible. raiding should be vs world bosses and not instanced (and they should scale depending on how many players attack)
9. there should be PvP experience but it shouldn't give you huge bonuses but mostly cosmetic rewards (titles, fancy gear)
10. a RMAH (i personally liked it in diablo 3, too bad the game has other major problems)
my review of GW2
1. Massive world, but not empty. (By massive I mean ridiculously huge world)
2. Interactable objects or functions with some depth. (Mounts, ships, npc, crafting etc etc, quantity > quality here)
3. Some degree of customization, but quality > quantity in this aspect.
4. Interface should be organized and polished but not necessarily have to be too user friendly.
5. Some form of PvP that rewards teamwork and skillful play instead of zerging by number.
6. Believable environment designs that immerses rather than creative eye candy that gets boring.
7. Core funtions of the game should be for most parts bug free.
8. Challenging fights that rewards tactics and proper play instead of 'hacking and slash' or pure 'tank and spank'.
9. Lean toward 3D if possible, but not exactly a must.
10. High degree of customization for character creation both in terms of detail and gear/clothing diversity in game.
Everything else is negotiable. Amongst things OP listed jumping, swimming, flying, and even races can be left out of the launch version if it means better quality gameplay and design. If the quality of gameplay does not increase by forgoing these things, then should have them.
Those visual fluffs can always be done easily in an expansion, but the stuff I listed are things that can only be done during the development of the launch version.
1. Large, open, seamless overworld with a variety of truly memorable, atmospheric locales.
2. A variety of unique racial and/or cultural character options with culturally-tailored zones, story, and/or quests to help promote rolling alts.
3. Quests designed around lore and exploration, with a more localized focus rather than being driven by a "Only you can save the world! Hurry!" storyline.
4. Group content (intended for 4 or more players) designed as actual, logical locations with adversaries that react dynamically to the group's strategy rather than setting up mazes with a boss in the room at the end of each hall.
5. Meaningful crafting that encourages interacting with other players to acquire special materials and items that do not have more-easily acquired equivalents in other areas of the game.
6. Alternate gameplay modes that offer a degree of progression comparable to other traditional PvE and PvP alternatives. Things like "professional" gambling, sports, vehicular combat, command and control (RTS), etc.
7. Secondary progression in things like faction rep and rewarded achievements that allows players who put in the time and effort to obtain trophies, skins, and vanity items that will not later be trivialized by nerfs to the methods of acquisition under the "everybody deserves the same access" rule.
8. Attractive, extremely customizable UI.
9. Creation of new content that meshes with my leveling/progression speed.
10. Flying mounts.
ill just add 11. cos thats how i roll
11. completely soloable so I can ignore the other players
1. Beer
2. Nekkid Chicks
3. Bacon
4. Seaworthy Motorcycle Jets
5. Dirt
6. Outhouses. Every MMO misses the need to pee and whatnot.
7. Beer and Bacon
8. Godzilla
9. Jack Palance
10. Snake minigame
Only one that matters most to me!
1. Skill-based system(with cap) with no classes or levels where you skill up by doing
2. Deep crafting/Refining system
3. The need to eat/sleep or else you'll die
4.Harsh death penalty (full loot or permadeath)
5. Player construction
6. Meaningful territory control
7. Open pvp with alot of consequences for being a murderer
8. Difficult PVE
9. Open-world w/night day/weather cycles
10. First person prefereably
1. Reason to group (its a MMO hello)
2. Large explorable world
3. Some consequence for dying
4. FIshing
5. Good crafting system
6. Quests should be small in number and difficult but rewarding
7. Slow Leveling
8. Skills should increase and be a factor
9. Lots of classes (at least 12) with all of them valuable in some capacity
10. Lots of races with 3 factions (good, evil, neutral something like that)
1. Day/Night/Weather/Seasons
2. Eco System (plants, insects, predators, prey, migrations)
3. Heavy crafting
4. Player housing/cities
6. alternative pvp (1v1 tournaments, group and individual sports, racing, table and card games, dance battles, dj battles, crafting expos, fashion shows)
7. Any setting besides high fantasy.
8. Monthly server events hosted by gms (boss fights controlled by gms, invasions, social events)
9. Robust Roleplay UI (emotes, moods, object interaction, gestures, scripting)
10. High quality graphics.