Fully open world PvP anywhere anytime. No safe areas but there are protected areas with guards around.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
No reprisals for bounties. Target of your bounty cannot turn around and issues one against you in retaliation.
Lowbie ganking still possible but now there is a penalty as your target may put a bounty on you.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Reputation that means something. Cause trouble in town, get a bad rep, guards now attack you on sight. Have to steer clear of that town till the heat dies down.
Get attacked by a guard and loose? You get jail time that effectively sidelines that char for a period of time. Can't play that character till jail time expires or bail is paid. Jail time is measured in RL hours.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
Fully open world PvP anywhere anytime. No safe areas but there are protected areas with guards around.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
No reprisals for bounties. Target of your bounty cannot turn around and issues one against you in retaliation.
Lowbie ganking still possible but now there is a penalty as your target may put a bounty on you.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Reputation that means something. Cause trouble in town, get a bad rep, guards now attack you on sight. Have to steer clear of that town till the heat dies down.
Get attacked by a guard and loose? You get jail time that effectively sidelines that char for a period of time. Can't play that character till jail time expires or bail is paid. Jail time is measured in RL hours.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
This! This!
Add Thieving and other non-lethel crimes to this and lvl less class les progresion, the fammely thing from a few posts back and a huge interactive world and you have the next mainstay mmo.
Uncommen Idea:
Thieving and other non-lethel crimes. alowe player to pick-pocked and break in to npc and player owend houses, maybe even the banks (need a 20 man raid groep of thieves to even make a shiver of a chanse). This will alow ppl to really do what they want, and alow for proffesions like dictective as wel as thief to be fun and an important part of the game. AKA non-killing progression.
I would like to see a "family" system tied in with perma-death. You have a plot of land/house/etc where you build it up. You can then take on a husband or wife depending on your character's gender (sorry, p's into b's, and clams bumping don't = children). You then have children. Your children would be able to be trained while you are playing (up to 50% of your current skills), and you can pass down one heirloom item to them upon your death. This would also mean your character would age, and could die from aging. You would have to keep your family fed, and protect your plot of land. You would also have to brave the elements i.e. a weather system with seasons.
Would give me an insta-boner if this ever came to be.
If you don't mind a bit of pvp, I'd like to see this taken a step further with being able to raid settlements, kill the men, sell the offspring into slavery, and take their wives as your own or as concubines.
A game that has a simulated economy for npcs and how to affect that economy to dominate pve world.
It sounds simple enough, but everything is simulated with trade among npcs, cities, and business. There is a finite amount of available resources, with a limited capacity for production.
The game would be more of a theme-park for the player, but the pve environment would be very detailed. With npcs being alive and intuitive to most situations.
This will give the feeling of a more interactive world, and certain events trigger a large chain of events leading to certain conclusions.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
I'd like to see some kind of combination of the "randomly" generated dungeons of say Diablo 3 (RoS) and the Fractals from GW2-
Procedurally generated, increasingly difficult small-group or even solo content.
Would be a nice alternative to raiding for PvE end-game progression, or simply an addition to the more structured format of raiding.
Something that would challenge the player and be rewarded accordingly without having to completely rely on development time tables for new content releases, as well as having to complete rely on other players for your personal enjoyment of a game once you hit the cap.
The standard MMO formula seems to be- "More difficulty? More players!" I'd like to see more personalize content in MMOs.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
I remember guys back in the SWG beta trying to get this implemented. You would do enough bad deeds to go into the red and would then be deemed an 'outlaw'. Whenever you logged on your location would then ping for any online bounty hunter and so you'd need to move somewhere else quickly or risk being swarmed.
-
Personally, I'd like to go back to the days of Everquest and be able to raise and lower your faction with major cities around the world, farming guards and other faction npcs for loot - only this time, have other players with their own faction ties and interests aid you or defend against you (or pretend like they're helping you only to stab you in the back).
Originally posted by DamonVile An mmo with no forums. I think the development of the game would go much smoother if they didn't have the vocal minority telling them what to do all the time.
i agree in principle. for finding out what your audience is interested in or opposed to i think ingame polling ought to be used. it provides a quick, easy response for the customer and no one can say they weren't informed.
I think this is good idea , have in game poll for player who pass certain level about what they like to have in new update and give some reward for people who vote will give better results than forum feedback which only small of players join forum and most of them are spammer.
Fully open world PvP anywhere anytime. No safe areas but there are protected areas with guards around.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
No reprisals for bounties. Target of your bounty cannot turn around and issues one against you in retaliation.
Lowbie ganking still possible but now there is a penalty as your target may put a bounty on you.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Reputation that means something. Cause trouble in town, get a bad rep, guards now attack you on sight. Have to steer clear of that town till the heat dies down.
Get attacked by a guard and loose? You get jail time that effectively sidelines that char for a period of time. Can't play that character till jail time expires or bail is paid. Jail time is measured in RL hours.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
While not a bad idea, what happens when I get a bounty on my head for huge money, and I just let my buddy kill me and we split the profits?
Fully open world PvP anywhere anytime. No safe areas but there are protected areas with guards around.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
No reprisals for bounties. Target of your bounty cannot turn around and issues one against you in retaliation.
Lowbie ganking still possible but now there is a penalty as your target may put a bounty on you.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Reputation that means something. Cause trouble in town, get a bad rep, guards now attack you on sight. Have to steer clear of that town till the heat dies down.
Get attacked by a guard and loose? You get jail time that effectively sidelines that char for a period of time. Can't play that character till jail time expires or bail is paid. Jail time is measured in RL hours.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
While not a bad idea, what happens when I get a bounty on my head for huge money, and I just let my buddy kill me and we split the profits?
rinse repeat as often as possible.
There are many ways to get it to work. Here is one just off the top of my head:
Instead of the game itself generating a coin reward for the collection of a bounty (due to ease of exploitation), the bounty itself should be a character "flag", where if the flagged player dies, he or she will drop whatever coin or gear they are holding. Moreover, the punishment doesn't remove after death. It's a constant "flag" until x amount of time (72 hours etc). It's harsh. However, it will certainly keep people from camping lowbies.
Another user had posted this somewhere on this forum a long time ago. I kept the images because I thought they were funny. However, I fully agree with it:
The idea: The removal of enemy player name-tags and levels on PvP Servers. Something this small can really add depth to PvP.
ROFL - If only the Cobra Kai knew what level Miagi was before their attempted gank.
More Pen and Paper feel. Ala player run events. Players acting as Game Masters within their own campaigns and modules. Give players their own options of hosting their own Persistant Words / shards / whatever, like Rift housing but a hundred times larger in scale. Also, give players access to developer tools and what not, for these custom places.
Fully open world PvP anywhere anytime. No safe areas but there are protected areas with guards around.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
No reprisals for bounties. Target of your bounty cannot turn around and issues one against you in retaliation.
Lowbie ganking still possible but now there is a penalty as your target may put a bounty on you.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Reputation that means something. Cause trouble in town, get a bad rep, guards now attack you on sight. Have to steer clear of that town till the heat dies down.
Get attacked by a guard and loose? You get jail time that effectively sidelines that char for a period of time. Can't play that character till jail time expires or bail is paid. Jail time is measured in RL hours.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
While not a bad idea, what happens when I get a bounty on my head for huge money, and I just let my buddy kill me and we split the profits?
rinse repeat as often as possible.
There are many ways to get it to work. Here is one just off the top of my head:
Instead of the game itself generating a coin reward for the collection of a bounty (due to ease of exploitation), the bounty itself should be a character "flag", where if the flagged player dies, he or she will drop whatever coin or gear they are holding. Moreover, the punishment doesn't remove after death. It's a constant "flag" until x amount of time (72 hours etc). It's harsh. However, it will certainly keep people from camping lowbies.
DREAM
So perhaps the person with the bounty carries no gold, and/or minimal equipment for 72 hours. Or the person just logs in an alt for some time.
Its no more harsh or different than UO, Darkfall, Eve, etc. I would say its actually less harsh with a time constraint on it.
Fully open world PvP anywhere anytime. No safe areas but there are protected areas with guards around.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
No reprisals for bounties. Target of your bounty cannot turn around and issues one against you in retaliation.
Lowbie ganking still possible but now there is a penalty as your target may put a bounty on you.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Reputation that means something. Cause trouble in town, get a bad rep, guards now attack you on sight. Have to steer clear of that town till the heat dies down.
Get attacked by a guard and loose? You get jail time that effectively sidelines that char for a period of time. Can't play that character till jail time expires or bail is paid. Jail time is measured in RL hours.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
While not a bad idea, what happens when I get a bounty on my head for huge money, and I just let my buddy kill me and we split the profits?
rinse repeat as often as possible.
There are many ways to get it to work. Here is one just off the top of my head:
Instead of the game itself generating a coin reward for the collection of a bounty (due to ease of exploitation), the bounty itself should be a character "flag", where if the flagged player dies, he or she will drop whatever coin or gear they are holding. Moreover, the punishment doesn't remove after death. It's a constant "flag" until x amount of time (72 hours etc). It's harsh. However, it will certainly keep people from camping lowbies.
DREAM
So perhaps the person with the bounty carries no gold, and/or minimal equipment for 72 hours. Or the person just logs in an alt for some time.
Its no more harsh or different than UO, Darkfall, Eve, etc. I would say its actually less harsh with a time constraint on it.
/shrug
Not being able to effectively play your character for 3 days is not harsh?
How about an advanced in-game 3D-rendered voice chat system where players near you can hear your microphone and vice versa based on how close they are to you? If you friendly target someone, your voice will be louder for everyone depending on how close or far your target is; target someone and stand right on top of them to whisper in their ear, or stand across the room and its like you are shouting across the room.
Imagine a crowded pub where you hear a bunch of muffles conversations in the background, where you can walk to different folks and listen in on their conversations, meet people and try to get into their party, etc.
Not sure if the technology is there yet as everyone would need to be wearing 3D, surround sound type headphones...
I just want games that actually deliver what is promised in the first place. New or uncommon ideas doesn't mean shit when they can't even properly implement existing ones.
It's 2014! Most of you have seen a lot since Ultima Online, EverQuest, and World of Warcraft. What uncommon or unique idea(s) do you want to see in future MMORPGs? It doesn't matter how insignificant the idea is. List it!
I do not care. Only thing I care is playing fun games whatever idea developers might have.
No idea where Bully is, hope he's not sick, but since he is not here (or hasn't seen this yet) that pvp bounty system is alive and well in Age of Wushu/Wulin, a current game, and has many of the aspects to it that you all are talking about.
Fully open world PvP anywhere anytime. No safe areas but there are protected areas with guards around.
Player bounties. Someone attacks and kills you and then you can place a bounty on their head. If you attack someone and die then too bad.
No reprisals for bounties. Target of your bounty cannot turn around and issues one against you in retaliation.
Lowbie ganking still possible but now there is a penalty as your target may put a bounty on you.
Bounty boards in each city lists bounties that other players can collect for pay. Bounty hunting becomes a real activity.
Reputation that means something. Cause trouble in town, get a bad rep, guards now attack you on sight. Have to steer clear of that town till the heat dies down.
Get attacked by a guard and loose? You get jail time that effectively sidelines that char for a period of time. Can't play that character till jail time expires or bail is paid. Jail time is measured in RL hours.
Bounty hunters are aware when their targets are online just not where in the world they are. This allows them to focus their hunt when the target is actually online.
If a player with a bounty is identified by a guard, the guard can later be questioned by the bounty hunter to report the sighting. This allows the bounty hunter to track the movement of his target.
While not a bad idea, what happens when I get a bounty on my head for huge money, and I just let my buddy kill me and we split the profits?
rinse repeat as often as possible.
Good point. Exploits would have to be prevented somehow.
Possibly by restricting the number of times you can collect a bounty on the same player?
You could of course have lots of friends and cycle through them. Of course if they had high bounties they could get picked up by other hunters. There would be no way to climb to a high bounty and stay off the boards.
Restrictions like no bounty collections on guild mates or players in friends list. Those are obvious.
I'm sure there are better ideas. Those are off the top of my head.
Edit: Another idea that just occured to me is rather than a bounty awarding cash it awards bounty points (non tradable). Those points could then be used at a Bounty Hunter Quartermaster type vendor to buy high level BoP items. So you could not trade or split the rewards with another player. Only the bounty hunter would benefit.
You could still have friends work with you to sort of "power level" you by allowing you to kill them but at least they would be getting nothing out of it and you could add some additional penalties to being killed by a bounty hunter that would make it less likely they would want to help you.
Before I criticize a man, I walk a mile in his shoes. That way, if he gets angry, he's a mile away and barefoot.
I would like to see more games with first person point of view and skill-aiming.
I would also like to see a game where skills do not exist. I would be a game in which you research different things like magic, ranged weaponry and close range weaponry. These would allow you to use weapons of that type. But to use advanced abilities you'd have to create them. Let's say you want to learn a skill like the Diablo babarian's whirlwind. You would have to know how to use a close range weapon and you'd have to know something about spinning objects or rotation (would also be used for a magic tornado skill). Combining the knowledge would allow you to create the skill. This would also make for some interesting magic/physical class-mixes able to summon e.g. swords made of ice or rock so that you could change weapon damage very quickly.
A third thing I would like to see is the ability to create quests. So if I wanted some wood for making a bow, but didn't want to waste time travelling and finding the trees or if I needed the ability to chop wood, I could post a request for someone to do it for me.
Comments
This! This!
Add Thieving and other non-lethel crimes to this and lvl less class les progresion, the fammely thing from a few posts back and a huge interactive world and you have the next mainstay mmo.
Uncommen Idea:
Thieving and other non-lethel crimes. alowe player to pick-pocked and break in to npc and player owend houses, maybe even the banks (need a 20 man raid groep of thieves to even make a shiver of a chanse). This will alow ppl to really do what they want, and alow for proffesions like dictective as wel as thief to be fun and an important part of the game. AKA non-killing progression.
If you don't mind a bit of pvp, I'd like to see this taken a step further with being able to raid settlements, kill the men, sell the offspring into slavery, and take their wives as your own or as concubines.
A game that has a simulated economy for npcs and how to affect that economy to dominate pve world.
It sounds simple enough, but everything is simulated with trade among npcs, cities, and business. There is a finite amount of available resources, with a limited capacity for production.
The game would be more of a theme-park for the player, but the pve environment would be very detailed. With npcs being alive and intuitive to most situations.
This will give the feeling of a more interactive world, and certain events trigger a large chain of events leading to certain conclusions.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
I'd like to see some kind of combination of the "randomly" generated dungeons of say Diablo 3 (RoS) and the Fractals from GW2-
Procedurally generated, increasingly difficult small-group or even solo content.
Would be a nice alternative to raiding for PvE end-game progression, or simply an addition to the more structured format of raiding.
Something that would challenge the player and be rewarded accordingly without having to completely rely on development time tables for new content releases, as well as having to complete rely on other players for your personal enjoyment of a game once you hit the cap.
The standard MMO formula seems to be- "More difficulty? More players!" I'd like to see more personalize content in MMOs.
I remember guys back in the SWG beta trying to get this implemented. You would do enough bad deeds to go into the red and would then be deemed an 'outlaw'. Whenever you logged on your location would then ping for any online bounty hunter and so you'd need to move somewhere else quickly or risk being swarmed.
-
Personally, I'd like to go back to the days of Everquest and be able to raise and lower your faction with major cities around the world, farming guards and other faction npcs for loot - only this time, have other players with their own faction ties and interests aid you or defend against you (or pretend like they're helping you only to stab you in the back).
I think this is good idea , have in game poll for player who pass certain level about what they like to have in new update and give some reward for people who vote will give better results than forum feedback which only small of players join forum and most of them are spammer.
While not a bad idea, what happens when I get a bounty on my head for huge money, and I just let my buddy kill me and we split the profits?
rinse repeat as often as possible.
Blood and gore.
Age of Conan really did a good job with the head chopping etc. This should be optional (system menu check box) in all MMOs.
There are many ways to get it to work. Here is one just off the top of my head:
Instead of the game itself generating a coin reward for the collection of a bounty (due to ease of exploitation), the bounty itself should be a character "flag", where if the flagged player dies, he or she will drop whatever coin or gear they are holding. Moreover, the punishment doesn't remove after death. It's a constant "flag" until x amount of time (72 hours etc). It's harsh. However, it will certainly keep people from camping lowbies.
DREAM
Another user had posted this somewhere on this forum a long time ago. I kept the images because I thought they were funny. However, I fully agree with it:
The idea: The removal of enemy player name-tags and levels on PvP Servers. Something this small can really add depth to PvP.
ROFL - If only the Cobra Kai knew what level Miagi was before their attempted gank.
More Pen and Paper feel. Ala player run events. Players acting as Game Masters within their own campaigns and modules. Give players their own options of hosting their own Persistant Words / shards / whatever, like Rift housing but a hundred times larger in scale. Also, give players access to developer tools and what not, for these custom places.
--- To be continued ---
We?re all dead, just say it.
A great list of free games (mostly MMORPGs): http://www.mytop10games.com/
So perhaps the person with the bounty carries no gold, and/or minimal equipment for 72 hours. Or the person just logs in an alt for some time.
Its no more harsh or different than UO, Darkfall, Eve, etc. I would say its actually less harsh with a time constraint on it.
/shrug
Not being able to effectively play your character for 3 days is not harsh?
...
How about an advanced in-game 3D-rendered voice chat system where players near you can hear your microphone and vice versa based on how close they are to you? If you friendly target someone, your voice will be louder for everyone depending on how close or far your target is; target someone and stand right on top of them to whisper in their ear, or stand across the room and its like you are shouting across the room.
Imagine a crowded pub where you hear a bunch of muffles conversations in the background, where you can walk to different folks and listen in on their conversations, meet people and try to get into their party, etc.
Not sure if the technology is there yet as everyone would need to be wearing 3D, surround sound type headphones...
You make me like charity
I do not care. Only thing I care is playing fun games whatever idea developers might have.
Uh.
How about doing the classic MMO right for once ?
Instead of doing super genius features that wont provide any longterm improvements of the actual gameplay experience.
But alas, not gonna happen, and I'm kind of over MMOs now anyway.
1) MMORPG without any artificial content blocks.
Allow the player to do whatever he pleases even if that means 24/7 raiding, gathering, grinding.
No dungeon/raid lockouts, no dailies/weeklies/monthlies, no "token caps" etc.
--> FREEDOM.
^This. Let me beat the crap out of any given dungeon/raid/whatever instanced area I want with no lockout, whenever I want, for however long I want.
Good point. Exploits would have to be prevented somehow.
Possibly by restricting the number of times you can collect a bounty on the same player?
You could of course have lots of friends and cycle through them. Of course if they had high bounties they could get picked up by other hunters. There would be no way to climb to a high bounty and stay off the boards.
Restrictions like no bounty collections on guild mates or players in friends list. Those are obvious.
I'm sure there are better ideas. Those are off the top of my head.
Edit: Another idea that just occured to me is rather than a bounty awarding cash it awards bounty points (non tradable). Those points could then be used at a Bounty Hunter Quartermaster type vendor to buy high level BoP items. So you could not trade or split the rewards with another player. Only the bounty hunter would benefit.
You could still have friends work with you to sort of "power level" you by allowing you to kill them but at least they would be getting nothing out of it and you could add some additional penalties to being killed by a bounty hunter that would make it less likely they would want to help you.
That way, if he gets angry, he's a mile away and barefoot.
I would like to see more games with first person point of view and skill-aiming.
I would also like to see a game where skills do not exist. I would be a game in which you research different things like magic, ranged weaponry and close range weaponry. These would allow you to use weapons of that type. But to use advanced abilities you'd have to create them. Let's say you want to learn a skill like the Diablo babarian's whirlwind. You would have to know how to use a close range weapon and you'd have to know something about spinning objects or rotation (would also be used for a magic tornado skill). Combining the knowledge would allow you to create the skill. This would also make for some interesting magic/physical class-mixes able to summon e.g. swords made of ice or rock so that you could change weapon damage very quickly.
A third thing I would like to see is the ability to create quests. So if I wanted some wood for making a bow, but didn't want to waste time travelling and finding the trees or if I needed the ability to chop wood, I could post a request for someone to do it for me.