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What would your next MMORPG be like

Combination of Skill and Level based.  Higher level doesn't automatically mean the character is more powerful.  It depends on where skill emphasis is as well.

QUIT WITH THE BALANCE.  I'm totally in favor of a rock-paper-scissors type balance.  There is no reason every class needs to be balanced with every other class.  Classes that are more difficult to level should have an advantage head-to-head.

No Quest Log.  Why should NPC X only accept ogre necklaces from me if I have it in my quest journal?  If he wants ogre necklaces he should accept them from me any time I bring them to him.  Instead of giving me quests, give me hints as to where a particular dungeon or adventure might be.  If I can follow the clues and complete the quest, I should get the reward, regardless of level.

Complicated hints/storylines.

Complicated character advancement.  Don't just give me a skill or spell as I advance.  Make me struggle to "learn" it so I feel a sense of accomplishment.  Make learning a skill or spell as big of an accomplishement as a level or quest.

No special PvP instances.  Let PvP happen in the wild and at random.  Bring some excitement to the event.

DEATH PENALTIES.  Make me lose some gear, some cash, maybe even some XP on death.  Make me get back to and recover my corpse, no matter how difficult I could make it for myself depending on where I died.  Bring some excitement back to death, and make me work to recover for my stupidity.

No forced grouping.  Give clear benefits to grouping, and make certain scenarios easier with a group, but do not make it a requirement of the game.  Allow the casual players, or those that cannot find a good group on a particular night, something to do while solo.

Totally random loot.  I'm tired of seeing 100 characters of all the same class have essentially the same gear.

Give different attack types and vulnerabilities.  Make critter X more vulnerable to bludgeoning than slashing, piercing, fire or acid (or whatever).  Force me to think about the best gear for a particular encounter.

All in all, the early MMORPGs did far more for me than the recent batch.  I just want to see us get back to something challenging and complex.  I know this narrows the focus audience a bit, but I believe there are many of us who would jump over to this sort of game in a hurry.

Comments

  • MagicStarMagicStar Member Posts: 380

    Anything that has to do with 3D space trading.. Sort of like elite/privateer style aspects.

    Limit the player to only control one ship at a time. Ship controls can be used by either point and click or twitch based, or simple like freelancer.

    I know EVE, JG, Vendetta,DarkSpace exists but there needs to be more games like these as I mentioned.

    ----------------------
    Give me lights give me action. With a touch of a button!

  • DagaronDagaron Member Posts: 22

    Where to start.. here it is the MMO that would keep me indefinitely:

    BASE GAME DESIGN 

    -No Classes, a person performs tasks and determining on the tasks performed, style of play, time spent a "class" is assigned. "Classes" could be anything from explorer, merchant, to healer, priest, etc.

    -No Levels, "experience" is completely based on actions done (somewhat similar to Morrowind), stats increase slowly but hit caps where formal training in said action would need to be sought out. Example you learn a bit about smithing on your own, but eventually find you can't learn anything else without seeking out a blacksmith to learn from. Same goes with sword-play etc.

    -Have Jobs, have a source of income other than hack-n-slash. Perform the job both online and offline, but offline gives a small amount that would be just under ferry/griffin/chocobo fees would average per RL day so it would take doing something to go places. Offline income would be capped for extended time gone therefore you'd actually have to log in and go to place of work occasionally to receive offline income.

    -Have soloing capability as well as partying, as there are no levels soloing WILL become increasingly harder (really hard), yet not impossible- "experience" given by taking down something solo at higher lvls would be very high

    -No powerleveling, since everything is stat based you gain per effective hit/spell cast/parry/dodge, therefore killing something will give nominal xp if you only hit it once. Also have a lock system where people can't steal kills (similar to FFXI).

    -Questing (aside from low level tutorial type quests) will be completely story-line based and determined by job/class of character.

    -Dynamic world- here's the tricky one, set up the world to be dynamic (Admin run world events?) a town gets taken by the enemy, trade routes severed, tax increases, strikes, crazy things that just happen from time to time.

    CHARACTERS/EQUIPMENT

    -Characters can essentially look how they want have the ability to change features by % not by pre-set choices.

    -Base equipment has base stats/appearance

    -Dropped equipment has base stats/appearance

    -Crafted equipment has random outcome of stats by technique used (actually used at time of crafting by player) crafter's skill, and materials used.

    -Crafting will allow any item (reasonable) to be used within the crafting to make different items, add the ruby it may do nothing, it may increase weight making it hit harder but swing slower.. WHO knows because it's going to be slightly random, slightly based on the item, and the rest based on the crafter skill and amount of materials used to create.  Minimum materials for items will be listed on recipes/plans aquired.

    -Since there will be jobs such as Dye Master (whatever), tailor, etc. Those jobs will be able to alter the look of equipment. The altered look of equipment MAY change the stats/ effectiveness of the equipment. Soo... you want a cape and a giant spike from the shoulder.. you know that might affect the mobility of your arm and evade capabilities in close quarters..

     

    There's more I could probably list everything I want in a game top to bottom.. but there's a good start.

  • DarkchronicDarkchronic Member Posts: 1,088

    Just so I can sound like a fanboy, Irth has that.

    1. No level grinding.

    2. No classes.

    3. Wanna make yourself better in a skill? Then do it.

    4. Basically, you buy the book of a skill from a merchant, you learn that skill, then doing it makes you better, the more you do that skill, the better you get at it, so you can basically make it a job.

    5. Yep, lots of soloing.

    6. Dunno about that, mainly because it had lots of big words in.

    Meh, would do rest, but to much effort.


    But, yeah, in an MMOPRG, I want no levels, no grinding, no classes, and other stuff.

    ---------------------------------------
    No Userbar here, sorry to disappoint.

  • GmrLeonGmrLeon Member Posts: 118


    Originally posted by rdwild
    Combination of Skill and Level based. Higher level doesn't automatically mean the character is more powerful. It depends on where skill emphasis is as well.
    QUIT WITH THE BALANCE. I'm totally in favor of a rock-paper-scissors type balance. There is no reason every class needs to be balanced with every other class. Classes that are more difficult to level should have an advantage head-to-head.
    No Quest Log. Why should NPC X only accept ogre necklaces from me if I have it in my quest journal? If he wants ogre necklaces he should accept them from me any time I bring them to him. Instead of giving me quests, give me hints as to where a particular dungeon or adventure might be. If I can follow the clues and complete the quest, I should get the reward, regardless of level.
    Complicated hints/storylines.
    Complicated character advancement. Don't just give me a skill or spell as I advance. Make me struggle to "learn" it so I feel a sense of accomplishment. Make learning a skill or spell as big of an accomplishement as a level or quest.
    No special PvP instances. Let PvP happen in the wild and at random. Bring some excitement to the event.
    DEATH PENALTIES. Make me lose some gear, some cash, maybe even some XP on death. Make me get back to and recover my corpse, no matter how difficult I could make it for myself depending on where I died. Bring some excitement back to death, and make me work to recover for my stupidity.
    No forced grouping. Give clear benefits to grouping, and make certain scenarios easier with a group, but do not make it a requirement of the game. Allow the casual players, or those that cannot find a good group on a particular night, something to do while solo.
    Totally random loot. I'm tired of seeing 100 characters of all the same class have essentially the same gear.
    Give different attack types and vulnerabilities. Make critter X more vulnerable to bludgeoning than slashing, piercing, fire or acid (or whatever). Force me to think about the best gear for a particular encounter.
    All in all, the early MMORPGs did far more for me than the recent batch. I just want to see us get back to something challenging and complex. I know this narrows the focus audience a bit, but I believe there are many of us who would jump over to this sort of game in a hurry.

    I agree with this..even though I hate Death Penalties they add more to the game.

    "The one who begins with nothing, gains everything slowly."

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