I can go on and on, but what's the point? It will never happen. The closest thing will be some Asian game that will ultimately be raped by typical NA greed.
Introducing highly complex landscapes with lots of Y axis use is highly disorienting and unappealing to majority of people.
Again MMOs are designed for masses, masses like flat open areas as those are "normal" and make sesnse.
Remember CoH/CoV - there was a zone that was all broken and ANGLED (like the entire zone was leaning) - most players HATED going there as it was really disorienting, some folks were even getting nauseated from spending more than 15min in there.
So big open mostly flat areas is what is the most appealing.
Disorienting and twisted areas with a lot of Y axis use - a big no no from a "designed for masses" perspective.
As far as what I'd like to see - it's already here:
ESO has really beatifully crafted zones
ArcheAge has an absolutely amazing seamless world
Vanguard had a great world
CoH/V had a cool city setting
etc....
I guess I'm pretty happy with the virtual worlds that were and are available right now
Coh had the two crazy hazard zones: Faultline and Boomtown. Boomtown had lots of destroyed and leaning buildings. Faultline was 3 or 4 sections and the 2nd one was nasty broken angular areas that some people were bitter about. Both were fun additions to the variations on zones.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
I want an MMO that has a large world that aims for "breathtaking vistas" and includes public quests. I do not care about the setting but it should have a day and night cycle. More than five classes. No instant travel, no flying mounts. I really really would like it if the world wasn't split up with constant loading areas and oddly rectangular mountain ranges that force you through a small pass.
Edit: I realized after writing this that I may need to check out rift again... but I also remember I left rift in the first place because the story was so contrived and awful. I should add that having a good background story is also important.
This needs to be a stand alone thread: "Which do you want, world or game?" Of course everyone will say "we want both." So elaboration is in order.
Do you want a game that plays like a game or do you want to role play you are a character living in a 3d fancy world sims style? I would vote for more world to explore and more simulation and shoot the next dev who creates yet another shooter. Why does greedy EA have to be the only corp that will touch a simulation? We want to LIVE, mate, befriend, grow up, use the potty, explore, build a hut then a cabin then a castle apartment then own our own castle and finally be adopted by the gods to live in a sky floating euphorium while leveling up our medieval instruments and rabbit hunting skills. Why is that so hard to understand? And if you still must have a shooter or ugly star trek uniforms or pvp or all that other so boringly overdone game-like stuff just make an attached instance to the World where that kind of thing gets done. Problem solved.
And for gods sake will someone make a 3d fancy where we can breed dragons. WITH GENETICS !!!
And no more limited camera angles. I should be able to swim in any ocean. Fly in any sky. And take pictures of it all from any angle imaginable. Cutscenes are fine for story but not attached to a dungeon you have to do with other people. Bring back boat and airship rides where you are actually on the ship and bring back pirate attacks when on said ship. Get rid of all portals except those attached to a mage who worked hard to level up for the privilege to port hiser self and others; give every char a chance to level up any and all mage classes so they can have their own porting in time no matter what class they are playing as (mage subjobs).
Don't forget intricate character creation. WITH GENETICS !!! Let us mod our clothes and hair and furniture and music and UI. Let us mod let us mod let us mod and have control. Just not mod the game aspect.
Huge world, big beautiful Vistas, honestly I could go for an updated Saga of Ryzom. I want to see exotic worlds on the level of Avatar (both the cartoon and the movie with the blue cat people)
No more goddamned World of Europe mmo worlds, they historically don't tell the truth about what medieval Europe was like or who lived there anyway and I'm tired of these games being made by history illiterates and liars. (And I get why they can't tell the truth) *Points to the Memoirs of the Secret Services of John Macky of the truth of what the nobility REALLY looked like and who they were and not this whitewashed conquer bullshit that most people know.
Exotic powers like flying spells but travel powers are for exploration because the world is huge. Travelling takes time BUT the world is not empty, as there are many things you can do along the way. Imagine Skyrim's random outdoor quests, GW2's quest system in a world the size of Vanguard. Huge worlds should be full of things to see and life, but they should feel huge. Out in the wilderness should feel somewhat lonely because the world is large - you focus grouping based on survival and getting tasks done quicker, not base it on meaningless boring grind. Allow solo players to play how they want, but they should understand that they are going to need friends to go into that dragon cave if they don't have stealth abilities.
No goddamned quests as we know it. Quests should be handled like a board in a D&D tavern or how its handled in the anime Fairy Tale - some sort of quest board with quest rankings, nothing is holding anyone back from doing these quests which are basically requests from npcs. Then quests can be whatever you want them to be. Things as simple as going into the town nearby to buy an exotic seasonal cheese that only gets made during the autumn time of year to going into the Lost Catacombs of Sharia-Dul to rescue the Princess of Alxayaira. Players can also put up quests on the quest board. By doing this you allow players to have places to congregate since the world is so large. Quest boards can also include crafting quests, exploration quests and anything in between - you could even have diplomacy quests like Vanguard's diplomacy system.
Oh and by the way quests don't give xp - actions do. You get items and money from quests but no xp bucko. The game is a skill based system more like Morrowind where you make up your own classes instead of premade classes.
City building like SWG mixed with the farming gameplay like ArcheAge. Faction cities by both npcs and players. Imagine an entire city ran by a mercantile guild?
Improved npc and monster AI - something on the level of Shadows of Mordor. Not with every npc or monster mind you to save resources, but with named npcs and monsters. The Dwarf king of Iron Mountain and his Generals of the Great Iron Hammer should remember you individually but his vassals couldn't care less about who you are. Same goes for the tribal Troll leader Branchface and his second in command Rootkiller. Same goes for the npc bounty hunter or assassin that's been hired to kill you after you decided to kill the Princess of Alxayaira instead of rescuing her. Yes there should be a complete consequence system for your actions.
Level scaled random monsters - not like GW2 but more like the FATES in FFXIV, sure you know you are getting progressively powerful compared to monsters in a weaker area, but sometimes something random pops up that is more powerful than you are in these areas as well. You should have to run sometimes no matter where you are in the world, or at least need to call in buddies or team up with strangers.
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!
This needs to be a stand alone thread: "Which do you want, world or game?" Of course everyone will say "we want both." So elaboration is in order.
Do you want a game that plays like a game or do you want to role play you are a character living in a 3d fancy world sims style?
I want a game that plays like a game. Convenient, low time requirement, short gaming sessions ... good combat challenges. No forced interactions with others.
Great Brittain 1065. No fantasy, no magic, no combat healing, no tanking.
Vikings, Cymru, Scots, saxons and so on fighting eachother in PvE or PvP (I would probably make some places/zones PvP while others PvE only instead of seperate servers). Some NPC "races" like Picts as well.
Factional PvP mind you, and it would be bad to attack another faction you ain't in war with at the moment. No full loot either but a random carried item dropped.
Player created quests (like caravan escort missions for crafting guilds, getting mats for crafters, bountys on specific enemies, assasinations... Stuff like that).
Small guild owned fortified towns, castles (periodical, not later times huge stone constructions) which control certain resources (mines, farms (with either animals or crop), wood, wild animals.
Player controlled leaders with diplomacy, alliances and wars. Maybe with a selection based on a specific point system that resets every other week or maybe a vote (either by all players or the guildleaders).
And an crafting system where players and guilds can craft close to all items in the game and sell them in guild or player owned stores (guild owned in guild towns while player owned in cities like London and York.
I am for character classes but few that is heavily customizable (like knight (or maybe just noble), merchant/crafter, soldier, outlaw and a few more.
No levels but a system closer to Basic roleplaying (Runequest, CoC among other games) than D&D (skills will go up with use but not attributes or hitpoints). Maybe certain achivements could bring those up somewhat.
And gear like rings, fancy clothes and such would only increase social skills, not combat skills (like haggle to bring an item price in a store down 20%, diplomace to solve things with NPC factions and similar ones).
I would also use a combat system where some of your skills would change depending on the situation, skills chains and certain depending on the situation (just got hit with an all out attack? that will open up a nasty counter strike. If an allied also attacked the same opponent in the last 5 seconds you get certain possibilities and so on).
That is a shorted version of how I would make a MMO at least. I would skip levels since I think they suck in PvP and I think PvP is very fun when you do it right. Also I would leave the powergap between new players and vets so that an excellent new player would just barely beat a badly playing vet.
This needs to be a stand alone thread: "Which do you want, world or game?" Of course everyone will say "we want both." So elaboration is in order.
Do you want a game that plays like a game or do you want to role play you are a character living in a 3d fancy world sims style?
Why would living in a 3D sims-style world not play like a game? Most sandbox worlds aren't properly game-ified but that doesn't mean we couldn't have one that was well game-ified.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
- not pay to win (since basically all MMORPGs are now pay2win, I stopped playing them), instead, either or a combination of: subscription, single purchase or a shop with purely vanity items (such as that of Dota2)
- open world, no invisble walls, as few loading screens as possible
- interesting classes and skills, not another shield bash or fireball that makes you yawn when just reading them
- interesting character creation system, maybe with points that you can use to alter stats, buy bonuses and abilities or get points by accepting penalties (like a 1-handed character)
- dynamic weather system
- a day-night system where the night is not as bright as day but just slightly more blue
- deep crafting system
- no or extremely expensive (long CDs or something) fast travel. I hate it when a MMORPG world looks empty because all players are teleporting from one point to another, and so only the hubs are populated while the world themselve is absolutely deserted and empty
- open world housing would be nice
- terraforming would be nice, ie that you could dig a cave or that a huge fireball hitting the ground would create a crater
- rituals, spells that require a lot of players to be cast, like maybe 20 shamans or something assemble to cast one huge spell or whatnot
- NPCs that are not insanely stupid. They shouldn't stand around all day, but be more like those in games such as Skyrim, having their schedules and things to do
- characters that change over time and have their history. Like, if your character gets killed often by dragons, that character might develop a dragon-phobia or something
- not pay to win (since basically all MMORPGs are now pay2win, I stopped playing them), instead, either or a combination of: subscription, single purchase or a shop with purely vanity items (such as that of Dota2)
- open world, no invisble walls, as few loading screens as possible
- interesting classes and skills, not another shield bash or fireball that makes you yawn when just reading them
- interesting character creation system, maybe with points that you can use to alter stats, buy bonuses and abilities or get points by accepting penalties (like a 1-handed character)
- dynamic weather system
- a day-night system where the night is not as bright as day but just slightly more blue
- deep crafting system
- no or extremely expensive (long CDs or something) fast travel. I hate it when a MMORPG world looks empty because all players are teleporting from one point to another, and so only the hubs are populated while the world themselve is absolutely deserted and empty
- open world housing would be nice
- terraforming would be nice, ie that you could dig a cave or that a huge fireball hitting the ground would create a crater
- rituals, spells that require a lot of players to be cast, like maybe 20 shamans or something assemble to cast one huge spell or whatnot
- NPCs that are not insanely stupid. They shouldn't stand around all day, but be more like those in games such as Skyrim, having their schedules and things to do
- characters that change over time and have their history. Like, if your character gets killed often by dragons, that character might develop a dragon-phobia or something
And so on and so on...
I want everything you do, but lets add a more dangerous world and more challenging group play.
Pretty simple, an MMO that actually takes the word multiplayer seriously
I would like a longer leveling curve, somewhere between 250-400 hours to get from level 1 to whatever max level is.
I would like the "best" source of XP to come from grouping. I would like there to be XP bonuses to being in a group based on # of players in group (to promote larger groups). I would like dungeons to give a % modifier to XP to give extra incentive to do harder dungeon content rather than sit in an outside zone and slaughter mobs.
I would like solo/questing to be a viable source of gaining XP, but slightly worse than grouping. I.e. someone who solo levels should get to max level maybe 20-30% slower than someone who grouped in dungeons, etc.
I would like the primary source of gear to be from dungeons or outside zone group mobs that are designed to be only killed by groups. Questing should be only to get XP when you can't be grouping.
Expansions should not completely invalidate previous content ala WoW. There should be a power increase but not spectacular. I.e. if hypothetical uber weapon from original game is 100dps. Hypothetical uber weapon from expansion should be maybe 130dps. Not 200, etc. Power creep should be kept to a minimum, not embraced and ran with like Blizzard. This makes it so old content is still useful for people. It allows people who are more casual or may not have as much time to play to still get "good" gear by going to old dungeons that may not be as crowded because the "harder core" players or players with more time to are in the newer dungeons pursuing the slightly better gear.
In EQ even through velious people still went to dungeons from the previous games for gear because it was still good.
Minor stuff that i would like but wouldnt be a deal breaker:
"Epic" quests that return a class specific weapon, akin to what they had in EQ1 Ruins of Kunark.
Highly reduced/restricted fast travel. Perhaps 1 teleport hub per continent, but have to travel to zones once on that continent. Allow certain classes to have teleport spells to certain parts of certain contents to facilitate fast travel and allow those classes to have an extra thing giving their class more of an identity/value outside of a group.
Multiple starting "cities". I use the term cities loosely. It could be a village (like Halas in EQ). With 2 or 3 large "major" cities.
Most gear outside of raid zones should not be bind on equip. Or if it is bind on equip it should not be character bound, but account bound. Part of the fun of these games is "twinking" an alt, or selling your old gear to help fund a new purchase.
"hand crafted" gear and removing the emphasis on "equality" of gear. There should be an overall relative power level between all raid gear, but doing a system like WoW where gear have a set amt of points that can be distributed makes the gear boring.
So, woopety doo, one dragon drops a sword that is 100dps, 10str, and 10sta, and another dragon drops a sword that is 100dps 12str and 8sta. They're basically the same item, they have no identity, it removes the excitement with getting one of these items.
Maybe the last dragon in the raid zone, the big boss guy, can drop something thats 10% better than swords that come off the other dragons, maybe he drops a 110dps 12str 12sta sword, or something along those lines. Its not game breaking, it makes the item more rare, and has a little more prestige/bragging rights etc.
Same thing can happen with dungeon items. Maybe there is a super rare item with a 5% drop chance thats 10% better than the "regular" stuff that boss drops.
Anyways, im starting to ramble, just some thoughts.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
I want everything you do, but lets add a more dangerous world and more challenging group play.
That is simple. Put the groups in instances and put in a difficulty slider .. problem solved.
How do they get in said group? LFG? Just spam chat channels? I really think this is the biggest problem for mmos, no one wants to "try" to get into groups. Like me, I want a lfg, but i do not connect with the ones I am paired with.
Originally posted by laokoko "if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
I would be looking for a MMORPG that fits these criteria:
Firstly, I want to a MMO that is developed, invested in, and managed by Players, not Suits that never played a MMO. If a person who makes decisions about MMOs isn't a Player of MMOs than in my opinion by default their decisions will be flawed.
I want a bridge made by people who drive on them, not by greedy engineers who take planes everywhere.
Need an american company willing to publish korean games again. Used to be NCSoft, but they decided to put all their eggs into the wildstar basket, that turned out awesome.
Meanwhile, Aion is on expansion number 3, Lineage 2 is on expansion number 7 or 8, yet they are failures.
Quotations Those Who make peaceful resolutions impossible, make violent resolutions inevitable. John F. Kennedy
Life... is the shit that happens while you wait for moments that never come - Lester Freeman
Lie to no one. If there 's somebody close to you, you'll ruin it with a lie. If they're a stranger, who the fuck are they you gotta lie to them? - Willy Nelson
Originally posted by eyelolled I would love an mmo where there was a whole lot less game, and a whole lot more world.
I would love an MMO where there was a whole lot MORE game, and a whole lot LESS world.
Guess we are not playing the same games.
You've already got a whole truckload to chose from, this thread is for those who dream of something that doesn't really exist at present.
May be I can keep them entertained with forum pvp when they are waiting?
It is not like we haven't seen the dead horse about the lack of virtual worlds here day in and day out, and more flogging will change the world.
Forum PvP Sucks.
Since so many MMOs are made the way you like them (I agree with Kyleran on his observations) than why are you busy enjoying them?
and yet you are here doing exactly that.
How do you know I am not enjoying them? May be i am taking a 5 min break to post?
Or may be I enjoy too much and i don't want to waste too much time in games .. so I post here to let out some "gaming desire".
Take your pick .....
By the sheer amount of your posts, I think it's pretty safe to assume you enjoy beating dead horses at least as much as you do playing video games, and maybe more (depending upon your amount of free time).
By the sheer amount of your posts, I think it's pretty safe to assume you enjoy beating dead horses at least as much as you do playing video games, and maybe more (depending upon your amount of free time).
I enjoy beating dead horse as much as others, including you, here .. since that is what we do all day.
What you miss is that posting is much LESS time consuming than games ... and so it is much more convenient. Even if i want to play D3, i need a 15 min session .. here .. 30 second is enough.
In fact, if you do a calculation ... i can do a post in 30 second, so all the posts I have done so far is probably still less than the time I put into a D3 toon .. which is too much.
Comments
A deep and complex hack-n-slash MMO.
#1. Gigantic seamless world - much larger than Vanguard.
#2. Randomized Item Statistics: Diablo 2.
#3. Arcade-like Combat - Force Unleashed style melee combat.
#4. Social tools, e.g., player gambling, racing, Inns, Taverns, Cantinas, etc.
#5. Player shops / Player Cities - anywhere in the world... not some sassy "dedicated location" bs.
#6. A world so big that mount / vehicle speed travel fast - not this +10 over basic run speed sass.
#7. Deep and complex crafting / mineral gather (SWG).
#8. Faction Vs. Faction Vs. Loner WORLD PVP - No BG or dedicated PvP sass.
#9. player bounty system
I can go on and on, but what's the point? It will never happen. The closest thing will be some Asian game that will ultimately be raped by typical NA greed.
Seems like this is going a bit off topic...
My intent was to start a discussion about the game world - Not the game mechanics.
Setting, environment and level design.
Just saying
Playing: WF
Played: WoW, GW2, L2, WAR, AoC, DnL (2005), GW, LotRO, EQ2, TOR, CoH (RIP), STO, TSW, TERA, EVE, ESO, BDO
Tried: EQ, UO, AO, EnB, TCoS, Fury, Ryzom, EU, DDO, TR, RF, CO, Aion, VG, DN, Vindictus, AA
Coh had the two crazy hazard zones: Faultline and Boomtown. Boomtown had lots of destroyed and leaning buildings. Faultline was 3 or 4 sections and the 2nd one was nasty broken angular areas that some people were bitter about. Both were fun additions to the variations on zones.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
I want an MMO that has a large world that aims for "breathtaking vistas" and includes public quests. I do not care about the setting but it should have a day and night cycle. More than five classes. No instant travel, no flying mounts. I really really would like it if the world wasn't split up with constant loading areas and oddly rectangular mountain ranges that force you through a small pass.
Edit: I realized after writing this that I may need to check out rift again... but I also remember I left rift in the first place because the story was so contrived and awful. I should add that having a good background story is also important.
This needs to be a stand alone thread: "Which do you want, world or game?" Of course everyone will say "we want both." So elaboration is in order.
Do you want a game that plays like a game or do you want to role play you are a character living in a 3d fancy world sims style? I would vote for more world to explore and more simulation and shoot the next dev who creates yet another shooter. Why does greedy EA have to be the only corp that will touch a simulation? We want to LIVE, mate, befriend, grow up, use the potty, explore, build a hut then a cabin then a castle apartment then own our own castle and finally be adopted by the gods to live in a sky floating euphorium while leveling up our medieval instruments and rabbit hunting skills. Why is that so hard to understand? And if you still must have a shooter or ugly star trek uniforms or pvp or all that other so boringly overdone game-like stuff just make an attached instance to the World where that kind of thing gets done. Problem solved.
And for gods sake will someone make a 3d fancy where we can breed dragons. WITH GENETICS !!!
And no more limited camera angles. I should be able to swim in any ocean. Fly in any sky. And take pictures of it all from any angle imaginable. Cutscenes are fine for story but not attached to a dungeon you have to do with other people. Bring back boat and airship rides where you are actually on the ship and bring back pirate attacks when on said ship. Get rid of all portals except those attached to a mage who worked hard to level up for the privilege to port hiser self and others; give every char a chance to level up any and all mage classes so they can have their own porting in time no matter what class they are playing as (mage subjobs).
Don't forget intricate character creation. WITH GENETICS !!! Let us mod our clothes and hair and furniture and music and UI. Let us mod let us mod let us mod and have control. Just not mod the game aspect.
Huge world, big beautiful Vistas, honestly I could go for an updated Saga of Ryzom. I want to see exotic worlds on the level of Avatar (both the cartoon and the movie with the blue cat people)
No more goddamned World of Europe mmo worlds, they historically don't tell the truth about what medieval Europe was like or who lived there anyway and I'm tired of these games being made by history illiterates and liars. (And I get why they can't tell the truth) *Points to the Memoirs of the Secret Services of John Macky of the truth of what the nobility REALLY looked like and who they were and not this whitewashed conquer bullshit that most people know.
Exotic powers like flying spells but travel powers are for exploration because the world is huge. Travelling takes time BUT the world is not empty, as there are many things you can do along the way. Imagine Skyrim's random outdoor quests, GW2's quest system in a world the size of Vanguard. Huge worlds should be full of things to see and life, but they should feel huge. Out in the wilderness should feel somewhat lonely because the world is large - you focus grouping based on survival and getting tasks done quicker, not base it on meaningless boring grind. Allow solo players to play how they want, but they should understand that they are going to need friends to go into that dragon cave if they don't have stealth abilities.
No goddamned quests as we know it. Quests should be handled like a board in a D&D tavern or how its handled in the anime Fairy Tale - some sort of quest board with quest rankings, nothing is holding anyone back from doing these quests which are basically requests from npcs. Then quests can be whatever you want them to be. Things as simple as going into the town nearby to buy an exotic seasonal cheese that only gets made during the autumn time of year to going into the Lost Catacombs of Sharia-Dul to rescue the Princess of Alxayaira. Players can also put up quests on the quest board. By doing this you allow players to have places to congregate since the world is so large. Quest boards can also include crafting quests, exploration quests and anything in between - you could even have diplomacy quests like Vanguard's diplomacy system.
Oh and by the way quests don't give xp - actions do. You get items and money from quests but no xp bucko. The game is a skill based system more like Morrowind where you make up your own classes instead of premade classes.
City building like SWG mixed with the farming gameplay like ArcheAge. Faction cities by both npcs and players. Imagine an entire city ran by a mercantile guild?
Improved npc and monster AI - something on the level of Shadows of Mordor. Not with every npc or monster mind you to save resources, but with named npcs and monsters. The Dwarf king of Iron Mountain and his Generals of the Great Iron Hammer should remember you individually but his vassals couldn't care less about who you are. Same goes for the tribal Troll leader Branchface and his second in command Rootkiller. Same goes for the npc bounty hunter or assassin that's been hired to kill you after you decided to kill the Princess of Alxayaira instead of rescuing her. Yes there should be a complete consequence system for your actions.
Level scaled random monsters - not like GW2 but more like the FATES in FFXIV, sure you know you are getting progressively powerful compared to monsters in a weaker area, but sometimes something random pops up that is more powerful than you are in these areas as well. You should have to run sometimes no matter where you are in the world, or at least need to call in buddies or team up with strangers.
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!
I want a game that plays like a game. Convenient, low time requirement, short gaming sessions ... good combat challenges. No forced interactions with others.
Same as my thoughts
Why would living in a 3D sims-style world not play like a game? Most sandbox worlds aren't properly game-ified but that doesn't mean we couldn't have one that was well game-ified.
I'd like to see something that is
- not pay to win (since basically all MMORPGs are now pay2win, I stopped playing them), instead, either or a combination of: subscription, single purchase or a shop with purely vanity items (such as that of Dota2)
- open world, no invisble walls, as few loading screens as possible
- interesting classes and skills, not another shield bash or fireball that makes you yawn when just reading them
- interesting character creation system, maybe with points that you can use to alter stats, buy bonuses and abilities or get points by accepting penalties (like a 1-handed character)
- dynamic weather system
- a day-night system where the night is not as bright as day but just slightly more blue
- deep crafting system
- no or extremely expensive (long CDs or something) fast travel. I hate it when a MMORPG world looks empty because all players are teleporting from one point to another, and so only the hubs are populated while the world themselve is absolutely deserted and empty
- open world housing would be nice
- terraforming would be nice, ie that you could dig a cave or that a huge fireball hitting the ground would create a crater
- rituals, spells that require a lot of players to be cast, like maybe 20 shamans or something assemble to cast one huge spell or whatnot
- NPCs that are not insanely stupid. They shouldn't stand around all day, but be more like those in games such as Skyrim, having their schedules and things to do
- characters that change over time and have their history. Like, if your character gets killed often by dragons, that character might develop a dragon-phobia or something
And so on and so on...
Let's play Fallen Earth (blind, 300 episodes)
Let's play Guild Wars 2 (blind, 45 episodes)
I want everything you do, but lets add a more dangerous world and more challenging group play.
That is simple. Put the groups in instances and put in a difficulty slider .. problem solved.
Pretty simple, an MMO that actually takes the word multiplayer seriously
I would like a longer leveling curve, somewhere between 250-400 hours to get from level 1 to whatever max level is.
I would like the "best" source of XP to come from grouping. I would like there to be XP bonuses to being in a group based on # of players in group (to promote larger groups). I would like dungeons to give a % modifier to XP to give extra incentive to do harder dungeon content rather than sit in an outside zone and slaughter mobs.
I would like solo/questing to be a viable source of gaining XP, but slightly worse than grouping. I.e. someone who solo levels should get to max level maybe 20-30% slower than someone who grouped in dungeons, etc.
I would like the primary source of gear to be from dungeons or outside zone group mobs that are designed to be only killed by groups. Questing should be only to get XP when you can't be grouping.
Expansions should not completely invalidate previous content ala WoW. There should be a power increase but not spectacular. I.e. if hypothetical uber weapon from original game is 100dps. Hypothetical uber weapon from expansion should be maybe 130dps. Not 200, etc. Power creep should be kept to a minimum, not embraced and ran with like Blizzard. This makes it so old content is still useful for people. It allows people who are more casual or may not have as much time to play to still get "good" gear by going to old dungeons that may not be as crowded because the "harder core" players or players with more time to are in the newer dungeons pursuing the slightly better gear.
In EQ even through velious people still went to dungeons from the previous games for gear because it was still good.
Minor stuff that i would like but wouldnt be a deal breaker:
"Epic" quests that return a class specific weapon, akin to what they had in EQ1 Ruins of Kunark.
Highly reduced/restricted fast travel. Perhaps 1 teleport hub per continent, but have to travel to zones once on that continent. Allow certain classes to have teleport spells to certain parts of certain contents to facilitate fast travel and allow those classes to have an extra thing giving their class more of an identity/value outside of a group.
Multiple starting "cities". I use the term cities loosely. It could be a village (like Halas in EQ). With 2 or 3 large "major" cities.
Most gear outside of raid zones should not be bind on equip. Or if it is bind on equip it should not be character bound, but account bound. Part of the fun of these games is "twinking" an alt, or selling your old gear to help fund a new purchase.
"hand crafted" gear and removing the emphasis on "equality" of gear. There should be an overall relative power level between all raid gear, but doing a system like WoW where gear have a set amt of points that can be distributed makes the gear boring.
So, woopety doo, one dragon drops a sword that is 100dps, 10str, and 10sta, and another dragon drops a sword that is 100dps 12str and 8sta. They're basically the same item, they have no identity, it removes the excitement with getting one of these items.
Maybe the last dragon in the raid zone, the big boss guy, can drop something thats 10% better than swords that come off the other dragons, maybe he drops a 110dps 12str 12sta sword, or something along those lines. Its not game breaking, it makes the item more rare, and has a little more prestige/bragging rights etc.
Same thing can happen with dungeon items. Maybe there is a super rare item with a 5% drop chance thats 10% better than the "regular" stuff that boss drops.
Anyways, im starting to ramble, just some thoughts.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
How do they get in said group? LFG? Just spam chat channels? I really think this is the biggest problem for mmos, no one wants to "try" to get into groups. Like me, I want a lfg, but i do not connect with the ones I am paired with.
Originally posted by laokoko
"if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
You definitely got the idea.
Forum PvP Sucks.
Since so many MMOs are made the way you like them (I agree with Kyleran on his observations) than why are you busy enjoying them?
Black Desert
Moonlight Blade
Need an american company willing to publish korean games again. Used to be NCSoft, but they decided to put all their eggs into the wildstar basket, that turned out awesome.
Meanwhile, Aion is on expansion number 3, Lineage 2 is on expansion number 7 or 8, yet they are failures.
Quotations Those Who make peaceful resolutions impossible, make violent resolutions inevitable. John F. Kennedy
Life... is the shit that happens while you wait for moments that never come - Lester Freeman
Lie to no one. If there 's somebody close to you, you'll ruin it with a lie. If they're a stranger, who the fuck are they you gotta lie to them? - Willy Nelson
Because forum PvP is much more Fun™ than those games.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
and yet you are here doing exactly that.
How do you know I am not enjoying them? May be i am taking a 5 min break to post?
Or may be I enjoy too much and i don't want to waste too much time in games .. so I post here to let out some "gaming desire".
Take your pick .....
By the sheer amount of your posts, I think it's pretty safe to assume you enjoy beating dead horses at least as much as you do playing video games, and maybe more (depending upon your amount of free time).
I enjoy beating dead horse as much as others, including you, here .. since that is what we do all day.
What you miss is that posting is much LESS time consuming than games ... and so it is much more convenient. Even if i want to play D3, i need a 15 min session .. here .. 30 second is enough.
In fact, if you do a calculation ... i can do a post in 30 second, so all the posts I have done so far is probably still less than the time I put into a D3 toon .. which is too much.