It looks like you're new here. If you want to get involved, click one of these buttons!
- No classes or levels
- 100% skill based
- There would be skills and there would be stats, but none would be shown to player, instead you could see how strong character is or how agile it is or even how charismatic it is by the visual looks of the character.
- 100% open pvp, team oriented but soloing possible but would demand alot player skill
- different weapons have bonuses against different playstyles total war style, spears give bonuses against mounted units, mounts give certain bonuses against ranged units...etc etc.
- Crafting, instead of being a clicking hell, would be series of mini-puzzles
- Crafters having viable role in warfare: Siege engineers
- Ability to build your own empire, at the beginning you start off with few cottages that anyone can kick down.
- NPC empires being the main foes, instead of phat lewt, you get rewarded by home empire for taking part in warfare, money, better equipment (for military-members) and such being part of the deals...Successful merchants get rewarded by various means...for valuable services to the empire, a merchant might be permitted to start a store inside a city of the empire!
- In game event team, you might actually run in to characters of the game lore!
- You get what you pay for!: Every month developers would release a vote list where subscribers could put their 10$ on to what they want to see in game next!
Comments
You just described EVE.
Except for the last 3. And the mini puzzles.
A Work in Progress.
Add Me
There are some things I agree with and some I don't :
1) No classes or levels - Well classes give the ability players to not have every ability, and its a good way to organize skills that work well together, if there were no classes then the majority not all players, would have a jumble of skills that don't work together, while those who could would reign supreme, which could be considered could but I dislike it. Levels are good for the developer, just another way to keep you ensnared and make them even more money.
2) 100% Skill Based - A nice idea but its on the brink of impossibiloty to make a game thats all skill based, maybe some skill is involved but never all of it.
3) There would be skills and there would be stats, but none would be shown to player, instead you could see how strong character is or how agile it is or even how charismatic it is by the visual looks of the character - A great idea and it could work.
4) 100% open pvp, team oriented but soloing possible but would demand alot player skill - I like this becuase of the team ability but it isn't much different from regular pvp.
5) different weapons have bonuses against different playstyles total war style, spears give bonuses against mounted units, mounts give certain bonuses against ranged units...etc etc. - well maybe if you nixed the no classes you could do that although, the same idea is used in many different games, but without classes it could also work.
6) Crafting, instead of being a clicking hell, would be series of mini-puzzles - That seems good.
7) Crafters having viable role in warfare: Siege engineers - This idea also seems good but it would be very important to keep the weapons power in check.
8) Ability to build your own empire, at the beginning you start off with few cottages that anyone can kick down - Well if the game ever got popular then it would get too crowded even with people knocking cities down, once again its a nive thought but just couldn't work.
9) NPC empires being the main foes, instead of phat lewt, you get rewarded by home empire for taking part in warfare, money, better equipment (for military-members) and such being part of the deals...Successful merchants get rewarded by various means...for valuable services to the empire, a merchant might be permitted to start a store inside a city of the empire! - My idea would be that people can take control of areas, with the ability to rent ( price per week, day, etc. ) or selling it (Ex. 400g for 1 month and it would have to be renewed ) and the people who control could have other abilities such as that ( but without to much power, like making buildings or some idiots would go ouot of control )
10) In game event team, you might actually run in to characters of the game lore! - Great idea.
That's what I think don't flame me, if you disagree please just say what you want to say without being offensive.
You've never played EVE have you Jakk?
A Work in Progress.
Add Me
Actually you've pretty much just described Trials of Ascension, its been in production for around 4 years or so.
http://www.shadowpool.com/index.php
Here's hoping..
[quote]Originally posted by Thethrax
[b]Actually you've pretty much just described Trials of Ascension, its been in production for around 4 years or so.
[url=http://www.shadowpool.com/index.php]
Here's hoping.. [/b] [/quote]
Yup, though perma death might not be everyones cup of tea. There is also speculation the game will never see a beta since its been in development so long which would be a shame.
- No classes or levels
- 100% skill based
I agree completely. A true skill system is by far the best way to go. But even in a skill system, you can have in-game guilds such as priesthoods that have other ways to form "classes". You can also have restrictions to separate clases, such as mages not being able to wear armor in order to cast their spells, and attributes that make it better to stay within one field or expertise, such as requiring a high intelligence for magery which reduces other attributes that make warrior skills work better.
- There would be skills and there would be stats, but none would be shown to player, instead you could see how strong character is or how agile it is or even how charismatic it is by the visual looks of the character.
That's ok with me, but I don't know how well it would work on the visual thing. There could be other tests, such as using skills that require a high degree in a particular attribute to see generally how good you are. But I don't have anything against knowing the numbers. It's just a way of indicating where you are with your character. Even without numbers showing, there would be plenty of sites that give numbers to things, so I don't know how well it would work anyways. If players want to talk in those terms, they will find a way.
- 100% open pvp, team oriented but soloing possible but would demand alot player skill
Yes, but with a real justice system. There is killing in wars, and there is murder. (And I'm not talking as in RL here, just in game terms.) Murdering (random PKing) needs to have a down side that's good enough to keep it from being a common thing. Otherwise the game looses the more carebearish players. For some players that's fine, but for me I prefer a wider selection of player types.
- different weapons have bonuses against different playstyles total war style, spears give bonuses against mounted units, mounts give certain bonuses against ranged units...etc etc.
The general idea is good, but I would prefer that weapon types do better against armor types, and add situational modifiers such as horseback bonuses (with skills required). This would include hight advantages and cituational advantages for unite formations.
- Crafting, instead of being a clicking hell, would be series of mini-puzzles
I think I understand what you are after here, but I think the word "puzzles" is wrong. Maybe "mini-games"?
More on crafting, I think for a good economy, crafting needs to be slowed way down. Making 10 swords in a minute is not good for a good economic representation. One way to slow it down some would be to require making parts, then assemble them. The mini-game idea can slow it down even more. Does it rally matter if you make 10 swords that sell for 100 gold pieces or one sword that sells for 100 gold? Not to the player, but to the economy it makes a big difference. The parts could also have value, and lower skilled craftsmen could have a part in a bigger picture of assemly line style groups.
- Crafters having viable role in warfare: Siege engineers
Yes, big time yes here! Will we ever see tunnelers?
- Ability to build your own empire, at the beginning you start off with few cottages that anyone can kick down.
Yes, but politics and real leadership qualities should be a requirement in this to be successful. Territorial control would be a great aspect, but should require some form of social control involved in it.
- NPC empires being the main foes, instead of phat lewt, you get rewarded by home empire for taking part in warfare, money, better equipment (for military-members) and such being part of the deals...Successful merchants get rewarded by various means...for valuable services to the empire, a merchant might be permitted to start a store inside a city of the empire!
- In game event team, you might actually run in to characters of the game lore!
Yes and yes. All part of the same deal, in my opinion. Event teams can run the NPC leaders from time to time, and add spice to it all.
Merchants should be able to make contracts with cities, and thus get rewarded for helping build up the cities arsenal or other defenses.
The idea of city or empire rewards to players is also a good one. It would be cool if a player could earn a title and lands for extraodinary service.
- You get what you pay for!: Every month developers would release a vote list where subscribers could put their 10$ on to what they want to see in game next!
And we finally come to something I disagree with. I expect the developers to take care of things themselves. Players know what they want, but they don't agree in detail. Also, players tend to ask for things that aren't good for the game. I want the developers to know what the game is all about and stick to that, and even surprise us with new content that adheres to the philosophy of the game.
Other things that I would want in my dream game:
-Really large world filled with adventure.
-Few static spawns, realistic AI and artificial social awareness of NPCs. Social NPCs should build around their growing communities, unless something stops them from doing so.
-A game world that's interactive. I want to search through chests and check out levers. I want to carry torches, build camp sites, set a drink on a table in front of me. I want to be able to fill a bucket with water and carry it and pour it out. Basically, I want to be able to interact with the game world in many ways, and I want the game itself to put realistic fealing meaning to these actions.
Once upon a time....
fanboi to the rescue!
www.darkfallonline.com
_______________________________________________
Games looking forward to: Fallen Earth, Mortal Online
The noob formally not known as not being the formally not unkown known APEist; The Stone Cold Killer of Tarq.
He cant, because otherwise he would have recognized that an all skill-based game works great if done like EVE did it.
Ragosch
Yeah, that was exactly the part I was referring to. I was short on time and didn't feel like editing the "Quote" and quoting the whole thing wouldn't have done anything more than what I did. :-P
But, don't you agree he pretty much described EVE? When will ppl realize that EVE rocks the world of MMOs! mean sure, there is ALOT about it I would change (adding in a tiny bit of Twitch Combat for one) . But there is no other MMO currently released that even comes close to the quality of EVE.
A Work in Progress.
Add Me
EvE has a lot of good features, but combat is just bad. If you have all those other features you want in a game, you'll need twitch based combat.
Actually I would refuse to play EVE if it would have twitch-based combat - it is just perfect how it is.
Ragosch
Perhaps. But it's just a very slow game of rock, paper and scissors. Which is one of the reasons why I didn't want to play EvE. Another one was the very dull travelling all the time. But I see how it can appeal to people, since I recoqnize that it's still a good game.
LoL. Rock, Paper, Scissors?
Strategy is key. It's QUITE a bit less random than that. It all depends on what setup you have compared to what setup the other person has, and you can tell what the other person has by a right setup.
See my Sig for more clearification.
A Work in Progress.
Add Me
Er, isn't that exactly what he said? I haven't played Eve, but I do know that scissors cut paper, and paper covers rock...
My dream MMO:
You can get your own homes/towns/cities/something you can build on
I don't know why, I'd just love to be able to customise my own city/town or even home the way I like it.
Urban setting with R/L concepts, no fantasy BS
By that I mean I'd like it to be set in the city, with taxes to be paid, vehicles to be bought and insurance to be paid. Although I wouldn't like it to be completely RL based, I'd like it to be some crime ridden rat-hole where everyone has a gun, causing crimes everywhere (I loved Neocron 2 but was too tight to pay the monthly payments much more).
Skills levels
By this I mean I would sort of like it to be like Runescape (yes, I was sad enough to play that), where you can be whatever you like, although there should be a limit to what you can do with certain things (primary classes, secondary and so on), I wouldn't like player levelling so much as I would also like it to be skill based, but I'd still like skills such as crafting, building (heh), Mining (building, stone, wood etc.), leadership (respect from your city/town), and all sorts of different 'skills'
Well, there is loads more I have in my little head, but I just can't remember all that now , but there are some of the things I'd like in my dream MMO
Er, isn't that exactly what he said? I haven't played Eve, but I do know that scissors cut paper, and paper covers rock...
Right. But can you look into the future to see if the person will pick rock? No. Rock paper scissors or more about randomness and luck rather than skill and strategy.
A Work in Progress.
Add Me
Moving goods around is a big part of any real life economy - so it is also an important part of EVE because it has a player-driven and working economy. Or to say it in another way, to supply the demand means transportation of goods, middle-ware and raw materials most of the time.
Ragosch
Can anybody tell me if EVE is worth trying out?
Next time I see a free trial I want to know if it's worth it.
So far from the screenies all I see is a game with spaceships and nothing else, is there anything thats 1st/3rd person? Is it the sort of thing where you start out with a space ship, get upgrades for that spaceship, fight other ships and deliver things to different places/planets?
I havn't exactly heard much about the game, but I know it's been rated very high and want to know if it's worth playing for someone who has never played a Sci-Fi MMO and mostly plays games with levelling, skills and a fantasy genre?
There is a very good article - a guide for a good trial experience - in the EVE Online forum here on mmorpg.com. Search for it and read it carefully and you might get a better impression of what EVE is like.
EVE is not a level/class-based system but skill-based. It is not a guided game with given goals but a free-form gameplay where you need to find your own paths and goals. It is a game for people who like PvP and cooperative gaming in a corporation - if you dont like this you will not have fun in EVE, but otherwise it might be a great experience for you.
Ragosch
Here is the link to this article
http://mmorpg.com/discussion.cfm/setstart/1/loadthread/61438/loadforum/430/loadclass/141
LoL. Rock, Paper, Scissors?
Strategy is key. It's QUITE a bit less random than that. It all depends on what setup you have compared to what setup the other person has, and you can tell what the other person has by a right setup.
See my Sig for more clearification.
There's no strategy involved. All you need to know is to use which weapon at the right time. If you have a bad setup, you're toast. See my Sig for comparison.
Besides, since there's really no reaction involved, it's the guy with the best setup vs. the other that wins if he just knows how to use it, which isn't difficult.
No I haven't but how does it involve skill? I'll google it but please explain.
No I haven't but how does it involve skill? I'll google it but please explain.
Involved skill as in skills you train virtually ingame, or real skill as in how to play the game?
Well... the answer to last one is: It doesn't.
I would answer the first... but i dont have time
This turning into <perfect MMORPG....It's EVE fools!> post. EVE is not perfect; but it comes close.
Darkfall Online sounds promising to implement all of those you described OP. It's been in development for years,which while criticised....hey look at EVE,been out for years,still remains,is heavily criticised.
I'd like to see extremely inventive dungeons,VERY much so. Traps that can seperate a big group into smaller groups to fight specialized dungeons,in the hope of crossing through to meet up with the rest of the scattered group...if any survive that is. Bosses with more 'mobile' tricks up their sleeve. Enemies that work in dungeons as part of organised teams.
Hell,let's see a dungeon where the enemy is other players! Defending their dungeon against a raid on them from players looking to loot their treasure. They coulds set up their own traps,position NPC's accordingly and the boss could be themselves....or they could be the very first thing they see! A bit like the castle raids in Lineage 2,but more in a 'dungeon' setting.
maybe ill post my idea for my dream mmorpg. it would probably be a really long post though since i worked out a few skills/economy/battle system and kinda drew a map(nothign special jsut afew curvy lines)
Once upon a time....