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This is something my fiance and I were discussing the other night. Now mind you, he's a true die-hard or avid gamer as compared to me. I have only started delving into games since we've been together almsot 5 years already. He showed me the world of Everquest... etc.
This is the thought:
What would be the perfect MMORPG? (In your thoughts)
My ideas: (now mind you, I haven't experienced alot of online gaming... played with some mmorpg's)
Crafting/Trade Skills:
Well since doing the beta test for Horizons, I must say I like the crafting system that it had. The other thing tho, although I didn't play UO, is the item degradation idea, and also repairing items (swords and such) when they wear out. Not sure how the point system and all would work, but having a mix of sorts is acceptable. I despised the crafting in EQ and wouldn't do it, but in beta for HZ, I spent more time crafting and enjoyed it. Enough said there!
Adventuring:
Well, my thoughts on that... no matter what, the game needs to have a good catching story line, a good history behind it, and something you can follow along with. I love the fantasy realm period, like the Dragonlance novels, which I'm reading now. It's just a world you can divulge yourself in and have fun. So in light of that... having a good storyline will set the back drop for the areas, lands, mobs, dungeons, etc. This one... well we could go on and on and give it really in depth detail. Not sure I want to type that much.
Fighting:
This one, I guess really I'm so use to EQ, that playing a hydra group (3 characters) Mage, Enchanter and a Shadow Knight, I learned strategy and tatics out of it. But the challenges we would put ourselves into was great. So keeping within that concept, I know I'd be happy. It does need RvR. I guess that's pretty much a given in MMORPG's.
Community:
I think this should be an aspect of a game. Community support and work. If they offer you to purchase land or houses, that all should be able to see and enter and things can be setup. I say this cuz of playing AO, yeah you could buy an apartment, but no one else could really see it.
Class/Race:
This is the big one, the most debatable one I'd say. Keeping it fantasy, there should be a nice and wide choice of races, and with those races comes the classes. Each class having a certain spectrum of choices you can do with the race that pertains to it.
Graphics/Other:
Yes the graphics should be spectactular and wonderful, eye catching and mesmerizing all at the same time, but not so extremely harsh to the system either. The lag... well most games have some sort of lag issues, no one is perfect. But if they can keep that aspect to a minimum, hey all the better.
I know there's alot of other things that can be listed and added to this... please feel free to add all comments, thoughts and other ideas, including the things I missed or overlooked.
Well, those are my little thoughts... let's hear all of yours. Sprry forgot one thing...
What would you call it?
-- In fantasy, In reality
Tis the woman inside who stands out
Serenitee
"I've become insane
with long intervals
of horrible sanity"
-E.A. Poe
Comments
Oops... heh Well I said I might overlook something.
Quests:
Gotta agree there, EQ did have some nice questing. I remember the headaches of going through the Mage quest. But I did complete it and man that Pet was awesome till they upped the levels... lol Quests, well, I just feel they need to be thought out. Why do you want to do a quest, what purpose, what do you get in return. So in that aspect, EQ's questing was good. AO, I remember all the time we use to spend at the machines cycling through the quests. It was always in the same kind of dungeon atmosphere, and that just bored us after while. The reward on it wasn't much to look forward to sometimes.
Ahh another thought quickly
PVP:
Now, I haven't delved into PVP really. But my thought on this, and it stems back to AO. The setup AO had for PVP was area's within zones. You really didn't know you were walking into one untill someone started beating you down, or shooting at you. We had to run into these pvp area's a couple times to get to quest locations that lie within them. As much as I'd sit hear and scream bloody murder for being killed, the risk tho was cool. So, imo, I like that kind of pvp setup.
-- In fantasy, In reality
Tis the woman inside who stands out
Serenitee
"I've become insane
with long intervals
of horrible sanity"
-E.A. Poe
Basically, anything i thought about the perfect game was matched ten-fold by Ninth Domain (www.ninthdomain.com)
Here are some of its strong points that I remember.
Crafting/Trade Skills:
The only game that i really liked crafting in was UO. But as Ninth Domain is set up is how i like it. I don't care how you craft the items, its how you get the things to craft them that matter to me. In ninth domain, valuble resources were heavily guarded and hard to get to, which is a big plus. Also everything about Horizons and World of Warcraft crafting was good (that i read) Also monsters mine/chop for resources too, and store them in thier towns. If you can get your guild/community together to take thier town, thier treasurey will be yours!
Adventuring:
Ninth Domain hit the nail on the head. A world as big as they need it to be. It keeps everything fantasy but expands it into multiple planets that are accessed by magical teleporters. Each planet has different landscape, land formations, monsters, resources, suns/moons/stars, towns, you name it. Also monter populations should wane and wax compared to hunting. In Ninth Domain, you would get a big group together and est. a community, any where thier is room. Monsters will attack this community unless you explore around and kill random spawned monsters around, or go for the big monster encamptment that will be nearby. This sounds pretty cool huh?
Fighting:
I basically described fighting above. Specifics dont really matter that much in HOW you fight (i.e. styles, swings, spells), as long as its kept fresh by evolving monster A.I. and has some sort of cool structure of styles and spells.
Community:
Community should be a major point in a game. Ninth Domain plans to have player run communities that are est. and ran all by players. The more you work together the more your rewarded (which fixes griefers problems). Also player houses that you can paint, furnish, decorate, change.
Class/Race:
This isn't really that improtant to me. As long as thier is a wide variety to choose from, and all of them are different from each other. Variety is key in keeping things fresh. Ability to 'unlearn' something I think is vital, so you dont 'gimp' your character by accidently learning something un-needed.
Graphics/Other:
Graphics aren't THAT important to me. They need to be smooth and consistant. I like good graphics but I hate lag, and i don't have that great of a system (yet).
Quests:
Quests are OK, i really dont think they are needed in a game like 9D (Ninth Domain) where the game itself is entertaining. But i really like WoW's (and Freelancer's) ideas on quests:
A) NPC's will have a symbol above thier head to show you they are wanting you to complete a quest
Quests should have some sort of difficulty meter to show how difficult the quest will be (and if your character has any chance of completeing it.)
C) When you are choosing weather or not you want to choose that particular quest, it should show the reward (and let you pick from many different rewards) and a short summary/description about the quest
PvP:
I loved DAoC PvP, but i think that 9D's PvP will be better. Im a big fan of 'PvP everywhere'. Mostly this doesnt work in MMORPG's, but i think that 9D will fix that with thier self justice system.
The above is mainly ideas taken from Ninth Domain. It sounds like the best MMORPG (and most unique) but i have doubts at weather tektonic studios will be able to pull it off.
Feel free to comment on my reply.
Thanks,
Erik
crafting: a system where it actually required some amount of skill and experimenting to become good at it. like you would have to hit ur slab of iron in certain places a certain amount of times to get the blade you wanted. people that found combinations that made extraordinary blades would be able to sell these swords for large amounts of money, thus not letting any1 know, and the legendary crafters would be cut to a minimum. then of course you could make handles the same way, if easier, and the handle would effect the speed/accuracy/defense(?) of the sword.
fighting: a grid based system, say 3 squares on each side of the enemy(front, back, left, right, upper left, lower right, etc.), where each combat move you performed would have some kind of conscequence. example: to perform an uppercut, you would have to have an epty square in front of you in order to perform it. if you were right in front of the enemy and attempted to perform an uppercut, you would take damage and perhaps have a time penalty before you attacked next. this could add some strategy for tanks to use in groups, to stay on one side to block the enemy from their mage/archer. this idea is a work in progress...
adventuring: yes an ongoing story would be nice, perhaps a legitimate 1 actually created by the players. their could be carefully planned castle raids to assassinate the ruler for 1 of the "realms", and that could greatly reduce that sides economy, but give them a strength boost so they could attempt a counter-attack. after that, there could be designated "war zones" where you would have to take the other sides keeps, or something. i realise this sounds similar to dark age of camelot, but that was a good idea. their could be great, mystical lands that players must find, and that could be part of the story. or an impossibly impossible dragon that a group of players beat, that could fit into an ongoing story. or there could be multiple stories.
community: player owned shops, cities, houses, etc. stores could be run by npc characters of course though. most of this seems to be the norm nowdays...
classes/races: depending on the setting of the game, hopefully a sci-fi setting, or something completely different if i can think of it. ive always been fascinated by final fantasy games settings, how you cant really relate them to a certain genre, yet they seem totally different from each other. they are not exactly, sci-fi, yet not exactly fantasy, something in between. thats kind of what i would hope to do, and create completely different races from our world. make the setting break all similarities with our world. i want to be able to write a book just about the setting. actually ive always though a heaven vs. hell mmorpg would be a neat idea to work with. say the forces of hell invaded heaven, so thats the monsters they have to fight, and the people of hell just fight there normal demons and etc.
graphics: good :P
name: Heaven vs. Hell (name pending :P)
"This is the beginning of a new day. You have been given this day to use as you will. You can waste it or use it for good. What you do today is important because you are exchanging a day of your life for it. When tomorrow comes, this day will be gone forever; in its place is something that you have left behind...let it be something good."
- Unknown Author
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Satan, i like your crafting idea.
mad props
- MMORPG.COM STAFF -
KillerTwinkie - That one guy who used to mod mmorpg.com's forums.
Ok, welcome to my laboratory,
You'll notice in the corner over there a large boiling pot... I call it my UMM Soup (tm) [Ultimate Mixture of MMORPGs)
Curious to its ingredients? Let me tell you.
/slowly walks to the corner of the room
Class/Race (The Broth)
The broth consists of Everquest. The basics of this game were undeniably popular and fun and (contrary to others opinions) relatively easy to get used to. And frankly, if all this Fantasy RPG stuff is confusing to someone, please dont dumb down the game I want to play for the noobs, let them go buy a console or standard CRPG and get used to the ideas and themes behind fantasy the same way I did, I prefer not seeing someone named l33tD00dB4sh3r anyway when I visit a fantasy realm, maybe if I was playing the Matrix online that would be accpetable (to me). Or even better explain what your choices during character creation mean in the MANUAL. (What a concept)
Combat/Adventuring/Questing (The Meat)
As any good soup should, the meat should compliment the broth, and this one is no exception. The EQ combat system did require and allow for different strategies, while at the same time not screaming to you that you were just playing a game *immersion*. Sure, some of the battles were long.. but hey, if your fighting a big boss mob, its fun to see it for more than 10 seconds anyway. The dungeon crawls in EQ were very well done, the added danger, exp bonus and harder to get items, were pretty well thought out in my opinion. The quests in EQ were pretty good and alot of them were worth your time (albeit sometimes a buttload of it)
PVP (The Potatoes)
AO/UO , A pleasent mix of these two PVP styles would be nice. I like the UO aspect of PVP where you had to be on your guard even if you were hunting dear, you want a real way to promote grouping, put the PVEers in an environment were people actively hunt them for their own twisted pleasure. Also I really got a kick out of gathering up possies of the "Good Guys" to go PK the PKs, that was immensly satisfying giving them some of their own medicine. Also, it give people other things to do in the game than aquireing the hottest gear, or reaching the highest level, it adds content, with no content needed. Now on the AO side of things, the PVP was ok too, you could chill safely hunting or decide to go to a PVP area if you so choose. I believe that was added to UO after I left there.
Crafting (The Veggies)
The Horizons crafting system, as some of you may or may not know, was alot like UO, with respect to gathering resources. I like this, this added the element that if you didnt want to be an adventurer, you could soley craft if you so choose. I saw a few 0 level adventurers/30 level crafters in the beta running around. The downside to Horizons crafting was the lack of item degradation. The veggies will consist of Horizons crafting, with item degradation, and maybe some other slightly different adaptations.
Graphics (The Garnish)
I dont have a specific game to take these from, however, they should be on par with whats seen in todays games. Something important though, the visuals should be highly adjustable, and still be playable on a wide range of systems, allow the users to tweek it, but even the lowest settings should still be acceptable to play with and not pathetic to look at.
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