The elf in bikini doing sexy dance. I'm true for myself .
Edit , no more instance Persistent world
No more quest hub , no more treadmill .
No more bind , free to trade
Castle siege Guild ranking battles
Well, I do think most of us would prefer a persistant world if we get the option but the reason modern MMOs use zones is that it is hard to code an engine that looks good, have acceptable performance on an average computer and no zones. I think that one will be solved by technolgy though, there are harddrives who are almost as fast as ram memory in development. If those becomes common enough you could easily make a zoneless game with good graphics again. Besides, if VR becomes popular that will help things around since VR need a lot of memory too look really good, which would encourage companies like Samsung to fix this.
As for no questhubs I am curious how you would solve that practically? Just spread the quests out or do you have something else in mind?
Binding really have to do with the really fast gear progression and the economy, most games have players gear becoming obsolete in hours and since gear drop is continues that means prices for anything below top tiered gear would drop down close to zero which would mean crafting and farming would become useless fast. AoC tried this at launch but had to remove it for that reason.
There are other ways to solve it, like gear vitiality that goes down until the item break (none fixable) or losing gear upon dying but neither of those are popular among players so unless you could figure out a good solution for it I fear that the idea is bad. Of course if you have a solution for it that would be great.
Castle sieges can be fun, I agree there as well as guild Vs guild PvP.
Cera and turtle: Thanks guys, your making me blush .
Persistent world don't mean seamless world . Zone here and there is fine , just no instance , unlimited resources (instance) kill the game fast . Quest hub don't mean quest hubs (okay , i wrong on this , miss the "s") less hubs make better MMORPG , allow player to meet other easily .
And bind , only good thing about it is you can avoid get hack for gears (though they can still hack for gold and throw all the gears on npc vendor for gold ) Gears decay , you will surprise to know that most people don't sell off they gears and keep it as collected item in another PC . Pretty much no need for the decay .
As the game run , the price of item rise so it become hard for new player to join (you wasn't million gold holder at start) that's why keep the item run around will save the game when it grow older .
Persistent world don't mean seamless world . Zone here and there is fine , just no instance , unlimited resources (instance) kill the game fast . Quest hub don't mean quest hubs (okay , i wrong on this , miss the "s") less hubs make better MMORPG , allow player to meet other easily .
And bind , only good thing about it is you can avoid get hack for gears (though they can still hack for gold and throw all the gears on npc vendor for gold ) Gears decay , you will surprise to know that most people don't sell off they gears and keep it as collected item in another PC . Pretty much no need for the decay .
As the game run , the price of item rise so it become hard for new player to join (you wasn't million gold holder at start) that's why keep the item run around will save the game when it grow older .
I guess, usually when we are talking about persistent worlds though people also mean seamless so I kinda assumed you did as well. A gameworld without instances or phasing is easy after all.
But you still would use quests? Regular ones like in any games? And just place them all over the zone? TSW for instance doesn't have questhubs since it handles questing differently (and in my opinion better). No questhubs could mean you either handles quests with DEs instead, or that you have few epic quests instead of many small you get at hubs.
Uhm, lets say you have 6 characters you play with and you will give away gear from one to another.n First of all you will still get gear as loot. Also, certain gear will be limited to one or a few characters due to class restrictions or having stats less then optimal for your build.
Even if you still would keep all your gear on a mule character or in your bank (assuming the game has a huge bank like EQ2) most players will sell far more gear then they keep, if not the gear the inherit from your old character then the new similar that drops.
Unless you nerf the droprate of gear a lot, makes all gear usable on most character classes and seriously limit crafting, or skip it altogether.
As I said before, FunCom had the exact same thoughts you had when they made Age of Conan but they had to change it because gear got close to worthless and the crafters became rather upset since the cost to craft the gear was far more then what it sold for except the max level gear and even it were pretty cheap.
In MMOs drops comes out of nowhere generated by dying mobs and that makes a working economy really hard. Add in the fact that most MMO have at least as much progression with gear as with XP.
You need a good way to remove the loads of looted stuff from the economy or it will collapse. Of course you could encourage players to instead salvage the gear for parts the players will need but you will have to get rid of most gear from the game. BOP is a rather uninspired way of doing that but it is very easy to implement so most companies do that.
If you just want to use the gear on your other characters you can bind it accountwide instead, GW2 does this with a lot of stuff for an instance. Even that will hurt the market for the crafting somewhat but not really bad and it wouldn't hurt you since you say you don't sell it off yourself. It still makes no sense lore wise but then few mechanics do.
have plenty of ways to quickly unload/store/manage your loot and crafting material. inventory management sucks the fun out of many a decent mmo that i've played.
I'd bring a careful analysis of the payment model.
I'm not so naive to think returning to monthly sub only is realistic or even optimal, but nor do I think designing to strip whales of their wealth is the way to go either.
The trick is to encourage more to pay their fair share while providing opportunities for those willing to spend more without unbalancing the core gameplay.
It would be a combination of free trial period with a modest but mandatory up front fee for the core game which would always be accesible.
Likely new areas / content would be sold via single purchase, part of a patron sub fee, which would have multiple tiers.
At its most expensive (25 to 35 per month) it would offer options for more extensive customer support choices.
A lot depends on the design of course, but in the end payment models can make or break a game so that's where I'd try to add value.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
#1 Balanced monetizing model, where all contribute equally. The whales and other rich individuals are welcome to donate to the game if they want it to develop faster, but not receive any perks in return.
#2 I want to see budget amounts used for development of the product. There is no better indication that the product will be on another level than anything else available than through the amount of $ they are prepared to put in it. This also will ensure it will be far more secured since they've invested far more into it.
#3 I want to be well informed about what I'll be receiving for what I'm paying. So, when promises happen I want to know if I can trust and rely or not on this new product. Longevity matters to me and when I support this product with my $ I support its concept and what is to come in future for this genre.
#4 Themepark or sandbox I want a product where I have a space to truly have my own unique role playing experience with different outcomes. I want to feel like I matter and my actions play a great deal in how others react. Most importantly I want a product where I'll have space to evolve and pursue long term goals whenever I feel like playing the game.
Too many casuals with real life jobs and other excuses have destroyed this genre with their casual, short session, meaningless game plays. I'm sick of individuals who want it all, want to win in real life, want to win in games, want to win at everything with almost zero effort or skills. Whoever designs their games around pay us as much as you can for more winning and convenience, and yes even from the small things like server transfers, name/faction changes, etc. is and never will be the future for this genre, imo. Sadly, the perfect MMO does not exist in our current times, so we have to either settle for the best option available or wait decades for it to finally happen to open our wallets.
As most know here I've been one of the most successful through voting with my wallet for these quality MMO's to come sooner rather than later at our doorsteps. Only reason why WOW: Legion will take my $ is because it's still doing better after 12 years than all other new MMO's that came. Star Citizen is the only other MMO based on what I know so far with the best chance to open my wallet, and that's because it's coming with a budget far higher than anything else, while also focusing on player conflicts through bounties over some mobs where you learn steps by steps what you need to do through some youtube vids.
Emphasis on (optional) customization wherever possible, to allow for player creativity to flourish. As well as allowing as much player interaction as possible, to avoid stagnant servers of players doing their own thing. Might as well be playing a singleplayer game with a chat function sometimes.
Too many casuals with real life jobs and other excuses have destroyed this genre with their casual, short session, meaningless game plays. I'm sick of individuals who want it all, want to win in real life, want to win in games, want to win at everything with almost zero effort or skills. Whoever designs their games around pay us as much as you can for more winning and convenience, and yes even from the small things like server transfers, name/faction changes, etc. is and never will be the future for this genre, imo. Sadly, the perfect MMO does not exist in our current times, so we have to either settle for the best option available or wait decades for it to finally happen to open our wallets.
I agree that the "everybody win" mentality have hurt the genre rather badly. I think however that time consument should be depending on skill, completing the really hard stuff should be fast while doing easy safe stuff should take far longer, Risk Vs reward need to be both XP and loot.
But I kinda feel that most MMOs have totally lost it with risk Vs reward, most of them actually reward you for running easy soloquests compared with doing harder group content (the quick qester get both XP faster and more loot) and that encourage people to be lazy and not bothering learning how to really play. Once they hit the endgame the entire game changes into group play and PvP which totally destroy people who just done the quick easy content.
The game doesn't really learn people to play well anymore, it teaches them that they will win no matter what but then the endgame changes everything and most players either create an alt and repeat the content they can ace or just quit the game.
At least be rewarding people after how hard stuff they do will encourage people to learn how to play. Almost everyone can actually learn how to play well (there are always a few exceptions of course) but they will need motivation. Fun is of course a reward in itself but it isn't enough.
And if devs fear that this will lose them many players they can have an easy serverset where all content is incredible easy including raids, just double the hitpoints for players and lower the mobs by half, should require very little work but give the rest of us something that is challenging enough at least to be fun.
Persistent world don't mean seamless world . Zone here and there is fine , just no instance , unlimited resources (instance) kill the game fast . Quest hub don't mean quest hubs (okay , i wrong on this , miss the "s") less hubs make better MMORPG , allow player to meet other easily .
And bind , only good thing about it is you can avoid get hack for gears (though they can still hack for gold and throw all the gears on npc vendor for gold ) Gears decay , you will surprise to know that most people don't sell off they gears and keep it as collected item in another PC . Pretty much no need for the decay .
As the game run , the price of item rise so it become hard for new player to join (you wasn't million gold holder at start) that's why keep the item run around will save the game when it grow older .
I guess, usually when we are talking about persistent worlds though people also mean seamless so I kinda assumed you did as well. A gameworld without instances or phasing is easy after all.
But you still would use quests? Regular ones like in any games? And just place them all over the zone? TSW for instance doesn't have questhubs since it handles questing differently (and in my opinion better). No questhubs could mean you either handles quests with DEs instead, or that you have few epic quests instead of many small you get at hubs.
Uhm, lets say you have 6 characters you play with and you will give away gear from one to another.n First of all you will still get gear as loot. Also, certain gear will be limited to one or a few characters due to class restrictions or having stats less then optimal for your build.
Even if you still would keep all your gear on a mule character or in your bank (assuming the game has a huge bank like EQ2) most players will sell far more gear then they keep, if not the gear the inherit from your old character then the new similar that drops.
Unless you nerf the droprate of gear a lot, makes all gear usable on most character classes and seriously limit crafting, or skip it altogether.
As I said before, FunCom had the exact same thoughts you had when they made Age of Conan but they had to change it because gear got close to worthless and the crafters became rather upset since the cost to craft the gear was far more then what it sold for except the max level gear and even it were pretty cheap.
In MMOs drops comes out of nowhere generated by dying mobs and that makes a working economy really hard. Add in the fact that most MMO have at least as much progression with gear as with XP.
You need a good way to remove the loads of looted stuff from the economy or it will collapse. Of course you could encourage players to instead salvage the gear for parts the players will need but you will have to get rid of most gear from the game. BOP is a rather uninspired way of doing that but it is very easy to implement so most companies do that.
If you just want to use the gear on your other characters you can bind it accountwide instead, GW2 does this with a lot of stuff for an instance. Even that will hurt the market for the crafting somewhat but not really bad and it wouldn't hurt you since you say you don't sell it off yourself. It still makes no sense lore wise but then few mechanics do.
Quests still here , i don't think we should remove them . Just don't reward exp and it's fine . Combine with some random element like spawn and loots then i can have good time to collect the goods .
Age of Conan wasn't on my radar so idk the detail but the more i see the craft , more i want to remove them . Craftsman are unnecessary in MMORPG . Craftsman add immersive for the game world , but what's good about them ? They are just mini quests about collect item to exchange for another items .
Also , before think about remove the gears , think about limited number of the gears . That's with i don't like instance , it ruined everything with unlimited resources .
They should learn something from old games . For example before the idiots ruin the game , Shaiya online (aeria) offer pretty nice way to keep the gears on check . The game itself wasn't so good , but there are many idea can be used .
For example , value of gears = number of gem slot (instead of level) high level gear with less gem slot have low value than low level gear with more gem slot .
Then because no instance , number of gears product are limited . The gears still have it value when time past cause there are multiple battlefield for different levels .
#1 Balanced monetizing model, where all contribute equally. The whales and other rich individuals are welcome to donate to the game if they want it to develop faster, but not receive any perks in return.
#2 I want to see budget amounts used for development of the product. There is no better indication that the product will be on another level than anything else available than through the amount of $ they are prepared to put in it. This also will ensure it will be far more secured since they've invested far more into it.
#3 I want to be well informed about what I'll be receiving for what I'm paying. So, when promises happen I want to know if I can trust and rely or not on this new product. Longevity matters to me and when I support this product with my $ I support its concept and what is to come in future for this genre.
#4 Themepark or sandbox I want a product where I have a space to truly have my own unique role playing experience with different outcomes. I want to feel like I matter and my actions play a great deal in how others react. Most importantly I want a product where I'll have space to evolve and pursue long term goals whenever I feel like playing the game.
Too many casuals with real life jobs and other excuses have destroyed this genre with their casual, short session, meaningless game plays. I'm sick of individuals who want it all, want to win in real life, want to win in games, want to win at everything with almost zero effort or skills. Whoever designs their games around pay us as much as you can for more winning and convenience, and yes even from the small things like server transfers, name/faction changes, etc. is and never will be the future for this genre, imo. Sadly, the perfect MMO does not exist in our current times, so we have to either settle for the best option available or wait decades for it to finally happen to open our wallets.
As most know here I've been one of the most successful through voting with my wallet for these quality MMO's to come sooner rather than later at our doorsteps. Only reason why WOW: Legion will take my $ is because it's still doing better after 12 years than all other new MMO's that came. Star Citizen is the only other MMO based on what I know so far with the best chance to open my wallet, and that's because it's coming with a budget far higher than anything else, while also focusing on player conflicts through bounties over some mobs where you learn steps by steps what you need to do through some youtube vids.
Well, you don't spend money so what you believe doesn't matter.
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?"
Widespread long term account based progession. Locked classes, entire continents, and features (like professions), behind said progression. Classes that function so differently as to almost be different games (profession characters).
One might argue that adding more and more "new" ideas is causing the problem in the first place. Adding accessories for the sake of adding accessories isn't the answer. This picture sums up today's common MMORPG
I'd have to disagree. WoW is one of the most feature rich games out there, MMORPGs with limited features invariably fail. The more your game offers, the more people have a reason to log in, the more people you have online. For true MMOs population is the thing you need the most.
Quests still here , i don't think we should remove them . Just don't reward exp and it's fine . Combine with some random element like spawn and loots then i can have good time to collect the goods .
Age of Conan wasn't on my radar so idk the detail but the more i see the craft , more i want to remove them . Craftsman are unnecessary in MMORPG . Craftsman add immersive for the game world , but what's good about them ? They are just mini quests about collect item to exchange for another items .
Also , before think about remove the gears , think about limited number of the gears . That's with i don't like instance , it ruined everything with unlimited resources .
They should learn something from old games . For example before the idiots ruin the game , Shaiya online (aeria) offer pretty nice way to keep the gears on check . The game itself wasn't so good , but there are many idea can be used .
For example , value of gears = number of gem slot (instead of level) high level gear with less gem slot have low value than low level gear with more gem slot .
Then because no instance , number of gears product are limited . The gears still have it value when time past cause there are multiple battlefield for different levels .
I rather have some epic quests with good XP/rewards and calling the rest "tasks" but don't require those for any story. Some XP you still should get, but not so much as most MMOs gives out for quests. But that is just my opinion.
As for crafting, some people do really enjoy it. Personally I think you either should put a lot more work into it or skip it altogether, most MMOs have rather bad crafting and bad content either need to be improved or removed. If crafting were more about designing cool stuff (both appearance and stats) and less about grinding crafting materials the whole thing would be more fun. And in any cases they should remove the need to craft vendortrash before you can do something useful.
Instances isn't the only thing that create stuff out of nowhere, whenever a mob spawn it create whatever the mob will drop out of nowhere. That is the true problem with MMO economics, bindings and money sinks are created to at least slow down the mass inflation such a system creates but it is like putting a bandaid on a amputed leg, far from enough.
The problem is that I don't have a better solution for the problem. IRL you have limited natural resources to deal with which make stuff like gold and platinum expensive. You do also have certain human created circomstances, rubies are far rarer then diamonds but diamonds are heavily controlled by a few companies and goverments which raise the prices. Demand also increase prices of certain things of course.
But a lot of products IRL are finite while in MMOs it is hard to control those, even without instances you need to make drops rare to control the economy. The early MMOs (like M59 and EQ) had no instances but still had the same problems with economy as modern games have, even though certain epic gear were far harder to get.
You need to make finding gear hard or you need to remove gear from the game, that is the only way to keep the economy from hyper inflation (most games have German economy from the 20s, prices of good stuff will constantly rise. Of course unlike that less useful gear tend to be dirt cheap).
Scalability, starting with a strong core design foundation that can be expanded so that other non-essential features, when added, enhance the core game. At the core, is a game world and that world is the root of the game's content. All kinds of task or narrative driven content could be added or not.
This could even be applied before starting an MMORPG by creating a brand and growing it. Smaller scale games that are set in the same universe. Or a Co-op SP/MP game that could be altered to allow for larger scale multiplayer would be a smarter approach rather than jumping into a uncharted territory.
1. I want a lot of starting races, And for at least 3 different starting area's depending on your race choice. I like that if i wanted to play an alt, i wouldnt have to start at the same town doing the same things i did the first time.
2. Subscription based, It could have a 5, 10, 15, and 20 dollar sub fee, I would have to think harder and what could be the difference between them, but not gated by content, can play all content under any sub number.
3. A good amount of classes to start, Maybe 10 or 15. Gives more diversity to the players that you see everyday.
4. Holy trinity'ish. I like dps, tank, healer, but it will HAVE to have the 4th, Support, i miss pure support classes.
5. Difficulty, Doesnt have to be so punishing no one wants to do anything, but not face roll easy like everything now.
6. Grouping would be a huge part, Soloing would be present, but much slower.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
Turn PvP 1v1 duels and 2v2, 3v3 tag team arenas into 2D tournaments. When you join the tournament your screen switches to a Street Fighter-like mode with full fighting controls/buttons/combos based on your class. Everyone else spectate from the normal point of view from both sides of the fighting arena.
I would create a game in which the activities players under take leave them more educated about something real and I would focus on having as little combat as possible (only because combat is so over done).
So example might be to build a refinery. Very complex, gamers will end up learning chemistry and physics in the process of building the refinery which would produce products for whatever else the game is. as an example
Please do not respond to me, even if I ask you a question, its rhetorical.
Wolves should truly hunt and move in loose packs, carnivores would all be assigned primary and contingent prey animals to hunt, opportunistic behavior would be included throughout (think things such as a Gator preying on a lion cub that strayed too far). Extrapolate across the higher intelligence beings based on a sensible hierarchy of needs/desires/habits.
Named NPC enemies wouldn't respawn in a traditional sense; they would be replaced by a system that generates a "successor" boss with each generation enjoying a fresh look and sporting fresh tactics and special abilities. Basically, it would take a nasty stroke of RNG (bad) luck for the same boss of the mercs/rebels/underground lizards your friend fought to show up when you are tasked with cutting the head off of the villainous group (or you delve a dungeon with a new crew).
Aside from that major point, focusing on a fun combat system that rewards groups for taking the time to communicate/interact between battles without forcing folks to /sit around and do nothing while a bar regens. I'm still working the idea out in my head.
Lastly, atmosphere. I would want my MMORPG to be sci-fi/post-apoc/horror, so I would want my atmosphere to be good enough to get a small jump out of players at certain points while exploring (give groups reasons to split into two groups or scout alone, effective use of lighting and ambient sound, etc.). I'm not trying to steal the throne from Silent Hill or any the classics, just enough to keep players on the edge of their seats.
I would add more shapeshifting classes. I agree on the Shadow of Mordor's nemesis system where the bad guys also level up to max and can be flipped to fight for you. I also would do more with the SWTOR legacy system with a family tree that shares skills and ESO's CP system which would another shared system for leveling. I would also like a perma death system with equal benefits like triple xp or recovery scrolls earned. Lastly, leveling and play as a ghost introducing a dual leveling mode a little like SoM.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
For the record, I think Coretex presents a lot of really interesting ideas. Well-written post. Some of my points are going to expand on what Coretex has written, so my apologies for the overlap in advance.
1) Realistic progression.
You should be starting as a pauper. The whole "You're level 1 and know how to fight, how to use magic, everything drops gold and gear" concept has always been a really stupid one for me. I, personally, think the most appropriate start in an MMORPG would be to start in some sort of rebellion or civil war, where it's just you vs. other players, in some mass PvP event for an entire week. It should require, say, 10 battles, and during that time, that's how you're gaining money; that's the *only* way you're getting money, because it's your job. Survivors/winners get more, and your starting gear ought to be quite ass-awful ("Rat shoes" as coretex put it)
After you put in some time, you'll have enough money to "start" the game; your first purchase (or purchases, if you won a lot) will be the root of your class. You would be able to change your mind, but it would require more participation in heavy PvP. Let's say you "earned" 200gold; you can now buy a sword + a training lesson, where you can learn a skill and gain some "efficiency" with using the sword for flat damage bonus with swords. Let's say you want to be a wizard; you can now buy wizard's training, with access to a "stick/branch" that is imbued with magic power. Initially, your character has none; only the stick has +MP on it, and it has limited uses per in-game day (not amenable by potions to start either, since sticks don't drink potions). Initially, you'll be a pisspoor wizard, with miscasts, misfires, and your damage will be based moreso off of your "stick" than your spells, though the spells will provide tremendous bursts, they will require meaningful timing, aim, and situational use to be truly effective.
Furthermore, there would be an "item proficiency", which is to say, items could unlock additional bonuses for using them for prolonged periods of time. While these items would have "soft" caps, the result would be that not everyone is wearing the same thing. For example, if I was using 1 sword for nearly 1000 hours in-game, my ability to do more damage with that sword would increase over other people using the same sword, as I've developed a familiarity with that particular blade. (think about shooting a gun for example; you can find a particular firearm that, even though it performs relatively similar to other firearms of the same caliber, "fits" your preferences better, and as such, you are more comfortable with that particular weapon). Hence, you could have a Iron Dagger, and I could have a Bronze Dagger, but because I've used this particular dagger for 10 levels, and you just got yours, I could potentially out-damage you because you are less familiar with your new weapon and it's handling, whereas I know mine precisely.
Lastly, quality levels of items would be meaningful. These, more or less, dictate "ranges" as opposed to guaranteed damage. A "low" quality weapon, say a Crude Bronze Dagger, would have a range of say, 2-19 damage. A Master-Smithed Bronze Dagger would have a range or say, 17-22. Note that there's only a slight increase in the maximum damage (12~% would be ideal), but that the range of damage is much more consistent and predictable. This makes it so that finding even a poor-quality, high-tiered weapon could potentially make it more valuable than a high-quality, low-tiered weapon (depending on Item familiarity and such) situationally. There can be more than one attribute assigned to an item's quality level, via crafts or looted items, that can impact this favorably or negatively. Example: "Crude Jagged Bronze Dagger" -> 4-19 Damage, causes bleeding damage over 12 seconds equal to 48 damage. The prefixes would not be affected by the quality level
It would look, roughly, like this.
Skill mastery ("floor" essentially): Untrained, Trained, Experienced, Adept, Master Skill proficiency ("ceiling" essentially): Every 10,000 points adds bonuses, with "perk" equivalents at certain points. (Example: 10,000 -> +2-4dps. 100,000 -> 0.75% increased chance to parry an attack, 200,000 -> 1% increased critical chance, with no hard cap) Item familiarity ("uniqueness" essentially): Based on some metric yet TBD; could be enemies slain, could be players killed, could be number of swings, etc etc. Undecided presently. Item quality ("ranges" essentially): Broken, Crude, Flawed, Standard, Refined, Ornate, Professional, Master
The end idea behind this being that, numerous playstyles are adapted, acceptable, and encouraged. Min-maxing would be minimized due to the complexity and the variance of it, and opportunity to advance a character drastically would be extremely limited, thus allowing the developers to somewhat control the pace of "hardcore" players and to make balance adjustments as the game's life-cycle progresses more naturally. It especially adds a huge element to risk vs. reward, because you can no longer just look at a player and go "Oh, he has a bronze dagger, I automatically win because I have ____"; players now have to consider that you could have an extremely unique bronze dagger, that you've been using a long time, whereas they have a brand new greatsword, which they just came across, and as such lack proficiency with. Engagements are more calculated, and progress feels much like an apprenticeship to both the tools of the trade and the skills at using said tools.
(first idea down, more to come in additional posts)
Waiting for something fresh to arrive on the MMO scene...
Wolves should truly hunt and move in loose packs, carnivores would all be assigned primary and contingent prey animals to hunt, opportunistic behavior would be included throughout (think things such as a Gator preying on a lion cub that strayed too far). Extrapolate across the higher intelligence beings based on a sensible hierarchy of needs/desires/habits.
Named NPC enemies wouldn't respawn in a traditional sense; they would be replaced by a system that generates a "successor" boss with each generation enjoying a fresh look and sporting fresh tactics and special abilities. Basically, it would take a nasty stroke of RNG (bad) luck for the same boss of the mercs/rebels/underground lizards your friend fought to show up when you are tasked with cutting the head off of the villainous group (or you delve a dungeon with a new crew).
Aside from that major point, focusing on a fun combat system that rewards groups for taking the time to communicate/interact between battles without forcing folks to /sit around and do nothing while a bar regens. I'm still working the idea out in my head.
Lastly, atmosphere. I would want my MMORPG to be sci-fi/post-apoc/horror, so I would want my atmosphere to be good enough to get a small jump out of players at certain points while exploring (give groups reasons to split into two groups or scout alone, effective use of lighting and ambient sound, etc.). I'm not trying to steal the throne from Silent Hill or any the classics, just enough to keep players on the edge of their seats.
Totally agree on the AI and respawn stuff. The only problem is the market today flocks around F2P and P2W... to run a full cluster of servers JUST for AI handling of that magnitude definitely means a subscription game... and I'd be all for it as long as the rest of the game was good.
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This is a key element that I think is overlooked in modern MMORPG's, and it's what allows RMT organizations and botters to prosper. The concept of farmed resources deteriorating if they aren't used.
Let's say you're going out and slaying hundreds of boars in the wild. Over that time, you're going to get hundreds upon hundreds of pieces of boar meat, boar hides, boar bones, boar saliva, etc. Insert however detailed you do (or don't) want your components to get. However, there's complexity to this in real life, which is wholly absent in MMORPG's. If I'm running around hunting boars with a great maul, there probably won't be too many boar bones left in tact. The hides and the meat are likely ruined, because the shattered remains have breached the skin and compromised the meat. As a result, there needs to be distinctions between the way you are acquiring resources. Following the specific example of the boar, let's take it a bit further.
a) Trapping What a tried-and-true tested method of capturing animals. The type of trap you're using can impact the quality of items you're getting from it. Let's say you use a net trap; every thing is in-tact, and when you go to deal with it, you essentially have the choice of "What matters most?". The tool you use determines that, combined with your proficiency at doing so, your item quality level, etc. By that same token, maybe you decide you don't want to specialize that greatly. You decide to use a poison trap instead. Now, the animal dies and it's blood and meat are contaminated, and effectively fodder, but you have unhindered access to it's bones and hide. Maybe you decide caltrops, which effectively ruin the legs, hooves, bones, and mobility of the boars legs, but you have unfettered access to high-quality meat! The choice of approach is yours.
b) Hunting Similar to the traps, this is a more aggressive approach. Maybe you go with a tranquilizer dart, which puts the creature to sleep. This might be the riskiest approach, yet allows you access to all of the resources you desire if you can do so effectively. Perhaps you go for a bow and arrow, where a precision shot can leave you lots of yield with minimal risk, but a sloppy shot can make the hunt all but worthless. Etc etc
c) Breeding Or perhaps you take an entirely different approach, and decide you don't feel like engaging in any of the above mechanics. Instead, you opt to domesticate a farm of boars and raise them your own way. This can have all sorts of complexities (what are you feeding them, when, how much, etc etc) built into it as well.
Back to the original point, now that you've returned to town with your catch, this stuff has a shelf life. You're now presented with different ways of handling this. You can sell it "as is", which allows people to do what they will with it. You can prepare it a certain way, which could potentially add longevity to it, or add bonus effects to it (example: Smoked Boar bits -> longer lasting shelf life, less effects vs. Boar Kabobs -> shorter shelf life, more pronounced effects and bonuses). This creates a "living economy" within the game. Players will make purchases based on their needs and desires. A person who is planning on exploring a deep frontier may prefer the jerky, as they are going far away from towns and such. A person who is going to be engaged in frequent combat may prefer the more potent bonuses, for more immediate uses, despite the shorter shelf life.
Player choice drives the demand in the economy, disempowering RMT by ensuring they can't just "afk farm" for mats and then continuously repost them on the AH/bazaar over and over again. Once they hit their expiration date, the ingredients spoil, and lose all value. Furthermore, this encourages different "jobs" within the game, creating a fluctuating case of supply and demand within the world. It also contributes to specialization, especially early on, where players are forced to depend on one another to develop skills. A good leather crafter benefits from having a good hunter, who in turn benefits a good adventurer who wears leather armor. The cycle continues, so on and so forth.
Waiting for something fresh to arrive on the MMO scene...
Some of the stuff are already in games,asking for more won't help because obviously we have a bunch of incompetent system designers.
I like to see someone ...anyone try to bring in eco systems. As mentioned by others "resources",However this again is already in games but nobody is doing it very well or knows how to do it better.Then again there is always a division of gamer's,some want a realistic mmorpg,some want a fps pretending to be a mmorpg and some are content with a pile of instances just playing for loot. However all that matters to me are the true blood mmorpg enthusiasts,all the rest,i don't want to cater to them.
So better resource management,like perhaps resources only replenish with each season and not every 5 minutes or at least perhaps once a week or once a day. Realistic housing in the real world,VERY tough to pull off but can be done.I think best way is to automate a government structure or in older fantasy a King or Queen heirarchy that regulates who gets plots of land. Sadly any or MOST really good ideas are devs trying to sell it in a cash shop.Know what,i don't want your cash shop gaming,i want EVERYONE to operate under the same cost and structure.
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Farming Simulator is supringly good in these respects. I know I know and I fought with the whole idea of 'simulator of lawn mowing? are you serious no friggin way' but it is relaxing and more engaging the Truck Simualtor
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Quest hub don't mean quest hubs (okay , i wrong on this , miss the "s") less hubs make better MMORPG , allow player to meet other easily .
And bind , only good thing about it is you can avoid get hack for gears (though they can still hack for gold and throw all the gears on npc vendor for gold )
Gears decay , you will surprise to know that most people don't sell off they gears and keep it as collected item in another PC . Pretty much no need for the decay .
As the game run , the price of item rise so it become hard for new player to join (you wasn't million gold holder at start) that's why keep the item run around will save the game when it grow older .
But you still would use quests? Regular ones like in any games? And just place them all over the zone? TSW for instance doesn't have questhubs since it handles questing differently (and in my opinion better). No questhubs could mean you either handles quests with DEs instead, or that you have few epic quests instead of many small you get at hubs.
Uhm, lets say you have 6 characters you play with and you will give away gear from one to another.n First of all you will still get gear as loot. Also, certain gear will be limited to one or a few characters due to class restrictions or having stats less then optimal for your build.
Even if you still would keep all your gear on a mule character or in your bank (assuming the game has a huge bank like EQ2) most players will sell far more gear then they keep, if not the gear the inherit from your old character then the new similar that drops.
Unless you nerf the droprate of gear a lot, makes all gear usable on most character classes and seriously limit crafting, or skip it altogether.
As I said before, FunCom had the exact same thoughts you had when they made Age of Conan but they had to change it because gear got close to worthless and the crafters became rather upset since the cost to craft the gear was far more then what it sold for except the max level gear and even it were pretty cheap.
In MMOs drops comes out of nowhere generated by dying mobs and that makes a working economy really hard. Add in the fact that most MMO have at least as much progression with gear as with XP.
You need a good way to remove the loads of looted stuff from the economy or it will collapse. Of course you could encourage players to instead salvage the gear for parts the players will need but you will have to get rid of most gear from the game. BOP is a rather uninspired way of doing that but it is very easy to implement so most companies do that.
If you just want to use the gear on your other characters you can bind it accountwide instead, GW2 does this with a lot of stuff for an instance. Even that will hurt the market for the crafting somewhat but not really bad and it wouldn't hurt you since you say you don't sell it off yourself. It still makes no sense lore wise but then few mechanics do.
I'm not so naive to think returning to monthly sub only is realistic or even optimal, but nor do I think designing to strip whales of their wealth is the way to go either.
The trick is to encourage more to pay their fair share while providing opportunities for those willing to spend more without unbalancing the core gameplay.
It would be a combination of free trial period with a modest but mandatory up front fee for the core game which would always be accesible.
Likely new areas / content would be sold via single purchase, part of a patron sub fee, which would have multiple tiers.
At its most expensive (25 to 35 per month) it would offer options for more extensive customer support choices.
A lot depends on the design of course, but in the end payment models can make or break a game so that's where I'd try to add value.
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#2 I want to see budget amounts used for development of the product. There is no better indication that the product will be on another level than anything else available than through the amount of $ they are prepared to put in it. This also will ensure it will be far more secured since they've invested far more into it.
#3 I want to be well informed about what I'll be receiving for what I'm paying. So, when promises happen I want to know if I can trust and rely or not on this new product. Longevity matters to me and when I support this product with my $ I support its concept and what is to come in future for this genre.
#4 Themepark or sandbox I want a product where I have a space to truly have my own unique role playing experience with different outcomes. I want to feel like I matter and my actions play a great deal in how others react. Most importantly I want a product where I'll have space to evolve and pursue long term goals whenever I feel like playing the game.
Too many casuals with real life jobs and other excuses have destroyed this genre with their casual, short session, meaningless game plays. I'm sick of individuals who want it all, want to win in real life, want to win in games, want to win at everything with almost zero effort or skills. Whoever designs their games around pay us as much as you can for more winning and convenience, and yes even from the small things like server transfers, name/faction changes, etc. is and never will be the future for this genre, imo. Sadly, the perfect MMO does not exist in our current times, so we have to either settle for the best option available or wait decades for it to finally happen to open our wallets.
As most know here I've been one of the most successful through voting with my wallet for these quality MMO's to come sooner rather than later at our doorsteps. Only reason why WOW: Legion will take my $ is because it's still doing better after 12 years than all other new MMO's that came. Star Citizen is the only other MMO based on what I know so far with the best chance to open my wallet, and that's because it's coming with a budget far higher than anything else, while also focusing on player conflicts through bounties over some mobs where you learn steps by steps what you need to do through some youtube vids.
But I kinda feel that most MMOs have totally lost it with risk Vs reward, most of them actually reward you for running easy soloquests compared with doing harder group content (the quick qester get both XP faster and more loot) and that encourage people to be lazy and not bothering learning how to really play. Once they hit the endgame the entire game changes into group play and PvP which totally destroy people who just done the quick easy content.
The game doesn't really learn people to play well anymore, it teaches them that they will win no matter what but then the endgame changes everything and most players either create an alt and repeat the content they can ace or just quit the game.
At least be rewarding people after how hard stuff they do will encourage people to learn how to play. Almost everyone can actually learn how to play well (there are always a few exceptions of course) but they will need motivation. Fun is of course a reward in itself but it isn't enough.
And if devs fear that this will lose them many players they can have an easy serverset where all content is incredible easy including raids, just double the hitpoints for players and lower the mobs by half, should require very little work but give the rest of us something that is challenging enough at least to be fun.
Age of Conan wasn't on my radar so idk the detail
but the more i see the craft , more i want to remove them . Craftsman are unnecessary in MMORPG . Craftsman add immersive for the game world , but what's good about them ? They are just mini quests about collect item to exchange for another items .
Also , before think about remove the gears , think about limited number of the gears . That's with i don't like instance , it ruined everything with unlimited resources .
They should learn something from old games . For example before the idiots ruin the game , Shaiya online (aeria) offer pretty nice way to keep the gears on check . The game itself wasn't so good , but there are many idea can be used .
For example , value of gears = number of gem slot (instead of level) high level gear with less gem slot have low value than low level gear with more gem slot .
Then because no instance , number of gears product are limited . The gears still have it value when time past cause there are multiple battlefield for different levels .
Well, you don't spend money so what you believe doesn't matter.
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Lots of good ideas here! Taking notes
As for crafting, some people do really enjoy it. Personally I think you either should put a lot more work into it or skip it altogether, most MMOs have rather bad crafting and bad content either need to be improved or removed. If crafting were more about designing cool stuff (both appearance and stats) and less about grinding crafting materials the whole thing would be more fun. And in any cases they should remove the need to craft vendortrash before you can do something useful.
Instances isn't the only thing that create stuff out of nowhere, whenever a mob spawn it create whatever the mob will drop out of nowhere. That is the true problem with MMO economics, bindings and money sinks are created to at least slow down the mass inflation such a system creates but it is like putting a bandaid on a amputed leg, far from enough.
The problem is that I don't have a better solution for the problem. IRL you have limited natural resources to deal with which make stuff like gold and platinum expensive. You do also have certain human created circomstances, rubies are far rarer then diamonds but diamonds are heavily controlled by a few companies and goverments which raise the prices. Demand also increase prices of certain things of course.
But a lot of products IRL are finite while in MMOs it is hard to control those, even without instances you need to make drops rare to control the economy. The early MMOs (like M59 and EQ) had no instances but still had the same problems with economy as modern games have, even though certain epic gear were far harder to get.
You need to make finding gear hard or you need to remove gear from the game, that is the only way to keep the economy from hyper inflation (most games have German economy from the 20s, prices of good stuff will constantly rise. Of course unlike that less useful gear tend to be dirt cheap).
Scalability, starting with a strong core design foundation that can be expanded so that other non-essential features, when added, enhance the core game. At the core, is a game world and that world is the root of the game's content. All kinds of task or narrative driven content could be added or not.
This could even be applied before starting an MMORPG by creating a brand and growing it. Smaller scale games that are set in the same universe. Or a Co-op SP/MP game that could be altered to allow for larger scale multiplayer would be a smarter approach rather than jumping into a uncharted territory.
2. Subscription based, It could have a 5, 10, 15, and 20 dollar sub fee, I would have to think harder and what could be the difference between them, but not gated by content, can play all content under any sub number.
3. A good amount of classes to start, Maybe 10 or 15. Gives more diversity to the players that you see everyday.
4. Holy trinity'ish. I like dps, tank, healer, but it will HAVE to have the 4th, Support, i miss pure support classes.
5. Difficulty, Doesnt have to be so punishing no one wants to do anything, but not face roll easy like everything now.
6. Grouping would be a huge part, Soloing would be present, but much slower.
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Even I would PvP that way.
I would create a game in which the activities players under take leave them more educated about something real and I would focus on having as little combat as possible (only because combat is so over done).
So example might be to build a refinery. Very complex, gamers will end up learning chemistry and physics in the process of building the refinery which would produce products for whatever else the game is. as an example
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Wolves should truly hunt and move in loose packs, carnivores would all be assigned primary and contingent prey animals to hunt, opportunistic behavior would be included throughout (think things such as a Gator preying on a lion cub that strayed too far). Extrapolate across the higher intelligence beings based on a sensible hierarchy of needs/desires/habits.
Named NPC enemies wouldn't respawn in a traditional sense; they would be replaced by a system that generates a "successor" boss with each generation enjoying a fresh look and sporting fresh tactics and special abilities. Basically, it would take a nasty stroke of RNG (bad) luck for the same boss of the mercs/rebels/underground lizards your friend fought to show up when you are tasked with cutting the head off of the villainous group (or you delve a dungeon with a new crew).
Aside from that major point, focusing on a fun combat system that rewards groups for taking the time to communicate/interact between battles without forcing folks to /sit around and do nothing while a bar regens. I'm still working the idea out in my head.
Lastly, atmosphere. I would want my MMORPG to be sci-fi/post-apoc/horror, so I would want my atmosphere to be good enough to get a small jump out of players at certain points while exploring (give groups reasons to split into two groups or scout alone, effective use of lighting and ambient sound, etc.). I'm not trying to steal the throne from Silent Hill or any the classics, just enough to keep players on the edge of their seats.
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1) Realistic progression.
You should be starting as a pauper. The whole "You're level 1 and know how to fight, how to use magic, everything drops gold and gear" concept has always been a really stupid one for me. I, personally, think the most appropriate start in an MMORPG would be to start in some sort of rebellion or civil war, where it's just you vs. other players, in some mass PvP event for an entire week. It should require, say, 10 battles, and during that time, that's how you're gaining money; that's the *only* way you're getting money, because it's your job. Survivors/winners get more, and your starting gear ought to be quite ass-awful ("Rat shoes" as coretex put it)After you put in some time, you'll have enough money to "start" the game; your first purchase (or purchases, if you won a lot) will be the root of your class. You would be able to change your mind, but it would require more participation in heavy PvP. Let's say you "earned" 200gold; you can now buy a sword + a training lesson, where you can learn a skill and gain some "efficiency" with using the sword for flat damage bonus with swords. Let's say you want to be a wizard; you can now buy wizard's training, with access to a "stick/branch" that is imbued with magic power. Initially, your character has none; only the stick has +MP on it, and it has limited uses per in-game day (not amenable by potions to start either, since sticks don't drink potions). Initially, you'll be a pisspoor wizard, with miscasts, misfires, and your damage will be based moreso off of your "stick" than your spells, though the spells will provide tremendous bursts, they will require meaningful timing, aim, and situational use to be truly effective.
Furthermore, there would be an "item proficiency", which is to say, items could unlock additional bonuses for using them for prolonged periods of time. While these items would have "soft" caps, the result would be that not everyone is wearing the same thing. For example, if I was using 1 sword for nearly 1000 hours in-game, my ability to do more damage with that sword would increase over other people using the same sword, as I've developed a familiarity with that particular blade. (think about shooting a gun for example; you can find a particular firearm that, even though it performs relatively similar to other firearms of the same caliber, "fits" your preferences better, and as such, you are more comfortable with that particular weapon). Hence, you could have a Iron Dagger, and I could have a Bronze Dagger, but because I've used this particular dagger for 10 levels, and you just got yours, I could potentially out-damage you because you are less familiar with your new weapon and it's handling, whereas I know mine precisely.
Lastly, quality levels of items would be meaningful. These, more or less, dictate "ranges" as opposed to guaranteed damage. A "low" quality weapon, say a Crude Bronze Dagger, would have a range of say, 2-19 damage. A Master-Smithed Bronze Dagger would have a range or say, 17-22. Note that there's only a slight increase in the maximum damage (12~% would be ideal), but that the range of damage is much more consistent and predictable. This makes it so that finding even a poor-quality, high-tiered weapon could potentially make it more valuable than a high-quality, low-tiered weapon (depending on Item familiarity and such) situationally. There can be more than one attribute assigned to an item's quality level, via crafts or looted items, that can impact this favorably or negatively. Example: "Crude Jagged Bronze Dagger" -> 4-19 Damage, causes bleeding damage over 12 seconds equal to 48 damage. The prefixes would not be affected by the quality level
It would look, roughly, like this.
Skill mastery ("floor" essentially): Untrained, Trained, Experienced, Adept, Master
Skill proficiency ("ceiling" essentially): Every 10,000 points adds bonuses, with "perk" equivalents at certain points. (Example: 10,000 -> +2-4dps. 100,000 -> 0.75% increased chance to parry an attack, 200,000 -> 1% increased critical chance, with no hard cap)
Item familiarity ("uniqueness" essentially): Based on some metric yet TBD; could be enemies slain, could be players killed, could be number of swings, etc etc. Undecided presently.
Item quality ("ranges" essentially): Broken, Crude, Flawed, Standard, Refined, Ornate, Professional, Master
The end idea behind this being that, numerous playstyles are adapted, acceptable, and encouraged. Min-maxing would be minimized due to the complexity and the variance of it, and opportunity to advance a character drastically would be extremely limited, thus allowing the developers to somewhat control the pace of "hardcore" players and to make balance adjustments as the game's life-cycle progresses more naturally. It especially adds a huge element to risk vs. reward, because you can no longer just look at a player and go "Oh, he has a bronze dagger, I automatically win because I have ____"; players now have to consider that you could have an extremely unique bronze dagger, that you've been using a long time, whereas they have a brand new greatsword, which they just came across, and as such lack proficiency with. Engagements are more calculated, and progress feels much like an apprenticeship to both the tools of the trade and the skills at using said tools.
(first idea down, more to come in additional posts)
Waiting for something fresh to arrive on the MMO scene...
2) Resource Decay and Method of Acquisition
This is a key element that I think is overlooked in modern MMORPG's, and it's what allows RMT organizations and botters to prosper. The concept of farmed resources deteriorating if they aren't used.Let's say you're going out and slaying hundreds of boars in the wild. Over that time, you're going to get hundreds upon hundreds of pieces of boar meat, boar hides, boar bones, boar saliva, etc. Insert however detailed you do (or don't) want your components to get. However, there's complexity to this in real life, which is wholly absent in MMORPG's. If I'm running around hunting boars with a great maul, there probably won't be too many boar bones left in tact. The hides and the meat are likely ruined, because the shattered remains have breached the skin and compromised the meat. As a result, there needs to be distinctions between the way you are acquiring resources. Following the specific example of the boar, let's take it a bit further.
a) Trapping
What a tried-and-true tested method of capturing animals. The type of trap you're using can impact the quality of items you're getting from it. Let's say you use a net trap; every thing is in-tact, and when you go to deal with it, you essentially have the choice of "What matters most?". The tool you use determines that, combined with your proficiency at doing so, your item quality level, etc. By that same token, maybe you decide you don't want to specialize that greatly. You decide to use a poison trap instead. Now, the animal dies and it's blood and meat are contaminated, and effectively fodder, but you have unhindered access to it's bones and hide. Maybe you decide caltrops, which effectively ruin the legs, hooves, bones, and mobility of the boars legs, but you have unfettered access to high-quality meat! The choice of approach is yours.
b) Hunting
Similar to the traps, this is a more aggressive approach. Maybe you go with a tranquilizer dart, which puts the creature to sleep. This might be the riskiest approach, yet allows you access to all of the resources you desire if you can do so effectively. Perhaps you go for a bow and arrow, where a precision shot can leave you lots of yield with minimal risk, but a sloppy shot can make the hunt all but worthless. Etc etc
c) Breeding
Or perhaps you take an entirely different approach, and decide you don't feel like engaging in any of the above mechanics. Instead, you opt to domesticate a farm of boars and raise them your own way. This can have all sorts of complexities (what are you feeding them, when, how much, etc etc) built into it as well.
Back to the original point, now that you've returned to town with your catch, this stuff has a shelf life. You're now presented with different ways of handling this. You can sell it "as is", which allows people to do what they will with it. You can prepare it a certain way, which could potentially add longevity to it, or add bonus effects to it (example: Smoked Boar bits -> longer lasting shelf life, less effects vs. Boar Kabobs -> shorter shelf life, more pronounced effects and bonuses). This creates a "living economy" within the game. Players will make purchases based on their needs and desires. A person who is planning on exploring a deep frontier may prefer the jerky, as they are going far away from towns and such. A person who is going to be engaged in frequent combat may prefer the more potent bonuses, for more immediate uses, despite the shorter shelf life.
Player choice drives the demand in the economy, disempowering RMT by ensuring they can't just "afk farm" for mats and then continuously repost them on the AH/bazaar over and over again. Once they hit their expiration date, the ingredients spoil, and lose all value. Furthermore, this encourages different "jobs" within the game, creating a fluctuating case of supply and demand within the world. It also contributes to specialization, especially early on, where players are forced to depend on one another to develop skills. A good leather crafter benefits from having a good hunter, who in turn benefits a good adventurer who wears leather armor. The cycle continues, so on and so forth.
Waiting for something fresh to arrive on the MMO scene...
I like to see someone ...anyone try to bring in eco systems.
As mentioned by others "resources",However this again is already in games but nobody is doing it very well or knows how to do it better.Then again there is always a division of gamer's,some want a realistic mmorpg,some want a fps pretending to be a mmorpg and some are content with a pile of instances just playing for loot.
However all that matters to me are the true blood mmorpg enthusiasts,all the rest,i don't want to cater to them.
So better resource management,like perhaps resources only replenish with each season and not every 5 minutes or at least perhaps once a week or once a day.
Realistic housing in the real world,VERY tough to pull off but can be done.I think best way is to automate a government structure or in older fantasy a King or Queen heirarchy that regulates who gets plots of land.
Sadly any or MOST really good ideas are devs trying to sell it in a cash shop.Know what,i don't want your cash shop gaming,i want EVERYONE to operate under the same cost and structure.
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