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What Would You Bring to a New MMORPG?

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  • waynejr2waynejr2 Member EpicPosts: 7,771
    SEANMCAD said:
    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

    Well, I found mining relaxing in mmoRPGs.  Some people want to do stuff just to relax no pressure of raiding at some times.  
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • heerobyaheerobya Member UncommonPosts: 465
    Combat and difficulty of Dark Souls
    Home/Shop Ownership of Fable
    Crafting & Trade System of BDO
    Open World Dungeons of UO
    Instanced Dungeons/Raids of WoW
    Open world PvP of UO (after Trammel/Felucca split w/ Factions)
    Graphics of next Zelda game (for serious, love this style)
    Business model of classic MMO (P2P)
    Factions/Covenant system of Dark Souls
    Progression/Leveling system of SWG
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Radiant/procedural quest that are just for that person or logical in solving.  Farmer has trouble with wolves than killing the wolves solves it.  Maybe later the farmers daughter is kidnapped.  No more generic task.

    Viral spawn points where intelligent creatures grow in number and into civilizations left untouched... then spread into adjecent spawn points.  Finite creatures that can be eliminated but grow at a certain rate.  These creatures become focal points of local procedural quest.


  • nariusseldonnariusseldon Member EpicPosts: 27,775
    3rd person shooting combat like the Division?
  • cameltosiscameltosis Member LegendaryPosts: 3,848
    Overriding goals of my dream MMO:

    - Sandpark - primarily sandbox so that players are not reliant on developers releasing trash content. However, themeparks are good for telling scripted stories, so still want some of it. 

    - Persistent open world - not only have a massive world to explore and have fun in, but have player effects last (e.g. building / owning cities, possibly terraforming, changing allegiance of factions)

    - Horizontal Progression - I hate vertical progression with a passion, so if I was going to commit years to building an MMO, it must be horizontal!

    - Deep combat - I love deep combat systems. I love games where I'm still finding new and interesting ways to play months / years after release. 



    Some Specifics:

    Combat

    Something that I've had in the back of my mind for a few months now is how does real world "tanking" work? Why on earth would an enemy focus on the hardest to kill character and not try to kill the most important / easiest? I believe the answer is positioning and taking damage. A boss wouldn't run past a swordsman to get at the medic IRL because doing so would result in getting skewered by the swordsman. 

    So, I'd like to see positioning make its debut when it comes to aggro. 

    For example, lets say you have a 20 man raid, 10 of which are melee. Those 10 would form a line in front of the squishies, preventing any enemies from being able to get to the squishies. If the melee left a gap open then the AI would / should try to run through to get at the squishies. Effectively, each team member has a kinda permanent root/slow aura around them, forcing enemies to engage rather than run around. The strength of the root / slow would be dependant on the player. A melee DPS with a lot of AoE would have quite a large aura with a strong slow - forcing enemies to stop and engage. An archer, on the other hand, would have minimal effects as a bow is pretty ineffective in close range so an enemy would have an easier time of running past. 

    I would then naturally extend this system to include collision detection and some physics. So, not only would enemies be unable to run past players, they also wouldn't be able to run through them. This would allow some interesting tactics, such as creating a circle of melee players and having the squishies protected in the middle. 

    I would then extend this system again to use stances. Not sure what you'd have / call it, but you'd want stances to reduce enemies ability to dance around you (better for tanking / off-tanking - effectively, increasing strength and size of your aura) but at the cost of personal movement. Another stance might be something like holding the line, making it much harder for the enemy to push you out of the way and increasing your defences at the cost of reduced damage (e.g. a wall of tanks blocking a bridge). 



    Hopefully with these changes we'd start to approach slightly more interesting positional combat. What I really want is squad formations to start playing a role in MMO combat. Rather than zerging a boss and avoiding the crap, the whole raid needs to watch their positioning to stop enemies running after the squishies and for it turning into a disaster. Stances and personal weight should play into it. For example, a troll should be able to run through a squad of humans (so, ignoring the root portion of the aura and a reduced slow), but a goblin wouldn't be able to charge through a line of dwarves. However, players should be able to add their weight to others, so a running V formation might have the ability to open a hole in the enemies line. 

    To keep it interesting, enemies would come in all shapes and sizes which would change the effects of positional aggro. A massive boss would effectively ignore aggro and just kill who it wanted, so tactics would be more CC / damage mitigation rather than tank and spank. Small bosses or lots of adds would require tighter formations to control everything. I'd then add extra movement skills and CC type skills. For example, if you are wielding an axe and are up against a wall of tanks with shields, you might have an ability that hooks the shield of a tank and pulls them towards you, thus pulling them out of formation and out of stance to create a killing opportunity. Dodges / rolls etc could be implemented to allow you to bypass some of the root / slow effects (e.g. sliding through the legs of a big boss). 






    I have so many ideas of what I'd like to see in any MMO I worked on. I essentially just want SWG 2.0 in a high fantasy setting, so most of my ideas are improvements on traditional sandbox mechanics so wont go into much detail. Combat is my big thing though and the above changes to aggro / positioning could potentially really mix things up. I currently prefer tab-target combat because it engages the brain more than action combat but thats just because existing action combat systems are a spammy mess. Introduce more tactics (such as my outlined changes) and still include skill bars and lots of skills, just make them all manually aimed and I would probably love it. 
    Currently Playing: WAR RoR - Spitt rr80 Black Orc | Scrotling rr6X Squig Herder | Scabrous rr5X Shaman

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    거북이는 목을 내밀 때 안 움직입니다












  • fs23otmfs23otm Member RarePosts: 506
    The proverbial carrot... that is what is missing...
  • Jill52Jill52 Member UncommonPosts: 85
    I would require everyone involved in the making of my game (developers, accountants, advertisers, etc) to actually play it. Developers can't truly understand or appreciate what players want unless they are players themselves. Too many try to guess what their game's community wants based on forum posts and what GMs overhear in the game (sometimes out of context). By playing the game (as a regular player, not a GM) and being a member of the player community the game will be sure to go the direction the players want it to go.

    Essentially what I think is lacking most with new games is that connection with the actual players. If the developers play and love the game as much as the regular players I think it would be far more successful.
  • esc-joconnoresc-joconnor Member RarePosts: 1,097
    Xodic said:
    I respect your opinion and understand that you like feature rich games, but please let me elaborate.

    I never said not to implement features, but adding them just to have a bullet point on your feature list is bad design. Blizzard wanted flying mounts because millions of easily amused knuckleheads would pay for it, now they are still to this day dealing with the issue of flying mounts making the world obsolete. If you played on a PvP server, well there is no more world PvP because everyone is flying around - there is absolutely no point in playing on a PvP server after that. That one feature, as cool as it may have been, voided years of development time. Level designer: Why am I spending so much time on this terrain when everyone is going to fly right the hell over it? Player: World PvP was a really cool feature, made invalid by flying mounts.

    It explains why so many people would rather play classic World of Warcraft rather than what it is now. Some how, everyone was caught up on a feature list and Blizzard capitalized on it by pumping them out, regardless if it ruined the integrity of core game play as well as other features. I could go on for days about how Blizzard ruined the game through feature implementation. For example; garrisons was a recent feature that lost Blizzard millions of subscribers, to the point that they don't even release numbers anymore.

    More is not always better. If you're a developer trying to add everything to a game instead of sticking with a specific design philosophy then you'll end up with a mediocre game that does everything half-ass instead of a few things exceptionally well. For example; if I were to create a dungeon crawler MMORPG why would I implement housing, costumes and mounts? That's years of development time just to attract people who play The Sims, Barbies Playhouse and My Little Pony. It would create ripples throughout the entire game forcing me to adjust core game mechanics in other areas just to support those "features".
    Ah, I can agree with you there. I haven't seen bad features so much as bad implementations.

    In WoW mounts are speed buff that spawn a visual out of your butt any time you can stand still for a few seconds out of combat.

    If they put any more effort into them, allowed mounted combat, had mounts that required upkeep and could be damaged, then it would change the whole dynamic. Add in flying mobs and anti-air mobs like they have in Champions and it gets even better.



  • AntiquatedAntiquated Member RarePosts: 1,415
    Stizzled said:
    SEANMCAD said:
    as an experiment I would create something that doesnt have any of the widely popular defaults so for starters. no combat, at all zero.
    I'd be interested in an MMO that doesn't have combat. The question is, what to replace it with that people will find just as engaging?
    Quill:
    Dance Off!
    /Quill
  • SteelhelmSteelhelm Member UncommonPosts: 332
    I'd bring a lot from the ad&d 2nd edition though not levels and not necessarily classes. Always been a fan of that edition with proficiencys, professions, spells and different class skills.
    Talking about games where thousands of players exist simultaneously in a single instance and mechanics related to such games.
  • GaendricGaendric Member UncommonPosts: 624
    A huge banhammer. Always needed in MMOs.

  • CymdaiCymdai Member UncommonPosts: 1,043
    Gaendric said:
    A huge banhammer. Always needed in MMOs.

    This is also understated.

    MMO's are so frequently ruined by RMT because of a complete lack of TOS enforcement by companies. By the time they ban the first "wave" of cheaters and botters, the damage is so substantial to the in-game economy that it's already too late. I would really like to see a truly aggressive, anti-RMT campaign starting at zero hour, with no let-up.

    Waiting for something fresh to arrive on the MMO scene...

  • NethranNethran Member UncommonPosts: 7
    So if you could contribute to a new MMORPG being made what would you want to bring to it?

    I would not add fast travel. None. Mounts are fine and encouraged. Even a tram or something like Stormwind to Ironforge (No flying mounts though)

    I would want to make sure the game was immersive and dangerous. (Adding seasons,dynamic weather that affected combat,an emergent AI system in place for all NPCs and all wildlife and creatures in the world)

    I would like dungeons to have a mob system in place like Left for Dead's AI director.

    I would love to see Shadow of Mordor's nemesis system in place. See an enemy get promoted if they kill you. Perhaps offering a bonus for a revenge kill.

    I would try and bring a combat system to the MMO somewhat like Kingdom of Amalur's

    So what would you bring to an MMORPG?



    @blueturtle13 ;

    I think the ingredients for a great game that would draw players are simple.

    Immersive, addictive gameplay, lots of endgame content, both PvE and PvP options, and a connected in-game social experience.
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