fantasy scifi open world action adventure online rpg in pangea earth. it will have giants, nephilim, dragons/dinosaurs, reptilians, space ships, magic. the north pole would be a portal to a hollow earth.
A MMO where the NPC's are controlled by LIVE Gm's. Content is created live & daily . One day a GM controlled dragon may be attacking a city the next minute a rare vendor lurking in a back ally may be offering powerful items only to those he chooses to speak with. Entire guilds are sent on unique quests specific to them only.
I realize what a massive undertaking and how unrealstic it would be to employ that many live actors/Gm's but hey, OP Asked.
The "GM" events would not be that hard to pull off, they could just have someone from QA handle the Boss Mob type stuff, like Play a Dragon or the like. So this is not a "Pipe Dream" as you might imagine.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
One, I like the Warhammer 40K World. So if I was going to make an MMO, or play an MMO. It would be ideal to set it up in a grim Dark World like that.
I would imagine that it would start Small, and Progress.
And build upon a time-progress world. IE: The Game World has a Start Date, and events move it forward, and the World Date Changes with this.
IE: Beta starts as Pre-Hersey, and the very first Campaign is players play as Space Marines against the Chaos invaders (NPC's), and try to drive them from Holy Tera.
The after that, new campaigns would start, about every 3 months. A Whole World
Now, this would be set up like A Dawn of War world campaign, where each faction had a main base, and there was a series of maps from one base to another, and a central point to start from, then players would need to conquer maps (IE: Destroy/Claim) the enemies stronghold (Starting) point in that map, to drive them out, in order, Towards an Enemy base.
The First World would be just Chaos vs Space Marines.
So, there would be a Central Zone Map, (About the Size of a GW2 Zone Map), and then 6 Zones between the Center and Each Stronghold (Main City) Map.
Whichever team lost all their Strongholds on the Center Map would lose the ability to Start in that Map, and would need to start in the Strongholds of the Next Closest map to their Main City. The team that Took the Central Map, could then Deep Strike into the Next Map, and build Strong Hold points, to make it so they can just Log right into that Map.
And so the battle goes, until one City Falls. The Victors take the World Map and get great rewards, the Losers get kicked out of the Map, and get salty less great rewards.
Now, The Campaign would end, when one was driven from the world, or, if this even didn't happen by the time a new Expansion was made, the world would lock, Basically, players could still battle on it, but the main Hold (City) of each faction would be "protected by the (Emperor/Ruinous Powers of Chaos/Gorka Morka/Etc) and could not be destroyed, making it an eternal battle ground, or a "No one plays there anyway, and just used to test builds and stuff"
I imagine an Expansion Cycle would be around 3 months.
A New Expansion would come out, a New World Campaign with it, a whole Battlefleet Gothic setting to get from the Old World to the Next World, involving ship to ship combat, and even space hulks would unfold, this would be a F2P mini-campaign that everyone could play, but to enter the ground fighting on the New World would require purchasing the expansion pack.
Each campaign would offer unique rewards and the like, win or lose.
This new World, would add in additional Wargear for the already existing Factions.
I would use the Wargear System that Warhammer 40K Eternal Crusade uses, I think it is a solid System.
A New Faction. IE: Sisters of Battle, Orks, Tau, Eldar, Dark Eldar, Necron, Tyrnids.. etc.
Or added units: IE: Scouts, Veterans, Captains, Terminators, Dreadnoughts, Imperial Knights, Titans, Etc.
Some with their own unique abilities and wargear. These would also need to be earned in game, IE: You would need to level up your account to access them.
Now like Dawn of War, Holding Maps and Key Objective Points would make some wargear Availiable, and losing those points, would remove access to said wargear. This would of course not apply to normal gear, like bolters/chain swords/etc, but special units like Dreadnoughts, Predators, Titans, etc. More large scale units, and in some cases, might affect how many reinforcements you can have of special units, like losing an Armory might reduce your ability to field a terminator unit to once a day on that map.
So that is kinda where I am at some "Dream Game"
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Too tired to come up with entire game wishes but I'd like to see a game with an actual dynamic quest system. I don't think I've seen that in any game let alone an MMO.
Recently I'm in the mood for an MMO which would have puzzle-based gameplay, sort of like Puzzle Pirates but much more grownup and beautiful.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
As the OP ask for a "DREAM" game, I will present mine:
I am a big fan of the Dungeons and Dragons' novels around Drizzt, Menzoberranzan and War of the Spider Queen. I would like to see a MMORPG playing not only on the Surface of Faerun, but also in the Underdark, the world of the Drows (including the different cities found there from different species,but particularly Menzoberranzan). Combat and art style would be (according to calculations based on the D&D 5th edition rules) quite fluid and more for mature Players. I do not like the actual Neverwinter Online game (and also the old D&D Online). I also do not like Cash Shops of any sorts or so-called "F2P"models. I prefer a reasonable subsription model to cover the Costs of such a game. Therefore, there is actually nothing which could fit to my most wanted game, except the good, old pen&paper Version, which I Play. But with the electronic market developing that fas tin the past 35-40 years, there so much possibilities to create a nice , immersive and detailed virtual world with a challenging Environment inviting for Exploration and adventures.
Some kind of a by far more enhanced Witcher or Skyrim game playing in the D&D world with all playable classes and famous NPCs and with regards to Drow, my favorite race, the Houses (including the possibility of intrigue) would be really great (also as solo game). Depending on the deitiy you select (so including all possible churches/religions, too), you would have different start locations (including those on the surface and in the underdark) and classes to play and also a living world including an advanced AI for all beings there inviting for exploration and adventurers, where you might be able to play some part of the famous stories .
In my case, I would like to play some kind of Lolth cleric with a whip and spells or, on the other hand, a Ellistraee blade-dancing follower. Maybe use the deities to be part of factions and/or alignment Groups, and to make some competition/battles/wars/ tactical commando mission in-between these. Thereby, the actual policies between kingdoms, races and factions could by dynamic and have influence on actual duties for the Players.
For the graphics you could either use some modern, beautiful looking graphic engine, showing all littles details and desired effects and animations etc., or, if this demands to much resources, I would also like to see such kind of MMORPG in a CEL-SHADING look with the advantage of being timeless in combination with great art-style seen in some mature comics. Seeing all technical possibilities and progressions compared to 10 or 15 years ago there is a lot of potential.
So graphics could be:
- Artistic Comic/Cartoon style (timeless, not the exagerated ones, but the more serious (see examples below) - Cel Shading (time less, also see Comic/cartoon style) - Realistic (but the disadvantage is that with the time passing this graphics tend to become outdated)
Some examples:
Comic templates taken from series "Forgotten Realms" on the game characters could be based on as suggestion:
A MMO where the NPC's are controlled by LIVE Gm's. Content is created live & daily . One day a GM controlled dragon may be attacking a city the next minute a rare vendor lurking in a back ally may be offering powerful items only to those he chooses to speak with. Entire guilds are sent on unique quests specific to them only.
I realize what a massive undertaking and how unrealstic it would be to employ that many live actors/Gm's but hey, OP Asked.
So basically a persistent server of Neverwinter Nights 1 and 2? Those are still up and running, FYI.
Believe it or not I'v never played either, I'll check them out. Thanks
A 100 pager boiled down: Dynamic evolving virtual world controlled partly by AI and partly by GM-gods in real time. Tactical deep semi fast combat with co-op as focus but not exlusive, emergent gameplay allowing for many kinds of tactical approaches and group sizes, essentially a wide variety of group sizes & roles with efficiency being the deciding factor instead of numbers. Advanced active crafting with synergies to adventuring and high focus on player2player service/contracts; the idea is that we want socializing on many more and casual forms than only grouping. Gear should be gained from drops, crafting, questing. RNG should rule supreme from mobs abilities/powers/disposition/ai, to drops (partly removal of drop-tables), to quality rolls (diablo2 style) of dropped gear and crafted components, to variety of skill damage powers from fizzles/misses to amount of damage dealt. Open ended questing aka not developer herding players through stories. Deep lore of course, in time inclusion of player inflicted world story, and of course ever evolving background story made by GM/developers on small as well as world scale. Not horizontal but skill based progression. Virtual world includes day/night cycles, npc doing their daily/weekly business, actual dynamic events (gw2 taken to next-next level). Pvp only in connection with events as one of many ways to influence the dynamic world and its power compositions, aka pvp is not a driving factor in this sandbox but pvp conflict is just one of many. Game should be welcoming to many kinds of players, crafters, adventurers, traders, farmers/growers, politicians and whatever emergent roles will appear should be supported by the developer - This is what roleplaying should be like in a virtual world mmorpg (not just that static idea of being in character). Obviously housing and land farming in as free form as possible, maybe even to the point that world events can affect your land/house (Orc warband might destroy your crops and burn your house). High Fantasy setting. In order to avoid gamey stuff and thing that break immersion and suspension of disbelief, all quality of life should be considered carefully and designed to being logic to the game setting.
Absolute no-go's are: shop(f2p), scaling of any kind, advanced machinery or guns, story driven questing. Simple huh ?
First a large world with each server being a different content. Sandbox type game.
Finite number dynamic and viral spawn system that is simulated in the background and creates quest and NPC cities. Species spread and war/hunt/coexist in the background based on personality and power.
Extremely powerful or rare spawns creating raids and maybe changing biome. Like a lich creating undead spawns and eternal darkness.
Any intelligent NPC could offer a random quest. Dynamic quest would be taken from a pool of quest that are compatible with NPC or trigger by local threats that have spawned.
Clan based classes with usage based skills and clan society. 75% of your abilities are shared with your clan. Abilities are found and random allowing your clan style being any weapon or armor. These are lost if you are kicked or clan hall destroyed.
Clan rules. PvP outside of clan wars will result in being kicked from your clan unless you are an outlaw clan. Outlaw clans can attack and be attacked by anyone. They can also be defeated and imprisoned. Players can hire bounty hunter NPC to capture outlaws.
Player building: Clans halls in unclaimed areas can start towns. Clan leadership can then decide shape of town and urban planning for buildings, roads, art, teleporters, walls and future growth. Clans can become vessels to other clans. With each vessel clan hall in the town expanding the area of control based on urban planning.
Players can hire guards for the town that is an on going expense. Taxes of course can be collected. Outlaw clans can only hire mercenaries at higher expense.
A mmo where you need 50+ people for a raid. atleast 1 year to reach max level- and mobs that are impossible to kill alone...wait..I think its pantheon except the 50+ raiding hehe
Hello, I hope my posting here is okay. I'm new to the forum today with the intention to ask one question... But I can't find a New Topic button. I may have missed the explanation that I would not be able to make a topic...? Anyway, this thread seemed like the least off-topic place to ask, then.
My dream MMORPG would include a profession like WoW's engineering, where you could make fun and utility items. Examples of fun and utility items are like the engineering gadgets which let you affix a parachute to your cloak, glove-mounted rocket launcher, portable mailbox, Gnomish Death Ray, worm hole generators... Those are some items I can remember. It doesn't need to be those exact ideas, just that sort of fun, bonus utility flavor, if you will? Is there another game than WoW that has a crafting profession like engineering?
Hello, I hope my posting here is okay. I'm new to the forum today with the intention to ask one question... But I can't find a New Topic button. I may have missed the explanation that I would not be able to make a topic...? Anyway, this thread seemed like the least off-topic place to ask, then.
My dream MMORPG would include a profession like WoW's engineering, where you could make fun and utility items. Examples of fun and utility items are like the engineering gadgets which let you affix a parachute to your cloak, glove-mounted rocket launcher, portable mailbox, Gnomish Death Ray, worm hole generators... Those are some items I can remember. It doesn't need to be those exact ideas, just that sort of fun, bonus utility flavor, if you will? Is there another game than WoW that has a crafting profession like engineering?
That's a cool idea, It's like WoWs engineering profession on steroids
1 Having a big competitive game world with everybody playing in the same world, no instancing. 2 Having good art direction 3 Having a good world building player features/game mechancis 4 Having compelling and intricate game mechanics that both work well with portraying the game world in a more realistic way. 5 Having good player support 6 Having security and a robust game 7 Having energy to keep the development going with tasteful updates 8 Good at fixing bugs and removing exploits 9 Could be any time genre, but sci-fi, wargame and fantasy is my thing.
Comments
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
One, I like the Warhammer 40K World. So if I was going to make an MMO, or play an MMO. It would be ideal to set it up in a grim Dark World like that.
I would imagine that it would start Small, and Progress.
And build upon a time-progress world. IE: The Game World has a Start Date, and events move it forward, and the World Date Changes with this.
IE: Beta starts as Pre-Hersey, and the very first Campaign is players play as Space Marines against the Chaos invaders (NPC's), and try to drive them from Holy Tera.
The after that, new campaigns would start, about every 3 months. A Whole World
Now, this would be set up like A Dawn of War world campaign, where each faction had a main base, and there was a series of maps from one base to another, and a central point to start from, then players would need to conquer maps (IE: Destroy/Claim) the enemies stronghold (Starting) point in that map, to drive them out, in order, Towards an Enemy base.
The First World would be just Chaos vs Space Marines.
So, there would be a Central Zone Map, (About the Size of a GW2 Zone Map), and then 6 Zones between the Center and Each Stronghold (Main City) Map.
Whichever team lost all their Strongholds on the Center Map would lose the ability to Start in that Map, and would need to start in the Strongholds of the Next Closest map to their Main City. The team that Took the Central Map, could then Deep Strike into the Next Map, and build Strong Hold points, to make it so they can just Log right into that Map.
And so the battle goes, until one City Falls. The Victors take the World Map and get great rewards, the Losers get kicked out of the Map, and get salty less great rewards.
Now, The Campaign would end, when one was driven from the world, or, if this even didn't happen by the time a new Expansion was made, the world would lock, Basically, players could still battle on it, but the main Hold (City) of each faction would be "protected by the (Emperor/Ruinous Powers of Chaos/Gorka Morka/Etc) and could not be destroyed, making it an eternal battle ground, or a "No one plays there anyway, and just used to test builds and stuff"
I imagine an Expansion Cycle would be around 3 months.
A New Expansion would come out, a New World Campaign with it, a whole Battlefleet Gothic setting to get from the Old World to the Next World, involving ship to ship combat, and even space hulks would unfold, this would be a F2P mini-campaign that everyone could play, but to enter the ground fighting on the New World would require purchasing the expansion pack.
Each campaign would offer unique rewards and the like, win or lose.
This new World, would add in additional Wargear for the already existing Factions.
I would use the Wargear System that Warhammer 40K Eternal Crusade uses, I think it is a solid System.
A New Faction. IE: Sisters of Battle, Orks, Tau, Eldar, Dark Eldar, Necron, Tyrnids.. etc.
Or added units: IE: Scouts, Veterans, Captains, Terminators, Dreadnoughts, Imperial Knights, Titans, Etc.
Some with their own unique abilities and wargear. These would also need to be earned in game, IE: You would need to level up your account to access them.
Now like Dawn of War, Holding Maps and Key Objective Points would make some wargear Availiable, and losing those points, would remove access to said wargear. This would of course not apply to normal gear, like bolters/chain swords/etc, but special units like Dreadnoughts, Predators, Titans, etc. More large scale units, and in some cases, might affect how many reinforcements you can have of special units, like losing an Armory might reduce your ability to field a terminator unit to once a day on that map.
So that is kinda where I am at some "Dream Game"
I am a big fan of the Dungeons and Dragons' novels around Drizzt, Menzoberranzan and War of the Spider Queen. I would like to see a MMORPG playing not only on the Surface of Faerun, but also in the Underdark, the world of the Drows (including the different cities found there from different species,but particularly Menzoberranzan). Combat and art style would be (according to calculations based on the D&D 5th edition rules) quite fluid and more for mature Players. I do not like the actual Neverwinter Online game (and also the old D&D Online). I also do not like Cash Shops of any sorts or so-called "F2P"models. I prefer a reasonable subsription model to cover the Costs of such a game. Therefore, there is actually nothing which could fit to my most wanted game, except the good, old pen&paper Version, which I Play. But with the electronic market developing that fas tin the past 35-40 years, there so much possibilities to create a nice , immersive and detailed virtual world with a challenging Environment inviting for Exploration and adventures.
Some kind of a by far more enhanced Witcher or Skyrim game playing in the D&D world with all playable classes and famous NPCs and with regards to Drow, my favorite race, the Houses (including the possibility of intrigue) would be really great (also as solo game). Depending on the deitiy you select (so including all possible churches/religions, too), you would have different start locations (including those on the surface and in the underdark) and classes to play and also a living world including an advanced AI for all beings there inviting for exploration and adventurers, where you might be able to play some part of the famous stories .
In my case, I would like to play some kind of Lolth cleric with a whip and spells or, on the other hand, a Ellistraee blade-dancing follower. Maybe use the deities to be part of factions and/or alignment Groups, and to make some competition/battles/wars/ tactical commando mission in-between these. Thereby, the actual policies between kingdoms, races and factions could by dynamic and have influence on actual duties for the Players.
For the graphics you could either use some modern, beautiful looking graphic engine, showing all littles details and desired effects and animations etc., or, if this demands to much resources, I would also like to see such kind of MMORPG in a CEL-SHADING look with the advantage of being timeless in combination with great art-style seen in some mature comics. Seeing all technical possibilities and progressions compared to 10 or 15 years ago there is a lot of potential.
- Artistic Comic/Cartoon style (timeless, not the exagerated ones, but the more serious (see examples below)
- Cel Shading (time less, also see Comic/cartoon style)
- Realistic (but the disadvantage is that with the time passing this graphics tend to become outdated)
Some examples:
Comic templates taken from series "Forgotten Realms" on the game characters could be based on as suggestion:
see some examples: https://www.google.de/search?biw=1920&bih=918&tbm=isch&sa=1&ei=KZ__WfXFKujPgAa57rD4DQ&q=drizzt+do'urden+comic&oq=drizzt+do'urden+comic&gs_l=psy-ab.12...0.0.0.7944.0.0.0.0.0.0.0.0..0.0....0...1..64.psy-ab..0.0.0....0._n9Hi3kHwSM
image: https://i.warosu.org/data/tg/img/0289/10/1387247992393.jpg
image: https://static.comicvine.com/uploads/square_small/0/9116/401178-143137-vierna-do-urden.jpg
image: https://i.pinimg.com/736x/04/3e/ac/043eacda67708c376fb0f05113ee820d--drizzt-elves.jpg
image: https://static.comicvine.com/uploads/original/0/1494/113743-24127-zaknafein.jpg
with cel-shading (example taken from "Prince of Persia" from Ubisoft of 2008 (!!!, still looks good and fluid due to cel-shading optic):
see also: https://www.ubisoft.com/en-us/game/prince-of-persia/
image: https://icdn2.digitaltrends.com/image/prince-of-persia-625x1000.jpg
image: http://www.pcgames.de/screenshots/970x546/2008/12/prince_of_persia_2008_060_081201195713.jpg
image: https://www.spieleratgeber-nrw.de/?cmd=download&hash=490dcc7053a472c81d7fb03a3c57e03f
거북이는 목을 내밀 때 안 움직입니다
Aloha Mr Hand !
Advanced active crafting with synergies to adventuring and high focus on player2player service/contracts; the idea is that we want socializing on many more and casual forms than only grouping. Gear should be gained from drops, crafting, questing. RNG should rule supreme from mobs abilities/powers/disposition/ai, to drops (partly removal of drop-tables), to quality rolls (diablo2 style) of dropped gear and crafted components, to variety of skill damage powers from fizzles/misses to amount of damage dealt. Open ended questing aka not developer herding players through stories. Deep lore of course, in time inclusion of player inflicted world story, and of course ever evolving background story made by GM/developers on small as well as world scale.
Not horizontal but skill based progression. Virtual world includes day/night cycles, npc doing their daily/weekly business, actual dynamic events (gw2 taken to next-next level). Pvp only in connection with events as one of many ways to influence the dynamic world and its power compositions, aka pvp is not a driving factor in this sandbox but pvp conflict is just one of many.
Game should be welcoming to many kinds of players, crafters, adventurers, traders, farmers/growers, politicians and whatever emergent roles will appear should be supported by the developer - This is what roleplaying should be like in a virtual world mmorpg (not just that static idea of being in character). Obviously housing and land farming in as free form as possible, maybe even to the point that world events can affect your land/house (Orc warband might destroy your crops and burn your house).
High Fantasy setting.
In order to avoid gamey stuff and thing that break immersion and suspension of disbelief, all quality of life should be considered carefully and designed to being logic to the game setting.
Absolute no-go's are: shop(f2p), scaling of any kind, advanced machinery or guns, story driven questing.
Simple huh ?
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
You can see my sci-fi/WW2 book recommendations.
SWG + BDO graphics + 500 million dollars of budget
Cryomatrix
You can see my sci-fi/WW2 book recommendations.
Finite number dynamic and viral spawn system that is simulated in the background and creates quest and NPC cities. Species spread and war/hunt/coexist in the background based on personality and power.
Extremely powerful or rare spawns creating raids and maybe changing biome. Like a lich creating undead spawns and eternal darkness.
Any intelligent NPC could offer a random quest. Dynamic quest would be taken from a pool of quest that are compatible with NPC or trigger by local threats that have spawned.
Clan based classes with usage based skills and clan society. 75% of your abilities are shared with your clan. Abilities are found and random allowing your clan style being any weapon or armor. These are lost if you are kicked or clan hall destroyed.
Clan rules. PvP outside of clan wars will result in being kicked from your clan unless you are an outlaw clan. Outlaw clans can attack and be attacked by anyone. They can also be defeated and imprisoned. Players can hire bounty hunter NPC to capture outlaws.
Player building: Clans halls in unclaimed areas can start towns. Clan leadership can then decide shape of town and urban planning for buildings, roads, art, teleporters, walls and future growth. Clans can become vessels to other clans. With each vessel clan hall in the town expanding the area of control based on urban planning.
Players can hire guards for the town that is an on going expense. Taxes of course can be collected. Outlaw clans can only hire mercenaries at higher expense.
mmorpg junkie since 1999
mmorpg junkie since 1999
My dream MMORPG would include a profession like WoW's engineering, where you could make fun and utility items. Examples of fun and utility items are like the engineering gadgets which let you affix a parachute to your cloak, glove-mounted rocket launcher, portable mailbox, Gnomish Death Ray, worm hole generators... Those are some items I can remember. It doesn't need to be those exact ideas, just that sort of fun, bonus utility flavor, if you will? Is there another game than WoW that has a crafting profession like engineering?
It's like WoWs engineering profession on steroids
Welcome to the boards Flex !
2 Having good art direction
3 Having a good world building player features/game mechancis
4 Having compelling and intricate game mechanics that both work well with portraying the game world in a more realistic way.
5 Having good player support
6 Having security and a robust game
7 Having energy to keep the development going with tasteful updates
8 Good at fixing bugs and removing exploits
9 Could be any time genre, but sci-fi, wargame and fantasy is my thing.