It's not true that all of my ideas already exist in DDO.
Also, there's little to no reason for PVP to exist in an MMORPG if it has no effect on the game world. Like, wow, I can kill your character, yay. But what happens after that? Nothing. I can just kill someone else's character or get killed by another player's character. Gee, that's really exciting.
Almost as exciting as doing dungeons and raids over and over to get more money and more powerful gear. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids...
Lets see.
You Don't like Doing Dungeons
You Don't like Doing Raids
You Don't like Doing Open Zones
You Don't like PvP
You Don't like Levels & Power
You Don't like Improving Gear
You Don't like Grind
Gonna be honest with you, given that list, MMO's just do not sound like your genre of gaming.
I don't like doing dungeons over and over again. With little else of importance to do. Nor do I like doing the same dungeons over and over. I already did that in EQ2 and Neverwinter. (I didn't play any other MMORPGs long enough to suffer through the same repetitive crap.) Ready for a different kind of MMORPG now.
I don't like Raids where the mistakes of one player (or even 2 or 3 players) can cause the entire group to wipe. Nor do I think that Raids or (even individual) mobs should be designed so that players have to attempt to complete/defeat them multiple times before they figure out how to be victorious. Highly skilled players and/or those who pay attention, are observant, or are inquisitive should be able to find clues before or during the fight or Raid which would help them achieve victory on the first try. Also, if I have 20-40+ powerful people gathered together, I would much rather go sack a city or loot a dragon's hoard (which would provide everyone involved with enough money, items, and gear to last for several years), than to complete some Raid which only gives the entire group 3 pieces of gear. Or even one piece of gear per person (in a five man group) like Neverwinter does for its most difficult content.
Where did you get the idea that I don't like Open Zones?
I don't like PVP that has no real meaning or purpose. I've played enough chess, Axis & Allies, and other competitive games that I'm not excited about the prospect of winning a single match that has no lasting effects on a Persistent game world. Sports or competitions/games with league rankings are at least a little more interesting. But not terribly so. Nor do I think it is good design when new players are placed at such a great disadvantage in many PVP games. Why should it be so much easier for players who started a game at launch to gain power compared to those who start the game a few years later?
I don't like basically Unlimited Vertical Combat Power Progression/Gear Progression. I like more limited/realistic combat power & gear progression. I like the idea of being able to acquire different kinds of power in a game besides combat power. The D&D system was designed for small group play, not an MMORPG. The Final Fantasy system was designed for single player games, not MMORPGs. Especially not MMORPGs with PVP.
I don't like gear being more important than a character's skills, abilities, proficiencies, and talents. Nor do I like gear being more important than a player's skill, knowledge, and experience at playing a game.
Why is unrelenting grind a necessary component of MMORPGs?
Yah.. really.. to be honest, given what you have said, I don't think MMO's are going to be the game genre for you, and there is nothing wrong with that, I mean, everyone can't all like the same stuff.
But as it stands, Right now, while I could be wrong, I don't think there is anything on the market that even comes remotely close to what you require, and it does not look like anything you want is legitimately in the pipes either, I mean there was a Train Wreck called Chronicles of Elyria, that did promise many (if not all) of the things that you claim you are looking for, which might explain how he was able to milk hopeful suckers for 8 Million, before closing shop with nothing to show for it.
But yah, AFIK, MMO's don't have anything close to that on the market right now, not sure if they ever did to be honest.
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.
It's not true that all of my ideas already exist in DDO.
Also, there's little to no reason for PVP to exist in an MMORPG if it has no effect on the game world. Like, wow, I can kill your character, yay. But what happens after that? Nothing. I can just kill someone else's character or get killed by another player's character. Gee, that's really exciting.
Almost as exciting as doing dungeons and raids over and over to get more money and more powerful gear. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids. So that I can do harder dungeons and raids...
Lets see.
You Don't like Doing Dungeons
You Don't like Doing Raids
You Don't like Doing Open Zones
You Don't like PvP
You Don't like Levels & Power
You Don't like Improving Gear
You Don't like Grind
Gonna be honest with you, given that list, MMO's just do not sound like your genre of gaming.
I don't like doing dungeons over and over again. With little else of importance to do. Nor do I like doing the same dungeons over and over. I already did that in EQ2 and Neverwinter. (I didn't play any other MMORPGs long enough to suffer through the same repetitive crap.) Ready for a different kind of MMORPG now.
I don't like Raids where the mistakes of one player (or even 2 or 3 players) can cause the entire group to wipe. Nor do I think that Raids or (even individual) mobs should be designed so that players have to attempt to complete/defeat them multiple times before they figure out how to be victorious. Highly skilled players and/or those who pay attention, are observant, or are inquisitive should be able to find clues before or during the fight or Raid which would help them achieve victory on the first try. Also, if I have 20-40+ powerful people gathered together, I would much rather go sack a city or loot a dragon's hoard (which would provide everyone involved with enough money, items, and gear to last for several years), than to complete some Raid which only gives the entire group 3 pieces of gear. Or even one piece of gear per person (in a five man group) like Neverwinter does for its most difficult content.
Where did you get the idea that I don't like Open Zones?
I don't like PVP that has no real meaning or purpose. I've played enough chess, Axis & Allies, and other competitive games that I'm not excited about the prospect of winning a single match that has no lasting effects on a Persistent game world. Sports or competitions/games with league rankings are at least a little more interesting. But not terribly so. Nor do I think it is good design when new players are placed at such a great disadvantage in many PVP games. Why should it be so much easier for players who started a game at launch to gain power compared to those who start the game a few years later?
I don't like basically Unlimited Vertical Combat Power Progression/Gear Progression. I like more limited/realistic combat power & gear progression. I like the idea of being able to acquire different kinds of power in a game besides combat power. The D&D system was designed for small group play, not an MMORPG. The Final Fantasy system was designed for single player games, not MMORPGs. Especially not MMORPGs with PVP.
I don't like gear being more important than a character's skills, abilities, proficiencies, and talents. Nor do I like gear being more important than a player's skill, knowledge, and experience at playing a game.
Why is unrelenting grind a necessary component of MMORPGs?
Yah.. really.. to be honest, given what you have said, I don't think MMO's are going to be the game genre for you, and there is nothing wrong with that, I mean, everyone can't all like the same stuff.
But as it stands, Right now, while I could be wrong, I don't think there is anything on the market that even comes remotely close to what you require, and it does not look like anything you want is legitimately in the pipes either, I mean there was a Train Wreck called Chronicles of Elyria, that did promise many (if not all) of the things that you claim you are looking for, which might explain how he was able to milk hopeful suckers for 8 Million, before closing shop with nothing to show for it.
But yah, AFIK, MMO's don't have anything close to that on the market right now, not sure if they ever did to be honest.
Right. Because players shouldn't ever want Game Developers to innovate and they should definitely not want MMORPGs to ever harness their full potential.
Post edited by Ancient_Exile on
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
3 Factions isn't enough.
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
3 Factions isn't enough.
Yes it is. Two PvE factions and 3 PvP factions
No. There should be at least 5 PVP Factions. And the more the merrier. But launching with 5 and adding more later would be alright.
Two easy for 2 Factions to gang up on the weaker 1. Also too easy for 1 to become the most powerful when there's only 3.
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
No, but a requirement for a successful MMO? That's the question.
I think it's all broader than the original list offered here.
Not classes or "lack of classes" but a system that is engaging for the game's core audience.
A game that knows its core audience and unapologetically develops toward that audience.
A game that is developed in a financially responsible way and can sustain itself on that audience.
A game that is done "well." And can be done "well" based taking into account its budget and continuing revenue.
Classes? No classes? Open world? Instances? Realistic Art design? Cartoon art design? All those things and more absolutely don't matter as a universal truth to making a game other than they have to be things the core audience wants.
I am siding with @Sovrath here that getting lost in details and types of systems is irrelevant. Right now this thread is discussing tiny details 90% of the other players might not care about at all which makes them the opposite of a universal element of succes, just personal preference and/or wishful thinking.
I would like to add internal logic and internal consistency to the list of universal elements. Internal logic means that everything needs to make sense within the gameworld that has been created and its systems. If you make a medieval game you can’t have dinosaurs roaming around for instance, unless the world was specifically designed for that. Plenty of games fall into this trap.
Internal consistency means sticking to the rules you’ve created. If npc guards, townfolk etc. can be killed the npc king should be too. A lot of times there are exclusions to a rule in games because of ‘reasons.’ If the king was an immortal god or something along these lines it could make sense. However, in that case it should make sense within the gameworld. Say, mankind has been ruled over by gods for centuries and then all npcs in leadership positions should be immortal.
I think these two add hugely to immersion and believability of the world you are playing in. It also cuts down on frustration as all systems follow the same logic without weird exceptions. Game wise that makes sense and creates a consistent package where you can discover, explore and create using the logic of the world and the game without artificial exceptions to rules or frustrating inconsistency.
/Cheers, Lahnmir
'the only way he could nail it any better is if he used a cross.'
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
3 Factions isn't enough.
Yes it is. Two PvE factions and 3 PvP factions
No. There should be at least 5 PVP Factions. And the more the merrier. But launching with 5 and adding more later would be alright.
Two easy for 2 Factions to gang up on the weaker 1. Also too easy for 1 to become the most powerful when there's only 3.
And what's stopping that same dynamic in 5×factions and more? That stops to get into the territory of GvG which is notorious for being unbalanced and toxic as well.
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
3 Factions isn't enough.
Yes it is. Two PvE factions and 3 PvP factions
No. There should be at least 5 PVP Factions. And the more the merrier. But launching with 5 and adding more later would be alright.
Two easy for 2 Factions to gang up on the weaker 1. Also too easy for 1 to become the most powerful when there's only 3.
And what's stopping that same dynamic in 5×factions and more? That stops to get into the territory of GvG which is notorious for being unbalanced and toxic as well.
Because it's more difficult to get 3 or 4 groups to agree on something than it is for 2 groups to agree on something. It's also more likely that at least one out of 3 or 4 will betray the others. Anyway, it works for Risk (the board game). With 5 Factions, territory and resources should be fragmented enough that it's more difficult for one group to become the most powerful. It would take longer anyway.
Perhaps there should be caps on the number of players that can join Factions? Like no more than 1k can join a Faction until they all have 1k members? Then the cap goes up by 1k when they're all full and so on. Just an example. Maybe the cap could start at 5k. Depends on how many players per server the game expects to have. Hopefully it wouldn't be using a MegaServer.
Post edited by Ancient_Exile on
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
Yah.. really.. to be honest, given what you have said, I don't think MMO's are going to be the game genre for you, and there is nothing wrong with that, I mean, everyone can't all like the same stuff.
But as it stands, Right now, while I could be wrong, I don't think there is anything on the market that even comes remotely close to what you require, and it does not look like anything you want is legitimately in the pipes either, I mean there was a Train Wreck called Chronicles of Elyria, that did promise many (if not all) of the things that you claim you are looking for, which might explain how he was able to milk hopeful suckers for 8 Million, before closing shop with nothing to show for it.
But yah, AFIK, MMO's don't have anything close to that on the market right now, not sure if they ever did to be honest.
Right. Because players shouldn't ever want Game Developers to innovate and they should definitely not want MMORPGs to ever harness their full potential.
Lets see.. the few that tried to do what you claim you want, you don't play and find fault with.
So no dis, but, it's not like you're a good target demographic.
But you know what.. I suppose if you persused the Kickstarter Game development section, you might find a game you can dump money into that promises you what you want.. might have to wait 10 years, might get conned.. but I am sure there are a few out there claiming that will provide the "full potential" you so dearly seek.
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.
All these people with no experience in game development thinking they know what's best for game development. There will be plenty of successful games without your "elements for success." Just like there a currently already successful games without them. You pretty much described EQ2 in your first post.. look how successful that is.
People really should stop with the silly "Modern gamers are noobs that need their hand held to do anything talk".
Essentially when you look at Indy games that have had absurd success, well above what their production value would indicate they should get (weaker graphics, increased bug rates, and lack of finish-ness-ed). You'll notice that those are mostly ABSURDLY complex games like: Kerbal Space Program (orbital dynamics simulation), Rim World (deep crafting and social mechanics), Oxygen Not Include (a game where you fundamentally act as an HVAC engineer under extreme duress), Minecraft/Terraria/similar (complex building games that almost completely obscure their 'real' game objective), and the survival genre (games that pretty much utterly hide their mechanics and have that happen in an arena where everything could go wrong).
If anything the modern hand holding mechanics are more along the lines of a corporate decision over anything else. And one that is designed to keep a minority in game long enough to get past refund points, or to keep them playing long enough to fill out the world for a bit in multiplayer games.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Yah.. really.. to be honest, given what you have said, I don't think MMO's are going to be the game genre for you, and there is nothing wrong with that, I mean, everyone can't all like the same stuff.
But as it stands, Right now, while I could be wrong, I don't think there is anything on the market that even comes remotely close to what you require, and it does not look like anything you want is legitimately in the pipes either, I mean there was a Train Wreck called Chronicles of Elyria, that did promise many (if not all) of the things that you claim you are looking for, which might explain how he was able to milk hopeful suckers for 8 Million, before closing shop with nothing to show for it.
But yah, AFIK, MMO's don't have anything close to that on the market right now, not sure if they ever did to be honest.
Right. Because players shouldn't ever want Game Developers to innovate and they should definitely not want MMORPGs to ever harness their full potential.
Lets see.. the few that tried to do what you claim you want, you don't play and find fault with.
So no dis, but, it's not like you're a good target demographic.
But you know what.. I suppose if you persused the Kickstarter Game development section, you might find a game you can dump money into that promises you what you want.. might have to wait 10 years, might get conned.. but I am sure there are a few out there claiming that will provide the "full potential" you so dearly seek.
All these people with no experience in game development thinking they know what's best for game development. There will be plenty of successful games without your "elements for success." Just like there a currently already successful games without them. You pretty much described EQ2 in your first post.. look how successful that is.
You sound like that lady that was a developer at Arena Net who was fired.
What I find ironic about this and all the similar threads in this forum is that it's often the same people who hate the current MMO crop for doing nothing more than slightly tweaking a thing or two and calling that "new and improved" who then turn around and create a list of their personal favorite things from old MMOs, tweak those a bit and call that "new and improved" without realizing they're just doing the same thing they dislike when developers do it according to their own personal taste.
IDK what would make a new MMO the hot thing again - maybe nothing and we're just engaged here in a prolonged post-mortem for something long dead. But what I do know from my experience in computer gaming for 40 years now is that the best of the best were always things some creative person - not me - thought of that took me completely by surprise.
I'm neither a game developer (that would be my son ) nor do I want to be. I'm a game consumer without delusions of developerhood waiting to be surprised by the next great thing.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
What I find ironic about this and all the similar threads in this forum is that it's often the same people who hate the current MMO crop for doing nothing more than slightly tweaking a thing or two and calling that "new and improved" who then turn around and create a list of their personal favorite things from old MMOs, tweak those a bit and call that "new and improved" without realizing they're just doing the same thing they dislike when developers do it according to their own personal taste.
IDK what would make a new MMO the hot thing again - maybe nothing and we're just engaged here in a prolonged post-mortem for something long dead. But what I do know from my experience in computer gaming for 40 years now is that the best of the best were always things some creative person - not me - thought of that took me completely by surprise.
I'm neither a game developer (that would be my son ) nor do I want to be. I'm a game consumer without delusions of developerhood waiting to be surprised by the next great thing.
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
Yah.. really.. to be honest, given what you have said, I don't think MMO's are going to be the game genre for you, and there is nothing wrong with that, I mean, everyone can't all like the same stuff.
But as it stands, Right now, while I could be wrong, I don't think there is anything on the market that even comes remotely close to what you require, and it does not look like anything you want is legitimately in the pipes either, I mean there was a Train Wreck called Chronicles of Elyria, that did promise many (if not all) of the things that you claim you are looking for, which might explain how he was able to milk hopeful suckers for 8 Million, before closing shop with nothing to show for it.
But yah, AFIK, MMO's don't have anything close to that on the market right now, not sure if they ever did to be honest.
Right. Because players shouldn't ever want Game Developers to innovate and they should definitely not want MMORPGs to ever harness their full potential.
Lets see.. the few that tried to do what you claim you want, you don't play and find fault with.
So no dis, but, it's not like you're a good target demographic.
But you know what.. I suppose if you persused the Kickstarter Game development section, you might find a game you can dump money into that promises you what you want.. might have to wait 10 years, might get conned.. but I am sure there are a few out there claiming that will provide the "full potential" you so dearly seek.
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 thing this topic has shown me, is that I have been exposed to a crap ton of really cool game mechanics that it seems a lot of other MMO players have no clue even exists.
My world has grown a little from that realization.
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 thing this topic has shown me, is that I have been exposed to a crap ton of really cool game mechanics that it seems a lot of other MMO players have no clue even exists.
My world has grown a little from that realization.
One thing this topic has shown me, is that I have been exposed to a crap ton of really cool game mechanics that it seems a lot of other MMO players have no clue even exists.
My world has grown a little from that realization.
I do.. and I thought I gave you an "agree" for that.. sorry, just corrected that now.
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.
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
3 Factions isn't enough.
Yes it is. Two PvE factions and 3 PvP factions
No. There should be at least 5 PVP Factions. And the more the merrier. But launching with 5 and adding more later would be alright.
Two easy for 2 Factions to gang up on the weaker 1. Also too easy for 1 to become the most powerful when there's only 3.
And what's stopping that same dynamic in 5×factions and more? That stops to get into the territory of GvG which is notorious for being unbalanced and toxic as well.
How about 2-3 PVP Alliances? And if you meant Alliance by PVP Faction, then I see your point. However, I believe there should be as many Factions within each PVP Alliance as the Developers can afford in terms of both time and money. As long as it makes sense within the framework of their chosen genre and the specific game world they're building.
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
I Am Savita. I Deal In Escorts Service Mumbai. I Am Very Hot And Sexy. I Have Five Years’ Experience. That’s why I Understand the Each Personal Needs of My Every Client. My Service Charge Is Low And Service Is Super. You Can Avail My VIP Escorts Service At Your Home Or In Hotel. I Am Comfortable To Provide Escorts Service In Local And Outside Also. Visit escortservicesmumbai.com Call +91- 9OO4O63O11 Visit The Links Below And Have A Look At My Various Escort Services Mumbai
Savita, you and your services are not Universal Elements for Success in Future MMOs.
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
I Am Savita. I Deal In Escorts Service Mumbai. I Am Very Hot And Sexy. I Have Five Years’ Experience. That’s why I Understand the Each Personal Needs of My Every Client. My Service Charge Is Low And Service Is Super. You Can Avail My VIP Escorts Service At Your Home Or In Hotel. I Am Comfortable To Provide Escorts Service In Local And Outside Also. Visit escortservicesmumbai.com Call +91- 9OO4O63O11 Visit The Links Below And Have A Look At My Various Escort Services Mumbai
Savita, you and your services are not Universal Elements for Success in Future MMOs.
Lets not jump to conclusions.. maybe they are.
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.
I Am Savita. I Deal In Escorts Service Mumbai. I Am Very Hot And Sexy. I Have Five Years’ Experience. That’s why I Understand the Each Personal Needs of My Every Client. My Service Charge Is Low And Service Is Super. You Can Avail My VIP Escorts Service At Your Home Or In Hotel. I Am Comfortable To Provide Escorts Service In Local And Outside Also. Visit escortservicesmumbai.com Call +91- 9OO4O63O11 Visit The Links Below And Have A Look At My Various Escort Services Mumbai
Savita, you and your services are not Universal Elements for Success in Future MMOs.
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
Comments
But as it stands, Right now, while I could be wrong, I don't think there is anything on the market that even comes remotely close to what you require, and it does not look like anything you want is legitimately in the pipes either, I mean there was a Train Wreck called Chronicles of Elyria, that did promise many (if not all) of the things that you claim you are looking for, which might explain how he was able to milk hopeful suckers for 8 Million, before closing shop with nothing to show for it.
But yah, AFIK, MMO's don't have anything close to that on the market right now, not sure if they ever did to be honest.
Unique Classes with unique UI mechanics, not just a skill list.
Faction PvP and Faction PvE should be the way to go. Two Faction PvE and 3 Faction PvP, even if a PvP MMO, it should be Faction based only, not Guild vs Guild or FFA.
Party Dungeons need to have a standard group size increased to 10 players (1 Healer, 1 Tank, 7 DPS, 1 Support dps)
World need to be full of constant Dynamic group events of different difficulty. Some of these on set timers, but the world need to be full of group events that people can play together for common goal.
Need open mob tagging.
Instanced Pvp should have at least one map that is 40 vs 40 with a queue.
Philosophy of MMO Game Design
3 Factions isn't enough.
Philosophy of MMO Game Design
I would like to add internal logic and internal consistency to the list of universal elements. Internal logic means that everything needs to make sense within the gameworld that has been created and its systems. If you make a medieval game you can’t have dinosaurs roaming around for instance, unless the world was specifically designed for that. Plenty of games fall into this trap.
Internal consistency means sticking to the rules you’ve created. If npc guards, townfolk etc. can be killed the npc king should be too. A lot of times there are exclusions to a rule in games because of ‘reasons.’ If the king was an immortal god or something along these lines it could make sense. However, in that case it should make sense within the gameworld. Say, mankind has been ruled over by gods for centuries and then all npcs in leadership positions should be immortal.
I think these two add hugely to immersion and believability of the world you are playing in. It also cuts down on frustration as all systems follow the same logic without weird exceptions. Game wise that makes sense and creates a consistent package where you can discover, explore and create using the logic of the world and the game without artificial exceptions to rules or frustrating inconsistency.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Philosophy of MMO Game Design
So no dis, but, it's not like you're a good target demographic.
But you know what.. I suppose if you persused the Kickstarter Game development section, you might find a game you can dump money into that promises you what you want.. might have to wait 10 years, might get conned.. but I am sure there are a few out there claiming that will provide the "full potential" you so dearly seek.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Philosophy of MMO Game Design
IDK what would make a new MMO the hot thing again - maybe nothing and we're just engaged here in a prolonged post-mortem for something long dead. But what I do know from my experience in computer gaming for 40 years now is that the best of the best were always things some creative person - not me - thought of that took me completely by surprise.
I'm neither a game developer (that would be my son ) nor do I want to be. I'm a game consumer without delusions of developerhood waiting to be surprised by the next great thing.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
My world has grown a little from that realization.
Remember this golden rule
Philosophy of MMO Game Design
How about 2-3 PVP Alliances? And if you meant Alliance by PVP Faction, then I see your point. However, I believe there should be as many Factions within each PVP Alliance as the Developers can afford in terms of both time and money. As long as it makes sense within the framework of their chosen genre and the specific game world they're building.
Savita, you and your services are not Universal Elements for Success in Future MMOs.