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New idea for sandbox fantasy MMORPG

jaaz75jaaz75 Member UncommonPosts: 13
edited September 2020 in The Pub at MMORPG.COM
I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?

  1. Huge world, at least 500km x 500km
  2. Realistic graphics
  3. Sandbox play
  4. The player is not the saviour of the world
  5. Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
  6. High fantasy
  7. Server side physics
  8. Action / physics based combat
  9. Class based system
  10. No map
  11. No compass
  12. No hovering symbols above npcs heads
  13. AI driven dialogue
  14. AI driven combat
  15. AI driven NPC non combat activities
  16. No level scaling
  17. No instancing
  18. Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
  19. PvP enabled with consequences for evil players
  20. Protected areas for low levels
  21. Hit points only increase through physical exercise and recover with sleep or magical means.
  22. Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
  23. High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
  24. Underworld areas
  25. New players spawn in random location
  26. Many quests available but none essential
  27. Enemy level hidden from players
  28. First person view only except on inventory/vanity screen
  29. Food and drink required
  30. Sleeping required (character sleeps while logged out)
  31. Character turns into a trader NPC when player logged out
  32. Speaking into microphone produces speech through the character
  33. No automated, centralised, auction house
  34. Drops makes sense
  35. Weapon quality makes a difference to combat
  36. The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
Edit 24th Sep @ 14:27 UTC: Added points 16 & 17
Post edited by jaaz75 on
AmarantharAmatheGdemami
«1

Comments

  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Give me $400 Mill and I will have your game released within 8-14 months. Give me $600 mill and I will promise to have it made by the weekend and I will manage the servers myself from an Island with no extradition agreement. Did I say that last part out loud?    
    SovrathAmarantharScot[Deleted User]AlBQuirkycheyanecameltosisCatibrieKyleran
  • SovrathSovrath Member LegendaryPosts: 32,936
    uh, this just seems like a list of things you and others have asked for (in varying combinations) over the years.

    Well, a good many as some of these things seem like they are your taste (hit points only regenerating with sleep or magical means.)

    So, 50 developers in 5 years? how did you come up with those numbers?

    Why not 60 developers in 4 years or 40 in 6 years?

    Budget?
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

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  • TheocritusTheocritus Member LegendaryPosts: 10,014
    The gamebreakers

    PvP enabled with consequences for evil players
    Food and drink required
    Speaking into microphone produces speech through the character

    These 3 are the ones that would probably drive me away....I guess you wouldn't have to use a mic, but I can see it now with every teen swearing like a drunken sailor in game. Eating and drinking in video games is never fun. I have never played a game where it was done well. FFA PVP doesn't appeal to most. What game has ever had decent consequences for evil players?

    Overall though, a pretty good list and some good ideas.

    iixviiiix
  • TheocritusTheocritus Member LegendaryPosts: 10,014
    Nanfoodle said:
    Give me $400 Mill and I will have your game released within 8-14 months. Give me $600 mill and I will promise to have it made by the weekend and I will manage the servers myself from an Island with no extradition agreement. Did I say that last part out loud?    

    Haha I thought you were going to say 8-14 years (aka the SC method)
    Kyleran
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Points 28 and 29 seem to contradict. Is your char sleeping or selling stuff? Or is it the odd way your char sleep walks as an NPC selling your stuff. If thats the case your char should randomly sell things you dont want him too. 
    Catibrie
  • jaaz75jaaz75 Member UncommonPosts: 13
    Nanfoodle said:
    Points 28 and 29 seem to contradict. Is your char sleeping or selling stuff? Or is it the odd way your char sleep walks as an NPC selling your stuff. If thats the case your char should randomly sell things you dont want him too. 
    Well you could theoretically get your character to do either or both sequentially , for a specified number of hours , and select the items available for sale.
  • jaaz75jaaz75 Member UncommonPosts: 13
    Sovrath said:
    uh, this just seems like a list of things you and others have asked for (in varying combinations) over the years.

    Well, a good many as some of these things seem like they are your taste (hit points only regenerating with sleep or magical means.)

    So, 50 developers in 5 years? how did you come up with those numbers?

    Why not 60 developers in 4 years or 40 in 6 years?

    Budget?
    I pulled those figures from my arse.
    [Deleted User]Scot
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    jaaz75 said:
    Sovrath said:
    uh, this just seems like a list of things you and others have asked for (in varying combinations) over the years.

    Well, a good many as some of these things seem like they are your taste (hit points only regenerating with sleep or magical means.)

    So, 50 developers in 5 years? how did you come up with those numbers?

    Why not 60 developers in 4 years or 40 in 6 years?

    Budget?
    I pulled those figures from my arse.
    Did you at least clean them before you posted them? 
    [Deleted User]AlBQuirkyCatibrieKyleran
  • jaaz75jaaz75 Member UncommonPosts: 13
    edited September 2020
    The gamebreakers

    PvP enabled with consequences for evil players
    Food and drink required
    Speaking into microphone produces speech through the character

    These 3 are the ones that would probably drive me away....I guess you wouldn't have to use a mic, but I can see it now with every teen swearing like a drunken sailor in game. Eating and drinking in video games is never fun. I have never played a game where it was done well. FFA PVP doesn't appeal to most. What game has ever had decent consequences for evil players?

    Overall though, a pretty good list and some good ideas.

    Sure thing, no need to make the microphone mandatory, and there is always a possibility to mute the voice of other players.

    The food and drink would give food and drink a value, for both collecting, trading, hunting, making, selling etc. I'm not saying it would be easy to starve to death in the game. Just imagine in the old days , most rivers were probably quite clean and safe to drink from. Starving to death takes weeks in real life.

    What consequences should there be for evil players? Become "Wanted"? Rewards for other players to kill the evil player's character? Perhaps implement an imprisonment in jail for several real life days? So if you are evil then you can get arrested and go to a virtual prison. When you log into the game the next day, you're still in the same prison cell and all you can do is eat the gruel and look at the high window and the rats.
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Nanfoodle said:
    Give me $400 Mill and I will have your game released within 8-14 months. Give me $600 mill and I will promise to have it made by the weekend and I will manage the servers myself from an Island with no extradition agreement. Did I say that last part out loud?    

    Haha I thought you were going to say 8-14 years (aka the SC method)
    Shhhh no one is too know, every 5 years I will say 5 more years. 
    AlBQuirkyCatibrie
  • jaaz75jaaz75 Member UncommonPosts: 13
    remsleep said:
    OP - mmorpgs are not made from a list of features, because you can make a game that has all those features and zero cohesion and it would be terrible

    Game development is not a buffet where you go and pick from a list of options and just throw them together on your plate and it's done.

    At least read a few books on basic game design first. 

    Your entire list reads as it was put together by a 12 year old 
    I've not read any game design books but played several MMORPGs so I have an idea of what made me get bored of those games, what they're missing. Do you recommend any books in particular?

    I guess a backstory and place names are also necessary. I haven't thought of that bit yet. Something high fantasy should be easy to conjure up from all those DnD games and books I've read. And there are name generators available for the place and NPC names.
    Gdemami
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    edited September 2020
    jaaz75 said:
    remsleep said:
    OP - mmorpgs are not made from a list of features, because you can make a game that has all those features and zero cohesion and it would be terrible

    Game development is not a buffet where you go and pick from a list of options and just throw them together on your plate and it's done.

    At least read a few books on basic game design first. 

    Your entire list reads as it was put together by a 12 year old 
    I've not read any game design books but played several MMORPGs so I have an idea of what made me get bored of those games, what they're missing. Do you recommend any books in particular?

    I guess a backstory and place names are also necessary. I haven't thought of that bit yet. Something high fantasy should be easy to conjure up from all those DnD games and books I've read. And there are name generators available for the place and NPC names.
    You start by figuring out what hole is in the current MMOs released and what target audience is not getting their needs met. Is that audience is big enough to support a game, if not find another target audience.  
    Catibrie
  • jaaz75jaaz75 Member UncommonPosts: 13
    Nanfoodle said:
    jaaz75 said:
    remsleep said:
    OP - mmorpgs are not made from a list of features, because you can make a game that has all those features and zero cohesion and it would be terrible

    Game development is not a buffet where you go and pick from a list of options and just throw them together on your plate and it's done.

    At least read a few books on basic game design first. 

    Your entire list reads as it was put together by a 12 year old 
    I've not read any game design books but played several MMORPGs so I have an idea of what made me get bored of those games, what they're missing. Do you recommend any books in particular?

    I guess a backstory and place names are also necessary. I haven't thought of that bit yet. Something high fantasy should be easy to conjure up from all those DnD games and books I've read. And there are name generators available for the place and NPC names.
    You start by figuring out what hole is in the current MMOs released and what target audience is not getting their needs met. If that audience is big enough to support a game, if not find another target audience.  
    But we could also just do a "Steve Jobs" and make people think that they need to buy this game.
    [Deleted User]AlBQuirky
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Lonesols said:
    jaaz75 said:
    I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?

    1. Huge world, at least 500km x 500km
    2. Realistic graphics
    3. Sandbox play
    4. The player is not the saviour of the world
    5. Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
    6. High fantasy
    7. Server side physics
    8. Action / physics based combat
    9. Class based system
    10. No map
    11. No compass
    12. No hovering symbols above npcs heads
    13. AI driven dialogue
    14. AI driven combat
    15. AI driven NPC non combat activities
    16. Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
    17. PvP enabled with consequences for evil players
    18. Protected areas for low levels
    19. Hit points only increase through physical exercise and recover with sleep or magical means.
    20. Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
    21. High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
    22. Underworld areas
    23. New players spawn in random location
    24. Many quests available but none essential
    25. Enemy level hidden from players
    26. First person view only except on inventory/vanity screen
    27. Food and drink required
    28. Sleeping required (character sleeps while logged out)
    29. Character turns into a trader NPC when player logged out
    30. Speaking into microphone produces speech through the character
    31. No automated, centralised, auction house
    32. Drops makes sense
    33. Weapon quality makes a difference to combat
    34. The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
    You already got most of that done in the failed game of dark and light, just finish it for them ;)
    I 100% forgot about that game lol, if it fails it will have failed twice lol
    Catibrie
  • ArChWindArChWind Member UncommonPosts: 1,340
    Quite an impressive wish list. Maybe start a Kickstarter campaign?
    ArChWind — MMORPG.com Forums

    If you are interested in making a MMO maybe visit my page to get a free open source engine.
  • CryomatrixCryomatrix Member EpicPosts: 3,223
    Mortal online had a good number of those things. Cool list.
    Catch me streaming at twitch.tv/cryomatrix
    You can see my sci-fi/WW2 book recommendations. 
  • The user and all related content has been deleted.
  • ScotScot Member LegendaryPosts: 24,426
    jaaz75 said:
    Sovrath said:
    uh, this just seems like a list of things you and others have asked for (in varying combinations) over the years.

    Well, a good many as some of these things seem like they are your taste (hit points only regenerating with sleep or magical means.)

    So, 50 developers in 5 years? how did you come up with those numbers?

    Why not 60 developers in 4 years or 40 in 6 years?

    Budget?
    I pulled those figures from my arse.
    To be honest the way I see CF MMOs being developed they do a lot of that themselves.
    [Deleted User]AlBQuirky[Deleted User]Kyleran
  • AmarantharAmaranthar Member EpicPosts: 5,852
    jaaz75 said:
    I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?

    1. Huge world, at least 500km x 500km
    2. Realistic graphics
    3. Sandbox play
    4. The player is not the saviour of the world
    5. Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
    6. High fantasy
    7. Server side physics
    8. Action / physics based combat
    9. Class based system
    10. No map
    11. No compass
    12. No hovering symbols above npcs heads
    13. AI driven dialogue
    14. AI driven combat
    15. AI driven NPC non combat activities
    16. No level scaling
    17. No instancing
    18. Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
    19. PvP enabled with consequences for evil players
    20. Protected areas for low levels
    21. Hit points only increase through physical exercise and recover with sleep or magical means.
    22. Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
    23. High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
    24. Underworld areas
    25. New players spawn in random location
    26. Many quests available but none essential
    27. Enemy level hidden from players
    28. First person view only except on inventory/vanity screen
    29. Food and drink required
    30. Sleeping required (character sleeps while logged out)
    31. Character turns into a trader NPC when player logged out
    32. Speaking into microphone produces speech through the character
    33. No automated, centralised, auction house
    34. Drops makes sense
    35. Weapon quality makes a difference to combat
    36. The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
    Edit 24th Sep @ 14:27 UTC: Added points 16 &17
    That's excellent, but I do have some feedback. 

    18. I'm all in on build anywhere but not protected from other players.
    I'd add MOBs/NPCs too. 
    But I would want various means to defend my property. Magical wards, hired NPCs, trained guard animals, and constructed traps. 

    19. Consequences for evil players needs to be real. No workarounds. But they need to get caught, too. 

    21. Hit point increase. What limit? I'd suggest a Max for each Stat as well as an overall Max for total. 

    22. Shouldn't hit chances increase too? 

    25. New player spans. I don't like random for this. A player may want to RP that they came from a certain part of the game world. They may want to enter the world near their Guild of choice. Etc. 

    28. 1st person view. 
    Darkfall had an excellent limited backview. I absolutely hate 1st person view except in very close quarters or studying an item. 
    It is NOT realistic. Go outside and play some sports or hike around a little. Then put on a diver's mask and do it. You'll see. 
    I would not play a game with 1st person view only. 

    31. If a character turns into an NPC when logged out, and since they might do so out there in the wild dangerous world, I think you'd need a system where they can hide, using camouflage and skill. 

    I love the concept and have wanted something like that for a very long time. 
    Nicely done! 
    jaaz75

    Once upon a time....

  • cameltosiscameltosis Member LegendaryPosts: 3,847
    jaaz75 said:
    I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?

    1. Huge world, at least 500km x 500km
    2. Realistic graphics
    3. Sandbox play
    4. The player is not the saviour of the world
    5. Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
    6. High fantasy
    7. Server side physics
    8. Action / physics based combat
    9. Class based system
    10. No map
    11. No compass
    12. No hovering symbols above npcs heads
    13. AI driven dialogue
    14. AI driven combat
    15. AI driven NPC non combat activities
    16. No level scaling
    17. No instancing
    18. Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
    19. PvP enabled with consequences for evil players
    20. Protected areas for low levels
    21. Hit points only increase through physical exercise and recover with sleep or magical means.
    22. Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
    23. High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
    24. Underworld areas
    25. New players spawn in random location
    26. Many quests available but none essential
    27. Enemy level hidden from players
    28. First person view only except on inventory/vanity screen
    29. Food and drink required
    30. Sleeping required (character sleeps while logged out)
    31. Character turns into a trader NPC when player logged out
    32. Speaking into microphone produces speech through the character
    33. No automated, centralised, auction house
    34. Drops makes sense
    35. Weapon quality makes a difference to combat
    36. The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
    Edit 24th Sep @ 14:27 UTC: Added points 16 &17

    No, can't be done.

    Unreal Engine cannot handle what you want it to, so that's the main stumbling block. I don't think any of the engines commercially available could do what you want, so you'd need to create a new engine and that wouldn't be possible with the number of devs or the time frame you've set out.


    As for the rest, it's just a wish-list of features with no real idea of how they work together. Maybe they'll work together, maybe they won't.


    There are a number of features you've included that would prevent the game from being a success (given the expected cost of making such a game) but it could find a niche market.


    I have read a few books on game design but not that many. My recommendations (if you are serious about such things):

    A Theory of Fun for Game Design - Raph Koster.
    This book tackles the very first step of game design - what is the purpose of the game - and also explains some of the psychology behind how players have fun. None of the other books I've read tackle this problem, there seems to be very little academic research available on pure game design so this book is a real winner. It will hopefully open your eyes to the potential of the games industry, I found it incredibly inspiring. It's also quite short, easy to read and well illustrated so it is very accessible.


    Level Up! A Guide to Great Game Design - Scott Rogers
    Contains almost nothing about how to design a game, it seemed to be a book about how to write a game design document. Very useful once you've thought up a design, and you will need to write a GDD in order to progress your idea, even if you are building a game by yourself. You will need to present a GDD to investors, and all your team will work off of this document, so it is still very important.


    The Art of Game Design - Jesse Schell
    Again, nothing about how to come up with your original design, but includes an extensive list of questions (called "lenses" in the book) that you can use to examine your design for flaws.

    For example, my desired game is third person, but I hadn't considered the range of zoom in 3rd person, whether the camera should bounce slightly when i run, whether there should be much lag when im turning, or how the camera should work when it collides with the scenery. this book forces me to look at these things in more depth.
    AmarantharGdemamijaaz75AlBQuirkyKyleranLynxJSA
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • AmarantharAmaranthar Member EpicPosts: 5,852
    jaaz75 said:
    I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?

    1. Huge world, at least 500km x 500km
    2. Realistic graphics
    3. Sandbox play
    4. The player is not the saviour of the world
    5. Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
    6. High fantasy
    7. Server side physics
    8. Action / physics based combat
    9. Class based system
    10. No map
    11. No compass
    12. No hovering symbols above npcs heads
    13. AI driven dialogue
    14. AI driven combat
    15. AI driven NPC non combat activities
    16. No level scaling
    17. No instancing
    18. Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
    19. PvP enabled with consequences for evil players
    20. Protected areas for low levels
    21. Hit points only increase through physical exercise and recover with sleep or magical means.
    22. Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
    23. High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
    24. Underworld areas
    25. New players spawn in random location
    26. Many quests available but none essential
    27. Enemy level hidden from players
    28. First person view only except on inventory/vanity screen
    29. Food and drink required
    30. Sleeping required (character sleeps while logged out)
    31. Character turns into a trader NPC when player logged out
    32. Speaking into microphone produces speech through the character
    33. No automated, centralised, auction house
    34. Drops makes sense
    35. Weapon quality makes a difference to combat
    36. The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
    Edit 24th Sep @ 14:27 UTC: Added points 16 &17

    No, can't be done.

    Unreal Engine cannot handle what you want it to, so that's the main stumbling block. I don't think any of the engines commercially available could do what you want, so you'd need to create a new engine and that wouldn't be possible with the number of devs or the time frame you've set out.


    As for the rest, it's just a wish-list of features with no real idea of how they work together. Maybe they'll work together, maybe they won't.


    There are a number of features you've included that would prevent the game from being a success (given the expected cost of making such a game) but it could find a niche market.


    I have read a few books on game design but not that many. My recommendations (if you are serious about such things):

    A Theory of Fun for Game Design - Raph Koster.
    This book tackles the very first step of game design - what is the purpose of the game - and also explains some of the psychology behind how players have fun. None of the other books I've read tackle this problem, there seems to be very little academic research available on pure game design so this book is a real winner. It will hopefully open your eyes to the potential of the games industry, I found it incredibly inspiring. It's also quite short, easy to read and well illustrated so it is very accessible.


    Level Up! A Guide to Great Game Design - Scott Rogers
    Contains almost nothing about how to design a game, it seemed to be a book about how to write a game design document. Very useful once you've thought up a design, and you will need to write a GDD in order to progress your idea, even if you are building a game by yourself. You will need to present a GDD to investors, and all your team will work off of this document, so it is still very important.


    The Art of Game Design - Jesse Schell
    Again, nothing about how to come up with your original design, but includes an extensive list of questions (called "lenses" in the book) that you can use to examine your design for flaws.

    For example, my desired game is third person, but I hadn't considered the range of zoom in 3rd person, whether the camera should bounce slightly when i run, whether there should be much lag when im turning, or how the camera should work when it collides with the scenery. this book forces me to look at these things in more depth.
    That's a great post. But I'm wondering, how close to this list was UO?
    No physics, 3rd person view instead of 1st, but just about everything else was in UO at at least a minimum. 

    Addressing AI. 
    UO's MOBs had "goals" or "wants" such as food by type, gold, terrain type (I think I have that right). THey even looted such things from characters they killed. (Loved this stuff!) 
    UO's NPCs responded to key words. (Great feature, by the way!) They also remembered player characters they had recently seen and could give you a direction to them. 
    AI driven combat was as minimal as any other game, probably technically nonexistent, but at least they tried to escape when damaged enough. 
    jaaz75

    Once upon a time....

  • jaaz75jaaz75 Member UncommonPosts: 13
    Nanfoodle said:
    Lonesols said:
    jaaz75 said:
    I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?

    1. Huge world, at least 500km x 500km
    2. Realistic graphics
    3. Sandbox play
    4. The player is not the saviour of the world
    5. Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
    6. High fantasy
    7. Server side physics
    8. Action / physics based combat
    9. Class based system
    10. No map
    11. No compass
    12. No hovering symbols above npcs heads
    13. AI driven dialogue
    14. AI driven combat
    15. AI driven NPC non combat activities
    16. Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
    17. PvP enabled with consequences for evil players
    18. Protected areas for low levels
    19. Hit points only increase through physical exercise and recover with sleep or magical means.
    20. Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
    21. High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
    22. Underworld areas
    23. New players spawn in random location
    24. Many quests available but none essential
    25. Enemy level hidden from players
    26. First person view only except on inventory/vanity screen
    27. Food and drink required
    28. Sleeping required (character sleeps while logged out)
    29. Character turns into a trader NPC when player logged out
    30. Speaking into microphone produces speech through the character
    31. No automated, centralised, auction house
    32. Drops makes sense
    33. Weapon quality makes a difference to combat
    34. The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
    You already got most of that done in the failed game of dark and light, just finish it for them ;)
    I 100% forgot about that game lol, if it fails it will have failed twice lol
    Seems to be abandonware now by the looks of it. A pity.
  • iixviiiixiixviiiix Member RarePosts: 2,256

    These 3 are the ones that would probably drive me away....I guess you wouldn't have to use a mic, but I can see it now with every teen swearing like a drunken sailor in game. Eating and drinking in video games is never fun. I have never played a game where it was done well. FFA PVP doesn't appeal to most. What game has ever had decent consequences for evil players?

    Overall though, a pretty good list and some good ideas.

    a mechianic about player's HP get reduce overtime is better IMO . it add consume rate of recovery item instead of add another thing like food and drink .


    And i think mic is okay as long as you can turn them off . And having text communicate tools like chat box is must

    VRchat failed me as it don't have text communicate tools .

  • ArChWindArChWind Member UncommonPosts: 1,340

    No, can't be done.

    Unreal Engine cannot handle what you want it to, so that's the main stumbling block. I don't think any of the engines commercially available could do what you want, so you'd need to create a new engine and that wouldn't be possible with the number of devs or the time frame you've set out.

    I have an engine that will work and can prove it.
    Kyleran
    ArChWind — MMORPG.com Forums

    If you are interested in making a MMO maybe visit my page to get a free open source engine.
  • KyleranKyleran Member LegendaryPosts: 44,057
    ArChWind said:

    No, can't be done.

    Unreal Engine cannot handle what you want it to, so that's the main stumbling block. I don't think any of the engines commercially available could do what you want, so you'd need to create a new engine and that wouldn't be possible with the number of devs or the time frame you've set out.

    I have an engine that will work and can prove it.
    Call Mark Jacobs please, his team is in need of one, or at least one whose performance doesn't tank every time they add more trees and squirrels.

    ;)
    AlBQuirky

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    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

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