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News Discussion  » General: Community Spotlight: My Ideal MMO

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27 posts found
  Netherbeast

Novice Member

Joined: 2/03/06
Posts: 55

11/29/06 3:53:52 PM#21
While a real world simulator would be interesting, it would be a very niche game. One of the reasons WoW is so popular is that it's a game you can just pick up and play. Real world simulation requires a lot of time investment.

SWG was like this before the changes. To be a crafter meant owning power generators and harvesters. Paying maintennance, locating the resources, crafting items (that may not sell), auctioning the items or owning a shop which meant more maintenance and shop fees. Sounds cool, but you spend so much time doing all that, you never play the game. Not that there were "Star" nor "Wars" in that game, but you never become part of the world, you just have a job and pay motgages. Having a job and a mortgage myself, I would rather escape from that and play a game.

And America went off the gold standard in the 70's. This country prints money backed up by promises. Do you think the government hunts down all the paper money for the year 1962 they printed and destroys it and only prints what they destroyed for the current year? Sure they remove money from circulation when they can get to it, but new money comes into circulation every year while no new gold, silver or precious metals are acquired by the government. The gold standard didn't really work anyway and may be the cause of the great depression.


Give a man fire and he''s warm for a day. Set a man on fire and he''s warm the rest of his life.

  saurin

Novice Member

Joined: 4/09/06
Posts: 19

11/29/06 9:11:20 PM#22
Hey everyone havent been on in a while but couldnt resist a chance to give my opinion..

  To be honest I love the idea of a life simulator in a fantasy setting or a sci fi setting. However I think it is almost impossible with out narrowing your range of players. I think the only reason you dont see many sandbox type games is the fact that they take longer to learn and play. As long it takes some time and practice to play companies will avoid these games since most players are casual players and dont have the time or want to take the time to get so involved in their game. (WoW is proof)  The other problem I see is life simulators getting tedious and boring. After all wood cutting for a few weeks then learning carpentry isnt always the greatest enjoyment. (if you do think it is try roma victor)

 I guess over all it would be great to see a company come in and say hey we want all the die hard players and we dont care if we never break 200k players.

Freemen

  Amorphism

Novice Member

Joined: 2/03/05
Posts: 99

11/30/06 12:36:02 PM#23
NetherBeast and saurin, you're right of course - cookie cutting will always be more successful and widespread.

But we got enough world population to fill the lines of the niche-mmo or the more difficult to master type of mmo.

Here are a few more thoughts I have in this subject -
* Have you noticed that in most MMO the player is like a radar, picking out huge amount of information, without any
realistic sense to it? Like Health Bars flying above everyone heads, monsters and humanoids alike.
I thought that it will be more realistic AND fun to have a bar appearing once you got enough experience (not XP!) with encountering and fighting monsters, and that this bar would be only an estimation. Appearing in Green to Red color, while green represents the HP you know he has, and red just an estimation. Hope the explanation is clear.
The basic idea behind it is to take all kinds of information that a player picks up in current MMOs, and make them more like skill-based or experience-based. So the player must explore more to achieve knowledge that appears in his GUI.
Enemy thougness can go into that account, Map locations, how good/bad was your strike/spell effect etc'.

It's just makes sense that a veteran player has much more knowledge to his disposal, appearing in GUI, than a
new player.
  uncus

Apprentice Member

Joined: 8/18/04
Posts: 530

12/01/06 1:53:16 PM#24


Originally posted by Amorphism
* Have you noticed that in most MMO the player is like a radar, picking out huge amount of information, without any
realistic sense to it? Like Health Bars flying above everyone heads, monsters and humanoids alike.
I thought that it will be more realistic AND fun to have a bar appearing once you got enough experience (not XP!)

. So the player must explore more to achieve knowledge that appears in his GUI.
Enemy thougness can go into that account, Map locations, how good/bad was your strike/spell effect etc'.

It's just makes sense that a veteran player has much more knowledge to his disposal, appearing in GUI, than a
new player.


I'd rather SEE different graphics instead of Hp bars [except for my own Hp].

You hit and do damage, you see it bleed; you see it move more slowly, perhaps favoring one leg, etc.

Both Friend and Foe should do this - makes being a healer more of a challenge.

Also, Ryzom did something in this vein originally - not the damage, but strength of MOBs was based on size.  Unfortunately, in the last beta phase, they caved and put in star-rankings.

 

I like your idea of the map changing...maybe starting like an ancient map with many blank areas and crudely drawn, then becoming more detailed as more time is spent in an area.

<p align=center><a target=_blank href=http://www.nodiatis.com/personality.htm><img border=0 src=http://www.nodiatis.com/pub/20.jpg></a></p>

  SeanBlader

Novice Member

Joined: 11/22/05
Posts: 21

12/02/06 12:59:36 PM#25


These ideal games are always a great deal of fun to read, whether it's because you agree or because you hope to poke holes in the design. What's unfortunate is that the tried and true games, games that we describe as "cookie-cutter" or "clones" will always fill the bulk of the market. These designs that sound ideal to hardcore gamers are too risky on a financial level. Why risk your money when you can go with a "sure thing"?

Risk vs. reward. That's what the players want, and it's what the developers and producers want. The problem is the bean counters want Return On Investment. We're at a point where there's enough saturation in the market and if you want to draw people away from their tried and true MMO home you need to take that risk. SWG did, and it worked, for a while. Eve still does it to this day. The problem with most games is they try to get a "theme" and then they get stuck in it. People don't want to play a theme.

  ghost047

Hard Core Member

Joined: 5/17/05
Posts: 548

Why worry about life, you won''t survive it anyway!

12/03/06 2:19:53 PM#26

Originally posted by Netherbeast

SWG was like this before the changes. To be a crafter meant owning power generators and harvesters. Paying maintennance, locating the resources, crafting items (that may not sell), auctioning the items or owning a shop which meant more maintenance and shop fees. Sounds cool, but you spend so much time doing all that, you never play the game. Not that there were "Star" nor "Wars" in that game, but you never become part of the world, you just have a job and pay motgages. Having a job and a mortgage myself, I would rather escape from that and play a game.


I see your point but saying that you are not playing the game or never part of the world I would say you are wrong. In SWG, crafter was the most important profession, no crafter no weapon to fight. We you farm your ressource, you are playing the game and you are part of the community. If you think that it takes too much of your time, just play a fighter instead of a crafter, but for ppl like me and many others who likes being a crafter, we do not want that taking away from us and replace by crafting ala WoW.

Get a life you freaking Gamer.....no no, you don't understand, I'm a Gamer, I have many lives!!

  Apostata

Novice Member

Joined: 7/22/06
Posts: 37

12/07/06 10:04:45 PM#27

Originally posted by severius
Every mob that spawns has some amount of money or certain value of items, every quest taken has a specific cash amount etc etc.  Let's say you find a mob that drops 50-100 *insert currency name here*.  whether 1 player or 1000 players kill that mob 1 time of 1 billion times the game world will continue to pump out 50-100 currency every time one dies.  Everytime a player kills that mob and gets x amount of currency that currency is devalued.



And that's the reason why such a game should have no respawnable mobs at all. The Orcs should be part of their own societies, limited by production, technological level and breeding. Every society should be viable to conquest and extermination, every kill have an impact on the world, both NPC controlled and player created.

Since the monsters die for real here though, player characters must as well, for balancing purposes.

As for currency, simply make it a product of resource extraction, like everything else. In the end, all gold is found in the earth. That way the amount of buillion in circulation can be simply controlled.
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