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Dracis 2/13/08 11:54:07 PM
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Hard Core Member
Joined: 1/12/06
"Ideas are bulletproof" |
While we all know the old SW:G is never coming back, I was wondering if there was ever a new MMO to come out that had the similar feeling of pre-CU SW:G ( Skill based, sandbox, large number of professions, complex crafting, etc.) what other features would you like to see? You may want to call this a bit of market research for my small development company. While we are no where near ready to make a game on the scope of an MMO yet, it is something we are looking forward to do some time in the future. Please be as specific as you can about what features you'd like to see. Thanks in advance for any help you folks would be willing to provide.
Edit* Obviously, once again, I'm up way to late to be typing. |
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bstuart 2/14/08 12:07:26 AM
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Advanced Member
Joined: 9/06/07 |
first off i would have to say an immersive storyline then player controlled citys and a fair amount of mini games on the side ie resourse gathering and surveying in swg |
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VideoJockey 2/14/08 12:36:01 AM
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Advanced Member
Joined: 8/01/04 |
I really liked the open, mix and match profession style. I liked that if you wanted to grind up your crafting, you could buy a survey/harvesting tool, plop down somewhere (even in town), harvest all your materials, and do it. At the same time, it took a lot of running around and research to find the really excellent crafting materials, but it did not require loot. It was difficult at times, but you could be a pure crafting character if you wanted. Also, there were enough skill points to master both a crafting and combat profession. (or two of either). I liked that you had to buy your vehicles and buildings from crafters. I liked the HAM concept, and the idea that certain combat professions, while providing different skills for different weapons, provided buffs for common stats so that mastering a second combat profession makes the first a bit better too. I liked how the different ranged professions had different tactical implications (though they were unbalanced towards the rifle). I liked how the game wasn't quest-focused, and how questing for items didn't exist at all (except as home decor). I liked how much thought went into the loot tables-- humanoid NPCs rarely dropped something that they wouldn't have been carrying. I liked the vending machines; I was never a big enough name to get attention from the top crafters, but if I went by their shop now and then I could pick up a nice item if I had the dough. I really liked traveling all over and between planets to visit the vendors of the top crafters. It really felt like shopping (as opposed to picking things from a list like in WoW). You had to interact with your community to find out who made the best items, where their shop was, and which of them had quality items in stock, because resources would shift and sometimes a big crafter just wouldn't be able to find the top-notch material for x weapon. I could go on, but I'd probably just end up rehashing half of the game :p
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smg77 2/14/08 12:45:24 AM
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Apprentice Member
Joined: 4/25/06
Just wait until SOE ruins *your* game... |
One of the really cool aspects of pre-CU swg was that non-combat characters like crafters and entertainers were equally vital to the game world as the people with guns and swords. I would absolutely love to see a developer figure out how to do that again. Throw in player housing/cities and open ended gameplay and I'd be the biggest fanboi ever. |
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sanicek 2/14/08 12:52:46 AM
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Hard Core Member
Joined: 9/25/06 |
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| Subscribtions: EVE, WOW, On my radar: Earthrise, DF, Mortal Online, JG: Evolution |
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Warmaker 2/14/08 2:03:27 AM
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Hard Core Member
Joined: 5/04/07 |
Stuff I'd like to see in an MMO. * "Sandbox" style of gameplay. Let the player come up with a template to suit their style. Eschew the Lemming method right now: Single Classes with little differentiation, even taking things like "Expertise" into account. A large number of professions, each bringing something to the table, is a must for this. Allow "specialists" or "generalists," with either style of play having its own pro / con. * Non-Combat Players playing just as much a pivotal role. I was very surprised when I joined SWG in Jan-Feb 2004 that there were players totally dedicated to Crafting, Business, Resource Gathering (Harvesting and the rest), and even Entertainment. Lots of people didn't care much for fighting, and yet they meant alot to the game just as Combat players were. In relation to the first point, do not make crafting and other non-combat gameplay as mere secondary skillset for every character. A player needs to devote the Skillpoints / Skillboxes into it to be any good, just like combat. * Decay in items. When I first joined in the Pre-CU days, at first I was against it. But after playing all the way from Pre-CU, CU, and leaving during the NGE, I can say now that Decay was positive for the game. The Crafters could provide goods that you can always return for. There can be the rare loot drop that had amazing stats, but it will decay. You're more likely to save that item for big situations. But you can always have reliable crafted gear. There can be Uber Gear in the game, decay will keep them in check. * An "open world" to explore. What I mean is let us fully travel the game world like SWG used to do. If there was steep terrain, you needed good Terrain Negotiation to travel through at a decent speed. More TN, faster travel in rough terrain. Do NOT funnel my travel all the time just like Rage of the Wookies' stupid depiction of Kashyyyk with all the stupid invisible walls. Same thing but slightly lesser degree with Mustafar. * Vehicles, Mounts for travel and possible combat. If something in a fantasy / medieval type of setting, with proper skills, allow mounted combat. If Star Wars, with proper skills, allow combat on a Speederbike, AT-ST, etc. * Allow soloing to a degree, but make no mistake that Grouping is an emphasis. And do NOT penalize players for grouping. One thing that I abhorred that SWG eventually went towards as well as other MMOs is penalizing players their XPs because they had help from another, usually more experienced player... umm... WTF? I thought helping players, socializing, GROUP PLAY should be emphasized in an MMO? So what if the less experienced player gets a big boost? Half the reason people grouped in the Pre-CU days was to help newbies / new characters out in gaining XPs and fighting with the benefit and direct protection of a group. It really benefited new players since veterans were far more willing to help out a new player and more quickly bring them into the community before he even thinks of joining a guild. * Do not oversimplify the game. I did like the deep gameplay of the Pre-NGE systems. I did NOT like the simple gameplay of the NGE. * Regarding vehicles... they need to be more durable to allow combat. Armor values, resistances, whatever. How rugged they are should also depend on the type. Star Wars example: Speederbikes aren't durable, you rely on speed. Lots of weapons can effectively damage them, provided you can hit them. Something like an AT-ST needs heavier weapons to bring down, not a baton, pistol, or rifle. Vehicles should be destroyable, but still be repairable (bigger, tougher vehicles cost more to repair). Let them have "condition" so that after being destroyed so many times, they're destroyed for good. Gotta go buy a new one from a crafter. * This is a bit vague... I'm not sure how to go around this, but there should be good reasons to have and not to have armor on. You also shouldn't be able to swim with armor on, especially metallic ones. The benefits and penalties of armor usage I have always felt shouldn't merely rest on "Class Certifications." No, your Archer can't wear Chainmail. * While allowing player housing out in the wild, by all means, allow players to purchase a house, apartment, living space in a city. Imagine this with SWG... your well to do Merchant has a luxurious, expensive apartment at the top of one of the multistory towers in Coronet, Corellia. That whole floor is YOURS. But, go into the lower floors and you'll see smaller occupied apartments, each available for players to rent. Heck, SWG already has you pay maintenance for your own buildings, why not rent to live in a hub like Coronet? I believe this would've brought alot more life to SWG's cities. Some of those cities are simply spectacular. Guilds could've called a certain city "home" by renting out one of the larger buildings for their guild to use. * If you're going to have opposing player factions, the factions need to feel different. The Empire in SWG shouldn't play the same as the Rebellion. It should not be a game of Red vs Blue. |
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| "The Empire always strikes back!" - Grand Admiral Pallaeon |
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Burntvet 2/14/08 3:19:46 AM
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Elite Member
Joined: 11/16/07 |
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Dracis 2/14/08 7:57:44 AM
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Hard Core Member
Joined: 1/12/06
"Ideas are bulletproof" |
Originally posted by Burntvet
Thanks to everyone who has responded positively so far
Oh, and no I can not talk about the IP we are trying to aquire due to the legal issues. Edit* I forgot to mention, don't worry, if I ever get to make an MMO, there would never, ever be a revamp of CU/NGE scale. |
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Arll_Bebakk 2/14/08 9:23:17 AM
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Novice Member
Joined: 2/13/08 |
Stuff I'd like to see in an MMO. * "Sandbox" style of gameplay. Let the player come up with a template to suit their style. Eschew the Lemming method right now: Single Classes with little differentiation, even taking things like "Expertise" into account. A large number of professions, each bringing something to the table, is a must for this. Allow "specialists" or "generalists," with either style of play having its own pro / con. AGREE * Non-Combat Players playing just as much a pivotal role. I was very surprised when I joined SWG in Jan-Feb 2004 that there were players totally dedicated to Crafting, Business, Resource Gathering (Harvesting and the rest), and even Entertainment. Lots of people didn't care much for fighting, and yet they meant alot to the game just as Combat players were. In relation to the first point, do not make crafting and other non-combat gameplay as mere secondary skillset for every character. A player needs to devote the Skillpoints / Skillboxes into it to be any good, just like combat. AGREE * Decay in items. When I first joined in the Pre-CU days, at first I was against it. But after playing all the way from Pre-CU, CU, and leaving during the NGE, I can say now that Decay was positive for the game. The Crafters could provide goods that you can always return for. There can be the rare loot drop that had amazing stats, but it will decay. You're more likely to save that item for big situations. But you can always have reliable crafted gear. There can be Uber Gear in the game, decay will keep them in check. AGREE * An "open world" to explore. What I mean is let us fully travel the game world like SWG used to do. If there was steep terrain, you needed good Terrain Negotiation to travel through at a decent speed. More TN, faster travel in rough terrain. Do NOT funnel my travel all the time just like Rage of the Wookies' stupid depiction of Kashyyyk with all the stupid invisible walls. Same thing but slightly lesser degree with Mustafar. AGREE * Vehicles, Mounts for travel and possible combat. If something in a fantasy / medieval type of setting, with proper skills, allow mounted combat. If Star Wars, with proper skills, allow combat on a Speederbike, AT-ST, etc. AGREE * Allow soloing to a de | |