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Cephus404 3/17/08 1:59:25 PM
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Apprentice Member
Joined: 2/27/08 |
Originally posted by sonicsixI agree entirely. I think all games really need two rules regarding PvP. First, you should be able to set yourself un-PVP-able. That means you cannot attack another player and no one can attack you. It should be difficult to reset this setting so that it cannot be done on the fly in the field. Secondly, in a system where there are levels, it should not be possible to attack or be attacked by another player which is not within 3 levels of your own. It stops the PvPers from going out and picking on lower-level characters for shits and giggles. Using those, it might almost be acceptable to play on a PvP game. |
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mrudis 3/17/08 2:30:24 PM
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Novice Member
Joined: 9/28/04 |
My perfect MMO:
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BurstDemon 3/17/08 2:51:37 PM
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Novice Member
Joined: 3/28/07
Bravery can only be found in a knight´s heart +Cloud Strife+ |
I´m a really picky when it comes to choosing an mmorpg if it doesn´t have what i´m looking for I stop playing it pretty quick... My ideal mmo would be: TOTAL AND COMPLETE CUSTOMIZATION...yea i´m talking about 100% customization...for me looks is a big deal in mmos, for example..I get a really cool looking armor set then look to my left and see another guy with the same armor...most mmos have tryed to avoid this with dyes......yah like that would make a difference...I want an mmo where you decide exactly and precicly where you want an armor piece to go like on the leg or the hand etc. and none of that leg, head, chest piece crap I want it so that no plkayer looks alike and also add more type of armor like shoulder pad or something I dont care as long as no player looks alike.(I´m just gonna stop right there cuase I can go on and on typing about this) another thing is the story line...I agree with most people on this post but my ideal story line is the one where depending on the exact choice your character takes will depend on the outcome of his/her adventure... there was another poster around here that talked about rare items...I totally agree I mean its like with the armor thing....for example "hey look I got a black blade of darkness which is super rare!!!" "me too!!!" "........." and thats pretty annoying, an idea of mine for this situation would be that there should be unique and super rare items in the game that are almost impposible to get and that there should be only one in the entire game....Well I know what your thinking that would be pretty stupid and gay and other players would get jealous...I know but thats why there should be thousands of unique items, also there almost impposible to get so they wont go quickly...also Its anothyer way to distinguish really good players like "hey look there goes that guy with the oblivion sword" or something like that, well you get the idea. umm...I was gonna type more but I got carried away and forgot....whatever ill write later to be cont. |
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| If the ocean was vodka, and i were a duck, I'd swim to the bottom and drink my way up, but the ocean ain't vodka, and i ain't a duck so pass me a bottle and shut the **** up. |
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frkhot97 3/17/08 3:25:09 PM
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Novice Member
Joined: 9/04/05
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Master_Razor 3/17/08 3:49:12 PM
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Apprentice Member
Joined: 2/17/08
I win. |
Originally posted by Cephus404 The problem with systems like this is they get abused by players. I think PvP should either be FFA or instanced (but not like CTF and Territory capturing) I do think players should be seperated by levels, maybe 5 instead of 3 or 10. |
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Hexxeity 3/17/08 4:29:01 PM
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Apprentice Member
Joined: 2/21/07 |
Character appearance customization of CoH. This also means my gear does not dictate my appearance, you get several costume slots, and that additional costume pieces can be earned through gameplay. Combat of CoH -- no auto attack. Every attack should be deliberate, meaningful and have a cost. RvR of DAoC, only more meaningful in terms of individual rewards and also overall world gameplay. (This also means PvP is restricted to certain areas.) Hybrid class/skill system with skill trees. Not linear trees -- broad trees with many branches and options, but still a progression so that you have to specialize to get to certain powerful abilities. I don't care about housing. Not at launch, anyway. I don't care about crafting, but if the game has it, I like it simple. Collect and combine. No tedious, repetitive clickfest. No mining, gathering, harvesting, farming, or flower-picking. Rare ingredients can be mob drops. Grouping is more effective, more efficient, and more rewarding than solo play. Solo play is always available, but always inferior to grouping. No such thing as raiding. (Surprise attacks from Giant Monsters, yes ... see below.) No endgame. If you max out, you can reroll. Along with this feature comes the stipulation that there must be enough content at ALL levels to go through the game multiple times without repeating anything. A big, big world (required for the previous point), but also the ability to travel quickly when needed, available at a fairly low level. Instances for some big important quests, but the instance mechanic should not be overused. Giant Monster code from CoH, where characters of all levels can gang up against a common threat. Some death penalty, but not level loss. Debt is fine with me, or even loss of a "survival buff." The sidekick/exemplar mechanism of CoH. Others have copied this, but none have been as good at it. Lots of emotes and animations, and special effects that actually indicate what is happening, rather than having to look at a stupid buff/debuff window. |
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Master_Razor 3/17/08 6:30:41 PM
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Apprentice Member
Joined: 2/17/08
I win. |
Originally posted by Hexxeity I personally think this is a bad idea. People will get tired of it much too quickly. There should absolutely be endgame. It doesn't have to be anything like the endgame in current MMOs though. |
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JK-Kanosi 3/17/08 11:13:32 PM
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Elite Member
Joined: 12/15/06 |
Originally posted by Master_Razor I disagree with both of you. There shouldn't be an endgame, because a MMORPG should never end until shut down. Define "end" and "game" by any reputable dictionary and you don't get anything close to that in MMORPG's at max level. MMORPGs need the ability to continuosly advance your character through one means or another. I think DAoC has this formula down pretty well. DAoC offers 4 ways of advancement (1-50, ML's, CL's, & RR) and a never ending goal for all people in the game, which is to obtain and keep all 6 relics. In my opinion, if you can do everything in the game with one character and have nothing left to do and no way to advance before the next content update or expansion comes out and your only option to keep playing is to reroll, that MMORPG is a failure. It really is nothing more than an online single player game, not a virtual world, like MMORPG's are supposed to be. |
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| Game: Warhammer |
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BOYVIRGO666 3/17/08 11:19:48 PM
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