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The Pub at MMORPG.COM  » What would you like to see in an MMO?

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53 posts found
  User Deleted
7/06/08 8:11:28 AM#41

i dont wanne see wow,AoC,EQ,L2,GW gameplay and lore.

  bearden441

Novice Member

Joined: 1/20/08
Posts: 15

 
7/06/08 9:38:30 AM#42
Originally posted by nomadian

*PvP-based but also a big PvE side
*Dungeons
*Distinct world-fitting items rather than 'sets'
*Starting zones- much better for a feeling of a 'rpg'
*No Raids
*Something like Alternate advancement
*Low level divide-making pvp as anyone can beat anyone and with a grouping aspect to game then less barriers.
*Guild vs Guild PvP
*Player-built stuff sure, but maybe it takes a united effort and a fair bit of time
*Different classes
*Different environments

Etc..

 

 

You mention dungeons, but NO raids.  By saying this, are you stating that you just want smaller group only dungeons?

Also, could you go into more detail about alternate advancement?  What exactly would you like to see in regards to this concept?

For world fitting items - how does this sound to you?  Say there is a chest piece associated with the legend of a great king.  They say that the armor was buried with the king, however no one truly knows the location of the burial chamber.  When a player finds this chamber (there could be clue scattered throughout the world hinting at its location) he would have to battle his way through the chamber to get to the sarcophagus of the king, where he would find the armor.  There would only be 1 piece of this armor allowed in the world at one time.  So once someone finds it, the only way for a different player to get it, is to loot it off of the other player after killing him in PvP.

Of course, what if the player that finds it doesnt venture into PvP after obtaining the armor?  Then there would be a mechanic in place where he would loose the armor - say the king's ghost challenges him because he is not living up to the armor's potential or something along those lines.  In the end, the player would loose it, and the king would take it back to his resting place.  Basically, for someone to keep the armor for a long period of time, the player would have to complete some sort of test.

How does this sound?

  Consensus

Advanced Member

Joined: 3/22/07
Posts: 1831

R.I.P Darkfall

7/06/08 10:18:37 AM#43
  • FPS combat
  bearden441

Novice Member

Joined: 1/20/08
Posts: 15

 
7/07/08 8:59:57 PM#44

friendly bump.

 

Come on guys!

  MarL

Apprentice Member

Joined: 7/07/03
Posts: 590

7/10/08 9:22:08 AM#45

Most of the stuff I've seen in this thread is "fluff", I want a revolution in mmo's

( before you comment on how important your idea was I didn't mean you)

For me in 90% of the mmo's the problem is you don't really exist. When you log off your gone from the world completely, its almost as if you were never there. I want to be able to change the world, meaning somebody might see a mountain that I built. (or maybe i want to destroy your mountain). Ok changing the landscape is probably pretty far off still. They can however let you build/design your own cites/forts/islands. Imagine every "raid" you do would be different, everybody's style will be there own. Killing "onyxia" is not a big deal because everyone does it, but imagine if you destroyed "ironforge" its gone forever. Now i know that a few of you are probably thinking this game lets you build a city or something, but I bet you can't think of one that lets you destroy one (owned/designed/built by a player/guild).

Imagine A world like eve's(one server) where you can travel to many planets some owned by small guilds some barren. On that world is a guild built fort that protects a city (where peacefully players can trade). Small cities are plentiful and some guilds have multiple cities/forts for different resource crafting materials. Building big cities is expensive though so in comes a stock market that lets players invest in established guilds (guilds that already own a few small cities as collateral), all income from the cities would be divided up between share holders and guild members automatically.

Now onto the combat, a guild must declare war 24 hours before attacking another guild, players can attack at any time during a war using there own custom vehicles or rambo style (sort of like planetside , but with custom vehicles that can die). In the end you keep what you kill, all items would have a death counter duration say your gun lasts 5 deaths and anyone can pick it up. (this is the economy drain) If everyone in your guild is offline and cant defend your stuff, the automatic defenses( you designed /placed /modded) will try to hold them back until someone gets on. If your guild admits defeat a cease fire will cost your guild 10% of its worth and will last one month. In my world its a democracy guild heirarchy would be settled every six months based on who has the most votes. Immediate impeachment in leadership can happen with 75% vote incase he quits.

Everything would be player made /bought /sold /destroyed. There would be no quests, no npcs, no levling, pure economics, pvp, world domination, and politics with the fast gameplay of a fps. Its a world where you fight to win and try to survive. You personally are not forced to do anything, you decide what you want to be and what you want to do everyday.
(only guilds lose not you personally)

 

 

Own, Mine, Defend, Attack, 24/7

  bearden441

Novice Member

Joined: 1/20/08
Posts: 15

 
7/10/08 10:13:52 AM#46
Originally posted by MarL

Most of the stuff I've seen in this thread is "fluff", I want a revolution in mmo's

( before you comment on how important your idea was I didn't mean you)

For me in 90% of the mmo's the problem is you don't really exist. When you log off your gone from the world completely, its almost as if you were never there. I want to be able to change the world, meaning somebody might see a mountain that I built. (or maybe i want to destroy your mountain). Ok changing the landscape is probably pretty far off still. They can however let you build/design your own cites/forts/islands. Imagine every "raid" you do would be different, everybody's style will be there own. Killing "onyxia" is not a big deal because everyone does it, but imagine if you destroyed "ironforge" its gone forever. Now i know that a few of you are probably thinking this game lets you build a city or something, but I bet you can't think of one that lets you destroy one (owned/designed/built by a player/guild).

Imagine A world like eve's(one server) where you can travel to many planets some owned by small guilds some barren. On that world is a guild built fort that protects a city (where peacefully players can trade). Small cities are plentiful and some guilds have multiple cities/forts for different resource crafting materials. Building big cities is expensive though so in comes a stock market that lets players invest in established guilds (guilds that already own a few small cities as collateral), all income from the cities would be divided up between share holders and guild members automatically.

Now onto the combat, a guild must declare war 24 hours before attacking another guild, players can attack at any time during a war using there own custom vehicles or rambo style (sort of like planetside , but with custom vehicles that can die). In the end you keep what you kill, all items would have a death counter duration say your gun lasts 5 deaths and anyone can pick it up. (this is the economy drain) If everyone in your guild is offline and cant defend your stuff, the automatic defenses( you designed /placed /modded) will try to hold them back until someone gets on. If your guild admits defeat a cease fire will cost your guild 10% of its worth and will last one month. In my world its a democracy guild heirarchy would be settled every six months based on who has the most votes. Immediate impeachment in leadership can happen with 75% vote incase he quits.

Everything would be player made /bought /sold /destroyed. There would be no quests, no npcs, no levling, pure economics, pvp, world domination, and politics with the fast gameplay of a fps. Its a world where you fight to win and try to survive. You personally are not forced to do anything, you decide what you want to be and what you want to do everyday.
(only guilds lose not you personally)

 

 

 

I have been toying with the idea of player bought land, taxation for other inhbitants of that land, and possibly even taxation for questing in that land (like buying protection from the mob, you pay me, and we will leave you alone). Of course, many NPC's would be living around the main cities already, however, each one of them would have their own price in which they would relocate and sell their land.  Some would just be money, others could want money, and a new place to move into right away; which means the player who wants that land will have to go purchase land for the NPC to move into, and possibly even build them a house on that land to live in.

I have also been toying with a new idea, which i dont think has been in any MMO's to date.  Mines!  No, i am not talking about nodes, where you can extract resources in a randomly spawned node.  I am talking about actual mines, with viens of precious metal running through them.  These mines will have to be discovered throughout the world, then once they are, a player, or guild could buy the land they are on, and either use them for the guild, or rent out time to other players to mine in them (sort of like the california gold rush).  Of course, each mine will have a set number of resources within it, and once it is used up, thats it.

With both of these ideas, there would be land offices in the major cities where this purchasing, or possibly even leasing would go on.  There would be listings of land currently up for sale (a small percent of the actual land out there).  When new land is discovered, it would go up on the For Sale board.  So what happens if I find an amazing plot of land with three gold mines on it, and it goes up on the board at the land office, and when I get to the office, someone already bought it.  To counter people just camping the office, and buying out all the new property when its listed; the finder will have a certian amount of time (say 12 hours), to get to the office and purchase it.

You mention that you want you character not just log out, but you stay in the game doing something even after you log out.  So I ask you a few questions:

What certian activities do you think would be fitting to have a character continue to do, after the player logs out?  (could he log out while working on a trade - smelting metal - and log back in to see its finished?)

  MarL

Apprentice Member

Joined: 7/07/03
Posts: 590

7/10/08 11:12:17 AM#47

I actually meant everything you have is still there visible usable by others. If you have a shop its still there, If you have house its still there, your fort and its defenses are still there. Just because your not there does not mean people can not attack you. This is why defense placement and customization of turrets, walls, traps  is so important.

Buying the start land would make it hard for new players, players should be free to discover there own resources and auction/sell them at there own store or auction.  I want land to be plentiful and free, but you have to defend it. The good land will go for a price once people find it. A player could literally just be a prospector and scout all day or just one day.

Although having your avatar tending your shop or mine while your offline would be an interesting idea.

Own, Mine, Defend, Attack, 24/7

  elementro

Novice Member

Joined: 8/24/07
Posts: 4

7/10/08 11:21:53 AM#48

I would want an mmo were it puts you into a huge world and you can do anything you want and also have a new combat system kind of like AoC but better  and have huge selection of what weapon and armor so you want so you wont look like everyone else.

  User Deleted
7/10/08 11:32:47 AM#49

I really liked the idea that someone else from this site brought up about a MMO similar to Civilzation in some way. Just from watching the intro for Civ IV you can kinda imaging how that would turn out. I know there's a couple other companies that loosely tried the MMORTS, but nothing does RTS like Civilization in many gamers' opinions. Rather then play a single character in a large world, you would be playing an entire country of your own naming and creation. Similar to EVE where each level of economic, military, or cultural growth takes a certain amount of game-time to achieve, you could slowly grow your entire country to combat other players or simply trade and coexist with them in an ever-expanding universe of different planets like how SWG had a universe of larger planets to travel between. Some civilizations could choose to start in space, while others could remain entirely on one planet. Trait trees could be implemented for your own civilization to be capped but also specialized to a certain degree for reasonable balancing purposes (since typically the civilization that's fastest to grow in RTS' will be extremely overpowered against all others starting later).

  Freemasons

Novice Member

Joined: 7/08/08
Posts: 60

7/10/08 12:18:37 PM#50
Originally posted by bearden441
What would you like to see in an MMO?

Well basically I am making this thread to find out what the community of gamers, both hardcore and not, would like to see included in an MMO in the future. This could be totally new ideas, or just changing concepts from what is implemented in MMO's already released.

Some topics of discussion could include:
  • Crafting/Professions
  • Classes/Class Progression/Multiple Classes(primary and secondary)/ Pros vs Cons
  • Raids/Boss Encounters/Difficulty/Size/Getting Attuned(for lack of a better word) - Yes, No?
  • PvP/Siege Warfare
  • Guilds/Player Built Cities
  • Itemization/Armor Sets/PvE Gear vs PvP Gear
  • Mounted Combat/Pros vs Cons/Balance against non-mounted opponents
  • Alternate AH concepts/Market Place/Bazaar
  • Starting Zones/Having Multiple/Class Specific/Player Chosen

Obviously there are probably many more which I did not mention. So toss your ideas out there, who knows, maybe they will find there way into an upcoming game?!?!


P.S.

PLEASE no flaming someone for posting their ideas that might not be feasible.


If mentioning other titles, post what if implemented, and the changes you would like to see made - please don't just tear them apart.


 

I'd like to see a new MMO with complete freedom.. rather then like the premade classes and hidden land borders and walls and stuff

  QuinColds

Apprentice Member

Joined: 7/04/08
Posts: 18

7/10/08 12:25:24 PM#51

Interesting question, and due to the fact I recently left WoW and am in the market for a new MMO it is somthing I have been putting thought into recently.

 

First and formost, a new genre to play in. Fantasy is very played out for me and IMO the MMO market is saturated with Fantasy games. Sci-Fi based or something based on a timeframe in human history would be fantastic.

 

I want different ways to be succesful other than combat.. I want to choose the life I wish to lead in the game. Maybe I want to be monitarily or politically powerful instead of the guy with the flashiest sword and armor.

I want meaningful goals for guilds to work toward together. To use WoW for an example, outside of say raid progression or maybe trying to achieve a certain level of say arena gladiators, there is really nothing for a guild to work towards as a team. Even raid progression really means squat ( and yes I did more than my fair share of raiding.) Guild developed planets or cities or whatever. Starting/joining/leaving a guild needs to be a much more character defining decision and have more impact  on your characters life story.

Less instancing PVE and PVP. If there is one thing I will never understand about the current MMO mindset it is instancing. You get thousands of people online at the same time to interact in an online world, then stick them into little groups in instances.

A move awy from NPC mob dispensed loot/gear etc.  Having to say re run a raid over and over and over again to gear up a guild to move on is boring and old or having to run the same instance elevnty billion times looking for that one drop is mind numbing. I would much prefer a system where personal or guild crafting and professions plays a bigger if not exclusive role in the grand scheme of things.

 

Things I never want to see again.

1) the ability to change your name even for a cost. The ability to do so destroys the community. It makes it so your conduct in game means absolutly nothing as with $10, bang, any past transgressions are now wiped. It Leads to people being less than upstanding online citizens.

  oakthornn

Hard Core Member

Joined: 5/19/04
Posts: 853

http://www.myspace.com/shauwn
Be my friend!

11/07/08 2:55:13 PM#52
Originally posted by bearden441
What would you like to see in an MMO?

Well basically I am making this thread to find out what the community of gamers, both hardcore and not, would like to see included in an MMO in the future. This could be totally new ideas, or just changing concepts from what is implemented in MMO's already released.

Some topics of discussion could include:
  • Crafting/Professions
  • Classes/Class Progression/Multiple Classes(primary and secondary)/ Pros vs Cons
  • Raids/Boss Encounters/Difficulty/Size/Getting Attuned(for lack of a better word) - Yes, No?
  • PvP/Siege Warfare
  • Guilds/Player Built Cities
  • Itemization/Armor Sets/PvE Gear vs PvP Gear
  • Mounted Combat/Pros vs Cons/Balance against non-mounted opponents
  • Alternate AH concepts/Market Place/Bazaar
  • Starting Zones/Having Multiple/Class Specific/Player Chosen

Obviously there are probably many more which I did not mention. So toss your ideas out there, who knows, maybe they will find there way into an upcoming game?!?!


P.S.

PLEASE no flaming someone for posting their ideas that might not be feasible.


If mentioning other titles, post what if implemented, and the changes you would like to see made - please don't just tear them apart.

 

You know whats ironic? I've been playing MMO's for 10 years and the only one that remotely resembled my dream MMO was the original Everquest. See, I loved regular RPG's like FF, Shining Force, and Phantasy Star series. When I hit my mid teens, my cousin got me into D&D and reading Dragonlance/Forgotten Realms Novels. Back then, there was no UO or EQ. I started to imagine how cool it would be to play in a world resembling D&D's Dragonlance or Forgotten Realm settings where I can interact with thousands of people in a virtual reality fantasy world. Low and behold a couple years later I got my wish when EVERQUEST went live.  Now, if anyone remembers playing the original everquest back from 99-2002 when the game was actually challenging and frustrating yet incredibly addicting. This is what MMO's were alla bout. And the greatest aspect of the game was, most people playing it actually cared and loved the world they imagined themselves living in. This one thing alone will help enhance everyone's fun factor within the game because the most important thing that makes MMO's successful is the community and of course a rich complelling epic never ending story.

What ruined MMO;s?  Well, many MMO's that came out after EQ basically copied elements from the game and dumbed it down for those single minded battlenet fps fanboi morons. These same people demanded pvp be put into every mmo because they cant stand playing a game where u cant kill other players. They could care less about the story, all they like to do is kill. Which brings me to my point. This newer  "Community"  is the reason MMO's aren't anywhere near as enjoyable as they were when I played EQ. The Devs go out of their way to dumb down their product just to sell more boxes that puts more money in their pockets. They cater to those that shouldn't even be playing MMO's in the first place. These same kids are what's really ruining MMO's. If none of them played, then Devs wouldn't bother dumbing their games down because a few powder puff's spam the forums by crying over what they think the game needs.

Rallithon Oakthornn
(Retired Heirophant of the 60th season)

  Tecknic

Novice Member

Joined: 6/27/07
Posts: 458

11/07/08 8:28:20 PM#53

Thinking it over, I can easily picture a Pirate MMO that is similar to MarL's parameters, though based upon the point in time just before the famous age of piracy in the Caribbean.  During that time, a number of nations did indirect battle for control of the islands.  They did this through Privateering, which was effectively legalized piracy.  The Privateers would be able to keep a majority of what they captured (which tended to be quite a bit) so long as they're taxed by their patron nation, and the ships raided are from another nation.

This, I feel, would fit well into an MMORPG.  Players could play a number of overall roles outside of just what weapons they use and what skills they have.  They could play as shippers who move goods from one place to another.  They could play as privateers, who raid those ships for profit.  They could play as more classical pirates, who would keep all of what they take, but would be fair game for aggression by just about anyone.  There could also be the option to employ NPCs to assist with all of these jobs, though unless outnumbering them by a good margin, they wouldn't be a match for a player character.

Guilds would have access to building not only extra large and extra powerful Guild Battleships, but also building island cities with a certain item (and that item slowly fades away, eventually resulting in the sinking of the island to the bottom of the sea, if it isn't paid for).  Players wouldn't have access to individual ships though, and instead they would have to join "Crews", something like a miniature guild that can be folded into a larger guild, before actually getting to explore the seas.

There would be ship-to-ship combat, with a helmsman steering the ship into position to allow the other players, manning side-mounted cannons to fire onto the other ship.  Eventually one of the ships would break down, and the players on the other would board the stalled ship (likely the pirates in this case, since the shippers would probably just book it).  There, as in actual land battles, pvp would ensue, with the winning side taking what they wish from the decimated losing side (or just getting out of dodge in the event that the shipping crew actually wins).

This concept can get alot more complex when you factor in different countries actually going to war, and forming alliances with one another, raids on guild cities, or NPC cities, or even national capital cities, player, crew, and guild bounties, defections from one country to another, player-based economies which changes the prices of items based on the amount of shipping done (thus, in theory, leading to privateer ships escorting shipping crafts in an effort to lower prices), alongside all of the character customization options that one would expect from a Triple A title.

Put that all together, and you could have something truly spectacular.

- - - - - - - - - - - - - - - - - - - -
Playing: Nothing
Played: Champions Online, CoX, STO, PSO, WoW, lots of free-to-play crap
Looking Forward To: DC Universe Online, Blade and Soul

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