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Hey folks, procrastinating on a few things (to hell with trigonometry!), and thought I would get a discussion going up in here. What would the "perfect" (or as close to it as possible, hey?) MMORPG for you include? Personally, an MMORPG that could be successful without the use of NPC's would be pretty amazing to me. Where would one go for quests? Where would one go to sell that not so awesome loot they found out in the wilderness? Where would one go for the super awesome loot they feel like keeping!? Other players of course! The game would be full of classes. Some of the classes would be your ordinary combat classes (warrior, archer, wizard, healer, you name it, if it kills @#$%, it's there). These classes could find jobs as guards or soldiers in the game, or just go off and do their own thing as mercenaries or adventurers. The other classes would include stuff like merchants (who specialize in the buying and selling of loot and stuff), bankers (who deal with the storage of loot for people), and different crafting classes and stuff. Different classes could team up to make specialized guilds and things. Like bankers and merchants could team up to make a bank, while different fighting classes who are working as guards or soldiers could team up to make their own military groups, complete with ranks and stuff. Maybe a bunch of fighting classes who made a guild could ally with a group of players who made a bank to make a corporation, and so on. The game could even have a sort of government system run by the players. The government might give out quests to people or whatever. I don't know, that just sounds awesome to me, and I realize my reasoning is probably full of holes (being a merchant or a banker doesn't sound particularly fun, for one), but yeah. Check out the Sentinels of the New World, a roleplaying guild for Guild Wars! http://wiki.guildwars.com/wiki/Guild:Sentinels_Of_The_New_World |
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"Man, I'm glad I just got all of this loot! Now, to find a banker so I can store all of it!" /who banker 0 players online
"Nooooo!" |
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the perfect MMORPG... hm... - has a lot of nice players - free to play with cash shop or you have to buy the game but no monthly fees - no overpowered cash shop items - quests for every levels to make leveling easier (too much grinding sucks) - easy equipment upgrade system (i hate complicated, expensive stuff) - lot of weapon / armor / item drops - a big world to explore and to have fun with friends at exotic places - no PVP / PK. i just hate it... okay maybe arena for PVP because people like it but i would never go there lol. - a lot of place to store loot - free or cheap teleport / gatekeeper / whatever - lot of classes to choose from - many nice armors and weapons - parties would not get exp boost. they would be faster, sure. but no exp boost. solo players deserve the same amount of exp. i know people will say i shouldn't play mmos if i prefer solo but i don't care. i do prefer solo *shrugs* - nice graphics with antialiasing and a lot of effects - and so on... xD |
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Sadly the perfect MMO won't come out until I'm 40 (or close to it, I'm 28 btw) with the way things have been going. |
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The problem is that most MMOs are either EverQuest clones or Diablo clones or a combination of the two. These companys just want you to grind away while paying your monthly fee. Blisfully ignorant of the fact that nothing you do in their game ever really changes anything. Critters just continue to spawn and playes continue to collect "loot". Borning! |
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pongax
Novice Member
Joined: 6/09/09
it is foolish to listen to someone who does not listen to you. |
Originally posted by Glazer17
the idea is nice, but the problem here would be... the early game players what if no one wants to be a banker or a financial dude, then no one will get those loots of yours, which will lead to items being stck in your inventory or such, obviously i cant pin point all the problems here but im sure there will be lots id say the perfect mmorpg should have a real good replay value. something that will keep players from playing the game again and again. it will be hard. |
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The perfect MMO for one person is a steaming coil of doo for another. Here is what I would like: Monolithic content. Something like multiple full planets to explore lol, I can dream can't I? And then inside this MMO will exist such a reality where some NPC will be posting on a forum about what MMO he would like haha THE MATRIX HAS YOU ALL !!!!!!!!1 |
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Adamantine
Novice Member
Joined: 1/07/08
War is not the ultima ratio, but the ultima irratio - Willy Brandt |
Hmm OK my ideal MMO would look something like this:
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I think that it's all in a big, fun and beautiful online world. Which I haven't seen yet and I have played EQ2, WoW, L2 and AoC. None of the online worlds in those games impressed me much. Maybe in the next decade.... |
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Zlayer77
Apprentice Member
Joined: 5/19/09
Start worrying about other players in a game and dont just play |
Perfect MMO the 10 commandments
No mini map, no arrows pointing, no NPC glowing. Just a big world map and your own little map that gets slowly drawn as you find new things. Also you should be able to make your own coments on your personal map for later reference. Travel time should also take Hours. Want to travel from one coast to the other okey it will take you 6 hours. The world should also be packed with interesting things that will make you want to keep going and seeing it all. Travel should be fun and exciting and not a drag. So going from coast to coast might take you a week if you play 3 hours a day because you run into so many cool stuff to do on the way.
Yes you will need to eat and sleep. Resting is both good for you as a player as you need time off the game. And eating can become a fun adventure as you stop in an Inn on the way across the world. If you sprint fast you will get tired, so walking will be the preferd method in towns or getting something to ride on if you are out traveling. Ageing should also be implented over time so you start out as a child and in x moths you become a young adult and say after 6 years you are the Old and Vice master (gandalf)
In the game we would have skills for everything, Running, swiming, cooking, riding, Hunting, wilderness survival, Strength, speed, agility, Weapon forging, trading, evaluation, map making etc. Depending on what skills you focus on diffrent occupations open up for you. Example1: you focus on hunting, running swiming, skinning animals, Wilderness survival, long bow shooting, knife and tracking etc. You could become a game warden, a hunter or even a poacher if the land you hunt on belongs to someone ells. Example2: If you focus on Cooking, alcohol brewing, Trading, seneschal, economics, animal care, and Property management etc, You could become a Prospector, Innkeeper or a Tradsmen. Now lets say the Hunter(player one) shoots a Deer, skinns it and then goes to the Innkeeper(player two) and sells it. But what will the Butcher(player three) think about the hunter selling his goods directly to the Innkeeper and not going thru him? Skill and Occipations open up a hole new typ of gamplay that we do not have in MMOs today. ps. Ofc if you want to be the super assassin or the great Knight all the skills are there for you to train dont worry. Most people will train for these typs of Occupations but I think there is a larger % of people, that would actually think it could be fun/cool to own your own Tavern or your own trading company ingame. Or why not start an Ingame Bank if you have the resources/skills for it.
In the centre of the world there should be one great city. Around this city people start out and its to this place that all exotic items are brought back. This zone is the central part of the game. Around it lie the huge unexplored wilderness. Its up to the players to go out and bring back the riches and the glory from those uncharted regions. Its up to them to build up Shanty towns, on the fringes of society. This would change the world from year to year as more Uncharted regions get exploited and the players push deeper into the unknown. Year one might see a few shanty towns an hours walk form the main Region/city. The second year those Shanty towns are now small Towns with law and order ( enforeced by the players who live thier) and now 3-4 hours walk out the new frontier lies, where Bandit gangs(players) and fortune seeker compeat for the Minerals and mystical tresures that can be found.
Yes you should be free to pursue your own destiny ingame. No Developer Story, or Raid content should dictate your gamplay. Here is the world! you are free to do as you like in it. And your main competiton will always be other players. If you are trading wool from the north to make fancy clothing in the City, You have the other merchant houses( player controled) undercutting your prices and the bandits(players) hijacking your caravans. So you best hire the assassins guild (players) to take them all out.
Yes things like weapons can break, and if you get defeated in pvp the players should be able to take some of your stuff. This might sound harsh and nasty. But it will make for a mush more interesting world. When you have consequence to your actions people start behaving mush more like in the Real world. And I think that is so mush cooler then just running back for your corps.
If you are a master smith the items you make have to be EPIC. They migh take you a long quest chaine and a sick amount of materials to make but once you have it done It should be EPIC and evryone ingame should be able to tell that you made it. Having a system where no two sword is the other one alike is necessary. If you get a master crafted sword from player A that sword should both look and feel alot cooler then the aprentice one player B made or the RUsty one you got droped from that ORC. Still finding cool items should not be excluded, but if you are a master crafter your item should be as good as any Epic drop. To stop the world from becoming full of Epic made armour/weapons they should both take Real time (a few months) and alot of resources to make. This also apply to the Master crafted Red Wine you bought from the Innkeeper at the silver stalion (player A) and the cheep smelly stuff the bandit king( player B) poored to you when you where negotiating free pasage for your caravans. as your Avatar works as a tamagotchi, ( he needs to drink and eat when you are playing) he will react diffrently if you put crapy food into him hehe.
Now I think this system should work like this. If you grind Reputation to the king of the land, he gives you a title. This title open up doors to you that where closed. For Example you can now enter parts of the Palace, that other players who have no status towards the king cant. When the king calls a ball you get an invitation. When new lands become less hostile and available for Rent you can make an offer on them. Making you the Land owner/Baron of those lands. You probably need a guild and appoint a few sheriffs if you want to take in the Tax and keep the bandits out. If you Grind rep for a Wild tribe in the north you will get better trading prices with them, they will offer you protection thru thier lands. And migh even let you setup a trading post. Also the might show you the mystical cave where the ICE dragon sleeps, so you might tame and fly him over the land.... The thing is if you grind rep for one thing it closes the door to others. And grinding for the Kings favor or to ride an Ice dragon might take a while ( a year or so) and you might need other stuff like a 100+ man guild to protect your lands or a skill to tame dragons that can only be found if you spend time with the mystics and become one yourself. But you should be able to grind for alot of things that arnt as epic as the examples I made. they could be getting into the Bakers guild in the city. Being able to conduct trading with a mountain tribe. Getting the assassins guild to inlist you into thier ranks. so your guild can take assassin jobbs. Becoming a noble by getting the king to give you a small rank etc etc In the End Reputation and status should open the doors you need, and give you access to stuff that is going to make your charecter unique in the world.
Actions you take should set you down a path of good or evil. become evil enough and you will get wanted, you might not be able to enter the big city thru the gate or walk openly on it streets. Other players might also try and stop you from entering thier towns. This will create Bandit nests and Assassin hideouts. COOL things hehe. You should always have a chans to repent or go bad depending on what you do..
I would realy like to see a system more based on personal skills and play style. With skill 5 in swords you might be able to handle a better blade but you might still get beat if you opponent knows what he is doing. Progression means alot so I guess that a player who has played longer probably will have the upper hand in any conflict but there should always be a chans for a lucky strike...
To me this would be the best MMO that had ever been created. Let the players be FREE developers let us make our own comunitys ingame and our own choices.
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elit3gam3r
Novice Member
Joined: 2/08/09
You can’t ever win if you’re always on the defensive, to win, you have to attack. |
wow you got a nice "10 Commandmends" for mmo there ^^ i bet thats really nice thing to follow that commandmendts of yours ^^
anyway ncie post ^^ |