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I would like to compile a list of 'greatest features' or 'most desired features' for my blog, I was curious what the community was looking at/for these days. Something as simple as 'crafting' or 'PvP' can be posted on some other thread, I prefer specifics. If you can tell me which game executed your favorite feature best, what they could do to improve that feature, etc. I would appreciate it. The more detail the better.
Thank you, Tertiary |
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9/01/11 11:08:52 PM#2
A multiple side RvR, with features built ingame to develop cohesion within each realm. |
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Squal'Zell
Novice Member
Joined: 10/09/04
"Next time i log in SWG ill probably see elves and druids" |
9/01/11 11:15:09 PM#3
the TEF - covert/overt pvp system in StarWars Galaxies (pre-Cu) Territory control mechanics example is the sovreignty in eve online where a corp/alliance would OWN and CONTROL all aspects of a star system. (mix that with full loot upon death and the TEF - overt/covert pvp system and you have pure gold) |
Originally posted by LisXia
How many sides do you prefer? What features would create a cohesive faction? What games did this best?
Originally posted by Squal'Zell
What aspects of the TEF did you like? Also, I am not entirely familiar with it. I didn't get that far in SWG. A basic outline would help, I can research the rest on my own. Why full loot? What about that feature appeals to you?
Thank you, Tertiary |
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Squal'Zell
Novice Member
Joined: 10/09/04
"Next time i log in SWG ill probably see elves and druids" |
9/01/11 11:50:05 PM#5
Originally posted by Tertiary TEF there are 2 factions, lets name them for easier point of refference rebels and imperials (yay starwars) (there is also neutral for those who do not want ANY part in pvp whatsoever) each faction has 2 status options. overt or covert for understanding purposes make it overt as "on duty" and covert "in civilian" if you are overt you can be attacked by any overt AND covert member of the oposing faction. if you are overt you can attack only overt members of the opposing faction. OR covert members that attacked you first (TEFed) if you are covert you can't be attacked by anyone if you are covert you can attack only overt members of the opposing faction OR covert members that are TEFed TEF (temporary enemy flag) you can be covert as long as you want but if you do an hostile action towards oposing faction (be NPC or PC) you gain yourself a TEF (temporary enemy flag) that lasts for (back in SWG it was 10 or 15 minutes if i remember well) during this time you are considered overt. also a tricky one is healing. if you are covert and heal/buf/cure an overt member of your faction, you become TEFed and attackable by any overt or covert member of the opposing faction. you can always see who is in your faction covert (purple name) or overt (purple name with faction logo) you can always see who is in your opposing faction overt (yellow if you are covert meaning you can attack him but you gain the TEF thus anyone covert or overt may fire upon you , red if you are aready overt and you should either run or fight) every one else, neutrals and covert members of the opposing faction apear blue (neutral) hope that helps, if you have any questions dont hesitate to quote/reply
FULL LOOT there has to be that territory control mechanism like sovreignty in eve online in order for the full loot to have meaning it puts some insentive to stay alive. to play smart. and to be able to weight in risk versus reward. of course this can't be done in a game where its gear oriented and takes month to get a set of gear. but a player run economy. where the sword you will loose, may be that its expensive, can reasonably be easy to replace. like i always say, its easy to bash your head 1000 times against a brick wall and it will eventually break, but it takes a martial arts expert to break it with 1 punch. if you have territory control, the attacking side goes into battle risking something. if they go in with weak throw away weapons then they will not conquer the territory, if they want that piece of land/space, they need to bring the big guns... and being able to loose those big guns is a risk they will have to take in order to come and conquer the deffending land. on the opposite side, if the deffending side uses cheap wood to mount a wall, they will have trouble deffending their territory... so they also need to risk something... these players/guilds/alliances knew the risks they where getting into by accepting sovreignty of the land... all in all it makes much better gameplay note, FFA pvp is not required for the full loot. this TEF system could work very well also. if you want to participate in pvp you need to put yourself overt, risking your stuff... and yes it will happen that you will get ambushed by 40 people while getting to the rendez vous point and you loose everything, but you willingly put yourself overt knowing the risks
edit: i would be interested in reading your blog |
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9/01/11 11:53:11 PM#6
1: Deep, realistic, and non-repetitive crafting. I really enjoyed SWG's resource and crafting systems. One particular aspect I liked a lot was the fact that a resource gathered at A might be better / more durable / lighter than the same resource gathered at B, and that all resources ultimately affected the stats of an item. The same item could be crafted with these different materials and it would ultimately affect the firing speed, damage, weight, armor value, durability, etc of whatever you were crafting. Being able to name your crafted items was a plus. Perhaps my favorite feature was being able to set up a building full of vendors that sold your wares. I had vendors full of all kinds of weapons, armor, mats, etc that just made me uber rich in the game. I was literally handing out millions to my guild =) 2: Classless skill progression. Not to sound like a broken record, but SWG had a really decent way of handling this. Being able to shape your chracter to ANY playstyle trumps cookie-cutter classes any day. 3: Modifiable terrain/player actions that affect the persistant world. Games like Xsyon and Wurm handle this somewhat nicely, although I'm not sure of many other games that let you do this, if there are any. I want to be able to build my settlement/base/city/etc into whatever I want with the highest level of customization possible. I long for the game where I can make caves, tunnel systems, canals, etc to my heart's content. In Wurm, I believe you can do a lot of this but the engine for that game is so outdated it will never be more than a cult following. 4: GM run events. These are absolutely necessary in my opinion. Not many games do it, but having special GM run events can really bring an MMO community together. The only games I can think of off the top of my head that have these to any reasonably level of frequency are Darkfall, Xsyon, and Mortal Online. 5: Mature community. I guess this isn't so much of a 'feature', but something I consider extremely necessary for a truly great game. Too many games today have the shittiest communities (WoW and LoL to name a few) that make it hard to enjoy playing them. 6: Proper development cycle. Again, this isn't that much of a 'feature', but something that a lot of games fail to achieve these days. It's time to do away with the age-old story of a game being pushed on the market before it's ready and spend some real time developing a game and making sure it's ready for the public. Too many games that had a huge amount of potential in the last 5 or so years have been ruined by a bad launch, never being able to truly recover. |
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corpusc
Hard Core Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
9/02/11 12:16:29 AM#7
Originally posted by Tertiary
i hate pre-made factions. IMO there should be as many factions as players care to make, with no limits on how few or how many are in each.
in other words, clans/guilds. 8)
to answer the thread title question..... there's really only one thing that draws me to MMOs. virtual worlds that are full of life. life == real humans controlling much or most of the entities/actors that you encounter in this world. i honestly hate just about everything else thats usually a part of the "MMO" package. but am so drawn to that one feature that i've tried just about every major MMO in existence, despite hating to actually "play" them in order to explore much of their worlds. and i spend too much time reading forums like this to see how players react to different games and virtual world ideas that are discussed. The End |
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@Squal-Zell http://www.mmorpg.com/blogs/Tertiary I've extrapolated the following from your posts: Optional PvP with TEF-like system and full-loot to enforce regional sovereignty. Implied features are sand-box style/player initiated realm versus realm, territory improvement/city building, etc.?
@travdoty 1. Non-repetitive crafting, possibly automated. Quality tiers for reagents. 1a. Automated merchants/player controlled NPCs. 1b. Item customization.
2. What about classless/skill-based progression appeals to you? Do you prefer that all skills be available to anyone like in Darkfall, or do you prefer the model SWG has where you choose a number of skills to advance in based on class (if I recall correctly)? Or Asheron's Call where you choose skills individually?
3. Fully morphable terrain for city-building/etc. (Reference: Xsyson, Wurm) 3a. Player actions have impact on the game world: implies dynamic world.
4. What sort of events do you prefer? Are you talking about events where GMs take control of a prominent NPC and role-play with the PC community? Ones where GMs just take the spawn stick and throw NPC enemies at PCs eventually culminating with a boss encounter? Scavenger hunts? I understand that a combination of all of these are preferable, but I am curious which you like the best.
5. Define 'mature community.' Would you prefer an age restriction on the games? How should the community be encouraged to be 'mature'? A full discussion on this topic may be my next blog post, for the purposes of this thread I'd appreciate it if you could narrow this into a single, specific feature since 'mature community' is too broad a concept.
6. Again, the definition of 'proper development cycle' is too subjective. Please define. Would you prefer regular monthly updates like Asheron's Call? Quarterly installments? Some sort of extra testing before release? Is it the advertisements pushing the development cycle into early release that bothers you? More specific, please.
@corpusc Are you talking about a game like Eve, Shadowbane, or Darkfall where the only appreciable enemies/factions are player driven? Or would you prefer a game with no NPCs at all and the world is soley comprised of PCs? What specific aspect of that sort of world appeals to you the most? Player economy, PvP combat, world building, politics?
@All If I have summarized your favorite feature(s) incorrectly above, please correct me. A lot of the features you are giving are not so much features as full game concepts. RvR is the primary draw of DAoC, Horizons could be cited with its open ended sandbox nature, Eve has territory control/building/player politics as its concept. These concepts are too broad in scope for my purposes because creating the base game concept is a subjective task. That is what you want and thus you create it. What I would like is for specific features to be objectively identified as well implemented. SWG's craft system having quality impact the final version of the product, for instance.
Thank you, Tertiary |
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corpusc
Hard Core Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
9/02/11 2:34:11 AM#9
Originally posted by Tertiary
in any kind of game i like player created "factions". if you're asking what kind of games i like, it would definitely lean toward "sandbox". i like things to emerge organically rather than having pre-made stories, histories, factions forced upon the players. they always feel contrived and unnatural, and fight against the natural way that factions would developed. i would prefer mostly real players in the world, but with NPCs that would fulfill roles that most players would find too boring to play or roleplay, but that would be important for immersiveness (like shopkeepers, merchants). all of those aspects you mentioned are good, and all of them work much more organically when its the players driving it rather than developers trying to force people into contrived groups and activities. hardwired stories and setups, etc. The End |
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corpusc
Hard Core Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
9/02/11 2:37:10 AM#10
Vanguard and Darkfall have come the closest to the kind of world i like to be in. and Darkfall by far the closest to the kind of real gameplay that i seek. The End |
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9/02/11 3:47:20 AM#11
Originally posted by travdoty pretty much this, with some changes: ad 1 - i dont mind repetitive crafting, as long as process is not just click and wait (i love vanguard crafting process). also i am not much of a scifi harvest/craft way guy (prefer manual harvesting and crafting over factories and harvesters), with harvesting (and e.g. prospecting) as it is done in Wurn ad 2 - i would love skillbased system with no caps ad 4 - not only that, i love like in Horizons (Istaria) you had (at least at the beginning) possibility to affect world progression and lore (rescuing new playable races, opening access to new parts of world ....)
i also really like diplomacy in vanguard and overall - the more "standalone" features (think minigame) the mmorpg has, the better
edit: i also really love spell/skill customization, as e.g. in ryzom or istaria |
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9/02/11 3:53:41 AM#12
- more then 2 faction, persistent pvp with keeps citys etc to raid/claim - guildalliance system in game. - pvpsystem that gives factionbonuses (claim xy, steal xy) |
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9/02/11 3:59:45 AM#13
Dynamic zone generation. A procedural world. |
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Squal'Zell
Novice Member
Joined: 10/09/04
"Next time i log in SWG ill probably see elves and druids" |
9/02/11 10:02:15 AM#14
Originally posted by Tertiary |
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9/02/11 11:40:33 AM#15
Here's some existing game-play features I like:
The EQ1 macro system was good, but what I would consider a good start. The 5 line limit was difficult. Changing languages needed to be much more streamlined (and less dependent on number of known languages). A typical macro would 'waste' 2 lines to /lang 3, /say 'Die, thing with too many legs!', /lang 1, /group 'Fight this %T now. We will win!'. If lang 3 was elvish and 1 was common, when I learned dwarvish, it changed the lang number for elvish, and I had to edit/fix every macro I had. Considering I had over 30 macros just for calling for attack/assist on this one character, it was much more work than it should have been. I wanted /say {Elvish} 'Die, thing with too many legs!', /group {common} 'Fight this %T now. We will win!'
No game has really approached this level of macro support since.
Again, the EQ1 model had some flaws. The /assist function was limited by distance. That is good and bad. The bad generally caused group/raid wipes with the monk FDed and the main assist pulls the wrong target because they had to mouse select due to the distance. (Some agro radii seemed considerably larger than the /assist functionality).
Anyway, these are some of the mechanisms I have run across that I have liked over the years. A post with specific features I haven't liked might push this forum's storage capacity, and I enjoy this site too much to do that.
Logic, my dear, merely enables one to be wrong with great authority. |
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9/02/11 12:01:03 PM#16
Here are my favorite features of an MMO, in no particular order.
1. the ability to travel for hours in a seemless, zoneless world. 2. the ability to fight more then 2 mobs at a time, more like 15+ mobs, it makes me feel heroic. 3. a classless. skill based system using experience points to raise skills and attributes. Levels are there for nothing more then determing how many skills a player may have. 4. huge level numbers to tie into #3, AC's level cap of 275 suits me just fine. 5. a vibrant and living world with out any such thing as an instance. 6. Zero capitol cities, instead numerous hamlets and towns dotting the land scape. Basically anything that artifically forces players to congregate in a particular spot is bad for open world immersion whi9c h Ifeel todays MMO's eventually become with its one shop capital city. 7. a true questing system, and not some fed-ex or kill task that todays themepark games have become. I want my quests to require skill, some amount of work and take more then 2-3 minutes to complete and i nreturn I am rewarded for great amounts of of Experience and items. An example of a fun and detailed quest can be found at the following link: http://ac.wikkii.net/wiki/Apostate_Nexus_Quest 8. No ? or ! above NPC's head, instead have rumors or town criers harken new arrivals that soemone in town may require the assistance of an adventurer. 9. Loot system that is random but smart, a hybrid of Asherons Call and Diablo. 10. No raiding for loot, instead raiding should reward Experience and good currency and maybe some rare crafting materials at most. Raiding should be about the content and not about the loot. 11. Loot should be aquired through luck, perseverance, and be soleely attianable solo. As such this system would amke the loot system its form of in game economy through trading and bartering. 12. grouping should reward players instead of penalize then with reduced XP, its been a while since I played but an example is in WoW, you kill 1 mob and are rewarded 100% xp. 2 people kill the same mob and are rewarded 50% xp. make it more like AC where each player is rewarded 60% of XP, this would foster grouping way more then anything else since its beneficial. 13. PvP is segregated onto seperate rule set servers. PvP should be harsh and extreme, and ZERO class changes are made in the name of class balance for PvP sakes. If such and such class is perceived OP by PvP standards, then reroll that class if its that big of deal. Otherwise PvP balance screws with PvE balance all to much intoadys MMO's. 14. Nerfing is so rare that it rarely happens, skills (remember im a classless type of guy) should be balanced in the beta stages. Instead Buffs of the other skills should be viewed as the sole source of post launch skill balance 15. Housing Housing and Housing. Player created housing in at launch, with many items and decorations to fix your place up.
This is my first attempt, as I will envitably add more to this list as they crop up in my head! |
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9/07/11 9:53:40 AM#17
Healing and Jumping
*Gives Guild Wars "The Finger" " "It's like a finger pointing away to the moon... Don't concentrate on the finger or you'll miss all the heavenly glory" (Bruce Lee) (Insert your favourite mmo here): ......And behold, a pale horse.... And a million hellishly bad mmos followed with it. |
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Squal'Zell
Novice Member
Joined: 10/09/04
"Next time i log in SWG ill probably see elves and druids" |
9/07/11 5:59:09 PM#18
Originally posted by patient32 im sorry if i am about to highjack the thread but... im really curious of your justification on how healing and jumping are features in an MMO that apeal to you the most... that if an MMO does not have it becomes a gamebreaker. seriously i am curious... |
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9/08/11 9:19:09 AM#19
Originally posted by Squal'Zell Well if you can't jump in an mmo it pretty much is an epic power strike of destruction to my will to play a game. I don't mind in single player rpgs like Mass Effect or Neverwinter Nights or whatever, but if I can't jump in an mmo my mouse slowly starts twitching towards the uninstall button (GuildWars)..... As for healing..... I LOVE healing. I ALWAYS play a healer. It stopped me smoking. The whackamole gameplay of main healer is like meditation for me (focusing the mind on a mundane but brain engaging task and the rest of the mind acheives peace). I also enjoy mmos where there is more to do than just quest. So a big passtime of mine is just wandering the land looking for travellers to buff or heal. There's nothing quite like jumping over a fence running down a hill and tossing a heal on some lowbie that had pretty much accepted he might die but was going for glory anyway. I'd also add a favourite feature of mine...... No instances. I HATE instances. I'll accept instanced boss mob rooms and can barely put up with EQ2's population instances of a zone. But private Guild War instances are near enough an instant uninstall for me. Hence I LOVE Vanguard.... No instances- christ there's not even zones in Vanguard. "It's like a finger pointing away to the moon... Don't concentrate on the finger or you'll miss all the heavenly glory" (Bruce Lee) (Insert your favourite mmo here): ......And behold, a pale horse.... And a million hellishly bad mmos followed with it. |
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9/08/11 9:20:53 AM#20
The chat box/functionality. Without that none of the other features matter. Playing: GW2 |
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