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The Pub at MMORPG.COM  » What Would You Do With End Game?

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76 posts found
  TheCrow2k

Novice Member

Joined: 10/19/09
Posts: 956

10/07/11 12:09:29 AM#21

Endgame plan.

 

- Do not dedicate much time to hardcore raiding since so few people ever reach it.

- Plan to roll out updated content at set intervals.

- Incorporate random generated instances (with associated quests would be nice) for single players and groups, scaling difficulty and rewards acordingly. Thing Diablo with a new dungeon layout every time.

- Plan to have frequent world events that last 7-14 days at a time.

- Plan for sideways progression system at cap. this can also include some form of XP accumulation system for when you lift the level cap if you want to.

  Classicstar

Advanced Member

Joined: 12/02/04
Posts: 2548

10/07/11 12:18:28 AM#22

Maybe when we one day finally getting a real dynamic world en deformation of the ground we have endless changing world to play.

Storm's, tornado's, earthquake's, tsunami's or vulcano's changing world  completely and we have constantly new challenge in end game citys destroys hunting grounds changed.

Also roaming mobs and i mean they can live in large area not like now on small spot and never leave that small area. Npc or humanoid mobs who also can build or ocupied lands spaces like caves.

For example you clear out a dungeon and some humanoid tribe see cave is empty and deside to live in that dungeon you cleared a few hours ago.

A  real dynamic world would be one of means to constantly change end game.

Make mmo's a real adventure again instead of the hold hand follow game guidance we have now in most mmo's.

 

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  Loke666

Elite Member

Joined: 10/29/07
Posts: 16835

10/07/11 12:18:46 AM#23
Originally posted by Dauntis

I hear people constantly bitching and moaning about end game content. (Because most people forget the journey to end game and focus on it too much, imho). Well what would you do to make end game better?

Lets see.

* I would add a more sand box styled endgame to themeparks. Let guilds build guild cities together and add a lot of features and possibilities to them. Let the guild entrust a building in town to each player and let that player get npcs, furnitures and goods to the building.

* Let players run constests, like archery contests and tournaments. Not to mention gambling, it is easy to add some mechanics for this. 

* How about adding a Blood bowl league to the game?

* If the game have soloquests earlier it must offer endgame quests for those people as well. Having people solo their way to max level (fastest way in more than a few games) and then totally changing the way they must play makes no sense and I think that is the reason so many people "bungy play" MMOs.

* Less focus on gear. Why can a maxed out character only get better gear but not gain any new skills whatsoever?

* AA. In EQ2 you need to spend time after you reached max level to max out the points you specc with as well. Works like a charm.

* Farmville. Let players who want to have a farm where they can plant seeds and have animals. They can sell mats to crafters and raise mounts on it.

  Quesa

Novice Member

Joined: 6/16/04
Posts: 1265

10/07/11 12:23:16 AM#24

I'd much rather "End Game" be handled much like EO.  You always continue to develop.

  zaylin

Novice Member

Joined: 4/11/06
Posts: 793

10/07/11 12:30:15 AM#25
Originally posted by Onomas

Should never be an end game. Also if people wouldnt rush to max level and skip half the content................................

HAhahhahah...AHhaahh {slaps his knee}..Bingo!!

Also reminded me of a thread about SW:TOR ,where a person asked " Is there a button to skip all the story&dialouge,so I can level faster?"...

  Corehaven

Novice Member

Joined: 7/27/11
Posts: 1574

I swear by my pretty floral bonnet, I will end you.

10/07/11 12:34:15 AM#26
Originally posted by Loke666
Originally posted by Dauntis

I hear people constantly bitching and moaning about end game content. (Because most people forget the journey to end game and focus on it too much, imho). Well what would you do to make end game better?

Lets see.

* I would add a more sand box styled endgame to themeparks. Let guilds build guild cities together and add a lot of features and possibilities to them. Let the guild entrust a building in town to each player and let that player get npcs, furnitures and goods to the building.

* Let players run constests, like archery contests and tournaments. Not to mention gambling, it is easy to add some mechanics for this. 

* How about adding a Blood bowl league to the game?

* If the game have soloquests earlier it must offer endgame quests for those people as well. Having people solo their way to max level (fastest way in more than a few games) and then totally changing the way they must play makes no sense and I think that is the reason so many people "bungy play" MMOs.

* Less focus on gear. Why can a maxed out character only get better gear but not gain any new skills whatsoever?

* AA. In EQ2 you need to spend time after you reached max level to max out the points you specc with as well. Works like a charm.

* Farmville. Let players who want to have a farm where they can plant seeds and have animals. They can sell mats to crafters and raise mounts on it.

 

 

I had started to write my post and then thought I better check what other people had said, and saw this and gave up.   Why write a post thats pretty much already been written.  Well said sir. 

 

In my now non existent post I was going to suggest some of these things but suggest it be done on End Game Servers that might be an alternate reality or a gateway thats traveled through so players had a fresh landscape to work with. 

 

All I can really say is ......   THIS ^^ 

  NIII

Novice Member

Joined: 10/04/10
Posts: 114

10/07/11 12:46:45 AM#27

Take it out.

  Aktillum

Novice Member

Joined: 8/12/11
Posts: 27

10/08/11 4:55:26 PM#28

I really enjoy what Iron Realms did with the 'end game' in their MMOs.  Achaea especially, where you can transform into a Dragon at level 99 and you get special dragon skills to PvP with. 

The community is very deep in its roleplay so at any point during your characters life you can take decide to run for election of your guild or your city. Its really a constantly evolving world so there is no end-game because the gameplay and overall storyline of the game is driven by the players.

  Pingmeister

Novice Member

Joined: 8/03/10
Posts: 51

10/08/11 5:07:46 PM#29

I enjoyed Dark Age of Camelots Realm Keeps/Relics and their effect on the gameworld.  

The Darkness Falls (DF) Dungeons were, in my opinion, the best feature ever added to a PvP game.  

Only the Realm with the most keeps had the entrance unlocked.  But when it switched hands the high level players would swarm in and fight their way to the previous realms side, slaughtering everyone still hunting in there.

So for a while many players just took Keeps until they got DF, then went in to fight.  The other side would do the same.  An endles, wonderfully fun cycle!

  Nerf09

Novice Member

Joined: 3/14/04
Posts: 3008

10/09/11 9:50:10 PM#30
Originally posted by Dauntis

I hear people constantly bitching and moaning about end game content. (Because most people forget the journey to end game and focus on it too much, imho). Well what would you do to make end game better?

Nothing you can do with wow-clones other than increase level cap, like in.....wow.

  grawss

Novice Member

Joined: 9/07/11
Posts: 438

10/09/11 10:26:00 PM#31
Originally posted by forest-nl

Maybe when we one day finally getting a real dynamic world en deformation of the ground we have endless changing world to play.

Storm's, tornado's, earthquake's, tsunami's or vulcano's changing world  completely and we have constantly new challenge in end game citys destroys hunting grounds changed.

Also roaming mobs and i mean they can live in large area not like now on small spot and never leave that small area. Npc or humanoid mobs who also can build or ocupied lands spaces like caves.

For example you clear out a dungeon and some humanoid tribe see cave is empty and deside to live in that dungeon you cleared a few hours ago.

A  real dynamic world would be one of means to constantly change end game.

Make mmo's a real adventure again instead of the hold hand follow game guidance we have now in most mmo's.

 

^ This

It would be tough using current technology, but I'd love to see a fully dynamic world.

Luckily, a lot of the work can be done with an algorithm invented ages ago. It takes a few small pieces of land/trees/bushes/grass/etc and creates huge landscapes or even worlds. Take it further and it shouldn't be too difficult to represent the destructive path of a tornado properly.

Take "crafting" to the next level as well. I want to head into the frozen north and build myself a fortress in the side of a mountain, only to turn into a pale, frigid version of my former self due to the harsh atmosphere. I want to see a bunch of NPCs create a temple for a false god and stage a war on civilization using their endless horde of religious fanatics.

"Diplomacy" sucks in games. I want to befriend a tribe of warriors, then challenge their leader for control of the tribe and use my new army to fight a rival player-controlled faction. Or tame a giant cat beast and ride it into battle.

"Skills" are awful. Give me an endlessly customizable skill set, and let NPCs use it too. Piss off a five year old girl? "Suzy kicks you in the shin. You take 2 damage." I want my frost and ice skills to be more powerful in my frozen fortress of the north. I want enemy fire skills to be less powerful.

 

I could go on and on, but the point is, so much more can be done with games. Corporate greed needs to die. :(

Sarcasm is not a crime!

  Kez95

Apprentice Member

Joined: 6/29/06
Posts: 53

10/11/11 12:30:56 AM#32

My game would be PvP, and the game would have an actual end when one kingdom defeated the other 5 or 6 kingdoms.  You want to play for weeks, or months, or limit how much time people can play, there would be different servers.  So the end game is simply winning the game, nothing more.  High scores and statistics would remain on the web but you'd start over, choosing a different style of play or role for your kingdom and go at it again, from scratch.  Only the most organized teams would succeed in building up the kingdom through a dozen or so roles (not just strictly combat) until the best 2 kingdoms fought it out for dominance.

The developers would expand the game by improving randomness of everything and add features and skills and whatnot, but not focus on new bosses or dungeons or item grinds.  Their focus would be on improving the gameplay for replayability, which is infinitely better than sitting around talking with psychologists and sales experts about how they can develop a new grind to keep people playing.

MMORPGs are virtual skinner boxes.

http://www.nickyee.com/eqt/skinner.html

  Gadareth

Novice Member

Joined: 12/06/05
Posts: 309

10/11/11 12:41:52 AM#33
Originally posted by Goatgod76
Originally posted by Dauntis

I hear people constantly bitching and moaning about end game content. (Because most people forget the journey to end game and focus on it too much, imho). Well what would you do to make end game better?

Simple...there just wouldn't be one. Constant journey, endlessly new areas to explore, etc...as it should be.

Just as EQ has done with it's now 17 expansions. Of course, making it a bit more difficult to keep people from capping in a month or less would help...but then again...then most would cry it takes too long and is too hard. /eyeroll

This, ideally there should not be an end game the leveling balance should be such that by the time the average player reaches the end game new content is available.

 

 

  gobla

Advanced Member

Joined: 3/30/07
Posts: 1421

C'est la vie.

10/11/11 1:11:23 AM#34

A few things I'd do radically different:

- Item decay. Items eventually break down and have to be replaced. Thus keeping the economy running and allowing worthwhile end-game crafting

- Horizontal progression. Maximum power should be reached easily, but after that there should be lots of options to expand without any bounds of classes. Think of tabletop wargaming, you can only field an army of 1500pts but the more models you collect the more ways you have of filling those 1500pts, each army being suited to different tasks and playstyles.

- Randomly generated dungeons. With item decay there will be a constant demand for high-end materials, these should be found in randomly generated dungeons. Based on the entering party a scaled dungeon is generated complete with random bosses with random mechanics, hidden treasures and who knows what else.

- Open world PvP objectives. There should be several open world PvP objectives that can be captured or raided by the in-game factions (more then two please... possibly a renegade faction that's not a single faction but instead made up out of individual guilds at war with everyone, including other renegades). Captured objectives provide a constant small source of good crafting materials to the owning faction (or in case of renegades, guild) that can be picked up by any faction members. Capturing objectives grants a medium crafting material reward and transfers control. Raiding objectives grants a big crafting material reward, temporarily stops that objective's crafting mats supply but does not transfer control.

- Player-owned flying ships. Combining a player-owned house (inside the ship, the cabin) with a mount (driving the ship). Trophies and such can be hung outside your ship or in your cabin. Friends can be invited into your cabin. Guilds can own larger ships with multiple rooms and such. Ship floats so can be parked anywhere without obstructing passage (walk underneath or fly your ship over it). These ships are persistent while logged in and can be damaged, when HP reaches 0 it's not destroyed but instead drastically slowed until repaired. Should have some combat abilities that only work on specific targets (not other players, but other ships yes). Mainly a flying mount that's also your house.

- More lively AI. Most wildlife doesn't stuck to one spot but predators locate the nearest prey and hunt. Prey try to travel in herds and avoid predators. etc. There should still be static outposts and such for socialisation, trade and new players but most of the 'filler' content that's not directly related to some sort of main storyline, the main hubs or otherwise necessary content should be made more dynamic. Combined with horizontal progression meaning that maximum power is easily reached it's no big problem if strong enemies wander into weaker zones.

We are the bunny.
Resistance is futile.
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  jeddak

Novice Member

Joined: 3/14/05
Posts: 270

This too shall pass...

10/11/11 1:15:05 AM#35

Remove the end game. Remove leveling. Remove elite gear that can only be obtained if you belong to a large enough guild or have access to the free time needed to get it. Make a beautiful game skill based and open the world for all and don't isolate players with an artificial caste system.

UO,EQ (best mmo's). Been in lotro for almost 7 years mostly in pvp as a lovable spider: Mummy

  JC-Smith

Hard Core Member

Joined: 5/02/11
Posts: 358

10/11/11 10:08:17 AM#36

- Make the gap between a starting player and a maxed player far smaller than it is now.

- Go skills based and allow players to max every skill if they choose, but design it so that players can only play a certain role at a time. (Ex: Tie combat into the weapon equipped, and each weapon has a unique role). Players can now grind for a long time if they want to max all the trees, or players with less time or desire can just max a couple of key lines. The player who maxed all lines may be slightly more powerful, but their main advantage would be that they can fill many roles where the casual player may have only mastered one. So long as there are many skills you may never have to increase the skill cap, though you could occasionally add new skill lines.

- Generated Epic Quests, Dungeons, Bosses and Raid Bosses to keep players easy and to keep content from being the same old thing over and over.

- In a PvP based game you'd also need sieges or something to keep players occupied.

- Many optional gameplay types that can keep a player busy. Not just combat. Allow them to upgrade housing, build structures, upgrade vehicles, or play other mini-game types to keep them occupied.

  David_Lopan

Novice Member

Joined: 9/07/10
Posts: 815

"There is no progress. Everything is the same as it was. Form changes. The essence does not." RLS

10/11/11 10:13:00 AM#37
Originally posted by Goatgod76
Originally posted by Dauntis

I hear people constantly bitching and moaning about end game content. (Because most people forget the journey to end game and focus on it too much, imho). Well what would you do to make end game better?

Simple...there just wouldn't be one. Constant journey, endlessly new areas to explore, etc...as it should be.

Just as EQ has done with it's now 17 expansions. Of course, making it a bit more difficult to keep people from capping in a month or less would help...but then again...then most would cry it takes too long and is too hard. /eyeroll

    Agree, I really don't get the whole end game thing.  End game to me means stop playing untill more content is released, unless it's a sandbox of course with tons of things to do (one can dream no).

  jacklo

Advanced Member

Joined: 7/29/09
Posts: 583

10/11/11 10:35:05 AM#38

 

Endgame Content
 
What about offspring - yes your character can have children.
 
These 'children' grow up alongside your main character picking up the traits of their 'parents' and developing into either a hybrid type character where the 'parents' are of different classes, or eventually becoming more powerful versions of their parents where both parents are of the same class.
 
One parent is obviously the character that you play, the other could be either an 'alt' that you play (maybe even somebody elses player character) or an NPC.
 
Your 'child' could accompany your main character and gain xp along the way (much like a pet), or you could choose to play the 'child' at any point, maybe taking their destiny/skills in a different direction.
 
Just a basic concept, needs work and balance could be an issue, but I think it has legs.
  RefMinor

Novice Member

Joined: 7/16/11
Posts: 3545

Hipster

10/11/11 10:41:59 AM#39
As an exclusively sandbox game player i never come across endgame.
  fenistil

Novice Member

Joined: 9/22/11
Posts: 3016

10/11/11 5:21:08 PM#40
Originally posted by Aktillum
Originally posted by gobla

A few things I'd do radically different:

- Item decay.

- Horizontal progression. Maximum power should be reached easily, but after that there should be lots of options to expand without any bounds of classes

- Open world PvP objectives. 

- Player-owned flying ships

- More lively AI.

Wow. You just summed up Lusternia

Nice, f2p with item shop & credits kill my willingness to play even if I would want to play MUD.

For me I want what gobla said + PURE P2P. No item shop ridicule...

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