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I want a huge world to explore. Forget raid instances and quests that everyone does so often they're part of level-up guides. Just give me a giant freakin' world with mysteries all over the places. Places hidden in caves and behind waterwalls. Weird wizards who live hidden in the forest and could possibly reward those who stumble upon them.
I want housing. I want a place in the game that I can call my own. I want to be able to make it my own. Let me build it anywhere I want. I want to be able to cast some magic spell and build a castle on a cloud if I can use that sort of magic. Or clear some dang trees and build it in the middle of the forest. Or build a tree house in the branches. Or create a glass/magic shielded shelter under the sea.
I want giant monsters roaming the world, that drop incredible loot. No set spawns! Have a giant hunter channel so people can shout things like, "The giant squid is attacking the Dover Harbor!" And then have hundreds of people converge to attack it. Then maybe give people a title like Squid Killer or something.
I want unique world items. I want there to be some quest from some random guy hidden in the world, that only 1 person can do, and at the end, they get some super amazing god staff that no one else can ever have. And I want there to be tons of quests like this.
I want to be able to tame an army of squirrels! I want to sit in the woods, having issued a challenge to some guy. Then, when he comes there to fight me, 1000 squirrels come out of the trees to attack him.
Those are just a few of the things I want. There are so many more. But basically, I am sick of:
raiding grinding to level everyone having the same gear
ps - if this mmorpg already exists, or is in the works, please let me know. |
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4/12/12 7:36:21 AM#2
An army of squirrels would be epic :) |
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4/12/12 7:39:11 AM#3
with some very neat plugins etc im sure minecraft could be what you are looking for :P |
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4/12/12 7:52:46 AM#4
Originally posted by Atomicles Would be great wouldn't it. Unfortunately the most numerous and lucrative 'gamers' for developers want to be able to log in, run a couple of instances, loot some items, log out all in about 30 mins to 60 mins. Travelling, questng without big glowing exclamation marks or even thinking about stuff is not something they want to do so I doubt we'll see any sort of intelligent games come out unless its a small indy game.
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4/12/12 8:01:49 AM#5
Housing would be nice but can't happen for obvious reasons. Imagine WoW at it's height of popularity and then imagine every character putting up a house wherever the hell they like. Would ruin the world. Guild housing once you guild hits a certain level would be awesome though.
As for bosses, I would love roaming bosses that pop anywhere. Make them extremely hard so that players have to group up to take down. I'm big into roleplaying too, so the idea of hidden mysteries/wizards/mini-stories just waiting to be discovered would be my ideal mmorpg |
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4/12/12 8:22:35 AM#6
i dont think there is such game, but you can try Vanguard (or wait till it will be F2P) and upcomming GW2 |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
4/12/12 9:22:14 AM#7
Originally posted by comrademario Well, if your world is large enough (see Vanguard) you can set aside areas of the wilderness for player made towns. Each server probably needs no more than several thousand plots and you can limit the supply making it a commodity that players have to bid on and toss in maintenance costs that force turnover. Make them destructable and you really solve the issue of over population. My needs are simple, I want an end game that is designed around territory/resource control a la DAOC, EVE or Lineage 2 instead of the standard raiding/gear grind. (and yes, I've already played the 3 I've mentioned)
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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4/12/12 2:56:36 PM#8
Originally posted by Kyleran If the world is that big, it will be very empty because dev has not enough resources to make everything interesting. And what happend to territory control when i am not online? |
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4/12/12 3:50:14 PM#9
Originally posted by nariusseldonOriginally posted by Kyleran Assuming you are able to make friends and allies they will help defend territory whilst you are not there, or mechanisms will be in place to limit the timing of any territorial dispute. "i don't waste my time building relationship in games" - nariusseldon |
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4/12/12 4:08:19 PM#10
Originally posted by RefMinor I suppose you can also do what WOW does .. have a battle every 2 hours and whoever wins get the control. There may be other mechanicsm (like buffs based on the numerical differences in the two groups) to even the odds. |
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4/12/12 4:12:01 PM#11
Originally posted by nariusseldonOriginally posted by RefMinor Why on earth would you want the odds evened, the point of fighting for territory is to win and to gain the benefit of control. If you cant fight with decent tactics or can't get allies you don't deserve control. "i don't waste my time building relationship in games" - nariusseldon |
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4/12/12 4:22:03 PM#12
Originally posted by Atomicles I suggest you look towards the Direction of ArcheAge, it may not have everything you want but has the most.
You will be able to chop down trees and create a clearing and buid a house in the middle of a forest, actually you will be also able to Plant and create your own forest if you want too. It has some really neat possibilities, Large World with continents to explore Oceans and Seas, contructible Ships and Ship Combat as well. And some more, look it up... |
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4/12/12 4:24:39 PM#13
Originally posted by Ikonoclastia As a player and a designer, I ask this question. Why can't you accomplish different sections of a quest or something within that time frame that is apart of something larger? Like why does a player have to feel accomplishment after a 30 min dungeon? To me, instant gratification has a better chance to feel like a job rather than adventure. I suppose that way of thinking is looking at the end prize rather then enjoying the journey. |
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4/12/12 4:32:01 PM#14
Originally posted by Eronakis It is all related to profitability...but the reason, in my opinion, of instant gratification is Demographics, younger aged players do not have the patience to look aound for clues for hours without some kind of reward system to keep them going so goals are short and rewards are quick to come in small doses.
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4/12/12 4:39:03 PM#15
Originally posted by comrademario Popularity doesn't matter past say 10k players as they are then onto multiple servers. "i don't waste my time building relationship in games" - nariusseldon |
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4/12/12 4:42:52 PM#16
This is what I want in an mmorpg because I am designing what is listed below :P
- A community first game. This means grouping content will be rewarded moreso than solo play. Solo content will be available as well. A ratio of about 60 grouping, and 40 percent solo content.
- A game where wisdom and challenge is a factor every time you log in.
- Top heavy PVE oriented gameplay. Hardcore PVE needs to make a comeback (like Old EQ) but implemented correctly.
- Realistic graphics with flavor.
- A vast seamless world that will captivate you to explore and adventure on a single shard server. Possibly no instances.
- In-depth class design which will immerse you directly into a class. To simulate that you are indeed that class you have chose.
- Two immense combat mechanics that allow tons of strategy with player adaptability within the fluidity of combat. Combat mechanics complement class design to allow a vast array of many options. Must become a tactician. Can't go into many battles without strategy of some sort.
- AI that will be very intelligent. For an example, whereas a more militaristic mob will adapt while in combat to your fighting style so you'd always want to be on your toes.
- A main plot line that will twist and turn you and flip you upside down. However, players can directly influence the world and the plot to have different possible climax's and outcomes.
- A player driven economy with separate crafting classes where player can establish their own markets.
- Raid Campaigns for progressing players and end game content that will immerse you into possible real militaristic medieval strategies.
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4/12/12 4:44:42 PM#17
"I want unique world items. I want there to be some quest from some random guy hidden in the world, that only 1 person can do, and at the end, they get some super amazing god staff that no one else can ever have."
There's some lore in the eldar scrolls games where gods have a unique item which a hero can find and use for a while. That would be one way of doing that so players only had the unique item for a while. My fave idea related to this is a mage's guild which runs a duelling competiton every year to allocate the offices of the guild like guildmaster, deputy, assistant librarian etc and each office has some item or benefit associated with that office a winning player can use until the next competition. The winner of the assistant librarian post would get an extremely overpowered pet orangutan.
(With a year in game being say 12 weeks irl.) |
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4/12/12 4:51:52 PM#18
Originally posted by tupodawg999 Ook?.. :) Maybe would be interesting an item kinda like in Afro Samurai. Basically there were two bandanas with numbers, #1 and #2. Don't remember exactly what you got from having the #1 bandana (something about godlike powers, castles, things like that), but everyone wanted it. The only way to get it is to defeat whoever is wearing it at the moment in a fight to the death. The catch is, the only one allowed to challenge it was whoever is wearing the #2, but anyone else can challenge #2 to get the bandana, so in order to actually challenge #1 and get his bandana you first need to challenge and defeat whoever has #2, and then once you have it, and survive all the way to where #1 while being challenged by anyone. What can men do against such reckless hate? |
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4/12/12 6:06:37 PM#19
Originally posted by Atomicles You want a single player game, not an MMORPG. Single player RPGs have everything you have described and more. MMORPGs are meant to please the masses and not a single player, which is what all your wants point at. Think of things this way: You log in, and you see someone link the super uber God staff. Now you know you will never even get a chance to start the quest to get it cause he already has it. You do not feel happy for the person, you feel jelous and disappointment. Uniqueness means excluding people, and adding more so that anyone can have it waters down the reward and you do not feel as accomplished. Research some good RPGs and you will be right at home. |
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4/12/12 6:15:52 PM#20
Ook :)
Yeah, that Afro Samurai idea is the sort of thing i mean.
I like the idea of players having to defend unique items or lose them so if a player stops playing the item isn't lost to the game. |
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