|48 posts found|
"Fish can't sit down cause they got no laps!!"
3/30/13 12:21:57 AM#41
First and foremost freedom to develop my character from the gound up the way I want him or her.
In depth crafting where you have to devote your character to it, not gathering and adventuring but just crafting and selling your wares. Robust selection in crafted gear stats and appearance.
Housing system that requires artisans to build and furnish.
A player economy that not only supports crafters but nourishes the need to buy crafted wares.
A pvp system that requires player driven nations to declare war on each other and follow player set rules of engagement. Where soldiers are only soldiers when they are called into service.
Adventure for adventure sake, where exploration is sometimes your only reward.
player made quests, not just the "bring me 10 peices of venison" type
A very developed AI with food chains where wildlife prey on each other, and mobs ascess threat and sometimes run instead of fighting.
Oh yeah and player towns and cities with no guild focus, any players that build within a vicinity of each other can incorporate into a town. It doesn't make since for guilds to be the only ones who can build cities.
Those are just a few thoughts to begin with.
3/30/13 12:35:43 AM#42
- Main thrust is PvE
- Team play is rewarded
- You can not travel everywhere in the game at the drop of a hat, locked or progression zones
- Crafting is a profession, 90 percentile items come from the top tier of crafting, items decay or break, repaiiring items allowed
however durability decreases.
- Also, crafting depends on other crafters or gatherers to complete high end items
- Housing with a robust item, color set
- GM / player driven content
- The most important aesthetically is the ability to look different from everyone else, dyes should be included in the game, with black dye being 1000x more expensive than any other dye.
Hard Core Member
Let em put a slave ring thru u're nose u're prob not going to like where they're taking you. Think.
3/30/13 1:23:03 AM#43
Originally posted by Tsumoro
They are clueless.
3/30/13 1:36:36 AM#44
- popular enough to have a thriving fun Oceanic community that aren't dull-as-nails elitists
- 1 faction: PK will turn a character permanently evil - becoming good will require days of quest/grind. Think of it like an ex-assassin that wishes to rid of his infamy which will take time
- has dungeons and a trinity system; NO raids
- quests: no kill 10 npcs quests
3/30/13 3:27:16 AM#45
Originally posted by Tsumoro
There is an evolution taking place right now & the birthing pains of WoW are still having it's trickle down effects on the industry..!!
But eventually, as server technology & virtualization gets cheaper, that all Dev's will build seamless Open Worlds & role playing games will then again return to being about "Authoring a story that others want to live in". That is what Lord British was mentioning in his latest (& lengthy) interview.
Problem is... games like Mortal Online, Dark Fall, ArcheAge, PlanetSide2, EQNext, etc.. are based on server technology that is vastly moAr costlier, than games that use old technology & restrict players movements, etc... (ie use of heavy instancing to simulate gameworld)
Seamless Open Worlds (SOW) are real MMORPGs, because they already provide all the essential of roleplaying.
Problem is, real open worlds come @ a premium, (servers cost millions more), so they require more price.
But it is a simple "you get what you pay for" formula.
But even a newbie knows instantly, when a game (world) is worth exploring. Even if it costs him his job, his wife, or personal hygene.. when there is a real, living breathing world to sink into.
A real world, to unfold at your whim... <-that is roleplaying.
On the contrary.. others would like to log into a video game, LFD... and jam out some trinket during the evening, so they can collect adda-boys & new shinies. (ie: Lobby Queens). These same players could be logging into Battlefield and still call it an MMO.. let alone a MMORPG.
Those^ are just video games... they themselves are just medeivel themed arcade games, like a Nintendo, or Mincecraft game. But they are all... following the same path of eventually going online... finding it's own consciousness.
After WoW... the online market swayed away from MMORPG towards online arcade games and MMOs.. & that is fine, because more & more people are geting online, thus finding games they like. But not every game, nore every mmo is a MMORPG!
I'll repeat it again... just because a game has an online component, that doesn't make it a MMORPG, or even an MMO. MMORPG are a sub-category of it's own. SimCity has it's own arcade following, etc. So don't be duanted by all the hype and marketing you see.
After this "instancing era" is finally moved out of the MMORPG industry, then we will see more eager devs w/confidence tweak the MMORPG model once more. Because fundmentally making a MMORPG anymore is easy... the hard part is retaining customers... which starts with giving them a honest gameworld, not some bite-sized gimmick.
Once these new ultra-worlds are birthed, people are going to want to control over them... that is what fuels the sandbox.
Without a real game world, there is no roleplaying..
"No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."
war is a natural thing for a warrior
3/30/13 3:55:49 AM#46
- combat system which really grips you
- interesting pvp
- good balance of classes
- large world
- many options of character customization in look and skills
- good graphic
- no Buy To Win !!!
- long leveling
- no gear based
- skill most important !!!
- easy respec options
3/30/13 4:16:01 AM#47
New frontiers to explore and settle.
3/30/13 5:07:19 AM#48
I agree with you 100%.
If a game requires me to log in every day or even in any kind of regular interval, it becomes a time clock for work.