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The Pub at MMORPG.COM  » If you could build your own MMORPG.....

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56 posts found
  Kyleran

Bitter Vet™

Joined: 9/13/06
Posts: 18364

Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

5/24/13 2:30:35 PM#21

I'd probably be the only person who enjoyed playing a MMORPG that I designed, so probably just for the better than I'm not given the opportunity.

 

"The discrepancy between what we know is possible and what we currently have to choose from is beyond disappointing" - GeezerGamer
Kyleran - Bitter Vet ™ since 2006
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon

  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 11358

Currently playing EVE, SMITE, ESO, and Combat Arms

5/24/13 2:36:49 PM#22
If I could build my own MMO, it would be similar to Planet Explorers, but with more support for community, commerce and town building. I'd build it based on a paying playerbase of about 5-15k subscribers. One feature I would make sure gets in the ability for players to set up, manage and broadcast tournaments. This is a feature that is sorely lacking from most MMOs.

  chellebell1689

Novice Member

Joined: 6/01/13
Posts: 2

9/18/13 10:55:18 PM#23

I've always thought of this!!  Every time I play a game I think of what I would like to see in my ideal game.  So here's mine

  • Probably be built by the creators of GW2 (my all time favorite game!) so it would be the basics with the following things taken from other games...
  • Have the housing from Gods & Heroes (you have your own villa that you do quests to upgrade)
  • Mounts from WoW (LOVE their mounts!)....granted if they follow the GW2 waypoints you won't have much use for them, but that's beside the point!
  • Character creation would be a mix between Perfect World, Final Fantasy XIV, and EQ II
  • I would add the collection idea from EQII (the shinnies on the ground)
  • The choice effects of SWTOR (your choices give you good, neutral, or evil points.  Depending on how evil/good you are, certain things like your looks are effected).
  • Definitely the in game store from WoW
  • The guilds would be account bound (not character) like in GW2
  • You have to include the events GW2 has!  Especially their holidays! 
  • Dungeon group finder like WoW
  • The crafting would be a mix between SWTOR, GW2, and WoW
  • In conjunction to GW2 special PvP area I would add WoW's PvP ability where you can ask a player if they want to battle.
  • And finally (as far as I can think of), the ability to send your pet to sell off/buy for you as in Fate
That's about it as far as I can think.  I'll probably end up remembering some other aspects I'd want in there.  Here's a couple personal ideas that I would add (that I personally have not seen in a game, feel free to correct this...)
 
  • More freedom in the map, if I want to climb to the top of this mountain, then I should be able to (unless it boarders the edge of the map)
  • If you get a pet/mount you could pay (a small in game fee, i.e. 2 gold) to have full customization of the pet.
  • The option to have a tattoo of your guild emblem on you (in a visible location) or your pet/mount
  • One personal idea I would add is that at your house you can see all your mounts/pets that you have and you can interact with them as if they were pets. 
  • You could also train with them to get special minor things like maybe a better saddle on your mount (something like that) or something that helps your stats a little bit.
  • There would be a mini-pre-game that you start out in that would be like a tutorial, but also effect how you start the game.  You would make decisions that may effect the way you look (slightly), may give you a special mount/pet, or even a special ability.
  • The guild leader (or special designated person) could create a message that would pop up in every member's chat when they log in (if they are not representing the guild, it would send the message to their inbox every time the message is changed.)
  • I think this is in a couple games, voice chat built into the game! My spin, you have the basic channels (guild, map, party), but you could also create your own channel so that you could chat with your friends while in a group or whatever. 
**Not gonna lie, I've edited this a couple times**
  ElRenmazuo

Hard Core Member

Joined: 10/28/06
Posts: 3458

9/18/13 11:21:24 PM#24

Mass Effects sci-fi theme and explorations of planets

The Divisions Ground Combat/Graphics/Physics

Ultima Online character progression

EvEs spaceship traveling and gameplay/crafting

Armored Core Mech gameplay and mech customization

Robotech/Macross style Mechs that can transform into fighters that can deploy out of spaceships for dog fights

Xenogears/Xenosaga Story telling and music style

No levels and classes

Sandbox/Voxel Universe

Be able to make your own alien race like in Star Trek Online but also have set alien races to choose from the games main story

I could prolly come up with more but all this put together is basically what would be my overall dream mmorpg

 

  chellebell1689

Novice Member

Joined: 6/01/13
Posts: 2

9/18/13 11:43:09 PM#25
Originally posted by ElRenmazuo

Be able to make your own alien race like in Star Trek Online but also have set alien races to choose from the games main story

 

Completely forgot about that!  I would add something along those lines to my game!  And if you create your own race two things would happen

1) You would have the option to share the race with other gamers (but you'd have to add a few more specs to create the "basics")

2) The mini-pre-game would be a little more longer and interactive so you could have the basic setup as a pre-made race

 

(Thnx for the reminder XD)

  Neo_Viper

Novice Member

Joined: 5/10/13
Posts: 624

If I agreed with you we'd both be wrong.

9/19/13 9:08:54 AM#26

- No levels, fully skill based character development like UO. Skills improve by using them. Want to make an archer who is also a master cook? Go for it, total freedom, even though there's of course a maximum limit of skill points to avoid the "master in everything" characters. In real life there are no classes. If a rocket scientist wants to learn cooking, he can. This whole class crap always felt very cheesy to me, going back to my Dungeon and Dragons pen and paper sessions. A fully skill based system also allows total non-combat characters, true crafters, townfolks.

- A gritty medieval world, like Game of Thrones or Elric of Menilbone. Let's say Game of Thrones for the rest of the description. No stupid fluff like plush backpacks or panda pets. Weapons and armor are realistic too, no massive shoulder pads.

- Magic is very limited even though it's available. Doing magic demands preparation and effort. It's not a game where mages run around farting fireballs all the time. It's more subtle magic, like GoT or LotR. Priest of some deities are able to do some stuff.

- Faction based PvP, you join one of the great houses at character creation. There would also be PvE servers, where the war with the other factions would be purely PvE based unless you flag yourself for PvP, which would work like Notum Wars in AO, gaining advantages you couldn't get otherwise without it being mandatory. No FFA PvP, it destroys games, only PvP that makes sense, aka no randomly attacking allies just because you can. No veteran Lannister character camping the Stark newbie area either. The game must be welcoming to new players, and not allow veteran players to grief them.

- The PvP system would also not allow a single faction to conquer the whole map, crating a "FOTM" effect and basically destroying a server's PvP. Core faction places (e.g. Winterfell or Riverrun)  are basically safe spots which can't be taken unless decided by the developer for the world story line. Battles happen in frontier areas, borders between two factions, and players can expand the amount of land owned by their faction, giving them access to more resources to build defenses too.

- Player housing happens in the open world and is a basic feature from day one. House spots are restricted to specific areas to avoid the "urban sprawl" to invade the whole map.

- You have ground mounts, and I mean horses, no silly pigs or goats or whatever other stupid mounts some games added. No flying mounts. The only person who will eventually have flying mounts in Westeros is Daenerys Targaryen, and much later in the world's story line anyway. Players can't even dream to own a dragon and it won't happen. Flying mounts destroy worlds.

- Boats. Specially important if you have factions like the Iron Islands. Possibility for pirates too. Naval warfare.

- Generally sandbox design, no "!" over the head of NPCs, quests adapt to the local PVE conditions, with creatures migrating. For instance, if there's a wolf invasion in the nearby wood, the inhabitant of the village may ask you to help protect their cattle, but the next time you pass in the same village (or with an alt) the conditions may be totally different since the wolves have since then been mostly killed. The world is truly dynamic and changes all the time.

- Talking about the world, it would be huge, massive, and non instanced. Traveling from The Wall to King's Landing would take hours. People who played AC1 should get the idea of the scale I envision. No excessive quick travel options, definitely no instant teleportation by clicking on a map, but the possibility to use transport between two important landmarks (e.g. from Castle Black to Winterfell, from Winterfell to King's Landing, etc...). Outside of that, traveling is done by the player, on his own mount. Horses wouldn't be hard to get and wouldn't be restricted to the rich elite, a newbie should be able to get his own mount very early in the game, even if it won't be the best armored war horse of course. Mounted combat is implemented from day one, and has advantages but also disadvantages. Mounts are part of the game and the world just like armor and weapons, they don't disappear in a bag when dismissed. Also, transport is only usable once you've discovered a place on your own first, of course.

- Crafting works just like another skill. Territory control between the great houses will impact the access to resources. Crafting is not utterly complicated or annoying (like EQ2's horrible "mini game" based crafting), but depending on your skill and the quality of the resources used, you will create different qualities of items. Crafting will include trainers, but also a discovery system to find out new recipes, a bit like AC1's spell discovery system.

- The game is not gear based. Gear is quite easy to get, and doesn't automatically decide the result of a battle. Character development is more important, and the skill of the player behind the keyboard is primordial. There's no gear grind, the game is about exploration, warfare against the enemy houses, and generally do whatever you want on the map, and not being forced down a single path towards some "end game". "End game" starts as soon as you log into the game for the first time. A valyrian steel blade will not mean that you automatically win (and will be quite hard to get too, of course =P), a good old normal steel blade can pierce your body just as efficiently. Also, something that annoys me in many games, you won't be able to "cut" someone with a blunt weapon like a hammer or a mace. Skills will depend of the weapon you are using.

- No trinity. Healers exist and are important, but there's no threat system. Since there are no classes, the player will be able to specialize into a more "tankish" way or a more "squishy" higher dps way. A leather armor wearer using a bow will have advantages compared to a heavy armor wearer using the same bow. Encumbrance and freedom of movement is an important factor which changes the way your character plays. Don't expect to run around, sprint and swim in full plate or even chain mail, but you will also be very hard to kill. A good illustration of this would be the combat between "The Mountain" and "The Red Viper" or between "Bronn" and "Ser Vardis Egen" in A Song of Fire and Ice. Heavy armor wearers are hard to kill, but have a disadvantage in mobility and fatigue.

 

I have more ideas in many word documents I wrote over the years, but that's the general idea.

My computer is better than yours.

  xaritscin

Novice Member

Joined: 9/25/11
Posts: 302

"Antherea Online will see the light, eventually"

9/19/13 10:12:47 AM#27

the title is a bit tricky. but i have this planned for my own personal project right now

-exploration at planet and space scale, players explore planets and travel throught space as they chart the galaxy

-large galaxy (think something akin to Elite or SPORE)

-realistic physics

-several races

-crafting based (NPC bought items exist but are merely cheap options for beginners, the rest of the game items have to be crafted by players)

-no classes, players can learn from a large (and i mean really large) skill/tech tree which covers from the most basic skills at the start, to the most advanced in all the fields (exploration, combat, industry, science)

-complex magic mechanics

-action based, for all the things, tab options exist but are most to change weapons, and select between spells

-realistic ecosystems, biomes, resources and other natural content

-complex pet and mount system

-vehicle system, with editor, for land, water, air and space, from one rider to multicontrolled ones

-building editor with option for both planetary and space constructions

-player driven market

-player driven "guilds" (at little party lvl), cities(several guilds), states (several cities) and finally, empires(several star systems), with realistic diplomatic management.

-item degradation (we dont have epic gear so no excuse), repairs are possible but the item eventually will become unusable, save for recycling

-open world PvP with full loot, based in urban development with the option to put police defenses,  criminals would receive from a fine, to time in jail, to rewards for capture and up to death bounties and death penalty. the developing system should allow for both safe havens and criminal havens in the same planet. 

-player housing, from NPC cities, to player made cities and houses made in the wild. can be underground and underwater too.

-realistic needs for players, travelling players would be able to get a survival kit (lantern, tent, portable bathroom and other essential comodities) so they can keep travelling without problems, some vehicles should serve as mobile housing.

-characters have a life cycle (including NPCs), it goes from living -> undead -> dead, dead characters live in the final "end game" universe, which is like the hard mode, no more learning by that time, what you learned while in the other two stages will be essential to your afterlife, the only way to go back is to rebirth as a new character, when you do that you'll be able to create a new character and you'll have to star ove again. so basically is like an optional permadeath linked to new character.

-only 1 character per account

-player families with lineages, for the players who want to keep going on the living stage, they can marry another character or an NPC, they'll have a family and will be able to have shared property and items (you'll have your personal things of course), children will serve as the legacy, they will be able to be taken for aprentices or sent to and school/academy to learn, when your children have grow to become adults they will get in the character stock, player couples can choose to keep one or share it. once your other character dies of age, you can opt to abandon it and keep playing with its descendant, which will inherit all the fortune and properties.

-players can enter the undeath via different methods, this stage can be skipped directly but is like a second gameplay. undead are inmortal to age, but not to getting killed, each time you die you loos part of your essence, and at the final blow your soul gets released at last. starting the dead gameplay.

-player death while in the living stage doesnt trigger dead gameplay, thats only possible by natural death.

i dint want to get on the usual thing so i have been thinking of new ways of gameplay, something more inmersive.

  laserit

Elite Member

Joined: 3/24/10
Posts: 1281

Confusius say: Man who go to bed with itchy bum wake up with stinky finger

9/19/13 10:25:12 AM#28

The first and most important thing I would do is (Drum Roll)......................................

 

After 15 minutes of game play, you would reach level cap. Then the rest would be "End Game" there by nullifying a lot of the bitching and complaining about there being "no End Game".

 

I think I'll name this new MMO "The Beginning of the End"

 

Zenimax kicked my dog

  DrCokePepsi

Novice Member

Joined: 12/18/12
Posts: 156

What I have shown you is reality. What you remember, that is the illusion.
~Sephiroth FFVII

9/19/13 2:22:05 PM#29


Originally posted by Odysseyk
If you could build your own MMORPG,  what features would you like to see in the game that you have always dreamt of ?

What current features from current MMOs would you reuse and why?

What would you leave out  and why?

Give descriptions .



It's funny reading the replies, everyone on here wants a no-level, open-world, crafting-based game and the whole sandbox shabam, yet everyone complains about games like that. This whole site is just confused.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 9953

I've become dependent upon spell check. My apologies for stupid grammatical errors.

9/19/13 2:59:32 PM#30


Originally posted by DrCokePepsi

Originally posted by Odysseyk
If you could build your own MMORPG,  what features would you like to see in the game that you have always dreamt of ?

What current features from current MMOs would you reuse and why?

What would you leave out  and why?

Give descriptions .



It's funny reading the replies, everyone on here wants a no-level, open-world, crafting-based game and the whole sandbox shabam, yet everyone complains about games like that. This whole site is just confused.



The devil is in the details. One person's no level, open world, crafting based sandbox style game is another person's easy mode theme park hybrid.

For every large, complex problem, there is a simple, clear solution that also happens to be absolutely wrong.

  maplestone

Advanced Member

Joined: 12/10/08
Posts: 3109

9/19/13 3:16:38 PM#31
Originally posted by DrCokePepsi
It's funny reading the replies, everyone on here wants a no-level, open-world, crafting-based game and the whole sandbox shabam, yet everyone complains about games like that. This whole site is just confused.
 

This whole site is not a single person. 

It is strange to me how often I see people personifying whole communities and expecting them to speak with a single unified opinion.

  fs23otm

Hard Core Member

Joined: 6/11/07
Posts: 239

9/19/13 3:21:42 PM#32

 EQ with updated graphics, UI..... that would be enough for me.

  rawfox

Hard Core Member

Joined: 12/03/09
Posts: 567

9/19/13 3:24:21 PM#33

In my game would be no chat interface :)

I would manage voice coms like in real life, stay near, hear normal ....

Ofcause there is textual communications as well, we still have that everywhere in real life, but playing with others or near others should let you hear them like in real life, like any other NPC that talks to you, fully integrated into the game world.

Channel the voice groups like chatgroups and so on, so it wont be chaos ...

 

just an idea .. ^^

 

  theAsna

Apprentice Member

Joined: 7/16/09
Posts: 297

9/19/13 3:33:39 PM#34

 

If I could make my own MMO? Well, I'd try to make an MMORPG with more of the P&P feel. But then I'd have to ignore the MMO part and all that comes with that.

  wesmo

Apprentice Member

Joined: 6/26/13
Posts: 60

“To hate everything is to be wounded by everything.”

9/19/13 3:55:34 PM#35

Make an Old-western type of mmo.

Classes: Cowboys, indians (shamans, warriors)  Pinkertons, Mercenaries, bounty hounters, Priests, Gold Racers, soldiers, bandits, etc...

Races: Caucasians, Natives, Spaniards, Mexicans, Africans

 

  Arclan

Spotlight Poster

Joined: 1/29/07
Posts: 1174

Ideas are worthless. The only currency that holds any weight is the ability and drive to execute.

9/19/13 4:08:17 PM#36


Originally posted by Ramanadjinn
swords and sorcerer's version of EVE online.

as exact a copy as possible.

i'd be set for many years.


Very interested in this. I.e., vibrant economy with territory control.



Originally posted by fs23otm
EQ with updated graphics, UI..... that would be enough for me.


Nice. Although I'll be happy with classic EQ, too.



Originally posted by wesmo
Make an Old-western type of mmo.

YES! Would love a Boot Hill type of MMO.

--------------------------------------------------------

I'd also love a Gamma World MMO. Plus I spent lots of time designing an MMO which requires raiders to 'clear' before ordinary gamers could survive. The landscape would have destructible buildings which spawn powerful monsters.

I'm not going to a party full of clowns (F2P), then offer to buy them all drinks. -GregorMcgregor

Playing: XCom, Rome Total War, Master of Orion II, Majesty 2, and HOMM I.
Played: Everquest, Planetside, Vanguard, Pirates of the Burning Sea, EVE, UO.

  FlyinDutchman87

Advanced Member

Joined: 10/25/10
Posts: 160

9/19/13 4:15:56 PM#37

A game with.....

 

Awsome Action Combat.

EVE's economy where players make EVERYTHING

A Full Realm PVP system With all the zones being cappable.

A Keep/Castle siege system where payers have to acutally BUILD the castes, with stone, and wood they have to gather.

An awsome PVP community where players fight over the best resources and are always ganking supply lines and seiging small camps. (All the supply trains are moved and gathered by players)

A Huge open world with about 10 million players on a single server with all of them contributing to the effort. (Oh and everyone has to be happy about it)

 

 

  worldalpha

Novice Member

Joined: 11/03/11
Posts: 401

Working hard on WorldAlpha

9/19/13 5:45:05 PM#38
I've tried it.  It isn't as easy as it sounds! :)

Thanks,
Mike
Working on Social Strategy MMORTS (now Launched!) http://www.worldalpha.com

  xaritscin

Novice Member

Joined: 9/25/11
Posts: 302

"Antherea Online will see the light, eventually"

9/19/13 8:06:34 PM#39
Originally posted by worldalpha
I've tried it.  It isn't as easy as it sounds! :)

LOL made my day, i bow to you sir, i wonder, how much time you took to create the technical and design document? im working on my own project but im not ready to get on the thing yet, im only at the world building/ and technical conceptualization. im planning to get on the action once i graduate.

  nilden

Hard Core Member

Joined: 4/26/05
Posts: 820

9/19/13 8:41:46 PM#40

A Star Wars MMORPG with thousands of planets and seamless planet to space flight. Better than SWG and SWTOR combined with EVE and full procedural generation of planets able to be fully explored with landmarks.  Hundreds of classes/professions from moisture farmers to Jedi Masters. Multiple person star ships. Bounty hunters and other jobs like pilot, doctor, droid engineer and more. Living A.I. where the npcs will hire you and run businesses and eat and do daily routines. Able to join the Rebels, or Empire along with multiple other factions or start your own.

In short a Star Wars MMORPG that makes SWTOR and SWG grovel in tears of shame.

How to post links. Check it Archeage
LoveMinecraft. And check out my Youtube channel OhCanadaGamer

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