|12 posts found|
OP 11/28/08 3:51:25 AM#1
Please post feedback on what you thought of it, what could use improvements, great ideas to make my mmo better, etc. It's not formatted the best so you might skip some important tid bits of information if you don't read it thoroughly. Also went into details on somethings and less on others.
The key features of my MMO are that: There are no levels, gear doesn't make a huge difference, everyone gets basically a blank character slate, exploration is promoted, great focus on professions and group cooperation, content that satisfies pvpers, pvers, crafters, and role players -and- nothing to level up or grind for except money, professions, and influence (at it's current state).
Edit: Removed the story I made because I might change it (and it's really long), but if anyone is interested I'll post it in another post or send it to you. I just made up the story as I went along so that it could be used in quests and to gain an understanding of why these two factions hate each other. The main problem with my story, and a key part for the PvE, is that I need an antagonist for both factions which can be the goal for PvE content.
- - Factions - -
Allegiance and Legion. Legion’s surroundings are dark, and the setting is sinister. Allegiance's surroundings are light, but tinted with some darkness and despair in their fight to repel and defeat the Legion.
- Legion Races -
- Allegiance Races -
- - Classes - -
Each player is given a certain amount of points that they can distribute into the 8 classes (9 if druids or werewolf).
Juggernaut/Knight: Gains buffs and power from taking damage. Talents that improve tanking, and abilities that snare and decrease other classes’ mobility, etc.
Shaman/Priest: Healing spells, offensive magic spells, and buffs with the ability to summon a spirit to fight along their side. Ability to do damage while healing, or vice versa.
Gunner: Maximize damage done with guns, special gun related spells, gain better accuracy with guns, etc.
Dark Priest: Healing spells, offensive magic spells, and buffs. Ability to raise the dead to fight alongside them. The unique ability to sacrifice their own health for powerful buffs and spells, and can drain health from their undead partner.
Templar/Cleric: Healing with melee damage. Melee damage can be used to passively restore health and energy for the class or an entire group.
Necromancer: Specializes in damage from summoning the dead and demons to fight alongside them, or sacrificing them for extra power.
Sorcerer/Magician: Powerful magical damage, crowd control, and some unique abilities.
Ninja: Powerful melee damage with stealth and camouflage abilities.
- Druid/Werewolf Only -
Druid: Can excel at melee damage as a lion. Learn ability to sacrifice pet for extra strength as a lion.
Werewolf: Can excel at melee damage melee damage or tank as a wolf. Learn ability to sacrifice undead for extra strength as wolf.
- - Gear - -
Other than the basic qualities of gear, better gear would only offer somewhat minor upgrades. For example: Gear rewarded from PvP or certain crafted gear might be a gun that focuses more on accuracy instead of damage, but a gun from a difficult raid, or crafted would focus more on damage.
Gear would be a means for convenience and/or play style. A group of skilled players in low grade PvE gear wouldn’t automatically lose to a group of players in high grade PvP gear if the former group was skilled enough.
Also for example a human wearing plate might go slightly faster than a werewolf wearing plate, but the werewolf could have certain talents that make them move faster.
- - Combat - -
There is collision detection for players so that tank characters can actually block and shield weaker characters. You have to actually aim for ranged physical and magical attacks, and hitting certain areas of an enemy are more lethal than others.
- - Character Creation - -
At the character creation screen you get to choose your race and gender. Character appearance would be highly customizable (skin colors, shape of body parts, height, etc.). You create the adult version, but you can see what the younger versions of your character look like. You can also customize the look of your animal counterpart if you choose druid or werewolf.
Once the game starts it would show the background story for your character's race, how you got where you are, and foreshadow the story of the game. You would begin the game as a child.
- - Age Information - -
Children would be by far the weakest, teenagers much stronger, and adults the strongest. All of the quests from child to adult would instruct on the game, but at the same time most would be story based. Progression from child to teenager would be a relatively short process. Teenager to adult would take a decent amount of time, but as compensation you would have access to much more of the game. You would be able to stay a child or teenager if you wished, but there would be limitations.
- Child -
Children would only be able to go to other starting areas and the major city. Starting areas would have a small open PvP area, some vehicles (and only usable in starting area) and a few mini dungeons all for children only. These wouldn't be necessary to progress, but would be optional. Older players could come back and visit the areas.
Children would have limited player interactions, and no professions available to them. Children would be able to duel each other, and possibly older players but obviously would lose to an older player.
- Teenager -
Once a teenager you progress to become nearly as strong and capable as an adult. Here you are given an overview for all of the professions (you can two to start with). You are taught how to build a home and place items in it (but you can't own one as a teen), you learn more about PvP and learn more about the story. Teens are given just about all of the skills and talents for their chosen class, and gradually unlock more customization.
As a teenager you are free to go to more places. Teens can begin to progress in all professions, can get their first mount or pet, etc. More character interactions are unlocked.
- Adult -
Adults are at the top of character progression and can do everything in the game. Adults can travel everywhere, and are inherently stronger than teenagers and children.
- - World - -
The world is 3D, polished, completely seamless with no instances or loading screens except for some dungeons, and somewhat resembles our own world. The terrain of the world takes complete use of all character actions including walking, crawling, swimming, flying, etc. For example you might have to swim underwater to reach a dungeon, crawl through a small space to enter a cave, etc. Materials for professions are scattered all throughout the world like flowers and fruits, various minerals, different trees for types of wood, etc.
The world is sphere shaped. On the top, middle of a flat map will be the location of the main two faction’s kingdoms surrounded by mountains, and outside of those mountains will be the rest of the world broken up into territories. Each territory will have some inhabitants from either faction, and most territories will be able to be controlled by one faction or the other. Dungeons will be scattered throughout the world, and it will take a journey to reach the toughest ones.
There is one major city for each faction, and then many other locations in the world with a few NPCs or a small town, but players are able to develop and expand on the existing towns. Players will be able to build a home in certain parts of the world, and will be able to build a shop in certain towns, cities, or areas.
- - Shops and Homes - -
With shops, homes, forts, etc. You design the structure first and save the designs, and once you have the materials to build it then you can build it.
- Homes -
Each account will be able to make a home somewhere in the world as long as the land is fit for a home, and that the land isn’t already claimed. The place of their choosing is up to the player, and every player would receive the same amount of land to make their home.
In order to build players would need to rent out a home building machine for a certain high cost fee, and would need certain materials to build the home. The home could be as big or as small as they want (bigger homes needing more materials, and smaller using less) and it could be shaped however the owner wants, with as many rooms and even up to two stories tall. While in possession of a home building machine you could add on to the home, but if you wanted to tear down your home and build a new one you would need to rent a demolition machine (and you would be refunded say 90% of basic materials used that was used to build old home).
The home would be very plain (blank walls, exterior, basic floor, basic roof, etc.) but decoration could be made by the owner. Owner could paint the walls and exterior, get different exteriors or floors, build a deck, make a patio, add a pool, and fill the house with various items. There would regular items you could decorate your house with (such as paintings, furniture) and you could also decorate your house with nearly any item from the game (most items could be taken out of your inventory and placed somewhere in the home).
Certain plots of lands would have limitations. For example land in a barren dusty plain might not be fit for a garden. Gardens would be a place where farmers could actually cultivate certain materials.
- Shops -
Players would be able to own up to one shop per character. Shops could either be built somewhere in the world like a home (one shop and home per account), and built in certain cities. In a shop a player would be able to decorate similar to home and here they would be able to sell their own wares, and could hire NPCs to sell these wares for them. NPCs running shops could be told what to say to customers. Shops would have a sign on the outside which you could customize.
Shops will have an item called a deed, that the owner will have. If the owner gives the deed of the shop to someone else then they will own the shop, so players can transfer or sell ownership of shops.
- - Professions - -
Most materials for professions would be available throughout the world and could be obtained without having to kill anything. Materials can also be obtained from monsters, but it is not required.
Each craft would have complex recipes and certain ingredients would produce certain results for individual recipes. When crafting most things there is always a chance that it could fail completely or come out not as intended. Players can choose four out of the eight professions.
Every item produced from a craft would have the name of the person that made it, so that people can recognize their favorite crafters.
Farmers can cultivate plants, fruits, butcher meat, chop down trees, fish, and so on.
Can track and harvest minerals throughout the world.
Can create potions with great buffs and restoration effects, or lethal potions. Can also brew alcohol, and make potions that transform or grant other temporary abilities.
Can create many items for buildings (like furniture), staves, wands, furniture, shape lumber for building, make different exteriors and decks for homes, etc.
Can create many items for buildings (like a radio), guns, swords, etc.
Can create armor of all types.
Can tame wild beasts and breed them to raise domestic (non combative) pets, and can breed certain beasts for riding and flying mounts.
Can paint paintings, master an instrument, design clothing, create paint for buildings, etc. Artists will be able to set up donation boxes, so that people can donate money for their music.
- - Major Cities - -
Each major city would be the focal point for meeting people, commerce, trade, and entertainment. Instructors of all professions would be there. There would be a racing track there for mounts, an auction house, a bank that can hold items, pits for dueling (with betting on duels), and more.
There would be places throughout the city where players could purchase advertisement slots for their business.
- - Influence - -
Each player can gain influence points by defeating raid bosses, completing quests, making crafts, completing PvP objectives, taking keeps, etc. Even more influence is rewarded with the more people in your group at the time from the group buff.
With influence you literally choose fame or fortune. You will be able to sacrifice your own influence points for money, or you can try to become famous. The person with the most influence on either faction will receive a buff that makes them ten times as strong in all respects, but being this strong will make you glow and become twice as tall so you are a somewhat easy target, and while famous you won’t be able to join a group, fly, stealth, etc. If you logout of the game the buff will go to the next person.
While famous a message will be sent to the other faction including your name, and the hunt for you will begin. Once they kill you your influence will be divided among the people who killed you resetting your influence, but you will be compensated. Your name and details will go in the hall of fame to be seen by all, and the longer you survive with the famous buff the higher your name will be on the list and the more you will be paid (you will recieve half of the amount your influence is worth automatically and then the amount will go up the longer you survive).
- - Community - -
Guilds would be able to have a tabard to represent them, custom name, etc. Guilds would have the ability to build a fort somewhere in the world. <need more ideas on what to do with guilds>
The mentor system would be a group that could be formed by one person, and everyone could recruit other people. The leader could give certain abilities to members, and this would just be another way for people to communicate and to learn about the game.
Professions like artist would greatly benefit from cooperation since musicians can only master one instrument, bands can be formed to make music. Other ways grouping is promoted is when people in a party are close together they receive a buff that increases the amount of materials produced (for example a tree that would give one pound of wood to a single player would give three pounds to a group) and increases the success rate of crafting.
Being in a group would give the benefits of more influence, money, items, materials and increased survivability. A regular group can consist of five people, and the buff increases from 1-4 people (as in questing alone would give you standard rates and then once you invited someone else you receive more, another person even more, etc.) and stays the same with any more people.
- - PvE - -
Many story driven quests, some quest givers actually speak and show text, dungeons, raids and more.
Quests would reward influence, materials, and money. Quests would either have a mini game element to them, and/or they would be centered on a group. There would be no question marks over the head of quest givers or whatnot, but instead quests can be revealed by talking to the NPCs. Nearly all quests can be shared with people in your group.
Dungeons would reward money, materials, items, and gear. Dungeons would also have mini game elements such as players all having to step on a platform at the same time or whatnot.
Raids would require more people, would be much more difficult and reward better gear, more money, and better items.
- - PvP - -
There would be a PvP area in each territory. Within the pvp area there would be buildings that could be claimed, siege weapons, etc. In PvP areas there will also be pvp oriented quests that reward money and items, and there would be materials for professions within these areas.
Inside the buildings that need to be claimed are chests filled with money, items, and materials. The chests will be lootable for the entire faction once they take over the buildings, and the time a faction holds it the more the chests will reward the next time; for example if the Legion take control of the buildings and hold it for four hours then the chest will reward them with a much greater amount as opposed to them holding it for ten minutes. (this is reset every 48 hours). If a faction is outnumbered they will receive a buff so that they can have a fair chance.
When one faction claims the buildings then the territory is rewarded to that faction. When a faction holds the most territories on the world map their faction will receive the blessing of prosperity (similar to the party buff that works with it) which will increase the amount of money they receive, the amount of materials they receive, and increase the success of crafting.
When a character is killed by another player their body is lootable for their “heart” (an item which will have their name) and for a very, very small percentage of their money.
Players would be attackable inside all of the territories by the opposite faction.
- - Role Playing - -
There would be a reasonable amount of emotes, and there would be character interactions. Character interactions would be like the following example:
Player A clicks on player B’s portrait and on list of options high light “interact”. They choose an action from the next list (for example “kiss”) then player B would be given a message asking permission. If they allowed it then character A would go to the other and kiss them.
There would also be a marriage system, and possibly a way that women could have children. Children would be NPCs that you could name, that would live in your house, and eventually grow up.
- - Misc. - -
There will be a world map that players can see, but it will be blank until players discover the territory (and then the outline will be shown, with the rest having to be discovered).
In the major cities there would be a bounty system where you can request that the player <blank> be killed, and put forth the amount of money that their heart is worth to you. Players could send the heart directly to you through the system, and then receive the money in one swift transaction.
Third person or first person.
All items will be able to be taken out of inventory and dropped or placed somewhere in the world. Almost all items will be player created, there will be items that drop from mobs but will just be vendorable or could be used for decoration.
Player developed cities and towns
In the major cities some essential buildings and buildings with NPCs living in them will be established, and then there will be areas where players can build their homes or shops. In the territories there will be some established towns or locations that players can expand on. For example when players first go to the major city for their faction a few buildings will be there, and then there will be a lot of empty space where players can put their own buildings.
Then <need to think of a system for this> some players will be able to eventually establish their own town in certain locations where they can name it and put a few foundations to start the town out with.
There will be NPCs throughout the world for the basic story line and quests that will all have things to talk about, and some will have quests available and the course of dialouge will probably look like
Have you heard the rumor about the King?
[Quest] My son has been murdered...
There will be a lot of NPCs, and when you make a shop you will be able to recruit certain ones and offer them a wage to work at your shop. All NPCs will either sleep on furniture or the floor for a certain amount of time (characters will be able to wake them up to talk to them).
Your character will lay down to "sleep" every time you log out of the game.
There will be libraries in certain places, or at least book cases, and in these books will be information on lore, locations of crafting materials, locations of important characters, etc.
11/28/08 4:41:12 AM#2
I'd play it. but then i'd play any good mmo with shooter combat and no instancing :) hard part is actually making that possible.
apart from personal touches like races, story and classes this is loosely the game everyone wants and is waiting for. personally I would much prefer any game I play to be healer/support class free.
I like the concept of vampire race alot but personally would make it a bit less hollywood and not turn into bats, but then I prefer more adult/mature/realistic games. also I think the idea of the whoever grinds the most fame becomes large and shiny is a bit ridiculous.
for me ideally monsters would never drop items. only materials. its more realistic and makes crafting ecconomy viable. ie you kill raid boss instead of dropping purple sword, it drops purple horn/claw which is used by players to craft purple sword.I think 2 factions fighting each other is old hat.
I prefer games to have as much pvp variety as possible FFA included. having 3 factions means that its more difficult for one faction to be dominant (as then it turns into 2 vs 1) and do not need buffs like you mention.
for me the ideal system is 2 offical factions. but if you kill people from your faction lots then you will be kicked out and join the outlaw 3rd faction. this faction has no punishment for killing its own. this means people who enjoy FFA can be part of FFA and play against the people who don't, both groups getting what they want. I've had this system is mind for ages but darkfall are planning on a very simular sounding one, but without faction objectives and rewards (even for the outlaws) like you talked about, no-one will work as a faction realistically.
stealing peoples hearts? emo much? and women having children is a bit far fetched also.
11/28/08 8:52:28 AM#3
It's not bad, but get rid of the Child, Teenager, Adult stuff. That's just level 1-5, level 5-10, and so on.
I don't want to play a five year old in any game.
The adult I am takes care of most things real life. However my inner-child is a GAMER!!
11/28/08 12:35:20 PM#4
Nice concept and well written.
Now to make this real, all you need is a time machine packed with atleast 100 of the best of the best among gamedevelopers to bring this script into the future to start developing this game. For now no way this can be developed......unfortunaly tech is far to limited.
Seriously, what would be cool is for people to read gamescripts, especially those for MMORPG's, when you read what most company plan, and when you look what actually can be done due to tech. and whatnots, so many things simply don't make it due to so many things that still hinder developers to actually create that game they had invisioned.
But nice read never the less
OP 11/28/08 7:10:41 PM#5
Originally posted by Consensus
Eh I did some research on vampires, and it's hard to find where what information came from when (at least for me it was), but I'm pretty sure that it's always been thought in most cultures that they can transform into creatures (bats, rats, whatever). I don't think I would necessarily fit vampires to one standard, but give people the option to make them how they originally were thought to look or the newer ways (bloated and dark in color to gaunt and pale).
The fame thing might sound silly but I just thought it would be interesting to hunt down one super strong player and duke it out with them =P
Three factions sounds like a good idea, and not sure how it would play out, but it makes sense that three factions could help from one faction being the most dominant.
If I were to make a third faction like you described it would probably be something like if you choose the dark arts (necromancer, dark priest) or you did evil deeds (maybe make it so you have the ability to attack NPCs and that makes you evil or something) you would get the option to join a third faction where you would be opposed by both factions.
Maybe these faction wide buffs could be removed. I think I agree that only materials and money could be looted in the world, and then every cool item would be made by crafters. (Edit: I do agree with this, but items from monsters or whatever would simply either be ones that could be sold to vendors, or used for decoration, but maybe I could remove this)
Looting hearts would just be for the bounty system (like looting ears from this other game) and women having children sounds weird, but in my mind it could be a way to add an extra role playing element, and a way to naturally create more NPCs.
OP 11/28/08 7:14:09 PM#6
Originally posted by Ihmotepp
I'd negotiate on removing child, and only having teenager, but the point is I hate levels. I want one part of the game where I learn about the game, and then the rest I want to just play it and not have to worry about being a certain level to do a certain thing. I thought the age system would add depth to the game, and be the first way of progressing in the world.
OP 11/28/08 7:36:57 PM#7
Took out the story for now, and thanks for reading my concept everyone and giving me new ideas
11/28/08 7:45:05 PM#8
very good read!!!! im kinda hoping for darkfall to be sort of like this when it comes out but if this game was ever made i would def. try it. remember, no instancing tho!! lol thats important to me. a nice open world is so more realistic than zones
OP 11/28/08 8:22:41 PM#9
Originally posted by xbellx777
Hm why no instancing at all?
I felt like it would be a good idea for some of the harder PvE content (well just raids and some dungeons), and it could be a place where people who just want to PvE could be left alone.
12/06/08 8:24:26 AM#10
One thing that i didn't like is the mixing with different themes, Like the classes. Ninja, Gunner, shamans, druids etc, Why mixing so many themes?
Breakdown: Achiever 40.00%, Explorer 46.67%, Killer 66.67%, Socializer 46.67%
KSEA players often seek out PVP in a game, but they are looking to socialize with and form alliances with other players who are interested in doing the same. They often seek out guilds or clans that organize formal PVP events, or work on group strategies and tactics.
12/08/08 3:14:04 PM#11
Im not going to say thats its bad... more horrible really
But you must realise that a game needs alot more to it then just classes and a single idea, games are created around whole story boards and concepts. An average Rpg can keeps someones intrest for about a month then they grow board of it. The whole age thing is just levels... I dont really think you can have an RPG without some kind of level system, or skill tree.
About the armour/weapons having minor bonuses... then whats the point of crafting useless stuff.... if im going to work my crafting then i want to know i can make something powerful at the end. And most of the things you talk about in your armors are used in lots of other RPGS why not make something highly orignal you know from your brain?
These seems to me like another brainless wowclone
But ill give you this... you did think your concept through quite a bit... you covered a very wide range of stuff.
But as for me im looking for orignal ideas and concepts. So i dont think i would ever play this, to me personally i think that you just copied ideas from other rpgs and skimmed a bit.
Im not saying that this wont work, there would def be some people whou might play it and like it. But im saying there lots of other ways to make a good MMORPG.
I think the biggest flaw i would have to say is this game follows an all to rememberable linear path.
12/09/08 11:39:35 PM#12
Interesting.. but mediocre in most respects. Didn't see many new concepts.
The influence system for one seems weakly implemented in your idea. Log off and lose the buff after spending all your influence points in it instead of money? aswell as not being able to group?
Also, it seems you don't want gear to be a huge priority in the game, so it won't be the decider in every fight. Just without alot of cool gear that does matter in upgrading, it takes a bit of the RPG aspect away from the game. The only soulution I see to this problem is a full-loot system. Make gear matter to a degree, but make it fully lootable when killed so it's more like a temporary buff, then a part of your character that's a deciding factor in all fights.
I didn't see any estimates of world size, or amount of players it would support. But even if its as low as 10 thousand players allowed to make chars on server (not logged in at once), then it would result in unmanageable amount of char houses in the world, many of which will eventually belong to players who no longer play the game. And if you wanted to make the world bigger to support the houses, then it'd just be alot of wasted terrain because there isn't enough players in the world. Maybe implement a system with the influence (influence needs tweaking though) where you can only make a house if you're of a certain influence level.
edit: Don't think I'm picky on the age concept - outside of maybe a quick turotrial.