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31 posts found
  Spadez88

Novice Member

Joined: 8/14/08
Posts: 88

i am always ready to learn, although I do not always like being taught.

-Winston Churchhill-

4/04/09 5:04:07 PM#21

Well i disagree with no class base. I like class based. But if you are going to do class based try something new do go for the basics. Hell give a look Through some old games and old 3.5 DnD crap. make something new and fresh. no more of this archer,warrior,mage crap.  Every game has the same class setup with basiacly the same skills if you look into it in detail. make something that will make the players think for gods sake, not just a button smasher i think we all seen to many of those over the last few years. An of course you will need an achivement system for the goal based players.

  Kvatch

Novice Member

Joined: 2/24/09
Posts: 56

opinions are like @$$holes , everyone has one and they all stink.

4/04/09 5:13:21 PM#22

All games have epic items that anyone folowing a specific quest line can get,some may be challenging and tough but in what game have we seen TRULY unique items. Magic items(good items) should be more rare and unique items shoul be unique as in only 1 or  2 people on a server get them.

  Smikis

Hard Core Member

Joined: 11/27/04
Posts: 884

4/04/09 5:18:12 PM#23

was there atleast one game which were made by fans, even been good.. no

 

if you got 10 mln.. and got ideas.. go ahead there are plenty of cappable game making companies out there..

  Meltdown

Hard Core Member

Joined: 8/09/03
Posts: 1094

4/06/09 9:16:37 AM#24
Originally posted by Smikis

was there atleast one game which were made by fans, even been good.. no

 

if you got 10 mln.. and got ideas.. go ahead there are plenty of cappable game making companies out there..

 

You are saying no group of people who makes successful MMO's likes them as games (ie being a fan)?

  Reklaw

Hard Core Member

Joined: 1/07/06
Posts: 4588

Freedom is the will to be responsible to ourselves.

4/06/09 9:29:18 AM#25
Originally posted by Xoshua

Well I can assure you some friends and I aren't your average dreamer.  If we did have the funds for this project would you still think that way? :)


 

great initiative, but if you really have the funds you better start small, first trow out a couple of games, maybe you already made a few, or are a heavy modder and made mods for several games, if so link?, just for being genuinely interested.

If you don't have any game making experiance, then better forget about a MMORPG being your first project, regardless great idea's, it take years before you even going to start to touch a computer that is if you lack the experiance in game making. And again with no experiance start small.

------------------------------------------------------------
YOU do not need to agree with me as I am only SHARING my own opinion which can be different from yours. Thanks to forums we can share our opinions and discus them.

  User Deleted
4/06/09 9:38:13 AM#26
Originally posted by Smikis

was there atleast one game which were made by fans, even been good.. no

 

If the measure of 'good' is "the target audience got what they expected and were happy with it"...

EVE Online - the original team had many ex-UO players

World of Warcraft - Rob Pardo (Lead Game Designer) and Jeff Kaplan (World Design) were hardcore EQ gamers

SWG - many would argue that the originally released design of the game was very good, and many on that team were MMO gamers.

Ashen Empires - made by gamers and developers of the old Ultima CRPGs. Has had a pretty solid following for serveral years now.

 

 

  Shorun

Novice Member

Joined: 6/19/06
Posts: 169

4/06/09 9:38:42 AM#27

In an MMORPG I look for easy grouping but non-easy content. Tanks and Heals should be very well solo-able but they should deal little DMG in groups. Good Luck bro, no MMORPG has solved the Tank/Heal problem yet - If you can solve it -- Respect!

I think the best feature in an MMORPG is talent tree equipment.

If you skill on tank, your equipment gives you def/hp/armor, if you skill on dmg your equipment will give you str/agi/whatever. Also talent trees should be able to be changed at every time in towns for free.

The Graphics should be comic, or it will be outdated too soon.

Erm...yes.

  afoaa

Apprentice Member

Joined: 8/15/07
Posts: 562

4/06/09 9:49:10 AM#28

To the OP, a perfect mmo is an imposibility. People are different in their tastes so a game cannot be perfect for everyone.

What you should do is to determine player demographics and find out what kind of player want what and then choose a target audience and then make a game there is perfect for that specific subset of MMO players.

"You are the hero our legends have foretold will save our tribe, therefore please go kill 10 pigs."

  Cernan

Apprentice Member

Joined: 10/13/06
Posts: 295

4/06/09 9:49:26 AM#29

My top three things I would like come form other games.  If one game had all of these in one...I would be amazed.:

Saga of Ryzom - Skill/spell component system. 

You can build your own spells/skills.  I have yet to see another game utilize this and Ryzom is old.  You don't just learn a new skill from your trainer, you learned the components that made it up.  Let's say you want to train in Greater Fireball.  You go the trainer and learn the following: Range = 15m, AE =2, Power Cost = 5, Damage = +4.  Now you know all the components.  Perhaps you also learned a long range ice spell.  You can mix and match the components to create your own abilities, but there is a cost.  It is a weighted system.  You really have to see how it works in game, explaining it is a little difficult.  There is scale you must balance in order for your skill to be optimal, have a high chance to succeed.  Trying to create a long range spell with high damage and low power cost would give you a really low success rate. 

 

FFXI - Economy System

I played FFXI the first week it came out in the US.  I logged in and bought the spells I needed from the vendor.  After the first week, that vendor disappeared and I couldn't buy all the spells I wanted.  Why?  Too many people died to NPCs in the starter zone.  The NPCs gained control and half of our NPC vendors left because their "trade route" was cut off.  Amazing.  An actual working economy that is effected by the players.  It was hilarious watching the players complain in chat after that first week was over.  They didn't realize that constant dying to NPCs would have an effect.  I would like to see this work with guild cities/houses  and vendors which will link to my 3rd item.

Shadowbane - Guild Cities

Shadowbane was the first game I played that offered guild cities.  In fact, you couldn't train in high level abilities unless your guild owned a city and spent money for a class trainer to help you.  Guild alliances and raids were common.  I loved the concepts here.  You need to belong to a guild or be allied to one that owns a city to progress.  The main problems...the world was too small.  There was only a handful of leveling spots, and the PVE was almost non-existant.  It was just used to reach max level and then once you hit max level all you did was raid another city.  I left the game before any expansions came out.  So I don't know what happened later in the game.

  XredemptionX

Novice Member

Joined: 3/19/08
Posts: 51

4/06/09 4:08:25 PM#30
Originally posted by Cernan

My top three things I would like come form other games.  If one game had all of these in one...I would be amazed.:

Saga of Ryzom - Skill/spell component system. 

You can build your own spells/skills.  I have yet to see another game utilize this and Ryzom is old.  You don't just learn a new skill from your trainer, you learned the components that made it up.  Let's say you want to train in Greater Fireball.  You go the trainer and learn the following: Range = 15m, AE =2, Power Cost = 5, Damage = +4.  Now you know all the components.  Perhaps you also learned a long range ice spell.  You can mix and match the components to create your own abilities, but there is a cost.  It is a weighted system.  You really have to see how it works in game, explaining it is a little difficult.  There is scale you must balance in order for your skill to be optimal, have a high chance to succeed.  Trying to create a long range spell with high damage and low power cost would give you a really low success rate. 

 

FFXI - Economy System

I played FFXI the first week it came out in the US.  I logged in and bought the spells I needed from the vendor.  After the first week, that vendor disappeared and I couldn't buy all the spells I wanted.  Why?  Too many people died to NPCs in the starter zone.  The NPCs gained control and half of our NPC vendors left because their "trade route" was cut off.  Amazing.  An actual working economy that is effected by the players.  It was hilarious watching the players complain in chat after that first week was over.  They didn't realize that constant dying to NPCs would have an effect.  I would like to see this work with guild cities/houses  and vendors which will link to my 3rd item.

Shadowbane - Guild Cities

Shadowbane was the first game I played that offered guild cities.  In fact, you couldn't train in high level abilities unless your guild owned a city and spent money for a class trainer to help you.  Guild alliances and raids were common.  I loved the concepts here.  You need to belong to a guild or be allied to one that owns a city to progress.  The main problems...the world was too small.  There was only a handful of leveling spots, and the PVE was almost non-existant.  It was just used to reach max level and then once you hit max level all you did was raid another city.  I left the game before any expansions came out.  So I don't know what happened later in the game.


I agree with all that, but there are couple more point you need to consider.

FREEDOM 

You should be able to do what you want, dont know what to do for your classes? DONT HAVE ANY! Have skills, every played runescape? You'll know what im on about. So if i want to be a warrior, ill get my Att/Strength/Def up, mage? Ill get my mage up. This is great because you still have internal classes, like if i get warrior skills up, i will be classed as a warrior. This also means if i want to get mage up, i do mage, then if i want to go and make bows and arrows, i do that.

You seriously need to see the runescape skills system, if you go along them lines, im sure its a success. So when your making your game, make sure, that you listen to me. Dont have classes, just have skills.

Make Crafting importannt. Take a look at Runescape and you'll know what im on about, how strong armour is made by players, but the strongest armour (The ones that 1 in 1000 people have) Is dropped by high high lvl mosnters.

  XredemptionX

Novice Member

Joined: 3/19/08
Posts: 51

4/06/09 4:12:09 PM#31

I have always dreamed of makin my own MMORPG,  but im just a 13 year old boy, so what can i do? But if you have such an amazing opportunity, dont was it, and follow my advice...

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