|82 posts found|
6/11/10 2:16:30 PM#61
Oh dear.. this could turn out to be a long list:
1) The ability to PvP from the moment I enter game world. Also the ability to viably advance my char through PvP only if I so desire. The same goes for PvE. I hate it when a game forces you to do one or the other if you wish to advance.
2) Lateral advancement instead of vertical one. IMO vertically (in terms of raw power) a char should max out in a week or two of play. The majority of advancement should take the form of increasing the number of options available to player.
3) No level-restricted zones. I simply hate this EQ tradition. IMO the majority of game world should be open to players at the get go. Some places should be more appropriate for more experienced chars and some should be noob friendly, however there is no reason to have such a huuge difference in power levels between new and old chars. This is a dumb D&D tradition. IMO systems designers should look for inspiration in much more advanced RPG systems such as GURPS, WHFRPG and World of Darkness just to name a few. And besides its ultimately unrealistic to be able to chop somebody with an axe for half an hour without making him flinch. This discussion on relative character powers is at least two decades old and frankly I'm as tired of the D&D "a 20 level fighter has more HP than four elephants" as I was twenty years ago. It is simply amazing that PC RPG systems didn't evolve beyond this ancient pile of design poo.
4) A multitude of gameplay modes within a shared world. Sorry but "If you don't like to raid learn to like it." is dead, thank god. I want various games WITHIN the gameworld, be it mini-games, various PvP modes, garden-growing in my personal instances or a checkers table I can use to play with my guildmates in-game.
5) "Family" system for my alts. I want the capability to designate my alts as belonging to the same player. Conversely I want to be able to turn this off for "incognito" characters. Having to introduce myself again to gaming mates all over again whenever I make a new char is a chore. In addition I'd like to share at least some of my achievements between characters.
6) Something meaningful to do in game besides combat. Most mmos so far are all about kicking the crap out of mobs or other players. If you played nothing but MMOs you'd think PC games are about nothing but bloody murder. There are other PC genres to look to for inspiration in mmo design except the beat-em-ups and single player RPGs. What about god games and rts for example?
7) Multi-level world design. There is no reason to keep the game experience only at the level of a "hero" guy who beats up stuff and people for loot. EVE is on a good track with this - tho the higher levels are run by players themselves. A true living world should have AI systems in place which would progress the game forward and make it dynamic. To make it simple - imagine a game of Civilization, run by AIs and with players being individuals living in that world. These distinct AIs would directly control the NPCs and would entice players to do their biddings through a system of rewards. Consequently players might occasionally take over the roles of these AIs - like player-run civilizations in Civ. The mind just boggles at possibilities inherent in this model.
8) Casual PvP. Yes I love casual PvP. I turned many players who hated PvP before into PvP freaks through WAR becaue it is CASUAL. Sorry but for me FFA full loot is a mirage - simply bad design because of very very simple mathematics. Each time you meet someone in a fight you stand to loose much more than gain - If you loose you loose all your stuff, if you win you might, just MIGHT find something useful. EVE skirts around this problem with insurance system, but games which do not acknowledge this inherent flaw in the concept suffer greatly, especially in terms of PvP itself. Basically you'l find the least enjoyable and constant PvP in games with FFA PvP. Sorry if I stand to loose everything I got if I loose, I will turn to cowardly ganking just like everybody elese. Only the crazy would go fair fighting in such as system... like in real world in fact. If you do a real life simulation of life and death then be prepared you'll see the same behavioural patterns as in RL warfare. There are old soldiers and there are brave soldiers. But there are no brave old soldiers.
The least penalties for dying the better. Positive motivation is the key in everything in life and so in games. Just imagine how popular PvE would be like if you stood to loose all of your gear each time you died? Sheesh... It is teh hardcore SM PvP fringe who is keeping PvP from becoming as popular as PvE through their frankly disturbing constant demands for "punishing" other players (and themselves). Damn, anyone who likes to be "punished" by a game or enjoys to see other players get "punished" is not someone who I want to share the game with.
9) Fluff makes the world go around. More fluff. Moar fluff please. Town clothes, vanity pets, a garden where i can grow pipe-weed and a yo-yo to show off in town. Moar fluff, pretty please.
6/12/10 12:19:12 AM#62
I wanted to be short.
6/12/10 12:31:30 AM#63
Open world pvp.
The kind that makes players group together and use planning and strategy to assure victory.
One where flanking would matter & collision detection had a great affect on things in the game.
Player housing, that's a part of player cohabitating the same area, therefore building player-made cities and areas where optional player-created content could garner.
Something different for crafting. All the systems suck. I got a great idea, but I'm not about to spout it out freely over the interwebs. Not like a developer would use it anyway because crafting is only added to keep the crafters quiet.
What we need is a few good taters.
6/12/10 3:50:00 PM#64
Loving the ideas so far.
6/13/10 8:20:48 AM#65
1. 24/7 character advancment - all characters, whether the player is online or off, including offline game-money earning capacity such as setting your character to "work" while you are offline.
2. Completely open skill/talent trees - no class restrictions whatsoever
3. Total character appearance control, even over gear, with the ability to edit appearance at any time.
4. 100% Soloability - no unique, highest-quality rewards that are only available via group or guild.
5. Player & Guild housing that is fully customizable.
6. An in-game, instrument-based music system like Acheron's Call 2
7. A new tour bus full of old guitars
8. My star on Hollywood Boulevard
6/16/10 7:58:20 PM#66
What I see in this thread just reinforces my own experiences.
1) We're tired of running around and clicking
2) We're tired of playing "Whack-a-Mole" with skills and cooldowns.
After trying to think of a game where you did more than run around and click I remembered an old classic: Descent. This was no MMO, but the concept could transfer over. Your ship was more or less a hovercraft and you flew around in a 3d world, mainly tunnels and caverns. It took far more effort to control your movement because it was no longer just left or right. You have to control up and down as well as thrusters at the same time. The concept is known as 6DoF (6 Degrees of Freedom). On top of all that you had to aim and dodge, and control lasers, torpedos, etc. In a MMO this would control the effectiveness of your attacks instead of what skill buttons you mash. People have been asking for a FPS style MMO but everything presented so far has failed since you can't have a FPS with MMO style movement. The 3D space takes the restrictions of gravity out of the equation.
Descent supported 8 player death-matches back in 1995, I see no reason why the concept couldn't be applied to an MMO today. You would have huge amounts of customization with respect to your ship and weaponry. You could customize things like acceleration, top speed, handling, armor. All would be tradeoffs, and you could alter these aspects to fit your desires instead of choosing a class at level 1 and being stuck with it.
6/18/10 2:09:55 AM#67
Oh god, where to begin.
1. No levels:
I'm tired of having to grind through 50-60 odd levels just so that I can reach an endgame where, apparently, things start to get good. The whole concept of an 'endgame' is an insult. The player should be able to do anything within the game that they can set their mind to, from day one, provided of course that they are willing to work for it. Skill based systems are the best way of doing this, imo.
2. No hard-coded player factions:
This ties in with story lines. Setting is more important than story. Players will make their own stories as they go along, and if you leave them to do their own thing, the result will be better than any artificially designed system. Let them band together in their own factions, and fight everyone, including the NPC factions. It's better this way, because the PVP isn't forced, and has real intensity behind it.
3. More class flexibility:
I don't want to be the same warrior as everyone else. I advocate something along the lines of a profession system, where players learn a basic skillset, but can differentiate their abilities by talking to different NPCs and picking up other skills. Players can learn skills from them, but they have a limited set of skill slots. They can build their own class within reason (i.e. limitation on not having all of the most fuckoff skills in the game) to play the game how they like. E.g. a warrior could learn a particular fighting style off a traveling monk, and learns a basic trapping skill off a hunter in the woods.
4. Overhaul healing professions:
Playing a straight healing class sucks, and if you don't heal, people hate you. My solution? Warrior priests, army medics, etc. The player is primarily a combatant, but they also have the ability to heal other players. They cannot heal themselves. Also, I'd play around with death mechanics a bit. Healing classes have limited resurrection capabilities, but they cannot just rez a 40 man raid wipe.
5. A game that isn't about the phat l00t:
Armour and abilities are a means to an end. They allow you certain advantages when interacting with the game world, so that you can have fun. They aren't an end in and of themselves, and a player's ability to have fun shouldn't be contingent on the items they are wearing. Anything that a player can build and acquire, another player should be able to destroy and steal. This creates insecurity, and is the foundation for a good gaming experience.
In essence, I'm advocating a game where everything a player can use can be crafted, and everything can be stolen, looted, or otherwise pillaged. PVE players probably won't like this, but it would certainly encourage them to team up with PVPers to survive. Personally, I see this as a good thing. PVPers would need PVE players for the resources they can acquire, and PVE players will need PVPers to protect them when the crap hits the fan. They are complementary playstyles, not separate.
6. Have a bit of fun with mounts:
Why are mounts a big deal in MMOs? Why can't you punch a dude off his mount and ride away with it, only to have him chase you down on someone else's mount? Personally, I would have mounts be cheap and ubiquitous. Furthermore, just about ever animal in the game should be rideable. Have a taming profession that goes out and tames wildlife so they can can be sold into hauling player arses around the map. If you happen to find yourself a really special mount that you're worried about getting stolen, have a contract system for expensive mounts that allows you to summon them back from right underneath the thief's anus. Make it expensive so that it's only really worth it for that rare giraffe mount that you happened to score on the auction house.
7. Overhaul combat:
Though this is #7 on the list, it should probably be somewhere around #3 or #4. Personally, I think the WoW model is the best system for casters, though it's woefully inadequate for any other class or style of combat. First off, include a parry and cover mechanic so those with good reflexes and timing can smack spells, arrows and swords aside. Make mages more mobile through teleports with shorter cooldowns, given that they have to stand in place to cast.
Give warriors/assassins/rogues a targeting system that divides the body into quadrants, and the player clicks those quadrants a la the old hack and slash games to swing at that area. Hitting certain areas in combination opens up special moves and the like. Cast abilities, or crowd control abilities, should be done the same way as in WoW, making this a hybrid of third-person shooter hack n slash, and RPG gameplay.
Hunters, shooters and the like should primarily have a third-person shooter interface, with the ability to cast spells and abilities like the warrior and mage, using a wow toolbar interface at the bottom.
Where players combine these abilities, the interface should change. E.g. I'm a mage running around, throwing my frostbolt and chilling with a cigar, when a warrior starts wrecking my shit. I teleport away, whip out my long bow and the interface changes so that I now have a targeting reticule, and all of my second-weapon abilities are up. Unfortunately, the warrior has put his sword away and is now charging up a monstrous fireball, so I put my bow away and try to get a silence off before he melts my sphincter shut.
I'm too late, and he gets the fireball off, but luckily I'm a pretty good player and I manage to parry the first fireball away and silence the second, so he pulls out his sword again and charges at me. I get off a quick spell and teleport, before getting my bow out and taking a few shots. I'm a crap shot and miss. See? Dynamic, skill-based combat. It's not all about how much +dmg the dragon's penis you've equipped in your main hand gives you. Rather, it's about how well you use the abilities at your disposal.
8. Other ideas:
Feel free to borrow and abuse the following ideas:
1) modifiable body parts that cannot be stolen, to get around people crying over stolen weapons. E.g. killed a demon and stolen its tongue? Have it transplanted to give you a means of breaking silence, or a passive casting speed increase, or the ability to cast 2 spells at once. Or something. Or eyes that cast illusions, or make it easier to parry. Hell, you could go all the way here and have a mouth on your stomach that allows you to eat the dead and regenerate health. There's so much potential there.
2) skillsets that can be unlocked by collecting and completing sacred weapons or runes. You find a few fragments of a legendary sword, and you know there's another guild that has the last piece, so you storm in there, smash open their guild bank, and take it home. When you put it together, a strange NPC shows up and wants to teach you necromancy, or turn you into an astrotelepath or something. Make it so these relics can only be stored in player banks, so they can't be squirelled away for eternity, and can actually be stolen.
3) worried about player housing fucking up the world? Have basic player housing in cities, through instanced apartments. Players can keep all of their non-essential crap there. Provides a place for PVE players to store gear that they don't want stolen. For those who want to go out and carve empires, give them a range of buildings they can construct, so they can go out and leave their mark. These buildings should be fully destructible and lootable, but also provide better functionality and gameplay than instanced apartments.
4) random events. You're riding along minding your own business when OMFG A DRAGON drops out of the sky and kills a cow, eats it, flies away. You cause too much trouble in a dragon's territory and you risk pissing it off and having it march out to wreck your shit.
5) contracts system for player created jobs, quests, bounties etc. Oh noes, people might scam you? So what? Scam them back. Players should have to exercise some responsibility in how they deal with hardship: it shouldn't be coded into the game that no one ever gets hurt, and no one has any responsibility. You should exercise responisiblity in game, because it's your leisure time, and you should never give someone else control over what it is that you do for fun.
6/18/10 2:24:16 AM#68
all i wish for is a modern (non-fantasy if possible) MMO with high quality graphics featuring a complex skill system like anarchy online had.
6/18/10 2:37:15 AM#69
You sir, have cover pretty much all of my main points. I would say instead of random events, I rather have events that chain from other events, due to NPC actions or players actions. Like the example dragon, instead of attack people and town randomly, let have it if player keep killing mobs that usually dragon main food supply and such mobs are low on number or gone from the area, dragon start to move it food chain to human colonies.
More game should have more ways for players to express their creativity as well. Like make in-game painting that player can actually paint and that they can sell it in auction house. Design the costume textures and things. LOTRO music system was great.
No specific class or profession, only skills that available for player to learn. The more player use the skill should increase their expertise on that skill, while it will decrease some other skills that not been uses.
Get rid of a minimal quest that player have to pick up. Just have one big fat main goal that a whole faction want to achieve, and left player to decide what are the steps that would require to achieve such goal.
6/18/10 2:44:13 AM#70
Originally posted by Necrite666
1. Class/faction-based real time jobs
If you're a combat class, an infiltration defense job that only pops up if one of the player member of the opposing faction accepted a job to infiltrate an X base of your faction.
If you're a tradeskill class, crafted items or materials to supply a PvP sector base or delivery job to supply towns.
2. TCoS-like reticule targeting for damage, and TCoS-like tanking
Tank and spank strategy is so last century.
3. Tradeskill item Quality like Earth & Beyond
My 200% IWINButton is better than his 130% IWINButton! Buy mine!
4. Stat-less equipment
Promote creativity! I thought I was unique until I saw my twin brother and sister!!!
6/18/10 2:56:23 AM#71
God what a broad question for you to ask :)
Like the others I will be starting with a wall of text for all of you to read so have fun:
What I feel an MMO should have is something new. I mean just throw out all the grinding and give us something we want or need. I mean like someone else has said above me, the normal knight or mage didn't kill 50 Goblins a day coupled with 200 raptors and don't forget to throw in an army or 2 of Centaurs. I mean really MMO's are trying to capture more grinding then over. Make it real is what I'm saying. Why not make it just 1 big world. Take a look at one of my favorite manga's 1/2 Prince. The story is based of a giant MMO where they have PvP Tourneys, Nations, Player Owned land, Player Owned cities, and just endless possibilities. I would love for a game like that to come out where really if you wanted to do something you could. If an MMO is trying to capture us into playing it should be by letting us have our freedom. I mean Dungeons are great and all but I can't tell you how many countless hours I've spent parked on my War Mammoth in Dalaran playing Texas Hold'Em from one of my AddOns in WoW. I mean why not create a game where in town you could play games and outside kill mobs. Freedom is what my first thing would be.
Next would be the leveling system. Take it out. Do you know how many people would come into a game with no leveling system at all? I mean sure the tutorial would be amazing but why not have a game where instead of leveling you just have a straightfoward game. Why should we have to play for 2 months while paying just to get to "endgame". If we are all treated as equals from the beginning it would be nice. Gear will always outshine new players to the point where a new player can't just gank random veterans just because he has skill. Why not make PvP areas for designated players where you move up based on how well you did/do and can join the ranks of pros faster if you belong there or get accustomed with the starters until you move up the tiers. I think giving all people a chance at "endgame" at the beginning would greatly improve population and in turn profits, which I feel is what the leveling system is for (Getting people to play longer and pay more), but I digress.
Next would be housing. I would totally love guild halls and players houses. I mean it would be nice to hang out with your guildies in your own area that could be free from Global/City chat and just relax, rather then trying to read through all the Gold Spams and several other messages while being in a city. Plus owning a house gives the player a feel of homliness one that makes you say "I'm a part of this city/nation/kingdom".
I feel combat shouldn't just be who can press the right buttons at the right time or get the most amount of crits. Sure some classes (I'm looking at you Rogues) are based around crit, but why? I'm not saying remove buttons and go back to aiming (These aren't TPS or FPS) but rather why should it be that you "have to hit your trinket ON the kidney shot and then blink otherwise your dead" and not end up being something more meaningful. How much fun would it be if no class really beat another and it was an all out free for all. For instance, maybe mages have low health so classes can wack them around a bit but it shouldn't be that a rogue or class can almost one shot them, why not make battles a little longer and enjoyable. I feel a PvP system where a class does a lot of damage, but not enough to OHKO another would be very benficial and could give some classes real suriviability instead of the clothie that kites or spams fear/polymorph because it can't deal with being hit.
Lastly I feel a game should have no real class system. Why not make a rogue just a playstyle. For instance, you select rogue as your preferred playstyle character. You get access to some sneaky type skills but maybe you also like hitting things with a big axe after they dorp their guard, rather then poking them with sharp toothpicks. Make a game where your character creates his own direction and where you spec into maybe a preferred weapon type, armor type, magic element. But maybe mix your class styles up, I mean why not have a decent fighter able to cast spells. D&D had a Spelltheif class so why can't we? I mean why not have the rogue who can freeze you and then stab you. Maybe nerf some melee and spell damage so that you aren't hitting at full force but the direction is nice. Maybe make a healer who likes a pet to help it out and what not. Why should we, as the gamers, be restricted to the classes the devs choose to give us. I mean it would be cool to experiment with all different types and have them work, rather then going online to find the most updated spec and DPS rotation so that you can be the best <insert class here>. That being said their will be rotations involved but with so many trees and possibilities I feel that one could truly understand their class a lot more then just being the guy who uses nature to heal.
As you can tell there are a lot of WoW allusions/references as I haven't made my way over to other games but this is all I could do. :)
6/18/10 4:09:58 PM#72
My first post here, nice site, just found it earlier today mentioned by a guildmate.
A little background, where I am coming from, so I don't get totally ignored because it's post #1 (my theory) hopefully.
I have played MMOs off and on, mostly on since DAOC launch in 2001.
I made all of 1 char to max 50 playing DOAC off and on until 2004, it took me roughly 4.5 months best guess.
I played 1 character to max 60 in WoW from launch, I had paid 6 months, used 3.5, never to return, took me 2 months to get to max.
I played 1 character to 27 in the first month of Everquest 2 for me, and left, I came back discovering that I was rather silly trying only that one class, and per recommendation of a RL friend, I came back and wound up taking another class to 70, this was after Kingdom of Sky expansion had come out. Before that 70, I started another class, and that character is my mainstay as of today, maxed out @90 studmuffin character (for me anyhow) and I am reasonably happy with him, although it was the class that clicked, and if it didn't exist in EQ2, I probably would have quit it totally about 3 years ago.
I took breaks from EQ2, but always wound back there.
I played 1 character to max 80 in Age of Conan from launch, same class as in EQ2, overall the game was lacking, had some nice elements, can't remember much, but I can't say I hated it, but it looks like I was in the majority who found the novelty of the controls and end game lacking, enough so that just like WoW, no expansion return for me.
I got into the late beta stage of WHO and LOTRO but those two also were lacking, and I didn't buy into either of them, even with the lifetime play one time fee offer on LOTRO.
I did go back to Vanguard twice, but the world was so void of other players and same old issues I had with it, just didn't fit so it was typically 3 days of play and bye bye, Vanguard has lots of issues, another time perhaps.
I tried DDO when it went freeplay, at least one other that I can't even remember the name of and Runes of Magic, which I thought for 'free play' model was the best of that lot and I jump into it once in a long while, still.
I like solo player RPGs also, I finished Oblivion, Fabled and Dragon Age and played tons of others over the years.
Here's what I would like to see in MMOs and some of which I am shaking my head wondering WHY haven't I seen this already?
#1 Randomized instance dungeons, solo, group, raid force, everyone for themselves, whatever, tis all good, pause 20 secs if you have to, to generate it and spread it to everyone, that's fine.
If I live to never experience CHUNKING ever again, I will be pleased, for those unaware, that's something really crappy associated with Vanguard.
#2 Crafted items that are very very good, make ingredients or the recipe the difficult part, no grinding at all here, would be a nice change, have a vendor that makes the stuff for you instead.
Yes, I am aware that recipes with raid only drops exist already, but that is not what I am talking about, this is for solo'n fun factor up'd a notch mainly, I didn't mention it before, but I mainly solo'd most of my chars to near max levels and I know that is not that uncommon and I have yet to find raising crafting much FUN in any game, so be gone with it already.
Maybe instead, make whatever passes for money in game rarer in the first place and purchase items directly with it?
#3 NO LEVEL CAP, you read that right, NONE NADA ZILCH, try it one time....
This shouldn't mean the 120 hour a week hardcore raiding fanatic will be level 2500 to my 50, not at all, but these bogus caps need to go!?!?!
#4 Higher difficulty levels should not mean just MORE HIT POINTS for the mobs or insane scripts, so obscure that you have to look the stuff up online, to have any chance in hell of ever completing it.
#5 Mobs should NOT have thousands of times more hit points than the players, it's ridiculous IMO, grow the AI some, geeeeeeeeeez!
#6 I hit with a sword, there should be a chance of removing a mobs head and it dying instantly, not just this silly HP gauge that does the same thing fight after fight.
I never said these things would be easy to implement, but some of them should be.
All for now, I'm tired.
I know grinders will always be, but let's not let it be the norm?
6/19/10 3:57:25 AM#73
I know something that really needs improvement within most Mmorpgs is movement, only a very few have seemed to get this part of the game correct, i know WoW have done it and its great and easy to move arround. But other games even most P2P ones just dont understand this, no matter how amazing and fantastic the graphics are, the feeling is bad if it feels awkward to move arround.
6/19/10 11:01:33 AM#74
Oh yeah, I forgot to add one last thing:
Stop it with the damn IPs. We know that it's a cynical cash grab, and all you're doing is applying the same damn leveling system and grind to a cherished pre-existing intellectual property, and bastardising it. I mean, did we really need a star trek mmo? DC Universe online? Really? does anyone give enough of a toss about stargate for a stargate mmo to be commercially successful? hell, is Warhammer 40k even a viable choice for an MMO? Sure, maybe if companies actually tried something new and took risks, and made, say, a 40k tactical MMO, that would be interesting. But I swear to God and all that is holy, playing a fricken Space Marine and leveling up to craptastic, chilling out in my Nurgle raid, collecting Purpz so my Eldar mate and I can go kill some destruction players, sounds like the largest group wank I've ever heard of. You'll have to pardon my language here, because this is a subject I'm kind of passionate about, but honestly, how do you fuck up a setting like 40k's?
The one exception that I can see to this may be CCP's world of darkness MMO, because CCP employees have testicles the size of grapefruits, and their CEO is the most fertile man alive. They have balls, so to speak. They still take risks, and even though they don't all pay off, their game is polished, focused, and actually a lot of fun to play. Oh yeah, and they actually listen to the players, which is refreshing. Hopefully they do something different and interesting with the IP, because the state of MMO gaming right now is depressing. It's up to the indies now, and for my money, there's only one indie MMO that I'm waiting for, and it's probably a long way off.
My sincere last hope is that Blizzard redeems itself for these last 6 years of limbo, and shows us all how a skill-based, PVP sandbox MMO is truly done, with a completely new IP to boot. There are so many of us who know that such games are commercially viable, as long as they are fun and executed well. I'm tired of being told by smug nerfherders that people want to raid and don't want their shit stolen, when the only MMO on the market right now that is still growing is a free-for-all Hobbesian nightmare played out on a glorified spreadsheet. Jesus, if EVE implemented joystick flight controls so that you could have dogfights, the player base would triple overnight. And for the record, no, Darkfall, Mortal Online etc are not the answer. Hell, if that's the standard, I might as well take a shot at programming a damn MMO myself.
Personally, I think that Blizzard might do it. Hell, I hope they do, because it'll actually kickstart the damn industry, and things will finally start evolving again. Even if they don't there's still the aforementioned indie MMO I mentioned, and -- though it's still flying under the radar -- I'm pretty sure it's going to blow us all away when it's finally released. One day.
6/19/10 11:25:35 AM#75
Originally posted by Brakedancer
Pretty much nailed it here.
Only thing I would add is no more quest chains that alternate between solo and group. Group chains are fine, solo chains are fine, but it is all too common to do several quests and then have to group to do the final stage. At release, where there is an abundance of people at the same stage as you this isn't that big of a deal, but later on, or if you are a casual player, it can be tough to put a group together in a lower or mid level zone. Some games have implemented a solo option for these quests, where you get to the stage and can choose. If you have a group, you do group, if you don't you solo it with npc allies.
6/19/10 12:07:49 PM#76
1. Housing (not instanced)
2. Complex crafting, I want crafted items to be equal with everything else.
3. Meaningful pvp.
4. World that is open, no zoning, no mountains to separate zones.
5. Lots of fluff.
6. Skill based leveling, levels are something that I think destroyed this genre.
6/19/10 12:11:03 PM#77
For me :
strong solo and some group play
faction conflict with castle/tower seiges( like DAOC )
housing thats meaningful(non instanced)...not just an empty box that has little ability to be enhanced
deep crafting that is developed over time resulting in gear that rivals dungeon drops.discover by trial of new recipies(invention)
game play that allows you to feel some snse of accomplishment even if you just play for a few hours
drop dead graphics(the opposite of WOW)....like AOC
responsive customer service that you can talk to on the phone(not just email)
sandbox skill advancement
forms of rapid ingame movement(like mounts or teleporters etc)
very large world(like VG) that you can explore and become immersed in
great and varied music
ships to sail /explore /fight on
nice /signigigant character customization
realistic combat with blood/other grapics as an option (like AOC )
6/19/10 9:49:24 PM#78
I would love to see a community based medieval style game with simulation similar to Sims™ with Hunger, Hygiene etc..
Player created towns and cities with preselected textures to choose from, with the option to create more textures and submit to the game developers for consideration. All players of the city vote on the best one they like on a poll.
Same with Meshes and other structures talented players choose to create. Submit and vote. Assuming devs may modify and allow.
A social point system tied to the social bar from the Sims™ style simulation. With Influence points gained to be spend on things like higher professions or jobs if you will. e.g. 2000 influence points and 20 friends on good standing are needed to be considered for the role of mayor of the city.
Any player with the requirements can challenge the mayor's position, allowing for in-game politics and friend making or just plain backstabbing.
The mayor is the one who decides on city planning and management. i.e small list of textures that players can choose from is decided by the mayor, to prevent garish pink housing. How close the buildings are to each other, the space allotted for gardens etc. and defensive walls.
Permanent death so those who are antisocial can learn from their mistakes by good old mob tactics and lynching.
No name tag above a player's head. A flagging system to take over (colored circles at feet), with players socially (+)positive with and friends with said player flagged as such (only if visible of course). No flag for unknown people, and flags for friends who are socially (-)negative with the player (again only if properly visible).
Proper collision for player against player and not just environments.
A button to push or shove other players or Npc's.
A 3 tier animation stance for aggression. Neutral stance for walking or jogging. Ready stance for running, sidestepping and dodging.
Pushing/shoving only being possible in ready stance (greyed out otherwise). Immediately flagged orange for being aggressive to nearby players in this stance.
And Combat stance where weapon being drawn is possible, or casting of spells. Sidestepping, dodging and backpedaling is faster in this stance but running in a linear fashion is slightly slower. Immediately flagged red for being dangerous to nearby players in this stance.
More unique idle and walking animations to choose from during character creation.
6/22/10 4:04:12 PM#79
I've read all of the replies to this point, and many of them had to do with flexibility. Due to the enourmous costs of bringing out a new MMO, I think companies have been intentionally limiting flexibility in order to quantify costs and development time.
back to your regularly scheduled programming ...
Players gain skills and abilities, NOT a limited collection of specialization trees within rigid classes.
Player driven economy, player driven economy, player driven economy. A good one of these (a la EVE) is reason enough to play a game for tens of thousands of gamers and is a wonderful way to increase the immersivity of an mmo for everyone.
Stop the instancing. Its a valuable software tool, but its the opposite of immersive.
Sandbox, Sandbox, Sandbox - provide zones and interesting ways for players to interact with them, don't design them from the ground up for one type of play.
I agree, dump the IP and build it from scratch.
I definately approve of endgame systems that don't involve more and more time-consuming gear treadmills. Much better is a points system that can be used to make players slightly better at whatever abilities they choose (including pve, trade skills, etc.)
Provide it all, duels, # vs. # arenas, RvR (claimable land) and large scale world events. Each and all of these will appeal to different segments of the player community and keep them engaged.
In response to the above I'm prepared to be flexible in one area which may be controversial. I understand that providing flexibility is complicated and time consuming and needs constant tweaking in all aspects of the game in order to keep things running smoothly. Therefore I bring you:
I would love to see a gaming company with a V I S I O N of the way they would like a game to work, even if they don't provide me that game on day one.
I don't mean the way things work today where companies code for years before release. They have different teams for development and game maintenance and have expansions planned out before the game is even released.
What I'd like to see is a fun, small game (at release), with a very active development team that constantly adds to the breadth of the game.
1) Release a small game ( few zones, some well thought out and functional mechanics) and give it away for free with a cheap subscription rate. Small game - small subscription. Scale up the subscription later when you've got the huge game.
2) Develope like madmen. I'm talking weekly/monthly content addition for depth and breadth. Every month, right after your subscription has showed up on the credit card, more content hits the game. It doesn't have to be huge additions, but carefully tested small constant upgrades. Add a few skills, add the auction house, add dueling, whatever, just keep adding all the time so that the game is always GROWING.
I don't like the level-based mechanic, but imagine for a moment if a new game limited you to level 10. Power leveling is out, so maybe people get to know the zones, get to know other people, do some more quests, try out different skill/equipment combos, test interesting new mechanics or tradeskills, compete to solo difficult mobs. NEXT month the level 10-15 content is added but maybe there is also an interesting new tradeskill or a duelling mechanic or a new zone so that your priority isn't necessarily to go out again and grind xps until you are 15.
3) Keep things flexible, adjust to what seems important AFTER release. Every company seems stunned every time an mmo is released and something unexpected that is not on the development schedule is ruining the player experience. Get on that crap FAST.
4) Keep development paths public and discussion active about where the game is going.
This would only require a complete revolution in how games are made, so I don't really have high hopes, but I can dream...
This idea is in response to the current convention of trying to compete with Blizzard on Blizzard's terms. Start small, be different, maybe you really don't need tens of millions of dollars of development and millions of day one subscribers.
6/22/10 4:07:53 PM#80
Dark Age of Camelot 2...that's all I want :) I've probably helped capture well over 10,000 keeps over the years, and can still do it, since each siege is unique.