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The Pub at MMORPG.COM  » What Would Excite You about MMORPGs Again?

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95 posts found
  User Deleted
10/08/12 8:56:47 PM#41

Asherons Call 4 solid years and another 12 years on and off

DAoC 2 years till they ruined it with vertical gear progression in ToA

CoH 4 months

WoW for 6 solid years till they gutted player freedom with Cata

WAR, AoC, Rift, SWTOR, TSW all less then 3 months each

GW2 1 month and counting, will be playing it for the forseeable future

 

 

I am also looking forward to TESO and Neverwinter and possibly Pathfinder.  No other games interest me.

 

I would super excited for a revamped Asherons Call with better combat and updated graphics but everything else left as is.

  sakinah

Novice Member

Joined: 10/29/03
Posts: 39

10/08/12 9:07:14 PM#42
Originally posted by Zylaxx

Asherons Call 4 solid years and another 12 years on and off

DAoC 2 years till they ruined it with vertical gear progression in ToA

CoH 4 months

WoW for 6 solid years till they gutted player freedom with Cata

WAR, AoC, Rift, SWTOR, TSW all less then 3 months each

GW2 1 month and counting, will be playing it for the forseeable future

 

 

I am also looking forward to TESO and Neverwinter and possibly Pathfinder.  No other games interest me.

 

I would super excited for a revamped Asherons Call with better combat and updated graphics but everything else left as is.

Asherons Call revamp?

Yes ! ill join you! we can get rich by selling motes! and have some epic 1 hour corpse run to get our stuff back!!!

  crack_fox

Novice Member

Joined: 7/09/04
Posts: 402

10/08/12 9:58:24 PM#43
Originally posted by Trudge34

Think the key words there would be "game world." I want a game that has more focus on the world and developing that allowing the player to develop their character as they see fit 

 

This. I want to recapture that sense of possibility that I felt when I rolled my first character in SWG and stood in Mos Eisley as a sandstorm whipped up. I felt like I had limitless options and even if that was untrue, I did not have that sense of being channelled or funnelled down someone else's rabbit hole. I wasn't a hero, the galaxy would never revolve around me, and that was just as I wanted it. I was merely a wookie with sand in his crack, a rifle in his hand and whole planets to explore. 

I thought at that time that MMOs couldn't get better, and true enough they didn't. But actually, I secretly believed that they would get better and I wondered how future technology would flesh out these virtual worlds even more; how they would make our experiences in them richer, more individual and unpredicable. It never occurred to me that the reverse would happen and that those experiences would become ever more constricted, pre-scripted and formulaic. The MMO genre has so much potential to offer experiences that no other genre can; I want to play games that have been created by people who recognise this. 

  Magiknight

Advanced Member

Joined: 4/10/09
Posts: 762

10/08/12 10:08:35 PM#44

I could not be burned out on MMOs because not a single one released in the past 5 years has been worth my attention for more than a month.  I could get burnt out on an MMO if I spent all of my freetime playing it. 

 

For an MMO to capture my attention it would have to stop catering to idiots.  The game would have harsh death penalties, be as much about the journey as the end game, make having multiple toons on the same server pointless, not guide me to a point on my minimap and back again, be about team play, and a nice story and dialogue would be great. 

 

I will be trying Darkfall Unholy Wars and FFXIV ARR

 

Addition: Minimizing instances would be great too.  In terms of party dynamics, each player in a group should have something very specific to offer to the group that took a long time to develop. 

  Zzad

Hard Core Member

Joined: 2/14/11
Posts: 1329

10/08/12 10:16:08 PM#45

I´m pretty excited at the moment with GW2....

Been waiting for that game for over 5 years and it´s exactly what i was looking for.

I bet i´ll be very excited again when "World of Darkness" hit the shells in about...

uhmmm... 4-5 more years?

  Simphanatic

Novice Member

Joined: 9/11/12
Posts: 94

The problem with virtually every MMORPG: too much Pavlov and not enough Maslow.

 
OP  10/09/12 10:05:44 PM#46

I'm a total History geek, and since I was raised on a very large Iowa farm, I'm perpetually drawn to the land. I'm also VERY tired of the ubiquitous, cliche'd elves, dragons, vampires, werewolves, dancing bunnies, and pandas that current developers seem incapable of resisting.

 

That said, I'd absolutely kill for an MMO based on Colonial America (think French and Indian War period), where warring faction might include British Loyalists, French Loyalists, Spanish Loyalists, Non-allied Colonials, and any number of warring Native-American tribes who are allied with or at war with each other or the other competing interest groups. All players will begin the game as British, French, Spanish, or Native-American. They can remain in starting cities throughout the game or can strike off on their own, remaining loyal to their starting faction, or going competely independent.

The game would be an amalgam of theme park and sandbox qualities, such as:

THEMEPARK

  • Players serve quest-focused apprenticeships in various skills and pertinent militias
  • Non appreticed skills, like hunting, trapping, and farming would have relevant quests
  • Professions, like lawyer, physician, or parson/priest have quest chains originating with mentors 
  • Players can opt into new apprenticeships/skills at any time
  • While players are not compelled to engage in apprenticeships/formal training/mentorships, their skills and income stipends will develop much more slowly
SANDBOX
  • Players are completely free to explore, but are at complete mercy of NPC wildlife; individual food, water, shelter, clothing needs; players from competing factions; and Native-American hunting parties
  • Players can homestead farms, but must clear the land, build cabins, and purchase implements, crops seeds, and livestock. As above, they are at the mercy of the environment
  • Players can group together to found settlements; which, with sufficient infrastructure (physician, lawyer, clergyman, merchants, farmers, and tradespeople) can evolve into villages, towns, and cities. Towns require a paid constabulary (manned by players) and cities require a paid garrison (also manned by players). Each settlement will have it's own player-established tax system and economics
  • Players, like hunters, trappers, traveling musicians, and traveling merchants may opt out of dwelling in a village
  • Players can also opt for the outlaw life, where they can rob and kill to their heart's content. Of course they're also subject to the same limitations, per the environment, as everyone else. Criminals (robbers, murderers, vagrants, and those failing to pay local taxes or serve their time in local constabularies/militias) can be tried and sentenced to jail, forced labor, or death. (Laws are established by the village/town/city's residents).
Players will need to eat meat and fresh vegitables; not doing so will cause them to lose strength. Lack of fresh vegetables or fruit in their diet will cause scurvy and they will die (permanently).
 
Players will need a source of water (or beer); without such they will lose strength and can ultimately die without it.
 
Clothing items wear out over time and have to be replaced.
 
Ammunition, powder, and arrows must be replenished.
 
Players cannot carry more in their "bags" than is physically reasonable; thus, all items have a weight factor (includes food, ammunition, weapons, extra clothing items, and water/beer)
 
 
There is no leveling. Everything is centered on skills, where players can complete all or only portions of skills paths. For example, I'd imagine a successful farmer might have engaged in numerous paths, such as animal husbandry, gardening, hunting, tanning, carpentry, and blacksmithing. Married farmers might be wise to choose a spouse who has complimentary skills, such as butchering, weaving, canning, soap/candlemaking, and mending.
 
Structures in this game would be available on menus, costs would vary and, of course sufficient personal skills (or those of settlement members) would have to be present to complete the structure. Items inside structures are available from carpenters, stone masons, and general merchants.
 
Basic in-game consumer items, such as cooking pots, knives, flintlocks, pistols, carpentry tools, farming implements, livestock, crop seeds, books, and some clothing items are available at the starting cities, where they can be purchased wholesale. They can be transported to outlying and distant settlements by merchants, who resell these items. In time, I can foresee additional player-run trade centers developing, subject to available infrastructure, craftsmen, and tradespeople. I see this production and movement of goods ever outward as driving overall economy.  
 
These are only some cursory thoughts -- what I want is a REALISTIC historic experience that exposes players to the hardships, challenges, and dangers of living on the early American frontier. It should be dangerous, provide players with a variety of experiences, where they can opt into multiple career paths, and where miscalculations resulting in death are permanent. This world is 100% persistent -- players' avatars remain in game (presumably in a sleeping state) when they're not online. They are 100% vulnerable at these times; therefore, living in safe villages, hideouts, or well-hidden camps is very advisable. Everything in-game is line-of-sight. There are no maps, minimaps, autopathing, or other indication that danger is near. Players have to learn the land over time. When applicable, players and NPCs will leave temporary visible tracks that can be followed. All NPC wildlife can be hunted or trapped for food/hides. I also envision day/nighttime conditions, and weather that impacts players in varying ways.
 
I'd be interested in feedback concerning interest and feasibility of this vision.
  tazarconan

Advanced Member

Joined: 1/03/07
Posts: 1022

10/09/12 10:10:18 PM#47
I still imagine an mmorpg medieval fantasy simulation world with everything u can imagine on it. From jobs,bounties,till whatever a player can imagine and also to be a player driven world with provincies guides by players if possible,taxes, a complex world that could feel like u indeed play your role in such a world.
  Wizardry

Elite Member

Joined: 8/27/04
Posts: 7026

Perhaps tomorrow will be better.

10/09/12 10:16:56 PM#48

What would excitre me is something similar to FFXI .

What are the odds of seeing another game with NO  xp for quests?

NO markers of any kind,not on map and not over npc heads?

How about a MMO designed around MMO aspects like grouping?

Sooooooooo many other things FFXI did that no other game does that i miss badly.

EVERY single game no matter what the developer claims is played identical to the norm,which is linear questing and a race to end game.This is NOT Role play gaming for me,that is following a string that connects to the end.

http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w
Samoan Diamond

  Beatnik59

Elite Member

Joined: 11/23/05
Posts: 2263

"Playing things I shouldn''t be playing since 1977."

10/10/12 12:23:58 AM#49
Originally posted by Simphanatic

I'm a total History geek, and since I was raised on a very large Iowa farm, I'm perpetually drawn to the land. I'm also VERY tired of the ubiquitous, cliche'd elves, dragons, vampires, werewolves, dancing bunnies, and pandas that current developers seem incapable of resisting.

 

That said, I'd absolutely kill for an MMO based on Colonial America (think French and Indian War period), where warring faction might include British Loyalists, French Loyalists, Spanish Loyalists, Non-allied Colonials, and any number of warring Native-American tribes who are allied with or at war with each other or the other competing interest groups. All players will begin the game as British, French, Spanish, or Native-American. They can remain in starting cities throughout the game or can strike off on their own, remaining loyal to their starting faction, or going competely independent.

The game would be an amalgam of theme park and sandbox qualities, such as:

THEMEPARK

  • Players serve quest-focused apprenticeships in various skills and pertinent militias
  • Non appreticed skills, like hunting, trapping, and farming would have relevant quests
  • Professions, like lawyer, physician, or parson/priest have quest chains originating with mentors 
  • Players can opt into new apprenticeships/skills at any time
  • While players are not compelled to engage in apprenticeships/formal training/mentorships, their skills and income stipends will develop much more slowly
SANDBOX
  • Players are completely free to explore, but are at complete mercy of NPC wildlife; individual food, water, shelter, clothing needs; players from competing factions; and Native-American hunting parties
  • Players can homestead farms, but must clear the land, build cabins, and purchase implements, crops seeds, and livestock. As above, they are at the mercy of the environment
  • Players can group together to found settlements; which, with sufficient infrastructure (physician, lawyer, clergyman, merchants, farmers, and tradespeople) can evolve into villages, towns, and cities. Towns require a paid constabulary (manned by players) and cities require a paid garrison (also manned by players). Each settlement will have it's own player-established tax system and economics
  • Players, like hunters, trappers, traveling musicians, and traveling merchants may opt out of dwelling in a village
  • Players can also opt for the outlaw life, where they can rob and kill to their heart's content. Of course they're also subject to the same limitations, per the environment, as everyone else. Criminals (robbers, murderers, vagrants, and those failing to pay local taxes or serve their time in local constabularies/militias) can be tried and sentenced to jail, forced labor, or death. (Laws are established by the village/town/city's residents).
Players will need to eat meat and fresh vegitables; not doing so will cause them to lose strength. Lack of fresh vegetables or fruit in their diet will cause scurvy and they will die (permanently).
 
Players will need a source of water (or beer); without such they will lose strength and can ultimately die without it.
 
Clothing items wear out over time and have to be replaced.
 
Ammunition, powder, and arrows must be replenished.
 
Players cannot carry more in their "bags" than is physically reasonable; thus, all items have a weight factor (includes food, ammunition, weapons, extra clothing items, and water/beer)
 
 
There is no leveling. Everything is centered on skills, where players can complete all or only portions of skills paths. For example, I'd imagine a successful farmer might have engaged in numerous paths, such as animal husbandry, gardening, hunting, tanning, carpentry, and blacksmithing. Married farmers might be wise to choose a spouse who has complimentary skills, such as butchering, weaving, canning, soap/candlemaking, and mending.
 
Structures in this game would be available on menus, costs would vary and, of course sufficient personal skills (or those of settlement members) would have to be present to complete the structure. Items inside structures are available from carpenters, stone masons, and general merchants.
 
Basic in-game consumer items, such as cooking pots, knives, flintlocks, pistols, carpentry tools, farming implements, livestock, crop seeds, books, and some clothing items are available at the starting cities, where they can be purchased wholesale. They can be transported to outlying and distant settlements by merchants, who resell these items. In time, I can foresee additional player-run trade centers developing, subject to available infrastructure, craftsmen, and tradespeople. I see this production and movement of goods ever outward as driving overall economy.  
 
These are only some cursory thoughts -- what I want is a REALISTIC historic experience that exposes players to the hardships, challenges, and dangers of living on the early American frontier. It should be dangerous, provide players with a variety of experiences, where they can opt into multiple career paths, and where miscalculations resulting in death are permanent. This world is 100% persistent -- players' avatars remain in game (presumably in a sleeping state) when they're not online. They are 100% vulnerable at these times; therefore, living in safe villages, hideouts, or well-hidden camps is very advisable. Everything in-game is line-of-sight. There are no maps, minimaps, autopathing, or other indication that danger is near. Players have to learn the land over time. When applicable, players and NPCs will leave temporary visible tracks that can be followed. All NPC wildlife can be hunted or trapped for food/hides. I also envision day/nighttime conditions, and weather that impacts players in varying ways.
 
I'd be interested in feedback concerning interest and feasibility of this vision.

Besides the part in red, I'd totally play a game like this.

Can we play as Native Americans?  I want to go head hunting!

__________________________
"Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."
--Arcken

"...when it comes to pimping EVE I have little restraints."
--Hellmar, CEO of CCP.

"It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."
--Exar_Kun on SWG's NGE

  MercArcher

Apprentice Member

Joined: 5/17/04
Posts: 59

10/10/12 1:31:51 AM#50

Actual end game. Not this super easy built for casuals stuff we have now.

 

I'm talking large groups (25 is not large, 40 or more), massive non-primary gear checks (resist gear checks), and content that is built to require farming of early bosses over multiple weeks to get to later bosses. Heroic modes are a cop out, I don't just want to do the dungeon twice once on easy mode once on easymode+1-2extrathings mode, I want to progress through a raid.

  MercArcher

Apprentice Member

Joined: 5/17/04
Posts: 59

10/10/12 1:35:08 AM#51
Originally posted by Simphanatic

I'm a total History geek, and since I was raised on a very large Iowa farm, I'm perpetually drawn to the land. I'm also VERY tired of the ubiquitous, cliche'd elves, dragons, vampires, werewolves, dancing bunnies, and pandas that current developers seem incapable of resisting.

 

That said, I'd absolutely kill for an MMO based on Colonial America (think French and Indian War period), where warring faction might include British Loyalists, French Loyalists, Spanish Loyalists, Non-allied Colonials, and any number of warring Native-American tribes who are allied with or at war with each other or the other competing interest groups. All players will begin the game as British, French, Spanish, or Native-American. They can remain in starting cities throughout the game or can strike off on their own, remaining loyal to their starting faction, or going competely independent.

The game would be an amalgam of theme park and sandbox qualities, such as:

THEMEPARK

  • Players serve quest-focused apprenticeships in various skills and pertinent militias
  • Non appreticed skills, like hunting, trapping, and farming would have relevant quests
  • Professions, like lawyer, physician, or parson/priest have quest chains originating with mentors 
  • Players can opt into new apprenticeships/skills at any time
  • While players are not compelled to engage in apprenticeships/formal training/mentorships, their skills and income stipends will develop much more slowly
SANDBOX
  • Players are completely free to explore, but are at complete mercy of NPC wildlife; individual food, water, shelter, clothing needs; players from competing factions; and Native-American hunting parties
  • Players can homestead farms, but must clear the land, build cabins, and purchase implements, crops seeds, and livestock. As above, they are at the mercy of the environment
  • Players can group together to found settlements; which, with sufficient infrastructure (physician, lawyer, clergyman, merchants, farmers, and tradespeople) can evolve into villages, towns, and cities. Towns require a paid constabulary (manned by players) and cities require a paid garrison (also manned by players). Each settlement will have it's own player-established tax system and economics
  • Players, like hunters, trappers, traveling musicians, and traveling merchants may opt out of dwelling in a village
  • Players can also opt for the outlaw life, where they can rob and kill to their heart's content. Of course they're also subject to the same limitations, per the environment, as everyone else. Criminals (robbers, murderers, vagrants, and those failing to pay local taxes or serve their time in local constabularies/militias) can be tried and sentenced to jail, forced labor, or death. (Laws are established by the village/town/city's residents).
Players will need to eat meat and fresh vegitables; not doing so will cause them to lose strength. Lack of fresh vegetables or fruit in their diet will cause scurvy and they will die (permanently).
 
Players will need a source of water (or beer); without such they will lose strength and can ultimately die without it.
 
Clothing items wear out over time and have to be replaced.
 
Ammunition, powder, and arrows must be replenished.
 
Players cannot carry more in their "bags" than is physically reasonable; thus, all items have a weight factor (includes food, ammunition, weapons, extra clothing items, and water/beer)
 
 
There is no leveling. Everything is centered on skills, where players can complete all or only portions of skills paths. For example, I'd imagine a successful farmer might have engaged in numerous paths, such as animal husbandry, gardening, hunting, tanning, carpentry, and blacksmithing. Married farmers might be wise to choose a spouse who has complimentary skills, such as butchering, weaving, canning, soap/candlemaking, and mending.
 
Structures in this game would be available on menus, costs would vary and, of course sufficient personal skills (or those of settlement members) would have to be present to complete the structure. Items inside structures are available from carpenters, stone masons, and general merchants.
 
Basic in-game consumer items, such as cooking pots, knives, flintlocks, pistols, carpentry tools, farming implements, livestock, crop seeds, books, and some clothing items are available at the starting cities, where they can be purchased wholesale. They can be transported to outlying and distant settlements by merchants, who resell these items. In time, I can foresee additional player-run trade centers developing, subject to available infrastructure, craftsmen, and tradespeople. I see this production and movement of goods ever outward as driving overall economy.  
 
These are only some cursory thoughts -- what I want is a REALISTIC historic experience that exposes players to the hardships, challenges, and dangers of living on the early American frontier. It should be dangerous, provide players with a variety of experiences, where they can opt into multiple career paths, and where miscalculations resulting in death are permanent. This world is 100% persistent -- players' avatars remain in game (presumably in a sleeping state) when they're not online. They are 100% vulnerable at these times; therefore, living in safe villages, hideouts, or well-hidden camps is very advisable. Everything in-game is line-of-sight. There are no maps, minimaps, autopathing, or other indication that danger is near. Players have to learn the land over time. When applicable, players and NPCs will leave temporary visible tracks that can be followed. All NPC wildlife can be hunted or trapped for food/hides. I also envision day/nighttime conditions, and weather that impacts players in varying ways.
 
I'd be interested in feedback concerning interest and feasibility of this vision.

 

http://dayzmod.com/

 

This is what you are describing basically. Except it is modern with zombies.

  User Deleted
10/10/12 1:47:35 AM#52
Originally posted by Beatnik59
Originally posted by Simphanatic

I'm a total History geek, and since I was raised on a very large Iowa farm, I'm perpetually drawn to the land. I'm also VERY tired of the ubiquitous, cliche'd elves, dragons, vampires, werewolves, dancing bunnies, and pandas that current developers seem incapable of resisting.

 

That said, I'd absolutely kill for an MMO based on Colonial America (think French and Indian War period), where warring faction might include British Loyalists, French Loyalists, Spanish Loyalists, Non-allied Colonials, and any number of warring Native-American tribes who are allied with or at war with each other or the other competing interest groups. All players will begin the game as British, French, Spanish, or Native-American. They can remain in starting cities throughout the game or can strike off on their own, remaining loyal to their starting faction, or going competely independent.

The game would be an amalgam of theme park and sandbox qualities, such as:

THEMEPARK

  • Players serve quest-focused apprenticeships in various skills and pertinent militias
  • Non appreticed skills, like hunting, trapping, and farming would have relevant quests
  • Professions, like lawyer, physician, or parson/priest have quest chains originating with mentors 
  • Players can opt into new apprenticeships/skills at any time
  • While players are not compelled to engage in apprenticeships/formal training/mentorships, their skills and income stipends will develop much more slowly
SANDBOX
  • Players are completely free to explore, but are at complete mercy of NPC wildlife; individual food, water, shelter, clothing needs; players from competing factions; and Native-American hunting parties
  • Players can homestead farms, but must clear the land, build cabins, and purchase implements, crops seeds, and livestock. As above, they are at the mercy of the environment
  • Players can group together to found settlements; which, with sufficient infrastructure (physician, lawyer, clergyman, merchants, farmers, and tradespeople) can evolve into villages, towns, and cities. Towns require a paid constabulary (manned by players) and cities require a paid garrison (also manned by players). Each settlement will have it's own player-established tax system and economics
  • Players, like hunters, trappers, traveling musicians, and traveling merchants may opt out of dwelling in a village
  • Players can also opt for the outlaw life, where they can rob and kill to their heart's content. Of course they're also subject to the same limitations, per the environment, as everyone else. Criminals (robbers, murderers, vagrants, and those failing to pay local taxes or serve their time in local constabularies/militias) can be tried and sentenced to jail, forced labor, or death. (Laws are established by the village/town/city's residents).
Players will need to eat meat and fresh vegitables; not doing so will cause them to lose strength. Lack of fresh vegetables or fruit in their diet will cause scurvy and they will die (permanently).
 
Players will need a source of water (or beer); without such they will lose strength and can ultimately die without it.
 
Clothing items wear out over time and have to be replaced.
 
Ammunition, powder, and arrows must be replenished.
 
Players cannot carry more in their "bags" than is physically reasonable; thus, all items have a weight factor (includes food, ammunition, weapons, extra clothing items, and water/beer)
 
 
There is no leveling. Everything is centered on skills, where players can complete all or only portions of skills paths. For example, I'd imagine a successful farmer might have engaged in numerous paths, such as animal husbandry, gardening, hunting, tanning, carpentry, and blacksmithing. Married farmers might be wise to choose a spouse who has complimentary skills, such as butchering, weaving, canning, soap/candlemaking, and mending.
 
Structures in this game would be available on menus, costs would vary and, of course sufficient personal skills (or those of settlement members) would have to be present to complete the structure. Items inside structures are available from carpenters, stone masons, and general merchants.
 
Basic in-game consumer items, such as cooking pots, knives, flintlocks, pistols, carpentry tools, farming implements, livestock, crop seeds, books, and some clothing items are available at the starting cities, where they can be purchased wholesale. They can be transported to outlying and distant settlements by merchants, who resell these items. In time, I can foresee additional player-run trade centers developing, subject to available infrastructure, craftsmen, and tradespeople. I see this production and movement of goods ever outward as driving overall economy.  
 
These are only some cursory thoughts -- what I want is a REALISTIC historic experience that exposes players to the hardships, challenges, and dangers of living on the early American frontier. It should be dangerous, provide players with a variety of experiences, where they can opt into multiple career paths, and where miscalculations resulting in death are permanent. This world is 100% persistent -- players' avatars remain in game (presumably in a sleeping state) when they're not online. They are 100% vulnerable at these times; therefore, living in safe villages, hideouts, or well-hidden camps is very advisable. Everything in-game is line-of-sight. There are no maps, minimaps, autopathing, or other indication that danger is near. Players have to learn the land over time. When applicable, players and NPCs will leave temporary visible tracks that can be followed. All NPC wildlife can be hunted or trapped for food/hides. I also envision day/nighttime conditions, and weather that impacts players in varying ways.
 
I'd be interested in feedback concerning interest and feasibility of this vision.

Besides the part in red, I'd totally play a game like this.

Can we play as Native Americans?  I want to go head hunting!

And thousands wont.

 

Besides if Elves, Dwarves and other high fantasy can survive for almsot a 100 years thanks to the work of Tolkien something tells me high fantasy isnt going anywhere.

  GeezerGamer

Elite Member

Joined: 4/03/12
Posts: 5251

10/10/12 2:05:26 AM#53
Originally posted by Quirhid
Why do people always blame the games and not themselves?

Because every offering today sucks. Micro-transactions and easy reward mechanics.

All I want is a return in the philosophy of what MMOs used to be, then apply today's innovation to it.

 

It's the sad state of the genre. The next big title has as many threads discussing issues with it's business model than issues with the game itself.

  GwapoJosh

Advanced Member

Joined: 3/10/12
Posts: 1012

10/10/12 2:08:26 AM#54
A massive open world to explore..

"You are all going to poop yourselves." BillMurphy

  Torvaldr

Elite Member

Joined: 6/10/09
Posts: 6126

10/10/12 2:22:53 AM#55
Originally posted by Cuathon
Originally posted by Quirhid
Why do people always blame the games and not themselves?

I would ask the opposite question. Why do people give shitty games a free pass?

Why do people obsess over games they don't like as if they're offended by their very existence?  It is squarely the players fault for not moving on to something else and interesting.  And if you can't find anything interesting with the selection out now I would say it's YOUR problem.  "Boredom sets into a boring mind" and all that.

Anway, Hell no I'm not bored of the genre:

Lineage 3.5 years

Guild Wars 7+ years (and still playing)

LotRO 4.5 years

Tabula Rasa 1 month

EQ2 4+ years (and still playing)

Ryzom 1 month

Vanguard 1 month

WoW 4 - 5 months

DDO 2+ years

Aion 9+ months

STO 6+ months (play periodically)

Guild Wars 2 1.5months (and still playing)

Looking forward to playing: City of Steam, Neverwinter Online, and RaiderZ

 

If you don't like the hobby then find another one.  It's supposed to be about entertainment.  Find something legal that entertains you if mmos have lost their lustre.

Curse you AquaScum!

  Torvaldr

Elite Member

Joined: 6/10/09
Posts: 6126

10/10/12 2:27:32 AM#56
Originally posted by GeezerGamer
Originally posted by Quirhid
Why do people always blame the games and not themselves?

Because every offering today sucks. Micro-transactions and easy reward mechanics.

All I want is a return in the philosophy of what MMOs used to be, then apply today's innovation to it.

The two are nearly mutually exclusive because the present innovations are meant to fix the problems with yesteryears philosophy.

Curse you AquaScum!

  Adamantine

Hard Core Member

Joined: 1/07/08
Posts: 3394

War is not the ultima ratio, but the ultima irratio - Willy Brandt

10/10/12 2:34:49 AM#57

Vanguard with

- more developers

- more players

- meaningful PvP

Hmm. Cant think of anything else. Otherwise that game is pretty close to perfect.

  fenistil

Novice Member

Joined: 9/22/11
Posts: 3016

10/10/12 2:35:37 AM#58
Originally posted by Torvaldr
Originally posted by GeezerGamer
Originally posted by Quirhid
Why do people always blame the games and not themselves?

Because every offering today sucks. Micro-transactions and easy reward mechanics.

All I want is a return in the philosophy of what MMOs used to be, then apply today's innovation to it.

The two are nearly mutually exclusive because the present innovations are meant to fix the problems with yesteryears philosophy.

Yeah. Most are.    To fix old philosphy problems new solutions at least partially taking this philosophy into account would have to be created.   

  User Deleted
10/10/12 2:47:43 AM#59

DAoC was the game I played the longest. Think it was about 6-7 years in total. What made it so great for me? Mhh, well its the same with the first true love ^^ you allways take this as a measure for what comes after this. And usually its hard for the following to compete. Memory can trick you quite well.

But that aside, what I realy loved about DAoc was the 3 realms with the different races and classes. Each realm was totally different and very unique.

The RvR was what kept me playing. I loved the way PvP was set up. When I felt like pvp I could go bash the albs and hibs, when I felt like PvE I could go grind mobs. Din't had to worry about beeing ganked in PvE, but could get my blood pumped in RvR.

What I also liked about the game was, it had no minimap. To travel was a adventure. I got lost so many times. Friends called me the lost Troll, which I was. But becouse I was lost so often I got to know the whole Map. I found caves and rare mobs.

In the "newer" MMORPGs EQ2, WoW... they started to spoon feed you with map infos.

A other thing I liked about the game was the possibility to loose xp by dying. This made the lvling so much more challenging.

So what I realy would love to see in a MMORPG is a DAoC like PvE and RvR system plus a great deal of sandbox features. Housing in the PvE part, not in a separet zone but openworld, and maybe castles build by players and siged by players.

This would realy bring back my love to MMORPGs. It dosent have to be in a medival setting, could also be in a modern or sci-fi setting.

  UsualSuspect

Advanced Member

Joined: 11/01/04
Posts: 1231

10/10/12 2:52:38 AM#60

To make MMO's interesting again developers need to focus on the community and stop making games. What I mean by that is that developers are making MMO's into standard games, you log in, play alone for however long you want, kill a few things, do a few quests, if you feel like a challenge you might join a couple of players for some group content, then you'll finish and log off. The problem is, all games have a lifespan, like how many people are still playing Crysis or Skyrim despite them being great games? Meanwhile, games with a focused multiplayer continue to thrive, such as the Call of Duty or League of Legends.

That's the thing, if you involve the community and bring them together, build on that 'multiplayer' part of the MMO, then players will stay a lot longer and be more invested. They'll want to see the people they fought with yesterday, they'll want to group with a few friends they made, they'll basically have more reason to go back than just to do a few quests and kill a few random monsters that overall means nothing.

I played EverQuest for two years, the graphics were ugly, the gameplay was a bit clunky, the music was turned off the moment I got in game, but the world was massive with players from all across the world, the game was focused more on bringing those players together than trying to be a 'game'. With grouping being more or less a necessity and dungeons being places to explore rather than race through for the shiny shiny, it was all about the community, not about a 'game'.

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