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The Pub at MMORPG.COM  » Name an MMORPG feature that was never copied , but wish was.

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83 posts found
  Mystlynx

Advanced Member

Joined: 9/08/05
Posts: 68

7/02/13 8:47:15 PM#21
Originally posted by DamonVile

SWG crafting system.

Other games have done player economies but I've never seen one as complex and actually brought together all most all aspects of the game. Everyone was really interdependent on each other to make it work. The cycling resource qualities really let a good crafter stand out above the rest.

This right here.  Was just talking to a buddy about their system today.  And you could make a profession out of just a portion of the system.  I never really did much crafting.  I liked to roam and resource gather though, then put up resources on the AH or give the best stuff to crafter friends.

  ReallyNow10

Apprentice Member

Joined: 8/11/10
Posts: 1665

Don't give us stories. Give us worlds and we will make our own stories.

7/02/13 8:48:18 PM#22

TRAINS

def.  aggroed monsters can peel off and attack bystanders.

IMO, trains kept things lively and kept you on your toes.  When you would enter an area and see lots of player corpses on the ground, you would pay attention to your surroundings real fast.  EQ1 had trains, EQ2 briefly, I think, but pretty much this feature was not copied (or not often).

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

7/02/13 8:49:14 PM#23
Originally posted by garrett
Dark Age of Camelot

Wait--attempted copies, or successful copies? We've seem several companies talk the talk.

But--are you encouraging someone in the industry to make the dreaded ::horrors:: clone???

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  VengeSunsoar

Apprentice Member

Joined: 3/10/04
Posts: 4853

Be Brief, Be Bright... Be Gone.

7/02/13 9:01:44 PM#24
Istairia dragons, dragons growing, and the multiclass system that lets you keeps skills stats and abilities from one class when you switch to a different class.

Quit worrying about other players in a game and just play.

  Notimeforbs

Novice Member

Joined: 6/28/13
Posts: 297

7/02/13 9:02:22 PM#25
Originally posted by Mystlynx
Originally posted by DamonVile

SWG crafting system.

Other games have done player economies but I've never seen one as complex and actually brought together all most all aspects of the game. Everyone was really interdependent on each other to make it work. The cycling resource qualities really let a good crafter stand out above the rest.

This right here.  Was just talking to a buddy about their system today.  And you could make a profession out of just a portion of the system.  I never really did much crafting.  I liked to roam and resource gather though, then put up resources on the AH or give the best stuff to crafter friends.

This is what I would have said too.  But it wasn't just the crafting.  It was how all the Professions needed something from another Profession.  A Commando could get animal hides a lot easier than a Master Weaponsmith.  It created its own economy.

The way the economy worked in SWG in general is probably the number one thing MMO's are missing.  For instance:

 

Problem:

"Our players are running out of stuff to do!  They're eating through this content faster than we can make it!"

Solution:

"Give their classes jobs and services that depend on every other class.  The content will invent itself."

 

Problem:

"But, WoW doesn't do that!  Maybe we should make a new business model that allows us to make the same money in less time?  Eureka!"

Solution:

"How about you give their classes jobs and services that depend on every other class instead?  That way, they always have something important to do, and your community doesn't leave the game before you finish the new content.  And since your community never leaves in the first place, they will grow strong and will stick with you for the long haul."

  Blazeyer

Novice Member

Joined: 1/12/07
Posts: 471

:)

7/02/13 9:05:42 PM#26

final fantasy xi's gear swapping mechanic:

 

Weaponskills, spells, and abilities utilize different stats, so you gear swap mid battle before,during, after using macros. It makes every possible facet of endgame from 2003-present relevant. No MMO has come even close to getting endgame right except ffxi.

  ReallyNow10

Apprentice Member

Joined: 8/11/10
Posts: 1665

Don't give us stories. Give us worlds and we will make our own stories.

7/02/13 9:06:24 PM#27
Originally posted by Icewhite
Originally posted by garrett
Dark Age of Camelot

Wait--attempted copies, or successful copies? We've seem several companies talk the talk.

But--are you encouraging someone in the industry to make the dreaded ::horrors:: clone???

If you both are talking about a remake of DAOC, they sure ought to.  Great game.

  Novusod

Novice Member

Joined: 5/30/09
Posts: 872

7/02/13 9:08:46 PM#28

Vindictus has additional layer of progression on top of gear, skill, and xp level that is called the title grind.

 

Vindictus Model - Players have levels but the mobs don't. Zones are gated by a point system. Get 100+ points in mission before you are allowed to go the next. Players become more powerful by gaining titles. An example title would be kill zone boss 5 times and gain +5 STR and +5 INT. This can loosely be called title based progression. Some original players have 400+ titles and are much more powerful than newer players that only have 150 titles at level cap. Some titles are hidden such as killing spiders by kicking them. Finding all the titles requires a bit of experimentation.

In contrast to the UO or EQ model where one could gain XP from any monster the 'cons' to gain levels. In Vindictus specific things have to be done to power up your character. No other MMO has this system as far as I know.

  User Deleted
7/02/13 9:11:28 PM#29
Warhammer Online's Tome of Knowledge (ToK), I've seen numerous attempted copies at this, but never something as truly deep as WAR had. It made PvE (as a PvP player) 100% more enjoyable.
  klagmire

Apprentice Member

Joined: 6/26/13
Posts: 50

7/02/13 9:26:52 PM#30

Originally posted by Mystlynx
 

Originally posted by DamonVile

SWG crafting system.

Other games have done player economies but I've never seen one as complex and actually brought together all most all aspects of the game. Everyone was really interdependent on each other to make it work. The cycling resource qualities really let a good crafter stand out above the rest.

This right here. Was just talking to a buddy about their system today. And you could make a profession out of just a portion of the system. I never really did much crafting. I liked to roam and resource gather though, then put up resources on the AH or give the best stuff to crafter friends.

This is what I would have said too. But it wasn't just the crafting. It was how all the Professions needed something from another Profession. A Commando could get animal hides a lot easier than a Master Weaponsmith. It created its own economy.

The way the economy worked in SWG in general is probably the number one thing MMO's are missing. For instance:

Problem:

"Our players are running out of stuff to do! They're eating through this content faster than we can make it!"

Solution:

"Give their classes jobs and services that depend on every other class. The content will invent itself."

Problem:

"But, WoW doesn't do that! Maybe we should make a new business model that allows us to make the same money in less time? Eureka!"

Solution:

"How about you give their classes jobs and services that depend on every other class instead? That way, they always have something important to do, and your community doesn't leave the game before you finish the new content. And since your community never leaves in the first place, they will grow strong and will stick with you for the long haul."

ReplyAdd Multi-QuoteRemove Multi-QuoteQuote

 

I know it sucks. The crafting system was awsome. To get the best gear, you had to get it from a top notch crafter who made it from considerable resources. YOU DIDNT LOOT YOUR GEAR.

 I know thats a strange concept in todays MMO. But in that game crafters made the best gear. I was a droidsmith who made bomb droids mainly for Bounty Hunting. I had to set harvesters, place factories-run factories to make sub-components for days just to get the crates to run a factory to make droids.

Then armorsmith with reverse engineering I made about 20 suits of modded armor. I sold suits for 40 million credits.

eh just pisses me off. that was just my crafter. After awhile, with invasions, my crafter saw combat. yes crafters made the invasion defenses AND could repair them. I could just about win a invasion by myself contrusting turrets, NPC, and barricades.

Been waiting for SOE to bring these awsome game elements back in a new game.

 

 

Played:SWG(pre NGE/CU sucked)Yep its true, anyone who quit SWG because of the NGE/CU missed out on a much better combat system. DCUO, Fallen Earth, STO, The Secret World. Battlefield series. Planetside 2.

  Wizardry

Elite Member

Joined: 8/27/04
Posts: 6848

Perhaps tomorrow will be better.

7/02/13 9:39:54 PM#31

Besieged/Campaign/Nyzul Isle and a few others from FFXI that slip me for the name of them.

Besieged is by far the most popular i have seen,it fills up every time no matter what.FFXI is so limited however being a PS2 game,if some developer did it with a modern game engine and added a few more features to it,i could hang out doing that 3/4/5 times every day :D.

Another feature i miss a lot and wish was never abandoned and improved was the Renkai system with magic bursts.The depth of the system was brilliant.

The straight out sub class system ,all games mimic it with their own Hybrid brand but never a straight out sub class system the way FFXI did it cutting your secondary class in half and having to actually play those classes instead of just placing check marks to gain abilities.

I love the imbue idea from Runes of magic,it has depth and takes a lot of time to really get to the o/p stage,i like that.It is because i hate when games keep you from getting anywhere with player or item progression,in ROM imbue system,if you wanted to spend the enormous amount of time and effort,you could gear your player with some very awesome gear.At least this way it is up to the player,if they are too lazy then they can rush forward in levels ,to those that are not lazy they get the benefits.

Another feature i am not  sure if was copied was again ROM,you could actually attack other guild halls,unlike GW2 that doesn't actually have guild halls or GH battles lol.I know there has been castle sieges that take place outside but i never heard of any actual Guildhall sieges.

I am sure there are many more features i loved,i am just tired and can't think right now ,plus i have food on my mind :P.

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

  Notimeforbs

Novice Member

Joined: 6/28/13
Posts: 297

7/02/13 10:20:16 PM#32

I know it sucks. The crafting system was awsome. To get the best gear, you had to get it from a top notch crafter who made it from considerable resources. YOU DIDNT LOOT YOUR GEAR.

 I know thats a strange concept in todays MMO. But in that game crafters made the best gear. I was a droidsmith who made bomb droids mainly for Bounty Hunting. I had to set harvesters, place factories-run factories to make sub-components for days just to get the crates to run a factory to make droids.

Then armorsmith with reverse engineering I made about 20 suits of modded armor. I sold suits for 40 million credits.

eh just pisses me off. that was just my crafter. After awhile, with invasions, my crafter saw combat. yes crafters made the invasion defenses AND could repair them. I could just about win a invasion by myself contrusting turrets, NPC, and barricades.

Been waiting for SOE to bring these awsome game elements back in a new game.

 

 

Well, the game was not without its problems.  I mean, I loved the concept to death.  But it simply was not realized completely.  It didn't reach its full potential, which is why no one copies it.  And it was never stable.

I think what would have worked well with that system is to have an in-game middle man that helped maintain the prices on the player run economy.  For instance:

 

1.  A Smuggler trades in his Bantha hides (or whatever) to a centralized bank that processes everything about the hide.

 

2.  It would calculate the base worth of the hide by the cumulative average of the quality of each element within the hide.

 

3.  It would then raise or lower the value of the hide depending on the rarity of the elements, quality, supply, etc.

 

4.  It would then pay the Smuggler that amount, per unit, and place the elements inside the vault.

 

5.  Or, the Smuggler could opt to keep the elements for his own use.  These processed elements are account bound.  He is also not paid their worth, and instead pays a processing fee.

 

6.  A Weaponsmith would then go to the bank and purchase those elements for that set cost, plus a processing fee.

 

7.  He would then craft a cool gun with these elements account bound unless sold back to the bank.

 

8.  Selling them back to the bank would give him his money back, at cost, minus the additional percentage.

 

9.  Using them to craft, he could produce an item, and then sell the item to the AH or another player directly.

 

10.  The AH would start with a base amount depending on the item, and multiply it by varying factors: quality, supply, level, etc.

 

11.  Selling it directly to a player, it could be set at whatever price the crafter and buyer wanted.

 

While specific to SWG there were a few additional things to consider (like the Vendor Management Profession), this is an example of how a game like SWG where it focussed on these sorts of class services can implement a player driven economy, while avoiding a lot of the pitfalls player driven economies fall into - such as price gouging.  Which, let's be honest... is the main reason why people hate player driven economies dictated by crafters and such.

  waynejr2

Hard Core Member

Joined: 4/12/11
Posts: 3756

RIP City of Heroes!

7/02/13 10:25:40 PM#33
Originally posted by Icewhite

User selectable, scalable difficulty+rewards (CoX).

Not quite sure why; it solves soooo many issues in the never-ending hardcore / casual pissing contest.

 I agree with this.  So many features in cox that I loved and find surprising that they haven't been used more.

  Tierless

Novice Member

Joined: 7/01/08
Posts: 2114

joie de vivre

7/02/13 11:12:53 PM#34

SWG class system. Being able to level up various trees and max out 2.5 proffs made for some incredible diversity and complexity (also also chaos, but chaos is fun)

mmorpg.com/blogs/Xobdnas

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2593

7/03/13 10:16:58 AM#35
Originally posted by Icewhite
Originally posted by garrett
Dark Age of Camelot

Wait--attempted copies, or successful copies? We've seem several companies talk the talk.

But--are you encouraging someone in the industry to make the dreaded ::horrors:: clone???

I'd love a clone of a legendary game. UO clone, DAoC clone, yes please.

We just get clones of a really poorly designed game, and as a result all the clones suck.

On top of that, DAoC and UO don't really exist anymore, not the good versions of them. So yeah, I'd love a classic DAoC clone, it'd be like reviving a dinosaur.

  TribeofOne

Advanced Member

Joined: 7/10/05
Posts: 978

7/03/13 10:18:44 AM#36
/gems
  aleos

Novice Member

Joined: 1/02/07
Posts: 1897

Imagination is the only weapon in the war against reality.

7/03/13 10:21:38 AM#37
Anarchy Online's no level restriction gear.. if you meet the stat requirement then you can equip it.
  doodphace

Elite Member

Joined: 6/19/12
Posts: 1629

7/03/13 10:23:15 AM#38
Originally posted by Theocritus
Anarchy Online's mission system....I loved rolling missions in AO, especially being able to mess with the sliders for difficulty and other options.

^THIS

  Zinzan

Novice Member

Joined: 3/03/06
Posts: 1368

7/03/13 10:26:26 AM#39
Originally posted by garrett
Dark Age of Camelot

Erm....Camelot Unchained? GW2? 

Expresso gave me a Hearthstone beta key.....I'm so happy :)

  fs23otm

Hard Core Member

Joined: 6/11/07
Posts: 263

7/03/13 10:26:34 AM#40
Originally posted by waynejr2
Originally posted by Icewhite

User selectable, scalable difficulty+rewards (CoX).

Not quite sure why; it solves soooo many issues in the never-ending hardcore / casual pissing contest.

 I agree with this.  So many features in cox that I loved and find surprising that they haven't been used more.

 

FFXIV has scalable mission and rewards. You can make your levequest up to +4 level higher.

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