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What would you want from new mmos that you're not getting?

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Comments

  • ShadanwolfShadanwolf Member UncommonPosts: 2,392

    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

    meaningful pets

    nice /signigigant character customization

    realistic combat with blood/other grapics as an option (like AOC )

  • Novic2Novic2 Member UncommonPosts: 74

    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.

  • ekstraekstra Member Posts: 16

    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 ...

     

    Class Flexibility

    Players gain skills and abilities, NOT a limited collection of specialization trees within rigid classes.

    Economic Flexibility

    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.

    World Flexibility

    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.

    Endgame Flexibility

    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.)

    PvP Flexibility

    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:

    Release Flexibility

    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.

  • GravargGravarg Member UncommonPosts: 3,424

    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.

  • OrthelianOrthelian Member UncommonPosts: 1,034

    Originally posted by Gravarg

    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.

    I don't often think back to DAoC, but whenever someone mentions the notion of a sequel, I do get all swoony. I worry, though, that Mythic doesn't want to ever do things that way again.

    Favorites: EQEVE | Playing: None. Mostly VR and strategy | Anticipating: CUPantheon
  • MadimorgaMadimorga Member UncommonPosts: 1,920

    I'd like to see a full fledged MMORPG tied to the new motion sensor tech, maybe the XBox Kinect.  Not sure the technology is really there yet (I found it difficult to manage a full range of motion while playing Wii's Red Steel and Monster Hunter was even worse), but when it is, I'm willing to suffer some humiliating defeats at the hands of 20 year old athletic types as a fair price to pay for doing something I enjoy that actually qualifies as exercise.  Been waiting on this type of game for over a decade, and I see the technology is finally getting there.

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    I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.

    ~Albert Einstein

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