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Your Perfect MMO

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Comments

  • eye_meye_m Member UncommonPosts: 3,317


    I want amazing character customization. I want to be able to make ugly, beautiful, fat, slim, muscular or whatever type of character strikes my fancy.


     



    I want to be stunned by the graphics when running on high detail, but yet I want them to be able to be downgraded substantially for friends that don’t have as good of PC.


     


    (this one is difficult to explain) I want to feel like my first start in the game is a struggle, where I am fighting to free myself.  Maybe I need to defeat a boss or such, and I work to build up sufficient armor and weapons to defeat him. The more skilled I am, the sooner I can get away from newbyzone because I can use skill instead of a gear score.


     


    I want to see a game that uses encumbrances, to the point that attack speed, and damage, as well as walk speed are lessened as the character gets more encumbered.


     


    I want a multitude of crafting options,  but a limited amount allowed for each toon, I want skinning, tailoring, leatherworking, armorsmithing, weaponsmithing, goldsmithing, gemcutting, alchemy, fletching, cooking, herbology, runes, etc. I want to see a system that would allow a person to spend an hour or two just to gather mats, to craft one item.  If a person was smart and geared towards gathering, they could accomplish more, but have little to defend themselves.  


     


    I want a game where armor and weapons take damage, essentially being a consumable.


     


    I want a game with open world PvP (except for specific cities/areas) and NPC henchmen you can hire for protection


     


    I want player housing.


     


    I want a combat system that is more skill based then gear based


     


    I want a player driven economy, giving crafters and gatherers a legitimate game to play without having to “go out and kill stuff” or complete quests if they don’t want to.


     


    I want customizable mounts and mount gear.


     


    I want an hierarchy within guilds which has an effect within the game. For example,  peasants pay no taxes and get no rewards, middle class pay taxes but access guild rewards, upper class don’t pay taxes get guild rewards. Guild rewards are from bounty’s gathered from killing other guilds middle and upper class.  (something along those lines, making geared player want to move up in guildranks, undergeared players better off staying as peasants)


     


    I could go on forever, but I think I’ll leave my wall-of-text at that.

    All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.

    I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.

    I enjoy the serenity of not caring what your opinion is.

    I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.

  • FlubbsFlubbs Member Posts: 50

    Ultima Online during 1997-2001

  • XophXoph Member UncommonPosts: 183

    Perfect MMO = MMO based in the Diablo world.

  • BallorBallor Member Posts: 14

    1 Post apocalyptic

    2 Player (s) re (built) cities or towns designated 'safe' in a fortress-like area.

    3 mining/farming mats for rebuilding/crafting

    4 factions -   political/ cultural/religious each with bonuses ( 3 factions a must)

    5 evolving in an advanced scifi/arthur-esque medievel setting.

    6 no mans land containing mutated and or zombie ish like mobs

    7 frontier-like zones for massive rvr  ( you kind of get where im going here)

       wth goals and capture points.

    8 no levels with only exp. points given over time.

    9 no instances

    separate NPC faction for marketing (possible alien-like friendlies to help with rebuilding)

    10 faction-controlled target/mineral rixh ares gained/lost through frontier warfare  (/cry)

  • EmhsterEmhster Member UncommonPosts: 913

    Originally posted by I_Return

    hands down, shadowbane.

    Oooh shadowbane with Aion's character creation :-)

     

    And without the bugs..!

  • stormridersstormriders Member Posts: 35

    My Perfect MMO is Iris Online.

  • ShinamiShinami Member UncommonPosts: 825

    Here is my list....I write this as a person who is heavilly into game programming and development within my own projects. Of course I can add the "why" to the list.

     

    1. Real Time Action Oriented Combat.

     

    This ties mainly with freedom and gives way to difficulty as well. Freedom because a player is not limited to equipment and how long the equipment can hold up in a fight at the point of impact. A player could encircle a target and fire a weapon into it or throw a knife at it for damage and not deal with standing next to an enemy to spam skills. This also makes it that all attacks must connect with the player or target.

     

    2. Full 3D world with full movement.

     

    This is a must for PvP and PvE. The idea a player could jump and have skills revolving around jumping, along with a difference between running and walking is nice too. Mounts/Vehicles, Swimming/Climbing. It would be nice for a player to Climb up using a left hand weapon, and then use the right hand firearm to fire above or below a target.

     

    3. Very few locking skills, locking requires time to achieve rather than it be instantaneous.

     

    I don't like the idea of players running around spamming skills that lock on to their targets. This sucks the energy out of the game and it looks cool at first, until you do it for the first 100 times....Locking to be on some skills and weapons, but have the player attack enemies with their own aim.

     

    4. Variable Weapon sets

     

    These exist in some games, but the ability to modify or find weapons with different strengths and weaknesses will have players looking to make class collections, in short a rare weapon will truly be rare and something not everyone can achieve from a high end quest. The weapon also will reflect its critical nature during its use as well rather than just be high damage.

     

    5. Dynamic Stat on Characters.

     

    Rather than use heavy attributes that focus on a character taking a hit and dealing with the damage from some subtractive or additive affect, have all the statistics represent a character's limit in the real world for such levels. Example....Strength allowing characters to use heavier weapons (and increase melee damage to an upper bound limit) and to push things, Dexterity controlling overall movement speed, critical attack and jumping abilities, Stamina controlling physical status resistances and improving defense over time, just like intelligence increasing the number of skill slots you can use...Things like that. It also gives character customization a very high end point. Balancing the system would take a long time, but its well worth it. The idea is to relate all attributes to the world around you, rather than it just being some number.

     

    6. Monster spacing/Combat.

     

    Monster AI to be a lot tougher and to make sure groups attack together with what they have...example...An assassin runs into four spellcasters walking together in a group. In a typical MMORPG, half of them would walk up to you and beat you with puny staffs, the other two would cast spells. In this case, one spell caster buff a group and the other three attempt to fireball you to death will running around....It would be great for an assassin to pull out a critical attack and one-shot a caster and then run away from several fireballs.

     

    7. Buffing to improve more than just damage or defense.

     

    Buffs to improve attributes to also improve their Dynamic Effect on the world...In short, a dex buff will include the abilities to run faster too....

     

    8. New Casting Rules...

     

    Allow only the strongest spells to FORCE a player to stand still when casting, all other spells to have the option to cast them while on movement in some form. This also could serve to balance spells to allow a different kind of nuking that doesnt revolve around pure damage either.

     

    9. Status Affliction affecting character attributes also showing their effect.

     

    In short, make afflictions affect world interaction. Poison weakening a character over time, blinded characters missing more frequently with weapons, and confused characters having their controls messed up. ^_^

     

    10. The choice of First Person or Third Person views with the same level of play. First person great for gunners and spellcasters, third person being great for melee weapon users and healers who have to see the entire area of the field. Give the player the choice on what view to play through but make the game intense regardless the view.

     

    There are many things I would write about it all, but it do wish to keep it small. I care more for the character interraction and battles in the world as a priority for gaming rather than focusing on the economy first and characters second.

  • lakokalakoka Member UncommonPosts: 97

    Originally posted by Flubbs

    Ultima Online during 1997-2001

    This. 

  • IronfungusIronfungus Member Posts: 519

    As of right now, here is my desired MMO:

     

    1) Original gameplay with tight controls that make sense.

    2) Exceptional music to captivate the players.

    3) An inspired, charming art direction unlike any other game. 

    4) Challenging.

    5) Impossible to reach end-game content if you are fail, so the people at max level don't have to deal with your stupidity.

    6) Balanced, open-world PvP. Ganking will happen, but upon reaching an equivalent level, nobody can touch you. PvP should be 100% about skill, and not gear. Therefore, if any sets of gear were to be implemented into the game, it would be for aesthetic purposes only.

    7) Great storyline / lore. 

    8) Strict in-game moderators who permanently ban players for harassment so we can look forward to an awesome community.

    9) A good sense of adventure with no player controlled mounts. If you want to get somewhere, prepare for a long journey.

    10) A crafting system that is hard to level up by any means, but more rewarding than most things in-game. The crafting system should be extremely difficult to level, but they should be able to make the best items in the game, period. 

  • Happy_NightHappy_Night Member Posts: 3

    My favourite MMO is a game where I can live like at real life. I want to eat food and wear nice clothes (not Sims Online! :P), to talk to really interesting people, and not only about trading, but also about things that happen around at the virtual world. Surely this game needs to have photorealistic graphics to make me sure that I am not playing but living at that world!

    Now there is no such ideal game. So I prefer to play World of Warcraft and sometimes Fallout 2 (but the last one is not MMO)...

  • KruulKruul Member UncommonPosts: 482

    Shadowbane without the crappy navigation system it had. That and DAOC killed SB for me.

  • TorgrimTorgrim Member CommonPosts: 2,088

    My perfect MMO would be EVE going fantasy.

    If it's not broken, you are not innovating.

  • Loke666Loke666 Member EpicPosts: 21,441

    My perfect MMO would be a MMO version of a P&P game, and one not based on D&D.

    Warhammer fantasy RPG would make an excellent MMO with it's mechanics. So would runequest.

    Shadowrun is another that would make a great game. And R.I.F.T.S. would make a fun Sci fi/fantasy game.

    My perfect MMO is not when you take any fantasy world and slab on EQs mechanics on top of it and trying to sell it like the new Wow. That has already been done too many times.

    MMOs needs some back to basis and the basics are P&P games. By just staring yourself blind on D&D which is one of the most boring mechanics in the RPG world the devs are making MMOs to be more or less the same thing.

    And yes, I know about World of darkness online and are looking forward to it. :)

  • eye_meye_m Member UncommonPosts: 3,317

    Originally posted by Loke666

    And yes, I know about World of darkness online and are looking forward to it. :)

     I can't wait to see some development on WoD.  It sounds like a great IP for an MMO and I keep wanting to start a thread about it but I just don't know enough about the IP to justify.  I wonder how come MMORPG doesn't have it listed as an up and coming title.

    All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.

    I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.

    I enjoy the serenity of not caring what your opinion is.

    I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.

  • AdamantineAdamantine Member RarePosts: 5,093

    - Subscription based and nothing else - no item shop, no "microtransactions", no nothing. Goldselling most aggressively fought. Everyone plays under the same conditions.



    - Huge seamless dynamically loaded gameworld without any loading screens or instancing and with tons of quests and different environments. Mounts, teleport etc available for traveling the world. Quests much more efficient for leveling than grinding mobs.



    - Limited communications (say, friend, group, raid, guild, alliance, psion class exclusive global chat) to further fight goldsellers. Trade through global auction houses.



    - Good reactive interface. No extensive scripting possible in the interface. Interface tolerant to network ping - people with not too bad ping shouldnt do worse dps than people with good ping.



    - Lowend graphics able to handle hundreds of players on the screen at the same time; also realistic viewing distances. Idealized realistic/manga style, kinda like Guild Wars, for characters. Good visual customization of characters (face- and bodygen).



    - Races and subraces with many differences and numerous racial abilities that have to be selected from a larger list of choices. Suggested Races (Subraces): Human (Arian, Ebony, Asian), Giant (Fire, War [Orc], Frost [Ogre]), Dwarf (Mountain, Gray, Hill), Gnome (Cloud, Crystal, Wind), Elf (High, Dark, Wood), Feline [catlike] (Jungle, Shadow, Desert)



    - Complex, dynamic and challenging classes. Clearly defined group tasks (tank, healer, damager). Class defining unique abilities. Class diversity - different classes do the same task equally well, but in different ways. Class depth - no class just does one thing only, for example healers never just passively sit down to increase mana regeneration. Class customization: ability to fine configure class according to preferences (Stats, Alternate Advancement). Required standard classes: Warrior, Paladin, Ranger, Rogue, Bard, Cleric, Druid, Sorcerer, Necromancer, Psion. Suggested additional classes: Dark Knight, Berserker, Monk, Gadgeteer, Shaman, Blood Mage, Warlock, Alchemist, Mesmer.



    - Complex and powerful crafting systemm that requires many cooperating crafters. Each crafting step needs appropiate adventurer class that has learned the corresponding crafting recipe and have the required crafting ingredients available. Magic classes craft item enchantments, non- and lowmagic classes craft basic items. All crafting varies with the stats of the crafter and the properties of the materials. Overenchanting: putting more than the guaranteed minimal number of enchantments on an item has chance of breaking the item.



    - Complex harvest system allowing locating of the randomized ressource locations and creating of npc mines for "regular" ressources.



    - High quality combat system. Special point systems. Dynamic reactions to special conditions (critical hit, successful parry, successful feign, opponent casts spell, ...), class synergies.



    - Groups, Raidgroups, Guilds and Allicances supported and worthwhile.



    - Mounts getting trained through questline.



    - Controlled and sportive PvP, group PvP and mass PvP. Players can turn playerkiller (bandits) who cant enter normal player cities any more, but can attack and be attacked anyone, while normal players cant attack each other. Area fights, battle grounds, guild and alliance wars, castle sieges.



    - Fully dynamic world simulation. Housing, creation of player cities, including founding of player nations. Questslines are created at random from quest templates; nobody has the same quests as you have and all questlines will have random changes so even if you play the same quest template twice it will be completely different the second time.



    - Tier oriented world. Higher tier worlds allow more powerful items / spells / abilities / etc. You can change to a higher tier if you get powerful enough on the current tier. If you switch to a lower tier world, you will get reset to the last former state. Thus everyone can easily adventure with everyone else.



    - Faction. To enter certain areas, players of an "incompatible" race will have to solve quests to gain a special diplomatic status.

     

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,592

    My perfect MMO would be a remake of DAoC..

     

    It would feature:

    Updated graphics

    Significantly better netcode allowing for hundreds vs hundreds keep battles with no lag (this is "perfect MMO" remember)

    Removal of Trials of Atlantis and all of it's features

    Updated and enhanced crafting system

    Improved raids (more Darkness Falls type areas to fight over)

     

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

    "I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

    "Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018

  • randomtrandomt Member UncommonPosts: 1,220

    Lesse.. the combat of DF (or MO if you are really adventurous), the socio-political system of EvE, the economy complexity of EvE, massive open world with plenty of room to be isolated or to get lost while wandering about (swg or ao's open maps werent too bad in that respect, or something like Entropia's landmass and diversity) - and ryzom-like AI for the wildlife.

  • MibletMiblet Member Posts: 333

    1.  Group play and raiding encouraged over solo play.

    2.  Distinct classes with class defining traits / abilities / weaknesses.

    3.  Rich lore and stories found throughout the game.

    4.  Seemless world.

    5.  Challenging content (not as an option, but as the norm).

    6.  Large complex dungeons (open world AND instanced).

    7.  Interesting and complex combat.  (This doesn't have to mean arcade and spammy).

    8.  Interesting crafting system with worthwhile rewards.

    9.  Less emphasis on 'item aquisition over everything else'.

    10.  Landmarks and unique locations (less cut and paste).

    11.  No GPS style minimap or map.  If there is to be a map, have it be created as you explore ala fog of war, or have players make maps and trade them.  If players haven't been to an area before why would they know it like the back of their hand?  (Ties in with 10).

    12.  PvE based.  I know this would upset poeple but I would rather see an engaging PvE MMO, rather than a hybrid that never really feels balanced and has constant hits to all other aspects of the game as knock on effects, just to win over the PvP crowd.  This would also allow classes to have uniqueness without having to worry about how they would survive in a cut throat PvP enviroment, leading to class diversity rather than having to give each class tools to survive every outcome.

    13.  No instant ports unless supplied by one of the classes in game.  Make the game work feel large.  This isn't to say no mounts but no clickies to port you a continent or 2 away.

  • cali59cali59 Member Posts: 1,634

    I'm most looking forward to GW2, though I would not consider it to be a perfect game.  While I appreciate and fully want to support their innovations, some of the gameplay decisions I'm really not sure about or think could be perfected even more.  I look at GW2 as a genre changer.  My sincere hope is that it will be a major success and that other companies will see that a B2P model, a quality product, and not being afraid to take risks is a way they can make their own mark in the MMO industry.  I hope that GW2 inspires a new breed of MMO 4-6 years from now, and that one of those will be my perfect game.

    "Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true – you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007

  • PlasmicredxPlasmicredx Member Posts: 629

    My perfect MMO is Dark Age of Camelot Original with only a few minor changes here and there. It had the perfect raid system where raids were realm cooperated instead of raid group cooperated. Everybody pitched in.

    -More reasonable downtime

    -No handicap systems such as /stick, /face, or /follow for combat

  • AdamantineAdamantine Member RarePosts: 5,093

    I have no clue why anyone would think GW2 would be revolutionary ... ?

  • B-RaanB-Raan Member Posts: 15

    My perfect MMO is pretty simple actually (in theory, not practice);

     

    1 Sandbox World

    2 Skill system based on practice, i.e. the more you do something, the better you get at that thing

    3 Player Driven Economy

    4 Live Events, just to keep everyone on their toes

    5 NO QUESTS/MISSIONS! A world where only players can give and recieve content

    6 Customizable Crafting, so people can actually be known for thier wares

    7 Combat that is strategic, not based on gear, or skill

     

    Maybe it will never happen, but a man can dream, no?

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