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What's your dream mmo?

TheCrow2k redefined my dream mmo, so here's my new and improved dream mmo (with some of TheCrow2k's ideas):

My dream MMO:

If you could imagine a tweaked version of Mount & Blade Warband online...

- First off, fantasy not sci-fi

-  I love the clicking to attack and haveing to aim in DDO... But I personally don't like DDO very much. I like being in an open world being able to interact with people at all times, while in DDO, if you go into a dungeon alone, you can't see people or interact with people.



- This is one of the main reasons I like Rift. 32 classes. Rift really set my standards for classes. In my dream mmo, I would want 32+ classes and being able to intermix 2-3 (preferably 3) classes, like how you can in Rift. Or maybe even make your own class/classes.

- I require a lot of diversity in mmo's, which is something World of Warcraft definetly delivered (though I hate the chartoony graphics). I would defintely like to see plenty of races and colors. Also, I'd like to play as a tribal wolf-person character (no, not a worgen). Kinda like a mahirim from Darkfall, only not as star fox-looking. I'd want it to actually look like a wolf. Though, I don't require this race, I'm fine with a game without it, I'm just saying, it'd be cool to play as that.


- As for customizability, if you could imagine something like oblivion.


 


- I like PvP based games, but I hate being able to get pwned by anyone at any time, that's why I don't play them. I'd just want more variety in pvp. I don't wanna do the same thing over and over just LOOKING like you're doing different things, when really it's just white bread instead of wheat... it's still the same bread.

- Interesting third person action based combat system

- Massive battles with a mix over 300 PC's and NPC's able to be on screen at once, even on fairly basic systems.

- Recruit and train lowly villagers of the various factions and then level them up through the troop tree specialising in ranged/melee and then as they get higher into cavalry units. You then need to make sure you are making enough coin to keep paying them, enough food to keep feeding them and keep their morale up. (I would do away with the special characters though).

- Command your troops in battle and take part in the fighting OR hide behind your troops and just give orders.

- There are quests but you are mainly free to do whatever you like, attack caravans, raid villages, attack towns and castles (you need a good sized warband for this) attack rival warbands, purchase land and start industry. start your own caravans and run trade routes. Plus there is plenty of questing. Towns & castles you take by force can be garrisoned with your own troops and held onto as long as you can fight to keep them.

- Team up with other players in battles, forge alliances, make your own guilds etc.

- I would think that world PvP would be quite common but it would need to be somewhat level restricted and maybe only between warring factions if you have joined a specific faction (in warband you can also defect to another faction if you want)

- Plenty of weapons, armor, books, horses and loot to slavage from battles, trade for or buy. Since we would remove special characters perhaps higher level specialist units could have their weapons and armour upgraded in specific ways for cash.

- Add in crafting to compliment trading (maybe even let people buy land and construct things like blacksmiths where they can queue timed automatic production of recipes they already know and just have to provide raw materials for)

- OUTSIDE OF TOWNS: Obviously do away with the pauseable overland map, but keep the visibility & tracking features but allow our band to ride around the open world. Perhaps instead of riding around the world with your entire army at your back limit it to the scouting party so yourself and say 3-4 NPC riders but if your in a party with other players limit it to the players in your party. Then when battles are joined out in the world the armies would catch up in time for battle. Maybe a floating Number or some sort of pullup info could be available when you see other riders that says how many in their party etc (the better your scouting skill the more info you get) so you know how many troops (and with sufficient scouting skill what types of troops) are in their army.

- INSIDE OF TOWNS: pretty mcuh as in single player, you would enter town on your own or in party with other Players. Tournaments etc would be PVP if there is enough numbers otherwise PvPvE.



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Comments

  • EndDreamEndDream Member Posts: 1,152

    My dream MMO is Archage Online (I hope)!

    Remember Old School Ultima Online

  • DragonantisDragonantis Member UncommonPosts: 974

    Here is my Dream MMO.

    It would have a storyline like .hack

    It would have gameplay like Kingdom hearts or devil may cry

    It would have dungeons and raids, pvp arenas and BG's

    Will i ever get these things :(

  • ReizlaReizla Member RarePosts: 4,092

    My dream MMO are actually two extremes:

    A full PvE MMO with an excellent storyline, where you need to put effort in it as a team to continue on the main story. Yes, I'm talking about LotRo as it was BEFORE Moria.

    A sandbox PvP system (player server politics) without factions (factions kill PvP for me ecause you somewhat *MUST* kill those not of your faction) and a criminal ruleset. Yes, I mean  EVE online and Lineage II.

    Most of all, the MMO must not be Sci-Fi...

  • VidirVidir Member UncommonPosts: 963

    I wish for a new Asherons Call game.

  • FwaatchaFwaatcha Member Posts: 18

    Originally posted by Vidir

    I wish for a new Asherons Call game.

    /signed

  • elockeelocke Member UncommonPosts: 4,335

    Originally posted by EndDream

    My dream MMO is Archage Online (I hope)!

    ^^This.  Except that I would combine the sheer size and scope of SWTOR, each class having its own storyline etc with the dynamic content of GW2 with ArcheAge to produce my DREAM MMO.  But I can settle for playing all 3 around the same time.  For now, heheh.

  • Zeus.CMZeus.CM Member, Newbie CommonPosts: 1,788

    I wish gw2 will be my dreams come true.

  • RainBringerRainBringer Member Posts: 150

    My dream MMO would be one where a boundless game world would be governed by a realistic framework of rules. A true fusion between sandbox and themepark. Throw in a strong stroyline based on a worthwhile IP and just the right amount of the right kind of innovation and it would border on virtual perfection.

     

    Its bound to come out someday or the other, and when it eventually does I would only wish that, no matter how small, I had taken part in its development in some way or the other.

     

    Stay tuned.

    image
  • mastersomratmastersomrat Member UncommonPosts: 373

    Graphics:


    I want to say that graphics aren’t important but that would be a falsehood.  So graphics such as those found in Fallen Earth would be great.  Everything is as real as it can get without slowing current systems.


     


    Realism. 


    -         I like that fact that combat in Fallen Earth is not point and click.  Hitting in the head crits vs. say the arm. (Don’t like that fact that they’re a multiple modes for combat).


    -          Real day/night cycles with all levels of light (midnight would actually be dark (like WURM online).


    -         Attacks – missed attacks have to go somewhere so missing with a gun, the bullet hit something else.  Likewise a sword miss if in closed quarters could hit a wall, etc.


     


    Game play:


    -         I would like to see a combination of theampark and sandbox applied.  Their should be enough theampark style quest to keep thing going as well to start epic story lines but that’s all. 


    -         Players should be able to create quest(s).


    -         The entire world should be changeable by players which get into crafting.


    -         Created in the modern day era (Post/future) would be ok as well


    -         An Evolving game (starts in post modern day era and slowly moves to future – meaning their might be little tech but then someone invent the wheel and now we have carts then buggies then cars then plains etc. etc, you get the point)


    -         No drops better than crafting items (ok if mats drop from boss(s).


    -         Their should be no NPCs for learning things, everyone should start the same (knowing all the basics but not mastered, the more s skill is used, the more you learn, the more skills you learn in that fields. (maybe even schools).


     


    Crafting:


    -         Everything in game is crafted, grown and raised.


    -         Crafting should be immersive but not boring (example, to create say flight navigation system for a ship it should take some actual education, not a lot of grinding) never hurt anyone to get a little smarter.


     

    I know some indy developer have tried some of these things on smaller scales. 

  • TheCrow2kTheCrow2k Member Posts: 953

    To sum up simply, Mount & Blade Warband Online with some tweaks. If they didnt want to use their own setting then I would be keen for Feudal Japan and to have Samuari riding around instead of the various armoured Cavalry of Calradia, perhaps they could add some magical element if they had to.

    - Interesting third person action based combat system, anyone who has played the game will know the thrill of riding down opponents with lance and spear. On smashing a cavalry charge with clever troop tactics and a wall of footmen weilding spears.

    - Massive battles with a mix over 300 PC's and NPC's able to be on screen at once, even on fairly basic systems.

    - No Classes as such but you can level the various stats, feats and combat skills of your character as you please. Combat skills are not only topped up with points you allocate as you level but also increase through use like in old school UO. **They could change this if they wanted probably need to for PvP balane but the way it is in MB: Warband is quite good**

    - Recruit and train lowly villagers of the various factions and then level them up through the troop tree specialising in ranged/melee and then as they get higher into cavalry units. You then need to make sure you are making enough coin to keep paying them, enough food to keep feeding them and keep their morale up. (I would do away with the special characters though)

    - Command your troops in battle and take part in the fighting OR hide behind your troops and just give orders.

    - There are quests but you are mainly free to do whatever you like, attack caravans, raid villages, attack towns and castles (you need a good sized warband for this) attack rival warbands, purchase land and start industry. start your own caravans and run trade routes. Plus there is plenty of questing. Towns & castles you take by force can be garrisoned with your own troops and held onto as long as you can fight to keep them.

    - Team up with other players in battles, forge alliances, make your own guilds etc.

    - I would think that world PvP would be quite common but it would need to be somewhat level restricted and maybe only between warring factions if you have joined a specific faction (in warband you can also defect to another faction if you want)

    - Plenty of weapons, armour, books, horses and loot to slavage from battles, trade for or buy. Since we would remove special characters perhaps higher level specialist units could have their weapons and armour upgraded in specific ways for cash.

    - Add in crafting to compliment trading (maybe even let people buy land and construct things like blacksmiths where they can queue timed automatic production of recipes they already know and just have to provide raw materials for)

    - OUTSIDE OF TOWNS: Obviously do away with the pauseable overland map, but keep the visibility & tracking features but allow our band to ride around the open world. Perhaps instead of riding around the world with your entire army at your back limit it to the scouting party so yourself and say 3-4 NPC riders but if your in a party with other players limit it to the players in your party. Then when battles are joined out in the world the armies would catch up in time for battle. Maybe a floating Number or some sort of pullup info could be available when you see other riders that says how many in their party etc (the better your scouting skill the more info you get) so you know how many troops (and with sufficient scouting skill what types of troops) are in their army.

    - INSIDE OF TOWNS: pretty mcuh as in single player, you would enter town on your own or in party with other Players. Tournaments etc would be PVP if there is enough numbers otherwise PvPvE.

    Right now that would be the MMORPG that would have me hooked.

  • VespuraVespura Member Posts: 71

    ^ Damn.... That'd be one hell of an MMO!

  • VespuraVespura Member Posts: 71

    I think you just gave me a new dream mmo. xD

  • WolfenprideWolfenpride Member, Newbie CommonPosts: 3,988

    Vanilla/Kunark EQ1 with modern graphics/animations and better combat feedback.

    I'd probably loose my job.

  • ZzadZzad Member UncommonPosts: 1,401

    let me say it in 3 letters : GW2

    :)

  • SlothnChunkSlothnChunk Member UncommonPosts: 788

    SWG pre-CU/NGE with upgraded graphics would be pretty close. ArcheAge sounds pretty awesome too (when it finally comes to NA).

  • i00x00ii00x00i Member Posts: 243

    Gw2 and ArcheAge =]

    Most people go through life pretending to be a boss. I go through life pretending I'm not.

  • sonoggisonoggi Member Posts: 1,119

    my dream MMO is GW2. built by gamers for gamers. and it's coming.

     

    i usually prefer sci fi, but it's been pretty grim. my dream sci fi mmo's would be EVE with a decent combat system, better devs and balanced ships. or SWTOR with GW2 combat.

  • VaakaVaaka Member UncommonPosts: 6

    Originally posted by i00x00i

    Gw2 and ArcheAge =]

    same!!!!! can't wait for these two!

  • ElderRatElderRat Member CommonPosts: 899

    Vampire the Masquerade. Or World of Darkness which the makers of EVE own. That is what I would like to play. Sandbox, different Vampire clans battling each other, human vampire killers, and werewolves.. .  a Vampire EVE, I drool at the thought, bless my gothic little heart.

    Currently bored with MMO's.

  • Skooma2Skooma2 Member UncommonPosts: 697

    I am waiting for the equivalent of an Elder Scrolls MMO.

    Hedonismbot: Your latest performance was as delectable as dipping my bottom over and over into a bath of the silkiest oils and creams.

  • SlothnChunkSlothnChunk Member UncommonPosts: 788

    Originally posted by Skooma2

    I am waiting for the equivalent of an Elder Scrolls MMO.

    I bet that's the MMO Zenimax Online is working on.

  • tikitiki Member Posts: 395

    Probably Earth Rise but without running so terribly slow.

    East Carolina University, Computer Science BS, 2011
    --------------------
    Current game: DAOC

    Games played and quit: L2, PlanetSide, RF Online, GuildWars, SWG, COH/COV, Vanguard, LOTRO, WoW, WW2 Online, FFXI, Auto-Assault, EVE Online, ShadowBane, RYL, Rappelz, Last Chaos, Myst Online, POTBS, EQ2, Warhammer Online, AoC, Aion, Champions Online, Star Trek Online, Allods, Darkfall.

    Waiting on: Earthrise

    Names: Citio, Goldie, Sportacus

  • mindw0rkmindw0rk Member UncommonPosts: 1,356

    Thats simple - MMO in Mass Effect universe, with same graphics and combat, but plenty of sandbox elements and hundreds of planets full of story content

  • AdamantineAdamantine Member RarePosts: 5,093

    I absolutely hate shallow rulesystems like Rift.

    A system like that might have theoretically a very high number of possible classes. Assuming that the OP is right and there are 32 classes total in RIFT, and assuming that there are still 4 starter classes so you can only  choose from 8 classes on any given character, and assuming there are still a total of 3 classes you can (and must) have per character, its 4*8*7*6 = 4*336 = 1344 possible combinations.

    However, this is not at all what you will experience in reality.

    In practice you will have mostly about 2-3 class combinations per starter class, which appear with little variations, unless the player is clueless. Thats because of synergy effects, and the always present balance issues. Its simply that some class combinations will have better synergy than others, and some classes will be more powerful than others.

    So you actually get a total of maybe 10 classes from the whole system that are actually in use, even if the single player might have chosen poor and ended up with an underpowered combo, and even if there are a couple of variants of what is basically the same class out there.

    Second problem is obvious: in this system, there cant be any hybrids. Everyone is one of the four starter classes.

    Third problem: as all classes of a starter class are in the same pool, the gameplay of all these classes will always have to be in the core the same. That means there are hard limits to how different the gameplay can be.

    For example, a system like that cant produce a Monk class. Monk is a substantially different character from the Rogue starter class, which would be the class most like the Monk. Monks dont get any Thievery, Monks dont wear any armor, Monks use bare hands or special martial weapons. Of course, you could try to implement Monks as one of the other starter classes, but thanks to the forced multiclassing, this wont work well either.

    Its also impossible to have something like a virtue point system for the Paladins.

    I much more prefer it if a system provides me with a number of classes that actually offer substantial different gameplay on each of them. Classes like Monk and Paladin are no problem with such a system. And yes, these classes can be configurable and surely I like subclasses for them. In my experience, this is much easier to balance for the developer, and it offers much more true variance for the player.

    For all these "skillbased" system I encountered have one common denominator: they are damn uniform. Yes classbased systems can be bad too, but they have the potential to offer true variance.

  • AdamantineAdamantine Member RarePosts: 5,093

    Ok, now to my "dream MMO":



    INTERFACE

    - Skinnable

    - Configurable (hotkeys etc)

    - But NOT fully scriptable ! One keystroke, one action !



    RULESYSTEM

    - Highly customizeable character.

    - Races could be : Human, Giant, Dwarf, Gnome, Elf, Mammal-like (Cat/Wolf/Fox/Bear/Pig/etc-like with tails)

    - Races get subraces. Races get their own pool of racial talents, from which each player can choose a subset.

    - There is a number of classes. Each has signature abilities and its own complex, unique, distinctive gameplay.

    - Classes could be : Paladin, Darkknight, Berserker, Ranger, Rogue, Bard, Monk, Cleric, Shaman, Druid, Wizard, Psion

    - There are also subclasses and further class customization options, which can be reset if the player wants to move into a different direction.

    - The full tank and healer classes all are about equally good at their primary task.

    - No customization of tanks or healers changes their performance in their primary task, so they are free to choose.

    - No class is just "pure". Especially tanks and healers get secondary tasks they need to fulfill to excell in their primary task.

    - Combat is highly dynamic. Abilities return with a certain random variance. One cant just learn one sequence of skills, even less just spam the same button.

    - Many classes will also get point systems where certain abilities and conditions accumulate points while others use them up.

    - All buffs work on the group only. Almost all classes will get buffs everyone in their group automatically benefits from. Other buffs have to be activated and then block part of the energy of that character.

    - Opportunities like critical hits, successful feint, identifying opponent spell, opponent staggers, self is staggering etc open special abilities or change existing abilities.

    - There are class synergies - like, one class may be able to make the opponent stagger, the next may be able to exploit the opponent staggering.

    - Classes are balanced for PvP first, but also for PvE. No ability is useless in either PvP or PvE, even if their value might differ.



    - Crafting is a complex and powerful game in itself.

    - Each crafted item is unique, depending upon the crafters and materials involved, and upon a certain amount of random.

    - No crafter can work alone. For all but the most simplest items you need input from other crafters.

    - Crafters are guild efforts. Crafting recipes and certain special ingredients are gained through especially hard guild quests, such as raids.

    - Crafters are ever improving. The more work you put into it, the even better you will be.

    - Crafted items can be enchanted. Especially they can be overenchanted. You can attempt to enchant an item even more, but there is a chance to break it.

    - Crafted items can be souldbound, but they dont have to. Only quest rewards are always soul bound.



    GRAPHICS

    - Lowend graphics with lowend hardware requirements, allowing to support many characters at the same time on screen.

    - Comfortable Facegen and Bodygen at character creation.

    - All details visible, including worn rings, amulets etc

    - Seamless world with realistic viewing distances



    SETTING

    - Classic fantasy

    - Huge world with all kinds of environments (jungle, iceland, desert, tundra etc, and many fantasy environments like flying cities, cloud castles, crystal mountains, lava pits etc)

    - Dynamic quest system that generates quests at random from quest templates; nobody has the same quests as you have.

    - Support for groups, raids, fellowships, guilds, alliances

    - Mass pvp events over ressources and nation control

    - Players can go playerkiller and join the bandit faction, unable to enter normal cities and starter areas, and trading at hefty disadvantages with fences

    - Player housing, player city building, player nation building

    - Ressources outside of player controlled areas are better, but more risky

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