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I wouldn't even care about the genre or setting as long as it had the majority of this
30+ classes with skillbased point distribution
Sky, mount, and ground combat/exploration/questing etc...
Of the 30+ classes above make some non-combat, make some social or merchant style classes for people that strickly want to craft or have a glorified chatroom experience.
With above setup this makes a true player driven economy
Only allow one character per server with maybe an option to unlock a second character slot. This also helps to keep the player driven economy stable and needed by all. When people can become self sufficient as they have in most mmos today it really fubard economies imo.
Player housing/cities gives reason to work together as a guild for those who don't like raiding dungeons all the time. Collectibles/trophies/decor etc...
Mounts/Vehicles
Open world PvP with objectives and such
Huge worlds with no zoning or instancing
Minigames/puzzles
Complex resource gathering systems with resource extinction
complex crafting with values and experiementation
More than two factions (I know a couple mmos as of late are tacking this into thier games)
More than 6 races
More than 5 classes (see above)
I could go on all day with features that most big MMO's today don't have which is why there is no longevity or why they can't get the big piece of the pie.
I mean seriously were some of the old games ahead of their times? With todays tech why hasn't something decent been created? They could do it back in 2004...
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I'd prefer if mmos didn't try to out WoW WoW. I like deviations, and I like innovation. We get bored of things quickly. I don't think slapping on a new IP on old reused content would be very entertaining in the long run.
Maybe I'm asking the impossible, originality.
That all sounds a little to particular to be a general 'formula'.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Hmm, I wouldnt pay to play that, but hopefully you get something that satisfies you some day.
When all has been said and done, more will have been said than done.
Sure ya would...
I have to agree competly. Has long has there are system to keep open world pvp under controll and not turn into a gank fest. I also like players having only 1 character, however, this will probably not happen has a AAA game. WAAAAAY too riky and too niche.
Yeah, but isn't having 30+ classes and 6+ races kind of self-defeating if you can only have one character?
Better off with an open-ended system.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Nah just have them code in a system where you can exchange your skill points into other classes to try them out... They can figure out the conversion system for non combat professions and whatnot by just tweaking values during respecs... This has all been done and probably didn't cost 30 grand to make.....
Nah, anything that increase dependance on crafting in a game puts me off.
I also dislike open world PvP. I prefer a boxing or mixed martial arts match over a situation in which one guy hides in an alley and then beats a passerby unconscious before the target even knows he is in a combat situation. In other words I prefer PvP that involves fighting an opponent, not destroying a target dummy.
Not all Open World PvP is like that, but that is present in pretty much any open world PvP game.
The rest of your ideas look very cool to me, but the negatives outweight the positives for me.
When all has been said and done, more will have been said than done.
I see yet another person confusing 'FFAPvP' for 'World PvP'.
Some games have a flagging system you know... plus, I love the idea of crafted goods trumping the raid treadmill. So perhaps we are just at an impasse.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
My apologies, I thought the OP meant FFA. A flagging mechanism is perfect for me. It empowers the player to interact with the game world, and other players, as he sees fit. Absolutely perfect.
Its not really an impasse as I am not saying that those elements are bad, just that they dont appeal to me. I am sure that those elements are absolutely wonderful to others. More power to any player who can find something he likes in a game !
When all has been said and done, more will have been said than done.
I do believe many older games were ahead of their time. Developers often implemented their vision, rather than trying to drive the playerbase (which is what we typically see now). This often resulted in projects that were not understood/ignored/skipped because they were a bit too "crazy" for the audience at the time. Right now, there is less prominent independent developers who also make high quality games, so we see less of those ambitious projects.
He probably did, for all I know, but then it means both of you were mistakeing 'FFAPvP' for "Open World PvP'.
Wouldn't be new to me... or the rest of the genre.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
So more like a pool of points assigned amongst 30 skills rather than 30 actual classes?
I'd recommend against trying to assign weights to skills - the fair values would be constantly changing in anyway through accidental and intentional buffs/nerfs anyway, as well as shifts in the metagame. It mould end up just adding an extra layer of arguments.