1) New system for roles (my preference is for situational roles based on archetypes). No tank/dps/healer, No healing at all, just regen. I prefer fantasy for fighter/mage/rogue with some edge blurring. No hard roles. Anyone can use any weapon but not any armor. Armor is archetype specific and archetype is a flexible system in itself. Change your armor to change your archetype. Mixing armor mixes your archetype and this opens up new possibilities but costs raw mitigation. You require a certain amount to get the benefit. A little dabbling will be a net loss mitigation.
2) Skill based advancement: No levels. Only discovery. You have to find/learn each skill (as a whole, in parts, or something I call the Eureka! discovery inevitably algorithm) and by training (See point 10) the skill you can get the most out of it. You can collect all the skills but may not be able to use them. All skills are modifiable in some way. There is no fireball 2.
3) Monsters give no experience, just give materials. All materials are useful.
4) build my own house brick by brick, not choose from a menu. Can either be instanced or zoned.
5) No gold in the game. Trade for materials only. if players want to set a supreme resource that's up to them. Gold sellers may have to sell hides.
6) Monsters that require strategy and an advanced bestiary. Resistances, weapon types, armor physical and magical matter a lot. The bestiary is updated with monster strengths and weaknesses as you fight and win/lose to them. You can be completely outmatched if your skills don't line up with the specific monster.
7) bring back crowd control in a big way, get rid of healing and taunting. Crowd control as a synergy system where multiple forms are required to completely lockdown an enemy (no mez or stun spells these effects are synergy/teamwork only)
8) situational mitigation: how you do dmg and absorb dmg is the same. i.e. mages can tank magic and do magic damage, fighters can tank physical and do physical damage, rogues cant tank at all but can evade better and have situational attacks.
9) corpse runs as the only death penalty, with expensive consumable option to summon corpse.
10) Home base based training. You literally set up an acquired skill at your base for certain skills to unlock an ability. i.e. archery range, magic pool, grimoire, battle dummy etc. Some skills require maintenance for full effect. Example you cant use the gate spell until you've set up and powered a arcane gate in your wizards tower. Its a crafting visualization of the skills system. Not all skills use this and some have multiple skills attached. Some also enhance existing skills if set up but are not necessary.
11) optional reagent system that gives a little extra bang (10%-20% effect) for a price for select skills. Some archetypes get more out of reagents than others.
12) action combat somewhere between ESO and new world. Fluid and fast paced, smart (controller friendly) targeting but no animation cancelling like ESO. Defensive cancelling only to keep responsive.
13) food based statistics like Valheim. Your food choices determine you basic stats like health magic and stamina. Other "light" survival elements like resting at a fire etc.
14) controller friendly: Less skills than ESO, more skills than new world. Up to 2 weapons possible no advantage to cycle back and forth. 3 weapon skills that change with weapons, 1 skill that doesn't change with weapon 1 open utility slot ( can be a skill, reagent, potion etc.). 1 closed utility slot non skill ( potion reagent only etc.)
15) pure pve overland/dungeon experience. No pvp, no raids. Every aspect of the game concentrated on overworld adventuring and various dungeons. Combination of instanced and non instanced dungeons similar to how ESO does delves/group dungeons and instanced dungeons.
Years ago I analysed what i want from an MMORPG, and boiled down my requirements to just 4.
1) Deep Combat Mechanics
I'm a combat-focused player and I absolutely fell in love with the concept of "depth". The deeper the mechanics, the more fun I have. If the mechanics are too shallow, then i just lose interest too quickly and quit. So, when looking at a new game, depth in the mechanics is usually the first thing I look at.
2) Horizontal Character Progression
It is my personal opinion that vertical character progression - gaining power - is one of the biggest problems in the mmo genre. I've yet to play, watch or read about an mmorpg where vertical progression didn't cause massive problems.
That said, i don't know of any mmo that has been built entirely around horizontal progression, so this opinion remains untested. The problems are real and easily identifiable, but whether horizontal progression is the right answer is unknown.
3) Objective-based Open World PvP
By objective-based, I mean that the PvP needs to have a purpose. Taking keeps and objectives, holding territory etc, thats the sort of thing i mean. By open world, I simply mean that the PvP isn't instanced and is therefore "open" to everyone - no player caps.
I do want my PvP to be consensual, so i would probably avoid a FFA game, but as long as I can fight over keeps and stuff with as many people who want to join in, im good.
This sort of PvP is generally the only massively multiplayer feature in most mmorpgs which is one of the reasons i love it. What is the point of having 1000s of players if they can't play together?!?!? So, i love the scale of this sort of pvp, it remains exciting to see 200 players running towards me trying to kill me!
4) A Great IP
I get my enjoyment from endgame content and the community, both of which require a significant time investment before i start having fun. This means that the IP becomes very important, I have to actually *want* to live in the game world, i have to be excited about what is over the next hill or behind the next door.
My preference is for western high fantasy. I want plenty of non-human races that I can play, I want my swords and shields and magic. I want weird and wacky enemies and I want my stupid oversized shoulder pads. And I really want big, aggressive, muscley warhammer-style orcs!
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
Low Fantasy. No really exotic races, mostly humans.
Low Magic. Magic is very limited among humans, so much so that it is very rare. Maybe 1 out of 500 characters has the ability to do magic, and even then that magic is hard to do. No regenerating mana sources, consumable only.
Powerful deities. Gods and near gods only perform major magical effects (healing, regeneration, portal travel, etc.) Available to all characters (potentially) at a cost.
Communal activities. Magic and religion can use multiple 'participants' to enact magic or interact with the gods. This spreads the cost among many player characters. Combat can have coordinated activities (Shield Wall, Turtle, etc), as well as manual labors (building a wall, filling a swamp, etc).
Natural healing. Recuperation from minor wounds would normally take days, increasing to months as the injury becomes more severe. Disease, illness, and physical environmental effects (cold, fire) are dangerous complications. Fire, falling, and poison are deadly. Basic system avoids HPs as much as possible (or at least hides them from player inspection). Avoid situations where the player knows (or can reliably determine) that they have 20HP left and the mob can only damage them for 4 per attack -- maintain uncertainty!
Dynamic world. World designed to prevent or limit the usefulness of spoiler sites. Information should be learned from in-game activities, not meta-gaming. Dynamically generated quests/story/obstacles/adversaries/enemies/plots to reduce development time (AI over writers approach).
Just some basics. (That I'll never live to see). (Really, what company is working on dynamic generating plots?)
Logic, my dear, merely enables one to be wrong with great authority.
Years ago I analysed what i want from an MMORPG, and boiled down my requirements to just 4.
1) Deep Combat Mechanics
I'm a combat-focused player and I absolutely fell in love with the concept of "depth". The deeper the mechanics, the more fun I have. If the mechanics are too shallow, then i just lose interest too quickly and quit. So, when looking at a new game, depth in the mechanics is usually the first thing I look at.
2) Horizontal Character Progression
It is my personal opinion that vertical character progression - gaining power - is one of the biggest problems in the mmo genre. I've yet to play, watch or read about an mmorpg where vertical progression didn't cause massive problems.
That said, i don't know of any mmo that has been built entirely around horizontal progression, so this opinion remains untested. The problems are real and easily identifiable, but whether horizontal progression is the right answer is unknown.
3) Objective-based Open World PvP
By objective-based, I mean that the PvP needs to have a purpose. Taking keeps and objectives, holding territory etc, thats the sort of thing i mean. By open world, I simply mean that the PvP isn't instanced and is therefore "open" to everyone - no player caps.
I do want my PvP to be consensual, so i would probably avoid a FFA game, but as long as I can fight over keeps and stuff with as many people who want to join in, im good.
This sort of PvP is generally the only massively multiplayer feature in most mmorpgs which is one of the reasons i love it. What is the point of having 1000s of players if they can't play together?!?!? So, i love the scale of this sort of pvp, it remains exciting to see 200 players running towards me trying to kill me!
4) A Great IP
I get my enjoyment from endgame content and the community, both of which require a significant time investment before i start having fun. This means that the IP becomes very important, I have to actually *want* to live in the game world, i have to be excited about what is over the next hill or behind the next door.
My preference is for western high fantasy. I want plenty of non-human races that I can play, I want my swords and shields and magic. I want weird and wacky enemies and I want my stupid oversized shoulder pads. And I really want big, aggressive, muscley warhammer-style orcs!
Warhammer Reckoning player obviously, great game... a sequel listed with your improvements + new features... I would play.
I want a HUGE game world full of exploration and discovery. All kinds of discoveries, -from- all kinds of Artifacts and ancient knowledge that's beneficial in many ways to the Player. Items and special personal powers.
I want Skill Based, completely open for choices, BUT also with an option to join a Class Guild that limits skills to Class Based, and grants specials (attacks, Spells, whatever is appropriate).
I want Sandbox, with depth. Lots of things to do, lots of interaction with the world around you. Lots of creation, and even some destruction. Lots of manipulating the game world.
I want lower Power Gaps, no more 50 HP Characters and 5,000 HP Characters in the same world. More like 50 to 150. Weapon and Armor Skills, and gear, on top of that. This is so that Players can play the world together, keep Guilds together, and otherwise avoiding player separation in the game. I want to see Horizontal Progression with this too.
I want Stats with more use, such as using Agility to walk a tightrope, and Strength to open a huge metal dungeon door.
I want possible loss to Skills and Stats (recoverable through a more rapid advancement) through critical hits, disease, and curses. (Curses can be useful against Player looting IF PvP is allowed, too.)
I won't get into PvP in depth. I have 3 options that I like, ranging from "love it" to "pretty good too" to "acceptable". Basically a completely open system but with a real Justice System that hurts, a military enlistment system, and just Guild Wars. All with open world places to fight over.
I want a good number of Playable Races, and each to be unique. For example, a Race of Lizard Men from an Egyptian style culture in a Great Desert, who can run faster on sand (anywhere there's sand) and have special skills in thrown lances, limited to what they can carry...none of this unlimited ammo stuff).
I also want one Character Slot that can be used for a special, powerful Race. But must be raised through stages, and suffer Perma-Death. You die, start over, may choose a different Special Race. Dragons, Gryphons, Sphinxes, Liches, Vampires, and a few more. These Races would only gain growth by eating, unique to each. Respectively: Hearts, livers, scrolls and other magical manuscripts, powdered Character Racial bones, Character Racial Blood, and whatever. They also gain special abilities by collecting a Hoard and storing it in a special place, sanctified by them, hidden away, such as caves, nests, crypts, ruins, etc. AND, each also has body parts that are highly sought after by all, including their own Race, for various needs (magical components and extra growth among these races). Their body parts might even be usable, with a small chance of success, to gain special powers for the normal Player Races. Such as flight, paralyzing gaze, and other options. This Special Character Slot, if you die, you must earn an unlock to use it again. This is to limit abuse by teams of players.
I want a lot of Great Achievements that are very difficult to do, gain, or otherwise succeed at.
Scaling open world. A pack of wolves should be scary no matter my gear or level.
Horizontal progression, all zone but the starting area should be challenging.
Deep crafting system, where top end drop items and top end crafting items are just as valued.
Classes that are unbalanced and shine in the role they are designed for.
Crafting matts should always be useful even if they were harvested at level 1.
Exploration should be rewarded
I'm not sure that you need scaling if you have Horizontal Progression. I guess it depends on how it's implemented, but with your other "wants" I don't think you'd need Scaling. I like the cut of yer jib, mate.
Years ago I analysed what i want from an MMORPG, and boiled down my requirements to just 4.
1) Deep Combat Mechanics
I'm a combat-focused player and I absolutely fell in love with the concept of "depth". The deeper the mechanics, the more fun I have. If the mechanics are too shallow, then i just lose interest too quickly and quit. So, when looking at a new game, depth in the mechanics is usually the first thing I look at.
2) Horizontal Character Progression
It is my personal opinion that vertical character progression - gaining power - is one of the biggest problems in the mmo genre. I've yet to play, watch or read about an mmorpg where vertical progression didn't cause massive problems.
That said, i don't know of any mmo that has been built entirely around horizontal progression, so this opinion remains untested. The problems are real and easily identifiable, but whether horizontal progression is the right answer is unknown.
3) Objective-based Open World PvP
By objective-based, I mean that the PvP needs to have a purpose. Taking keeps and objectives, holding territory etc, thats the sort of thing i mean. By open world, I simply mean that the PvP isn't instanced and is therefore "open" to everyone - no player caps.
I do want my PvP to be consensual, so i would probably avoid a FFA game, but as long as I can fight over keeps and stuff with as many people who want to join in, im good.
This sort of PvP is generally the only massively multiplayer feature in most mmorpgs which is one of the reasons i love it. What is the point of having 1000s of players if they can't play together?!?!? So, i love the scale of this sort of pvp, it remains exciting to see 200 players running towards me trying to kill me!
4) A Great IP
I get my enjoyment from endgame content and the community, both of which require a significant time investment before i start having fun. This means that the IP becomes very important, I have to actually *want* to live in the game world, i have to be excited about what is over the next hill or behind the next door.
My preference is for western high fantasy. I want plenty of non-human races that I can play, I want my swords and shields and magic. I want weird and wacky enemies and I want my stupid oversized shoulder pads. And I really want big, aggressive, muscley warhammer-style orcs!
Always a good read, cam. I remember your ideas very well, and there are few things that I don't completely agree with you on.
Very simply put, an MMORPG that caters to players who desire the same playing experience as I do. Number one is a game design from the ground with a specific purpose to draw a specific crowd, NOT one that throws "features" on a wall to see what sticks for maximum profit. Some call it "gatekeeping", which fine by me. Just imagine having tens or hundreds of MMOs for ten or hundreds of playing styles.
What kinds of players I'd like to myself playing with?
1) Players who separate their characters from themselves. As an example, I don't want to play "AlBQuirky" in any game. I want to play someone with many differences. Overall, AlBQuirky will not play an "evil" character, but differing races, sexes, classes, and what not.
2) Min/Maxing kept to a minimum. Why does your character wear heavy armor yet cast spells or sneak about trying for back-stab damage? Is it because it has "bigger numbers?"
3) Players who seek differences. A fighter plays differently from a rogue from a mage. Elves have a different starting area than Dwarves who have a different starting area from Humans. (Like old EQ.)
4) Rules. I want an MMORPG that does NOT allow everyone to do everything. I want to make specific choices that have consequences so that when I roll up a new character, I can experience something in the beginning. Eventually, the paths have to converge eventually, but the start should be filled choices.
Of course, this playstyle will not be "popular." Therefore, I'm willing to pay a premium to play it ($50/month?). Game makers should be rewarded for their hard work and excellent choices
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
I ask because sometimes "the finding" is reward enough for me. Others "expect" to be rewarded for everything they do, be it with XP, or buffs, or a "treasure."
Just curious how you see "Rewards"
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Exploration. The feeling of the hunt. Wide, open world, seamless of course. Factions, possibly an odd amount (3 or 5). No forced PvP. Production quality, meaning top graphics and sound, but also bug free gameplay. Quick reaction to stop exploits and ban the offenders. Skill based character development with no classes. As little artificial barriers (invisible walls) as possible, it's understandable the developer wants to block players from seeing future content, but the actual world needs to be coherent and without invisible barriers (that one thing I hated in Conan for instance). Player driven economy with as little NPCs as possible.
And since we don't have Ultima Online II yet... well...
Respect, walk, what did you say? Respect, walk Are you talkin' to me? Are you talkin' to me? - PANTERA at HELLFEST 2023
Lonesols reminded me in their thread about one other ting: CUSTOMER SERVICE, otherwise known as "GMs." Send a ticket for difficulties and having a GM "in game" with the ability to immediately (relative) render in game aid.
I really miss in game GMs
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Comments
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Logic, my dear, merely enables one to be wrong with great authority.
I like more modern or futuristic exploration games. More sci-fantasy. I liked the setting of tabula rasa. I wish that game had more time to mature.
Challenging pve but with organic teaming. I hate raid queues. I like world bosses and world events.
I dont hate scaling but only as long as skill is number 1. If my team wipes and I can carry, I like that kind of play.
Otherwise I'm generally adaptable.
Scaling open world. A pack of wolves should be scary no matter my gear or level.
Horizontal progression, all zone but the starting area should be challenging.
Deep crafting system, where top end drop items and top end crafting items are just as valued.
Classes that are unbalanced and shine in the role they are designed for.
Crafting matts should always be useful even if they were harvested at level 1.
Exploration should be rewarded
거북이는 목을 내밀 때 안 움직입니다
All kinds of discoveries,
-from- all kinds of Artifacts and ancient knowledge that's beneficial in many ways to the Player. Items and special personal powers.
I want Skill Based, completely open for choices,
BUT also with an option to join a Class Guild that limits skills to Class Based, and grants specials (attacks, Spells, whatever is appropriate).
I want Sandbox, with depth. Lots of things to do, lots of interaction with the world around you. Lots of creation, and even some destruction. Lots of manipulating the game world.
I want lower Power Gaps, no more 50 HP Characters and 5,000 HP Characters in the same world. More like 50 to 150. Weapon and Armor Skills, and gear, on top of that.
This is so that Players can play the world together, keep Guilds together, and otherwise avoiding player separation in the game.
I want to see Horizontal Progression with this too.
I want Stats with more use, such as using Agility to walk a tightrope, and Strength to open a huge metal dungeon door.
I want possible loss to Skills and Stats (recoverable through a more rapid advancement) through critical hits, disease, and curses. (Curses can be useful against Player looting IF PvP is allowed, too.)
I won't get into PvP in depth. I have 3 options that I like, ranging from "love it" to "pretty good too" to "acceptable".
Basically a completely open system but with a real Justice System that hurts, a military enlistment system, and just Guild Wars. All with open world places to fight over.
I want a good number of Playable Races, and each to be unique.
For example, a Race of Lizard Men from an Egyptian style culture in a Great Desert, who can run faster on sand (anywhere there's sand) and have special skills in thrown lances, limited to what they can carry...none of this unlimited ammo stuff).
I also want one Character Slot that can be used for a special, powerful Race.
But must be raised through stages, and suffer Perma-Death. You die, start over, may choose a different Special Race.
Dragons, Gryphons, Sphinxes, Liches, Vampires, and a few more.
These Races would only gain growth by eating, unique to each.
Respectively: Hearts, livers, scrolls and other magical manuscripts, powdered Character Racial bones, Character Racial Blood, and whatever.
They also gain special abilities by collecting a Hoard and storing it in a special place, sanctified by them, hidden away, such as caves, nests, crypts, ruins, etc.
AND, each also has body parts that are highly sought after by all, including their own Race, for various needs (magical components and extra growth among these races).
Their body parts might even be usable, with a small chance of success, to gain special powers for the normal Player Races. Such as flight, paralyzing gaze, and other options.
This Special Character Slot, if you die, you must earn an unlock to use it again. This is to limit abuse by teams of players.
I want a lot of Great Achievements that are very difficult to do, gain, or otherwise succeed at.
Once upon a time....
Living
World
As in Ryzom YES and SWtOR NO.
That is all, everything else is bonus.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
2. Dynamic virtual world.
3. No pvp, or if pvp is present it should be a small part of the game and 100% opt-in.
4. More Immersion, less gamey features .. Aka do not break my suspension of disbelief.
5. Roles, not zerg. Deep tactical combat (eq style). Longer and more meaningful fights.
6. Not f2p (yes it does define a game).
7. Progression, locked content, lots of rng, feeling of accomplishment, and all that old school nonsense you guys think you don't want.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
You can see my sci-fi/WW2 book recommendations.
I guess it depends on how it's implemented, but with your other "wants" I don't think you'd need Scaling.
I like the cut of yer jib, mate.
Once upon a time....
I remember your ideas very well, and there are few things that I don't completely agree with you on.
Once upon a time....
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
And FREE!
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Factions, possibly an odd amount (3 or 5). No forced PvP. Production quality, meaning top graphics and sound, but also bug free gameplay. Quick reaction to stop exploits and ban the offenders. Skill based character development with no classes. As little artificial barriers (invisible walls) as possible, it's understandable the developer wants to block players from seeing future content, but the actual world needs to be coherent and without invisible barriers (that one thing I hated in Conan for instance). Player driven economy with as little NPCs as possible.
And since we don't have Ultima Online II yet... well...
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR