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What Do You Want To See From The Next Great MMORPG? | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited November 2021 in News & Features Discussion

imageWhat Do You Want To See From The Next Great MMORPG? | MMORPG.com

As we reminisce on the MMORPGs that have come out this year (and ones recently announced to be in the works), Bradford started wondering what he would want to see in the next great MMORPG he gets sucked into. So he poses the question to you!

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  • BrotherMaynardBrotherMaynard Member RarePosts: 647
    RPG.
    ScotAsariashamarcjt20TacticalZombehValdheimValentinacrazy4disneyBuschkatze
  • Viper482Viper482 Member LegendaryPosts: 4,099
    edited November 2021
    1. Sub only
    2. No early access packages, have a real beta like the old days
    3. Daoc format with mix of PvE/3-way RvR, but none of this 30 day scoreboard crap, make it a persistent campaign. Make "realm" transfer windows to help with balance, but only allowable from high pop to low pop. Faction/Alliance/Realm pride is crucial to this.
    4. 100% separation of PvP/PvE gear/balance
    5. One open world PvP server to keep all the griefers/trolls occupied
    6. GM driven/operated dynamic events/invasions/bosses.
    7. No cash shop, no way for people to buy gold with real money. Everything should be in-game!
    8. Crafting that matters all the way through end game, make equipment degradable - slow enough to warrant an investment (unlike Crowfall), fast enough to keep a crafting economy alive
    9. Make PvP wars give PvE boosts to realms. Make it in everyone's interest to see their side winning....for example crafters take less mats to craft stuff along with other bonuses, which gives them an incentive to make sure their side is the best equipped to fight out there. 10. FUN. Don't base the game on time gates or grind to keep people subbed.....make it fun to play which will have the same effect.
    Post edited by Viper482 on
    ScotHatefullGobstopper3DAsariashaSlapshot1188RandomCasualtymysticmouseDekahnTacticalZombehmeerclarand 6 others.
    Make MMORPG's Great Again!
  • cheyanecheyane Member LegendaryPosts: 9,386
    I don't want any RNG in my crafting. I despise RNG with every fibre of my being.
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  • HatefullHatefull Member EpicPosts: 2,503

    Viper482 said:

    1. Sub only

    2. No early access packages, have a real beta like the old days

    3. Daoc format with mix of PvE/3-way RvR, but none of this 30 day scoreboard crap, make it a persistent campaign. Make "realm" transfer windows to help with balance, but only allowable from high pop to low pop. Faction/Alliance/Realm pride is crucial to this.

    4. 100% separation of PvP/PvE gear/balance

    5. One open world PvP server to keep all the griefers/trolls occupied

    6. GM driven/operated dynamic events/invasions/bosses.

    7. No cash shop, no way for people to buy gold with real money. Everything should be in-game!

    8. Crafting that matters all the way through end game, make equipment degradable - slow enough to warrant an investment (unlike Crowfall), fast enough to keep a crafting economy alive

    9. Make PvP wars give PvE boosts to realms. Make it in everyone's interest to see their side winning....for example crafters take less mats to craft stuff along with other bonuses, which gives them an incentive to make sure their side is the best equipped to fight out there.




    This^

    And Star Citizen has light switches that work. Just saying.

    If you want a new idea, go read an old book.

    In order to be insulted, I must first value your opinion.

  • ScotScot Member LegendaryPosts: 24,273
    For it to be great, that's not easy to achieve, not just a big player base or a big open world as important as the later is.

    Nearly everything Viper said is spot on but a cash shop for purely cosmetics would be fine, the problem is that cash shops virtually never (maybe only Fortnite) stay just cosmetic.

    The fact is we know what works, it is more the puzzle of putting old and new elements together that is difficult as New World shows.
  • toljartoljar Member UncommonPosts: 240
    Yea... give me Asheron's Call but with modern graphics and before the Master at Arms change.
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  • AeanderAeander Member LegendaryPosts: 8,028
    1. Emphasis on open world dynamic content.

    2. Personal loot and shared mob tagging.

    3. Downscaling or level-free game design.

    4. Robust horizontal progression through skill unlocks and versatile gear sidegrades. Best in stat gear drops from start to finish, but comes in so many unique combinations of modifiers that you'll always be getting desirable loot.

    5. Crafting is about personalization, not economy. For example, instead of grinding common materials, find unique blades, hilts, etc. from specific challenges and combine them under specific circumstances to make your own personal weapon.

    6. Complete separation of PvE, arena PvP, and Faction PvP with individualized balance.

    7. Deep build system that isn't afraid of offering hundreds of choices.

    8. Robust weapon and armor dyes and other visual customization.

    9. All races use human frames that would make adding new armors easier. Non-humanoid races just aren't worth the animation effort and slowing down of new armor sets.
    obiiCanyen109jrworden1976kalcaBuschkatze
  • LithuanianLithuanian Member UncommonPosts: 558
    In reality, I expect everything that is contrary to my beliefs. Some things are in fashion, like action combat, 58 million skills, full loot PvP, house-versus house, realm-vesus-realm fights, fancy cash shops...

    What I would dream of:
    1. Choices that matter. Come on, SWTOR did an example of this, dare to make better. Example: you saved lame Republic engineer's arse, so 25 missions later fleet under that person's command lets you go. Or if you killed him - well, same fleet follows you everywhere and inflicts damage.
    2. F2P. Oh my, did I say f2p? Yes. With cosmetic cash shop, but cosmetic only, everything else is earnable in game.
    3. Easy mode, i.e. to kill lvl.3 grulet for lvl.2 character, this character does not need to assemble few clans. In fact, you can kill any enemy with even the worst quest equipment.
    4. No RNG. Begone, evil RNG, nobody needs you.
    5. Easy to master skills. No need in 58 million skills or their combinations: everything is simple. Melee DPS increase skill, Ranged non-magic DPS increase skill, Magic DPS increase skill - things like these.
    6. Absolutely no PvP. So to say - safe to quest.
    7. Absolutely NO nerf to players' side. If GrumpySlinger has insanely huge damage - devs created, devs are responsible. Ideal game does not nerf, does not make players' life worse.
    8. Virtual crafting bag, like in Guild Wars2
    9. No dependence upon top internet speed, like in GW2 or being a strategist that counts every milimeter of movement (like SWL)
    10. Characters that won't look like adult fantasies. No hypersexualisation, that is.
    11. As realistic weapons/equipment as possible. Sorry, not into 15-meters high and 8 meters wide MegaSword.
    Scotjrworden1976Buschkatze
  • Viper482Viper482 Member LegendaryPosts: 4,099


    Just a fun game to play with friends.

    I am not hung up on the details of the systems I just want a fun experience that my friends and I can play together and have fun with.

    in 20 years or so maybe an mmorpg can be created that fits the virtual fantasy world vision that many say they want but until the technology is ready I will just take a fun, co-op friendly experience that plays well and monetizes fairly.



    You know what dude, of all the details I put in mine I left fun out lol. Editing!
    jrworden1976Buschkatze
    Make MMORPG's Great Again!
  • ircaddictsircaddicts Member UncommonPosts: 218
    SWG Class and Crafting/Resource system along with GW2 combat and open world event system. NO PVP. Buy to Play with cosmetic ONLY cash shop Player Homes and cities in the game world ala SWG NOT instanced which you can decroate with stuff you found and earned in the game. Good Story ala Lotro
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  • ShutaraShutara Member UncommonPosts: 146

    Aeander said:

    1. 3. Downscaling or level-free game design.

    5. Crafting is about personalization, not economy. For example, instead of grinding common materials, find unique blades, hilts, etc. from specific challenges and combine them under specific circumstances to make your own personal weapon.

    6. Complete separation of PvE, arena PvP, and Faction PvP with individualized balance.

    9. All races use human frames that would make adding new armors easier. Non-humanoid races just aren't worth the animation effort and slowing down of new armor sets.



    3. I know this is your subjective take, but ...hell no. I would never want to go back to my starting area for some lore/roleplay, just to casually fight those Level 1 rabbits that take 10% of my HP per hit, even if i'm equipped with insanely good and expensive gear and have already slain all the demons of the depths in the past 1k hours.

    5. As for the crafting not being for the economy - eh, it's a double edged sword. Imo player driven economy sounds super-fun in terms of MMORPG and adds to the immersion, but is rarely executed correctly anyway. I'd like to think of myself as someone who provides for others, has a role in this virtual community to some extent.

    6. Again - many people are behind that, but imo separating PvE from PvP is a total yawn, and a silly approach. Y'all want immersion, yet noone wants to come across real danger that is not scripted nor pinned on their map. That's fine, but if someone wants to stick to the rinse and repeat gameplay and focus on doing some reoccuring events/quests/instances, don't make other people suffer of boredom just for you to feel safe. There's that thing called "optional pvp" that imo should be in every game that considers being open world and having PvP.

    Arenas and scoreboards? Eh, plausible but only if this is not the only possible PvP activity. If it is (say, GW2), it sucks donkey balls if You ask me, since they have huge maps, some of which have barely used their potential and just have randomly placed mobs here and there between Points of Interest.

    Don't get me wrong - I'm not vouching for making the game a harsh experience for newbies, by the intent of some small pp nerds out there who just gank and kill everyone, but if developers are to implement that kind of PvP, there should be counter-mechanics, like increased possibility of dropping a loot if you are tagged as a killer, or being hunted by the NPC guards "on sight" or having your whereabouts shown on map to some degree. Just pulling some quick ideas, but You get the point. "Bad guys" should also fear being tapped and lose their exp/loot/influence that would for example block them from using certain mechanics in a city or become an outcast unable to enter at all for some time.

    9. If the devs are competent enough, that shouldn't even be an issue to mention in the first place. I hope AoC executes this right and other studios would follow the proper way of differentiating race models.

    With all other things people say here I'd mostly agree, aside from trying to make an easy mode auto-play quest simulator with virutal inventory bags or cutting off fantasy aspects (like oversized weapons - if there are dragons/fairies, then just get over it and accept the setting/lore)
    DarkpigeonAeanderRhiow-Darkstepircaddictskalca
  • AmarantharAmaranthar Member EpicPosts: 5,851
    edited November 2021
    There are many things I want that aren't in MMORPGs, or at least are so simplistic that they feel lacking. 
    I'll give it some thought for other aspects, but I agree that I want deep interactivity. 

    I also want that interactivity to be used for more playability. 
    Should draw bridges be a defensive thing that we players have to overcome to proceed? 
    Shouldn't there be hidden rooms with a sliding door that has a "secret" lever, such as a wall sconce to pull? 
    Shouldn't an odd shaped hole in a wall have a certain carved item to insert, in order to cause said wall to open?



    https://www.youtube.com/watch?v=hqCfQ71W58M 

    Make us a "real" world. 

    Edit to add:
    In that movie, that was a one of a kind item. 
    In an MMORPG, it would be better to use a set of semi rare, uncommon but not difficult to gather, items (seen also in a museum perhaps) that you'd need to combine in puzzle like fashion to make it work. 
    Something collected from ancient ruins of long lost cultures. 

    I'm thinking here of "master quests" with one winner, for some real glory for one player or small group. Not these "everybody gets it" quests of meaningless "win." 
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  • Viper482Viper482 Member LegendaryPosts: 4,099

    Zenislav said:

    Nothing anymore. I entered mmorpg depression and after New World I am almost done with them. After years I am back to single player and co op games like Outriders and finally having fun again.



    I can relate....but the point of this thread is to name what it would take to make an MMORPG you would want to play.
    lotrloreValdheim
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  • The_KorriganThe_Korrigan Member RarePosts: 3,460
    New World done right, taken over by a team of competent content creators who know it all about balancing a game and fixing exploits, and who honor the fabulous engine for graphics and sounds the game has.
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  • lordsmoklordsmok Member UncommonPosts: 75
    wildstar2 as wildstar copy with less bugs and more performance opt. also with console support with M+K
    Alverant
  • SovrathSovrath Member LegendaryPosts: 32,780

    Viper482 said:


    7. No cash shop, no way for people to buy gold with real money. Everything should be in-game!




    Except they will, they'll just do it the old fashioned way through a secondary party or "ebay,"

    I realy feel for these developers, they have to spend an innordinate amount of resources trying to combat gold selling and people still buy.

    That's why some gave in to the "can't beat them join them" way.

    Unless developers can come up with a sure fire way of stopping gold selling this will remain a problem.

    They could control how much in game money changes hands or the maximum an item could sell for but some players would blow a gasket.
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  • koldmiserkoldmiser Member RarePosts: 353
    Just give me an MMO who's end game isn't focused on PVP. And for the love of all that is holy and good in the multiverse NO OPEN WORLD PVP!!!
    ircaddictsBuschkatze
  • vegetableoilvegetableoil Member RarePosts: 768
    Call me when it reach the level of the Matrix the movie ;)
  • ScorchienScorchien Member LegendaryPosts: 8,914
    So DAOC with a better UI , upgraded engine , better QoL systems in place ..

      Id be good for years
    [Deleted User]ultimateduck
  • revenaantrevenaant Member UncommonPosts: 5
    edited November 2021
    a new world of warcraft or like game

    1. zone scaling
    2. full controller suport
    3. get rid of cash shop
    4. sub only
    5. updated graphics
    6. Crafting that matters all the way through end game 7. no gold sellers 8. cross platform as in Xbox and Playstation, would help the games life and expand player base.
  • AeanderAeander Member LegendaryPosts: 8,028
    Shutara said:

    Aeander said:

    1. 3. Downscaling or level-free game design.

    5. Crafting is about personalization, not economy. For example, instead of grinding common materials, find unique blades, hilts, etc. from specific challenges and combine them under specific circumstances to make your own personal weapon.

    6. Complete separation of PvE, arena PvP, and Faction PvP with individualized balance.

    9. All races use human frames that would make adding new armors easier. Non-humanoid races just aren't worth the animation effort and slowing down of new armor sets.



    3. I know this is your subjective take, but ...hell no. I would never want to go back to my starting area for some lore/roleplay, just to casually fight those Level 1 rabbits that take 10% of my HP per hit, even if i'm equipped with insanely good and expensive gear and have already slain all the demons of the depths in the past 1k hours.

    5. As for the crafting not being for the economy - eh, it's a double edged sword. Imo player driven economy sounds super-fun in terms of MMORPG and adds to the immersion, but is rarely executed correctly anyway. I'd like to think of myself as someone who provides for others, has a role in this virtual community to some extent.

    6. Again - many people are behind that, but imo separating PvE from PvP is a total yawn, and a silly approach. Y'all want immersion, yet noone wants to come across real danger that is not scripted nor pinned on their map. That's fine, but if someone wants to stick to the rinse and repeat gameplay and focus on doing some reoccuring events/quests/instances, don't make other people suffer of boredom just for you to feel safe. There's that thing called "optional pvp" that imo should be in every game that considers being open world and having PvP.

    Arenas and scoreboards? Eh, plausible but only if this is not the only possible PvP activity. If it is (say, GW2), it sucks donkey balls if You ask me, since they have huge maps, some of which have barely used their potential and just have randomly placed mobs here and there between Points of Interest.

    Don't get me wrong - I'm not vouching for making the game a harsh experience for newbies, by the intent of some small pp nerds out there who just gank and kill everyone, but if developers are to implement that kind of PvP, there should be counter-mechanics, like increased possibility of dropping a loot if you are tagged as a killer, or being hunted by the NPC guards "on sight" or having your whereabouts shown on map to some degree. Just pulling some quick ideas, but You get the point. "Bad guys" should also fear being tapped and lose their exp/loot/influence that would for example block them from using certain mechanics in a city or become an outcast unable to enter at all for some time.

    9. If the devs are competent enough, that shouldn't even be an issue to mention in the first place. I hope AoC executes this right and other studios would follow the proper way of differentiating race models.

    With all other things people say here I'd mostly agree, aside from trying to make an easy mode auto-play quest simulator with virutal inventory bags or cutting off fantasy aspects (like oversized weapons - if there are dragons/fairies, then just get over it and accept the setting/lore)
    Yes, yes it is personal preference.

    But just how you wrote mine off, I can simply state that your ability to go back and one shot level 10 rabbits is not worth losing 75%+ of the game's content to outleveling. Not to mention all of the other massive benefits that downscaling brings, such as improved grouping and a better new player experience.

    Also, 9 WILL come into play regardless of money or competence. There is always a cost to development, and manhours saved on animating and rigging non-humanoid models for armor sets can be reprioritized anywhere else.
    [Deleted User]ircaddictskalca
  • cameltosiscameltosis Member LegendaryPosts: 3,832
    edited November 2021
    The same 4 things that have formed my minimum requirements for years:


    1) Deep combat mechanics

    2) Horizontal character progression

    3) Objective-based open world PvP

    4) A great IP


    I know that if an MMORPG can provide me with these 4 things, then I'll be able to have a lot of fun for a long time. Whilst I have other preferences, such as wanting the game to be subscription only, I am willing to compromise on just about everything else as long as it has these 4 things.


    Edit: should also state that the game must actually be massively multiplayer. If it's just normal multiplayer, I won't play.
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  • UngoodUngood Member LegendaryPosts: 7,534
    NGL, I am looking at VR as the next gen of MMO's. 
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  • HarikenHariken Member EpicPosts: 2,680
    No PVP not even duels. So the devs can think about just content and not worry about balancing classes for PVP.
    Asm0deusircaddictsAlverantcrazy4disney
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