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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!
Comments
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.
거북이는 목을 내밀 때 안 움직입니다
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.
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.
Gaming community: IRONFIST
New World: Lilith - US East
WoW Guild: IRONFIST <Burning Legion> Alliance(We transferred to Illidan)
WoW Guild: IRONFIST <Illidan> Horde
SWOTR: IRONFIST <Satele Shan> Empire/Republic
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.
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.
http://www.mmoblogg.wordpress.com
You know what dude, of all the details I put in mine I left fun out lol. Editing!
Top 3 MMO's PRE-CU SWG GW1 GW2
Worst 2 wow and Lotro Under standing stones it went woke
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)
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."
Once upon a time....
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.
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
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.
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
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.
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.