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The Perfect MMORPG (Post your Ideas)

2

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  • osc8rosc8r Member UncommonPosts: 688
    Originally posted by b0rderline99
    i think a high quality game which is completely original could take that long, but vanguard couldnt seriously have taken very long to think of because (with the exception of diplomacy) most of the concepts are just the successfull ones from other MMOs



    Then you should be asking the same of WOW, as it's guilty of all of the above but cost TWICE as much, was in production longer and brought nothing new to the genre?

  • b0rderline99b0rderline99 Member Posts: 1,441

    i guess i am saying that, i love both games, just it doesnt seem like they should have taken so long to produce

    even though WoW is a lot more polished and had more content which they scrapped during alpha and beta, so that could have taken up a lot of the time

  • mbbladembblade Member Posts: 747

    well i would actually like to see the class change system as well as either the skill tree or the skill point to buy your skills along with like a EQ1 or so game play

  • sygfreedsygfreed Member Posts: 26

    It would definately have to be a fantasy-genre game  because I am pretty sure that that is what most people like.

    Advanced character creation. I mean there are games on consoles that allow use of usb cameras to face map your face onto you character you made. You could see yourself as a dark elf or dwarf or something. now that would be cool.

    Levels seem to take away from the game play because people seem that they have to grind out levels to wear specific armor and so people tend to forget that the idea of role playing games on a massive level isn't to crunch out the levels to wear kickin armor. It is to wonder around and perform a quest here or there.

    PvP should be done in an arean where people could gamble on the fights, and if you were to kill another PC outside of the arena you would become a wanted man and would have to serve time in jail.

    Jailing would be really cool to have also. I mean you can be jailed in the Elder Scrolls game so why not in a MMO

    And you should be able to build your own houses that you can make into shops or something, I mean back in the true olden days everyone and their mother's were not adventures. Money had to be made somehow.

    You also have to have some guilds or something.  That could be against the law so you have have a cover sub-guild. The citizens think you are (Bob the Alchemist), but you are really Shadowdancer, a member of an assassin's guild.  Small slip ups in conversations with NPCs could reviel who you really are and get you wanted. This would cause people to actually pay attention to what npcs say.

    That is all I could really think of at them moment but those things could really make a good MMO even better in my opinion. 

    I reject your reality and substitute it with my own.

    Sygfreed

  • EggFteggEggFtegg Member Posts: 1,141
    Just making a multiplayer version of Morrowind would leave the others behind.

  • b0rderline99b0rderline99 Member Posts: 1,441

    basically i think developers need to incorporate more freedom into games and more variations

    let people commit crimes and be wanted (and punished if caught)

    let people build houses whereever they want, but make some places much more suited for successfully keeping a house standing

    let people become police/guards, traveling traders, mercenaries, assassins, heros, kings, politicians, artists, mount breeders, evil mob breeders (for an evil character). evil, notorious, wanted, store owners, crafters, healers, doctors, engineers, architects, inventors, hitmen, mafia-like kingpins, or black-market traders

    Random events should happen in game, such as if you were mining and the rock explodes (yes i stole that from runescape, but i used to love the random events)

    NPC Nations should wage war against each other, not just player nations fighting, although both should happen. 

    player and NPC factions, where you can join any one you want to.

    ways of covering up what you really are, such as an evil character pretending to be good and making it through town unnoticed. AKA disguises.

    just some other ideas i though up to supplement my other ones on here

  • SuvrocSuvroc Member Posts: 2,383

    I to would like to see a skill point system in place of a class/level system, and to compliment it a system that does not require people to group together with the same approximate level/skillset. Something where vets and noobs can work together.

     

  • b0rderline99b0rderline99 Member Posts: 1,441
    Originally posted by Suvroc


    I to would like to see a skill point system in place of a class/level system, and to compliment it a system that does not require people to group together with the same approximate level/skillset. Something where vets and noobs can work together.
     
    funny that games arent switching over, as we all seem in agreement that skill based games are better
  • LordAxleLordAxle Member Posts: 19
    How interesting. I've started working on a system similar to the ones proposed here before even finding this thread. Of course, the biggest problem with creating an MMORPG is finding the right people; animators, modelers, model artists, programmers. If anyone knows where I can find some people willing to work on a project (for free, mind you. I can't afford to hire people), let me know either in this thread or on MSN (or e-mail) at theoneandonlyaxle@hotmail.com or YIM at axle1003.



    I'm aiming to totally change the way MMORPGs are played. Some things will remain, but there will be a major overhaul that is greatly needed.
  • LasteraLastera Member Posts: 368
    - Transfer Module

    Like NWN2, you can choose to play one of several module, each with it's own campaign/story. Every module contant it's own server and you play with others within each server. When you reach endgame, you can move onto the next server/module. However, when you enter the next module you're de-equipped and de-leveled, but the reputation you build up in the last game remains the same. If you were a high in one module, you will be a hero in the second module. You can play the campaigns in any order.



    - Break the class into three basic groups.

    Let's face it; in every game they are only 3 types of class: Range, Melee and Spellcaster. Instead of a game that give you 300 billion classes to choose from, you get 3 classes and you can design your character based on what point you put towards status.



    - Status and Feats

    Putting point Allow players to gain access to feats. For example, if you put points towards your Constitution or Endurance, you can wield a shield. How certain feats work should not only depend on your current status, but the type of armor your wearing. A Melee type can't sneak attack unless they are wearing leather or cloth armor for example.



    - Enemies Spawn inconjuction with your class

    If you choose a melee class, you are force to fight a magic class enemy. If you are a magic class you are force to fight a Range class and if you are Range class enemy, you are force to fight a Melee class enemy. This way you'll have no choice, but to group with someone unless you design your class to take out that specific enemy.



    That's all I can of.
  • GonodilGonodil Member Posts: 335

    a fully 3rd in-depth crafting/harvesting system

    where you forge a sword by heating it and bashing it with a hammer (like in  A Tale in the Desert)

    sew things with a needle and pieces of material

    plant/water farmland...control spacing, watering, nutrients, etc

    fish by casting twords actual NPC fish, them taking bait will depend on skill/bait type/fishing line quality

    cooking where you have to mix ingredients in proper amounts (weights/volumes, not stacks), and cook for a set amount of time, with the proper tools/tecniques

    mining where you start digging into the ground or cave wall, and you find minirals based on difficulty of attaining them....ie, to get best_uber_metal01, you will need a team of miners digging an actual mine deep into the earth, with carpenters making supports to keep it from caving in, and smiths making mining carts/rails.

    skinning where you skin the animal with a knife (ok, maybe not for a PG rated game, but i can dream)

    spellcrafting/rune carving where you make the magical paper/rune, then the magic ink, then scribe the words/symbols into the thing.

     

    And all of this will be on a variable quality output system, so the closer you get to how something should be (and it should be HARD) the better the item will be...so not a "add this + that + this in container X to get item Y, nothing else works" system.

     

     

    Give me that crafting system, and you can stick it into the worse graphics engine and I'll gladly buy it for $50 at launch, and pay a monthly fee.

  • b0rderline99b0rderline99 Member Posts: 1,441
    Originally posted by Gonodil


    a fully 3rd in-depth crafting/harvesting system
    where you forge a sword by heating it and bashing it with a hammer (like in  A Tale in the Desert)
    sew things with a needle and pieces of material
    plant/water farmland...control spacing, watering, nutrients, etc
    fish by casting twords actual NPC fish, them taking bait will depend on skill/bait type/fishing line quality
    cooking where you have to mix ingredients in proper amounts (weights/volumes, not stacks), and cook for a set amount of time, with the proper tools/tecniques
    mining where you start digging into the ground or cave wall, and you find minirals based on difficulty of attaining them....ie, to get best_uber_metal01, you will need a team of miners digging an actual mine deep into the earth, with carpenters making supports to keep it from caving in, and smiths making mining carts/rails.
    skinning where you skin the animal with a knife (ok, maybe not for a PG rated game, but i can dream)
    spellcrafting/rune carving where you make the magical paper/rune, then the magic ink, then scribe the words/symbols into the thing.
     
    And all of this will be on a variable quality output system, so the closer you get to how something should be (and it should be HARD) the better the item will be...so not a "add this + that + this in container X to get item Y, nothing else works" system.
     
     
    Give me that crafting system, and you can stick it into the worse graphics engine and I'll gladly buy it for $50 at launch, and pay a monthly fee.

    i like the mining idea where you have to actually dig a mine into the earth.  Games need more ways to permenantly impact the actual gameworld.

    an idea i stole from runescape sorta is the idea of runecrafting, where mages need "runes" to cast spells, so crafters who made these runes made big money.  Not to mention the good old days of "Nat Running" brought a big group of people together and were fun with friends

  • Tutu2Tutu2 Member UncommonPosts: 572

    Some cool ideas in here. Here's what I think.

    - Full character customization of every body part, tatoos, hair you can style as you want etc, where no two characters well and truly don't look the same. Avatar's are important, you should be able to individualise them as much as possible and not dread there's some one out there that looks exactly like you which is still a problem in MMOs. 

    - **Dynamic**, where many things, or at least some things, you do in the game world has a small or big impact on it.

    - An End-game that isn't about repetitive boring raiding, or at least offers equally viable alternate routes like player-made cities or towns.

    - A crafting system that just isn't something you do when you get bored of adventuring, where you can fully customize what you make, where its as equally interesting and as exciting as adventuring. Where you can also dye all your armors. No more looking like a laughable clown adventurer unless you choose to.

    - A combat system less about repetitive auto-attacking and more about the player's skill. You should be able to manually strike an enemy's body part to weaken them in some way and maybe use the environment to your advantage.

    - Classless. I want to be whatever the hell I want and choose whatever combination of skills I want and truly make a character that's individual. Should be advantages and disadvantages using certain combos of skills course.

  • Red_JibutiRed_Jibuti Member Posts: 61
    Originally posted by MarL


    Well im tired of lvl grind item whoring rpgs so my perfect game would be....
     
    A post nuclear tribal MMOFPS/rts. (like mad max alot of desert and open land to build on)
    Ok things id love to see in my game or any game not in any order
    1. 1 server
    2. player and clan owned bases which you use a rts view to build and MOD your defense/base.(like 10six but with clan stuff)
    3. player owned stores that are perm and placed where ever you want and not the chinese have to stay online stand bs, there will be placement rules of course. (like endlessages)
    4. Graphics must be clean without too much lag fluff(rocks and other stupid crap unless its big enough to hide behind and shoot)
    5. vehicles!  I want planes boats dune buggies tanks motorcycles fully customizable with the weapons armor and engine(like planetside or wwiionline but more complex like auto assault)
    6. extensive player economy everything revolves around money....
    7. no mobs everything must be mined and created ai mobs horrible and boring i want to fight people or at least a unique base they created
    8. no lvls no skills  no quests
    9. tribal warfare no friendly fire...your clan is your tribe you can allie or war anyone neutral as default. Small clans 50 people max.
    10. language filter and /ignore (no banning for cursing or exploiting just third party programs any exploitation should be imediatly fixed)
     
     
    Thats all i can think of off the top of my head.....
     
     
     

    This but . . .



    Make the whole thing set in the "Starseige Tribes Universe"



    The Tribes series has so much potential to become a great MMO.  Tribes 2 had one of the best CAD mods out there (before garys mod too)



    Make a game on the scale of EVE-O but with random planets and asteroids with differing conditions.



    Let people/tribes/clans build their own bases, or cities, this could have a viral effect. Think how many people you could recruit to build a neo hometown where you went off into a universe to conquer for fame a glory to your tribe.



    Make death actually seem feasible (no instant respawn in the middle of the air). Have cloning facilities or heath bays like starship troopers.



    Include a mock Internet

    include a mock email system

    include a mock battle network where you can see territory and maps and cartography and stuff (of course make maps and tactical data fuzzy and expensive)



    No grinding have players build machines to do that for them (ok building is the grinding but you have to do something and each building could be a work of art)



    have huge scale battles. Just like tribes 2 has ground warfare but extend it:



    include drop ships, mother ships, fighters, carriers, assault ships, the works . . .



    make shipyards where people can conceptually design their ship and have like a wait time (so you build this big of a ship it takes this many weeks)



    add a extensive skinning system to the game, allow people to augment their armors and get tattoos and stuff.



    have core main planets where tribeless players can network and form alliances.



    have the losers of a base take over have their characters reset and sent to the homeworld . . .



    make armor augmentations and weapon augmentations progress like a time line. (have tech get more advanced as it goes along)



    Give users the ability to contribute conceptual designs to the developers every month.



    Bring back the best fps and cast it into the limelight again . . .









    image

    \_

    Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety.
    _/

  • Nebojsa15Nebojsa15 Member UncommonPosts: 20
    Originally posted by EggFtegg

    Just making a multiplayer version of Morrowind would leave the others behind.
      isnt that kinda what age of conan is???? o.O
  • z80paranoiaz80paranoia Member Posts: 410
    WoW with no BoPs or BoEs. All items player tradeable. Player-made items better than drops. Real player housing. The ability to switch main factions and defect from racial faction. No class balancing. Just let all classes have their natural outright advantages...in other words no nerfing, not even by design. No stupid rules such as no perching etc.

    Guild Wars 2 is my religion

  • bugzonlsdbugzonlsd Member Posts: 410

    .........

  • b0rderline99b0rderline99 Member Posts: 1,441
    Originally posted by bugzonlsd


    .........

    hurray for constructive posting, or was that a bump of some kind?

    anyways, a lot of people in other threads (not in this one really yet) mention how every game which comes out right now is exactly the same.  Well in my perfect game i would keep a lot of the tihngs that are common in many games which come out today, so it isnt all bad

    for instance, things i would keep:

    -WoW/Vanguard style interface (works out well for me usually, i like it)

    -easter eggs

    -holiday events (though i would have tradable holiday drops)

    -party/group system (5 or 6 is a good size for a group)

    -instanced and non-instanced dungeons (so that at least one dungeon is available that isnt already cleared)

    -auction houses

    -first few quests are really simple

    -guild system (but with more management tools of course)

    -Mounts

    well its not much of a list because the majority of things i would at least alter a little, buts i guess im just giving an example to anyone who complains about every game being the same

  • KurushKurush Member Posts: 1,303

    Massive multiplayer Tribes with the same physics, weapons, and vehicles as Tribes 2 (plus more), a seamless world (no zones like Planetside), mirror hardware (same weapons for all factions to avoid the constant balance bitching of PS), a huge playing field (as big as all of Planetside's zones at lauch combined but all of it in one zone), more of an aquatic element (islands you can travel to via gunboats), with a highly optimized engine that looks good (doesn't have to look great) but runs smoothly without new hardware.

    If they release a game like that, I don't think I'd ever play anything else. I know I didn't play anything but Tribes 2 for a few years.

  • Red_JibutiRed_Jibuti Member Posts: 61
    Originally posted by Kurush


    Massive multiplayer Tribes with the same physics, weapons, and vehicles as Tribes 2 (plus more), a seamless world (no zones like Planetside), mirror hardware (same weapons for all factions to avoid the constant balance bitching of PS), a huge playing field (as big as all of Planetside's zones at lauch combined but all of it in one zone), more of an aquatic element (islands you can travel to via gunboats), with a highly optimized engine that looks good (doesn't have to look great) but runs smoothly without new hardware.
    If they release a game like that, I don't think I'd ever play anything else. I know I didn't play anything but Tribes 2 for a few years.
    YES!



    as I posted on another forum



    How sweet would it be to have all encompassing Tribes universe MMORPG-FPS?



    Think about the scale in which it could go.







    My mock game of Tribes On line:
    • One seamless universe with thousands of sectors and thousands of planets

    • All bases and conflicts are literally devised by players

    • Much like a restrictive CAD or a customizable base builder

    • Vehicles and lots of them all the hercs from the universe, all the tanks, all the fighters, all the transports AND then some. Add intergalactic battleships, drop ships that you can pilot, carriers, space fighters, mother ships (who needs a planet) space stations, space platforms, asteroid bases.

    • Extend buildings to resources

    • make planets and machines do the grinding you do the fighting

    • make players choose there core tribe (blood eagle phoenix . . .)

    • have factions for these tribes (make it like a max of 32 players)

    • have alliances permitted within the core tribe (say phoenix with phoenix)

    • make death seem like death

    • meaning either have clones and you spawn in a clowning bay or facility

    • or you have medical bays or reconstruction bays (like starship troopers)

    • post apocalyptic tribesEsq fantasy sci-fi setting

    • intergalactic capture the flag in stages?

    • capture and hold, has more meaning?

    • have all bases and outposts past the home worlds be captureable (no lame rules)

    • make clans and tribes fight for their lives

    • let clan based outposts and such be defended by core players without clans or alliance players (say everyone asleep and someone wants to capture that part of the galaxy have your core tribe pull at the core players to the first sign of conflict on a computerized drop ship defense) that would be hella' sweet

    • Make the commander screen have meaning, like a database with core clan intelligence, updates, news, front line callings, Google earth type intelligence, (make people find fuzzy little bases and pick there own strategic wars)

    • scouts could be the lone wolf star fighter type

    • make it a constant conflict

    • have instant 'stations' where people are jumped to the nearest active conflict so stuff never got boring

    • create a huge augmentable skin system, where clans/tribes/factions could vastly change the appearance of their armor

    • every week give players the chance to submit new original concepts (new guns/tech/fighters ships)

    • make capital galactic ships something people design (think nfs with cad) and have strategic shipyards build them over a course of a week or something

    • balance give the ground troops that edge, meaning don't make capital ships godlike or anything, like they can fire on a base because of something like atmospheric interference

    • random planets asteroids sectors, you name it

    • get our best minds to devise the best random content generator, whole world mappers and stuff like that

      then give rules to building bases like a rts (with the commander screen)

    • how cool would it be to have your tribe build a mock home city, like me starting new bend and virally dragging all my friends to help me build

    • bring the tribes series back better then ever.

    • add a separate client based on the mmo that is strictly fighting, people get placed in the hotseat of battle in or out of the mmo

    • add to that client the ability to have smaller scale 'lans games/hosted games' fully designed by the user with modding allowed.




    Anyways I love tribes, and believe this would be the perfect FPS if done correctly.



    [/long-ass dream game post]

    image

    \_

    Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety.
    _/

  • vajurasvajuras Member Posts: 2,860

    I don't think I can top borderline99 but here we go:

    All gear can be created by players

    Mobs drop 'logical' items. I kill a dragon he drops me scales. for random loot you can get that from perhaps pillaging a dragon's cavern and there is a chest full of items. or raiding a factions city you can get gold that way

    ability for players to loot others by taking 'stuff in their pack'. you cant loot their chest piece

    sci fi -> fantasy genre. original races

    full loot from pvp, gain xp from pvp. pvp fully supported from lvl 1.

    you do not grind for gear in this game. there is no uber loot. I want an equipment system like Guild wArs. you do good cause you have skill not because you bought a tweaked toon on some site from some farmer

    ganking/griefing is discouraged in player created 'safe havens'. I'm not sure how this should be handled but nothing's more annoying then being camped for no reason or being ganked by a rogue you can't see when you have 5% health

    NO ROGUE TYPES. if u must have stealth types then make it work exactly like Recons in Battlefield 2142 they are well done. also like the assassins in Guild Wars. these are balanced, original types that are fun to play and fun to fight against.

    completely skill based - no classes. there are already a hundred other uninspired MMOs with that. You can have a system similar to Fury / Guild Wars where you can only have a set number of skils active at a time if limits are needed.

    main focus is all out war however there will be some PvE. but the catch is that its all 'dynamic'. No fake, static quests. For instance if a city is under siege by some tough NPC mobs I organize a party and clear the investation. No respawns, they stay dead allowing me to make an impact. perhaps an 'evil' aligned player can go do something allowing this event to happen again but only if triggered by a player.

    heavily player driven content. build cities, own shops.

    good vertical movement and fast paced combat. possibly twitch with great action like Lost Planet multiplayer

    no outrageous grind- the main goal is adventure and war. you make progression with your guild. no 'uber' loot. Your faction can invest into machines like hover tanks, etc. if you lose them they gone for good though. this way pvp has point. If you attack someone you are risking a lot of money. they spend money on defenses etc.

    No Debt that is tired, old concept. if death needs to be punished do something like Prey has done.

    For Devs to hire some designers that have good imagination from various console games. not just rpg. that way we get some new fresh ides injected into an extreemly stale genre

     

  • CereberusCereberus Member Posts: 139

    ·        Better damage system – each part of the body has a HP or life if removed to zero that part of the boy is useless head damage kills, bleeding etc.

    ·        Better potion or damage repair system – meaning I can only mend the pain and only professional medics can heal it fully

    ·        FPS elements – Morrowind

    ·        Huge content of items, no 2 players should look alike

    ·        Huge amount of skills, there should be an enormous amounts if skills.

    ·        Skill levelling works by the amounts of times you have used the skills, i.e the more I fight with the sword the better I get with it

    ·        Magic spell creation – create magic spells like in morrowind (I never realised why mages never make there own spells)

    ·        Guilds can buy outpost and grow, basically a city system where the guild can have their own city with merchants etc…they can tax and allow other users to get it.

    ·        PvP, RvR, PvE

    ·        Elements for each class, if I choose to play a rogue or something similar then I should have elements in the gameplay which allows me to climb walls, hide, sneak etc. I don’t want to be a rogue just in name I want to be one in gameplay.

    ·        Mini games – a nice selection of mini games can make the games more fun, I wish to out drink someone online.

    ·        NO LEVELS there should not be levels its only skills, if my skills are better then I am better.

    ·        More interaction with the world, if I achieved great things the world should know it, every time I enter a city people should cheer if I saved the world from imminent destruction….or something like that.

    ·        Punishment – if you committed a crime i.e used a bot you will be publicly excecuted

  • bhwamabhwama Member Posts: 26

    Give everyone healing abilities, so everyone is responsible for it. Maybe make healing an innate ability, on perhaps a one minute timer. Call it "gift of the gods" or whatever. Do not make any healing classes in the game, as not enough people seem to want to play them.

    Then tune the combat around that one minute, 30 second, 15 second (or whatever time is thought best ) complete heal timer.  We could get away from the "4 players looking for a healer", or 17 players looking for 3 healers, or 21 players looking for 4 healers spam on the looking for group channels.  

  • creioncreion Member Posts: 78

    "The World" i think it was called from the /Hack. series would be a awsome real game not the crappy console based games

  • b0rderline99b0rderline99 Member Posts: 1,441

    I think that a certain number of seconds after combat you should completely heal, you could keep your debuffs, but there shouldnt be any healer classes or healing spells.  Instead have it be like halo where you are completely healed after one fight ends to prepare you for the next fight.  So any type of conflict against a vast number of foes (such as a dungeon) turns into a more stategic encounter based on many individual "tough" fights rather than an endurance contest againt easy prey

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