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Sandbox (Skill based), Group Oriented, Few Quests, No Guilds, No Instances, No Teleporters, Dungeons

AndirAndir Member Posts: 232

I read my list of requirements over and over and after writing them down I realize why I stopped playing MMOs... If anyone knows of one that fits the bill though, I'm glad to try it.

Sandbox (Skill based):  Character development that has nothing to do with classes.  If I want to make a sword wielding melee mage that lifetaps, no problem.  Be aware though:  If you want to breath water, be prepared to hurt when you have no water around.  If you want to see in the dark, light may make it hard to see.

Group Oriented:  Raids... Boo.  No way I'm getting to the end of my game to find that the whole thing is a totally different style of play.  I want group based expeditions through the entire game.  End-game should NOT be a rush and should not be a constant repeat of the same zones looking for ___ item.  Grant me some extra skills in my offspring new characters when I make a new one... something.  There's definately things that could be done if/when you hit max level besides item farming.

Few Quests:  I hate quest treadmills just as much as I hate Guild centric MMOs.  Epic quests are fine with me, as long as they are worth the time.  Just (for Heaven's Sake!) no more: Here, take these 5 leather whips to the next requirement so he can tell you what to do for the next 5 levels.

No Guilds:  Yeah, I said it.  Guild are great to keep people in the game.  Keep them from defecting when the devs screw up the game.  Great for Peer Pressure gaming when you really don't want to.  I personally feel that Guilds segregate the game and force people into cliques, internally and externally.  Face it.  You've all been in guilds where they have A-Teams and B-Teams.  I'd only settle for guilds if they were restricted to certain skills (crafters, warriors, mages, crafting mages, so on...), a part of the world (not player made) and it was a status item for getting resources or items cheaper at certain shops favorable to these guilds.  Not a global chat / Guild hall whoring / elitist mega group.

No Instances:  None, whatsoever.  I'd prefer no zones as well, but I could live with Zones as long as they don't have "Towers of Fate: Instance 15" or doors you click on and suddenly your group is whisked away from the rest of the world to some lame instance.

No Teleports:  Promoted regional economies.  Traveling salesmen players who actually might benefit from braving the harsh wilds to make a profit selling "resource X" a few miles away.  If you want to group with your friends... you better follow them (soul stone you bind  to a friend when you log maybe?)  Regional economies would also influence crafting, mining, etc.  Some areas would be better suited for mining since they have harder materials available to make digging utensils for example.

Dungeons Galore:  I'm sick of overland camping.  Get a group or begin solo.  Work your way into a dungeon at your pace with breakpoints or sustainable rooms along the way.  Heck, underground cities where undergound races live (and begin? though Ideally, if you spend all your time below ground, your character should change to reflect... lighter skin, better night vision, worse day vision, sun burn)

Bring back the night: ...that brings me to another point.  Nighttime is not just a different colored day.  Be afraid to travel at night for fear of getting jumped by a big mean night stalker.

Crowd Control Skills:  Bring it.  If someone needs help because they are about to die.  There's nothing wrong with stunning, holding, or charming that mob to help.  If the mob can't hit you... good!  You're not cheating.  You better be prepared to fight if he doesn't take kindly though.

Truly useful factions:  Bring back KOS.  Allow me to gain favor with the Goblins (for example) and travel to their city if they are smart enough to have one.  They have access to different resources as well based on the regional economies.  Your appearance will begin to change (look of armor, weapons, etc. you aquire from them)  Be prepared to be KOS to cities not favoring the Goblins though!  Players will likely start in a neutral town and choose their path as they advance.  They should also be able to choose a race.  Only those choosing total alliance to a race would gain total trust.

Race Uniqueness:  Different races have different skills.  Big muscly races are better melee warriors.  Isolated thinkers/scientists will likely be better with tools or magic.

Areas that require skills:  Locked doors, large chasms, small passages, underwater... not everyone will be able to make it through.  Only those with a skill to beat the odds/geography may pass.

 

Am I asking for a lot.  Hell yes.  I think we deserve it though after trudging through crappy MMO after MMO.

Comments

  • jm17511jm17511 Member Posts: 7

    Most of your criteria can be summarized to "realistic/low-fantasy game world". There are older games out there, like Ultima Online, that meet many of your criteria.  If you find a newer one, let me know! There might be others in sci-fi or anime, which i dont know anything about as im not inot it.

    Moroever, I am aware of three games under development that might tickle your fancy (as they do mine), those are

    - Darkfall (http://www.darkfallonline.com/)

    - Mortal Online (http://www.mortalonline.com/)

    - Renaissance (http://www.renaissance-mmorpg.com/)

    Maybe you should read a bit on their websites and see if you like what you see. If there are more games of this type being developed, let me know as well!

    However, i doubt there will be many (if any at all) MMOs without guilds...

  • AndirAndir Member Posts: 232

    Thank you... I'll definately read up on these.

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