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What's the perfect Mmorpg looks like?

tazarconantazarconan Member Posts: 1,013

We were discusing with some friends the other day about the current mmo's existing so far and what the perfect mmorpg should look like here are some details:

1.Heavy character customization . Every time u lvl u should be able to contribute your points whereever u like STR , END,DEXT,AGIL e.t.c. so at end stage apart gear your stats could be diferent from other players..also some stats like inteligence wisdom e.t.c. should give somesome bonuses to cewrtain skills so if you are a warrior you should think carefully where to put your points and not like most games in strenght and  endurance only.

2. Weapons . I barely remember a game mmo rpg or not that a polearm has 4 metres reach , a 2handed sword 2 metres reach a longsword 1 meter reach e.t.c.  i must go back to baldur's gate,temple elemental evil and only 1 mmo rpg so far has this thingie and i forget its name...battles would be far more tactical and the type of weapon u use could do the diference and not just the dps on it

3.Races and classes . There should be a lot of races with more than just 1-2 unique racial abilities so every warrior or mage or should be really diferent from race to race. Concerning classes there should be hundrends of diferent skills+ talents so from warrior to warrior u could see a truly diferent spec if the players desires so. Some would say that this would make a game unbalanced but thats not true.. When u have hundrends of choises to make its up to every player and class to choose a smart specc with feats and talents for his class and the game itself should award the player for his good and smart choises. A  game can be unbalanced when u have few choises about your build and there is not much things u can change..There are 2 ways to make a game balanced.. 1 is WOW' s way very few talent choises just 3 trees calculated carefully and gear also calculated . The other way is to truly free the game and give loads of choises to pick skills feats and talents to the players so NONE can complain for balance.

4.Gear-Loot-Instances .Full randomized loot for each instance and each outdoors mobs u kill. One of the best looting system was the one of Diablo's with truly hundrends of thousands unique random pool generated items..so you wont say i miss the hands from my tier 4 set lets go to that place to get it..Its so much bpring to know what it drops and where, and much more fun to grind mobs where there is a small chance that u can get a really usufull item .

5.Combat system : After being bombed from the usual boring from vets players automated attack system we were happy to see a manual combat evolving system like the one AOC uses... But sadly they kinda screwed up by making the manual blocking system tottally useless in pvp ,and FUNCOM: Spamming combos and keyboard mindlessly SHOULD NOT win battles!! At least they tried though to make something diferennt , only the whole combat system needs revamp sadly .My opinion they should just had to copy/paste oblivion or severance blade of darkness combat system which is by far the best combat system ever and even easy to use without needing to spam keys like crazy but focus on tactical battles HEAR ME FUNCOM?

6.Frindly interface/Intercation wth other players:   just copy /paste WOW'S chat party/guild general system,channel's sustem ,party tool e.t.c. its working great dont think it can be better and easier to use...

CONCLUSION:  Some of these aspects are used already in some of the best existing mmo's in market but most of them are not..Question is if there is a technological problem/issue . I mean all those thigns would perhaps make a game too heavy ? or no? My guess is companies are making money without working too much and since they know that even without too much work ppl will buy their products anyway so why they should bust their ash down and work?

I remember older games werer loads of fun to get busy with ,games like baldur's gate and many others..that was an age that companies were finding ideas, were working with gameplay , they wer elistening to ppl they knew what ppl like and didnt made just a game with good graficks.

FOCUS ON GAMEPLAY DEVS!!!!

In mmorpg market there are 2 ways to make a game succesfull..

Find a well thought formula like WOW did where everything is balanced but yes.. it was fun for some reason to play for 3 years.

The 2nd way i describe it above...

Future? I place my  hopes for darkfall ,it has many characteristics that could make a good package of fun to get busy with, but from what i hear they face economical/financial problems and work so far isnt that good as they wanted to be...

Comments

  • AKBanditoAKBandito Member Posts: 82

    Bump for a good post.

    This is what I call a good start on content, .. the basics, . which every single MMORPG released in the last

    5yrs has failed to do.

    (Agree with it all, except any mention of WoW, best thing from that game, would be the UI.)

     

    Focus on Gameplay mechanics, if you can build a MMORPG with a good foundation, percieved lack of content,bugs ...etc. in what the typical MMORPG.com'er refers to as an "unfinished game",  wont matter!

    there is no such thing as lack of content, just lack of desire to do the boring parts of the content, because of a poorly designed(ie simplistic) character advancement options, cool spells/skills/abilities to look forward to, ..  ...  .. etc....etc.

    Grinding can be fun, if u make it interesting/dangerous and worthwhile. Current MMORpgs have a system of small amount of effort for a continual stream of rewards, since leveling is so damn fast, and easy. This is backwards and needs to stop, because in another 5yrs MMORPGs will really be themepark rollercoaster rides, where all you have to do is click a couple of times to see some new content.

    NM, my 2c, ill stop now before this becomes 20pages.

     

     

    Does anyone know how to make a mmoRPG anymore?

  • WolfenprideWolfenpride Member, Newbie CommonPosts: 3,988

    I like the idea of selecting a weapon for tactical reasons and not just dps.

    I also think being able to customize your own armor/weapons/etc. with gems and enchaments and such is pretty cool, loved the way they did it in hellgate london.

  • rasgrixrasgrix Member Posts: 169

    it completely depends on each person's version of the "perfect" mmorpg (for instance some people like sci-fi and some likes fantasy), but there could be different servers in a mmorpg that could satisfy most people's needs

  • IceTCIceTC Member Posts: 17

    I personally think the foundation of the ultimate MMO has to have unlimited advancing.  It is the single most addictive element to know you can always make your character stronger. Over time, you also develop sentimental value with that character and makes it that much harder to quit the game.

    Caps are nothing more than the first nail in the coffin for an MMO to die because then you need ongoing and satisfying content to keep you going but that does not last very long and even games like WoW have a hard time keeping up (reason I left few months ago - became too boring). 

    You look at a game like Gemstone (a TEXT mud) which has survived 20+ years and still going.  Why? Well, they had the best of both worlds, incredible depth/content and unlimited leveling for most of the games life (recently now made a lev 100 cap so we'll see if they start to fade)

    EQ was close to hitting the target when they introduced the alternate advance skills which easily added a few years of longevity to it and likely a reason they are still around.  My idea would be more around adding stat points to an unlimited level (to str, int, sta, etc) that has diminishing returns in value to prevent 'god' characters from ruining the game.  Example, 100 agility gives you 10% to dodge, 200 agility gives you 15% to dodge, 300 agility gives you 19% to dodge, 400 agil gives 22% to dodge, etc.  Although diminishing in value, the concept of 'getting more powerful' is like a ball and chain to any serious MMO player.

     

     

     

  • rasgrixrasgrix Member Posts: 169
    Originally posted by IceTC


    I personally think the foundation of the ultimate MMO has to have unlimited advancing.  It is the single most addictive element to know you can always make your character stronger. Over time, you also develop sentimental value with that character and makes it that much harder to quit the game.
    Caps are nothing more than the first nail in the coffin for an MMO to die because then you need ongoing and satisfying content to keep you going but that does not last very long and even games like WoW have a hard time keeping up (reason I left few months ago - became too boring). 
    You look at a game like Gemstone (a TEXT mud) which has survived 20+ years and still going.  Why? Well, they had the best of both worlds, incredible depth/content and unlimited leveling for most of the games life (recently now made a lev 100 cap so we'll see if they start to fade)
    EQ was close to hitting the target when they introduced the alternate advance skills which easily added a few years of longevity to it and likely a reason they are still around.  My idea would be more around adding stat points to an unlimited level (to str, int, sta, etc) that has diminishing returns in value to prevent 'god' characters from ruining the game.  Example, 100 agility gives you 10% to dodge, 200 agility gives you 15% to dodge, 300 agility gives you 19% to dodge, 400 agil gives 22% to dodge, etc.  Although diminishing in value, the concept of 'getting more powerful' is like a ball and chain to any serious MMO player. 
     



     

    i sort of agree, but the "ultimate" mmorpg are supposed to attract people right? having unlimited advancement would be unattractive to some gamers and the game might even be like EVE in which the people who played earlier will always be stronger than people who joined later, unless there is a cap in which the only good thing about leveling farther is for aethetic reasons

  • tarius11tarius11 Member Posts: 21

    I agree with you on a lot of the information here is some of the things I would like to see in future MMO's.

     

    1. Character customization- A lot of races to choose from. And I would like to see some spore like customization, so if I want my whole body to be tattooed than I should be able to do it and not 2 preassigned tattoo spots. Of course keeping in the limitations of the race, reality(so no mouths on your leg), and functionality. I would like to see a character change over time with their stats and skills so if a player invests extreme amounts of points into strength than they become ripped. Or if a person is heavy into fire magic than their veins appear say a fire orange color. No preassinged stats like when you hit level 44 with your warrior you gain 1 agil, 2 str, 2 end. More you gain stats and assign them where you deem fit. Also no classes, a lot of useful abilities (of course balance can never be 100%) to choose from many different  masteries.  But you can only have skills from say 3 masteries so you can't go and get 15 crowd control and one fireball spell. You start off with limited amounts of abilities and over time as you gain levels you can pick new ones. Instead of feat trees I'd like to see a lotro ability like powering up. So if I use Searing flames 250 times it increases damage 10% then 500 times adds a chance to increase duration. If fumes of whatever is also increased it complements the increase in Searing Flames and grants another upgrade so if they are both on the enemy the enemy has a 5% to whatever. However this would be very difficult for any dev to do. So if not I would like to see a 2 class system where a person can choose to be bard at the beginning of the game and a short time later can choose to become a second class, but not secondary so they can end up being  more powerful in the other class at the end of the game.

    2. Deep Itemization, random loot tables(except on ancient bosses).

    3. Exploration/raid content- I would like to see a game that encourages exploration through different ways. One raid bosses like an ancient sea snake are hard to come by, for example to find one you need to find a tablet in the sands of X desert and it is a random spawn anywhere in an X radius. Then you get X more tablets and find an ancient sea snake in a cove under the water way out in the middle of the ocean(need a boat to get there). The ancient bosses have a big loot table and only are there one time, so if you don't kill him first then you don't kill it. Rare spawns that have random loot tables and random spawn points/spawn times.

    Running out of character space but there are a lot of other things I would like future MMORPG's to include.

     

     

     

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