1. A good reason (to hunt those 5 rabbits, to PvP, to do ANYTHING and not just for the sake of it)
2. Good economy system (In my opinion PvP is an importent part of an good economy system, but so is housing, player owned shops, gathering of resource and refining them)
3. multiply PLAYER RUN factions (so not guild that everyone can create, but a set amount of factions). I think player should get more control over the direction and allies of the faction, they should not be set in stone. Makes PvP more fun and dynamic.
Too bad. I'm explaining mine. If you don't want to read it, just read the title of each.
1. Scalable content.
Enter any area with X amount of players at Y level and the area will scale the difficulty for your group. This would allow all the content to be played repeatedly over and over without any further development being used to revamp the areas. Development time could be spent on new scalable content. Each level gained wouldn't mean you're too high level or too strong to play it. Can't get an extra person to join you and your two pals? No problem! It scales. Have too many friends for that typically 5 man dungeon? No problem! It scales.
2. Character customization options.
Hair styles, colors, facial hair, forearm adjustments, butt size, neck size, facial morphing of a HUGE variety of faces. I'm not done, appearance tab is a must as well as dyes! Want to look like a power ranger? Fine. Want to look normal? Yep, can be done!
3. Random loot generation.
Nothing has peeved me more than killing such and such boss over and over and over just hoping to get that one piece of equipment that will drop 6% of the time, just so I can look like a clone, same as every other class like me. Who doesn't like the random loot drops of Diablo? Getting a Violent slashing fine fire breathing long broadsword of hastely goblin slaying havoc is so much more exciting than seeing that same blue thing drop AGAIN. What's that? It would make the balance out of wack? No it wouldn't. Have it based off a point system. Say an uncommon item can spawn with 100 points worth of goodies. 1 strength could coun't as 1 point, 10 crit rating could count as 10, or however you feel the best stats would be worth in a point system, and then it would be limited to the 100 points. A rare could be 200 points, an epic could be 300 points. Every epic that dropped at XX level would be the same equivilance in points. It would be a matter of getting the statistics that you want or need. Can't get a good drop? Well too bad! I guess you're just not lucky enough! Are you going to cry about it? Then play something else!
1) classless system, or the ability to multi-class infinitely. With Levels unlocking new skills (Asherons Call), or if class system, 100 levels for your char to gain, then at 100, the ability to pick a secondary class to level at 2x exp (semi horizons style, but not switching during) Skills that would scale depending on which class you were playing.
2) ability to further improve my character (AA, unlimited exp spending in skill trees), tired, very tired of GEAR only grinding.
3) Open Sandbox crafting, ability to craft anything I want (if i level it) again scaling so second craft is 2x as hard to skill/level. Ability to build/design everything, houses, boats, (alot of what Archeage is doing)
One thing I would love to see in any mmo, is actual experimentation on any craftable item, in Eve's case, a ships bpo, that has had a few "extra bonus items" added to the mix to get an experimental value added to it, say maybe an extra 1% speed boost, or, maybe an extra .5% to tracking speed.
it can work in nearly all mmo also, extra percentage of damage potential for a weapon, protection, or, anything else, But, it has to be a bonus, and , it may also be a negative to a character also, or, the item in question can be sold to hapless ppl
Playing: GW2 Waiting on: TESO Next Flop: Planetside 2 Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
1. A lot of different type of content, more than current MMO's have. Like different ways to level, pve, pvp, more crafting options, minigames, etc...
2. Easy to Understand, but deep Progression system, whether it is class-based, skill-based, or another type. I would like a combo of class and skill.
3. A great combo of a story and a world (kind of like Lord of the Rings books).
"Great minds talk about ideas, average minds talk about events, and small minds talk about people." - Eleanor Roosevelt "Americans used to roar like lions for liberty; now we bleat like sheep for security." -Norman Vincent Peale
.............oh and it CANNOT be a fantasy setting. Let's try post apoc, horror-survival, steampunk, sci-fi or the like. Enough elves and lightning bolts for crying out loud.
Joined 2004 - I can't believe I've been a MMORPG.com member for 20 years! Get off my lawn!
Comments
Thats easy, the three main features of a game are:
1. Fun
2. Fun
3. More fun
For a computer game, its:
1. Great rulesystem
2. Great interface
3. Great world to explore
The three musthave features of a MMO:
1. Subscription without any microtransactions
2. Third person perspective
3. No item decay or any other form of treadmill gameplay
My three favorite ideas for the "ideal" MMO are:
1. Complex, deep, customizeable classes with individual gameplay feeling
2. Huge gameworld to explore, seamless and with realistic viewing distances
3. Meaningful PvP (not just stupid banditery, combat about influence and ressource ownership)
-high replayability (many starting zones or ways to start or develope your character),
- open world (no fences, mountain ranges, rivers every few steps you can't cross)
- powerful terraforming
Also: deep crafting, complex weather and seasons system, no item shops that effects gameplay in any way.
Let's play Fallen Earth (blind, 300 episodes)
Let's play Guild Wars 2 (blind, 45 episodes)
1. A good reason (to hunt those 5 rabbits, to PvP, to do ANYTHING and not just for the sake of it)
2. Good economy system (In my opinion PvP is an importent part of an good economy system, but so is housing, player owned shops, gathering of resource and refining them)
3. multiply PLAYER RUN factions (so not guild that everyone can create, but a set amount of factions). I think player should get more control over the direction and allies of the faction, they should not be set in stone. Makes PvP more fun and dynamic.
Perfectly said!
_________________________________
Currently Playing: Eve-Online
On the Backburner: EQ2
Retired: EQ, DAoC, WW2Online
RIP: AC2
Tried: Ryzom, Roma Victor, RoM, KH2, Forsaken World, AO, AoC, APB
Quit: SWG PRE-CU(Radiant/Starsider), WoW
Achiever 47% / Explorer 40% / Killer 87% / Socializer 27%
1) SWG style robust crafting system where crafted goods are better then looted goods.
2) Classless skill based character system without combat or character levels.
3) Robust player housing or city development system
Too bad. I'm explaining mine. If you don't want to read it, just read the title of each.
1. Scalable content.
Enter any area with X amount of players at Y level and the area will scale the difficulty for your group. This would allow all the content to be played repeatedly over and over without any further development being used to revamp the areas. Development time could be spent on new scalable content. Each level gained wouldn't mean you're too high level or too strong to play it. Can't get an extra person to join you and your two pals? No problem! It scales. Have too many friends for that typically 5 man dungeon? No problem! It scales.
2. Character customization options.
Hair styles, colors, facial hair, forearm adjustments, butt size, neck size, facial morphing of a HUGE variety of faces. I'm not done, appearance tab is a must as well as dyes! Want to look like a power ranger? Fine. Want to look normal? Yep, can be done!
3. Random loot generation.
Nothing has peeved me more than killing such and such boss over and over and over just hoping to get that one piece of equipment that will drop 6% of the time, just so I can look like a clone, same as every other class like me. Who doesn't like the random loot drops of Diablo? Getting a Violent slashing fine fire breathing long broadsword of hastely goblin slaying havoc is so much more exciting than seeing that same blue thing drop AGAIN. What's that? It would make the balance out of wack? No it wouldn't. Have it based off a point system. Say an uncommon item can spawn with 100 points worth of goodies. 1 strength could coun't as 1 point, 10 crit rating could count as 10, or however you feel the best stats would be worth in a point system, and then it would be limited to the 100 points. A rare could be 200 points, an epic could be 300 points. Every epic that dropped at XX level would be the same equivilance in points. It would be a matter of getting the statistics that you want or need. Can't get a good drop? Well too bad! I guess you're just not lucky enough! Are you going to cry about it? Then play something else!
1. Open world no zones or instance
2. Freedom to play how ever i want.
3. PvP free for all full loot
P.S. On a note, i would love to have character creation with a many options and make it realy unique character.
1. open world Western United Sates settings
2. No factions but Gang and Law Inforcment groups (player based)
3. Bounty System
(so yes a full red dead redemption MMO)
1) classless system, or the ability to multi-class infinitely. With Levels unlocking new skills (Asherons Call), or if class system, 100 levels for your char to gain, then at 100, the ability to pick a secondary class to level at 2x exp (semi horizons style, but not switching during) Skills that would scale depending on which class you were playing.
2) ability to further improve my character (AA, unlimited exp spending in skill trees), tired, very tired of GEAR only grinding.
3) Open Sandbox crafting, ability to craft anything I want (if i level it) again scaling so second craft is 2x as hard to skill/level. Ability to build/design everything, houses, boats, (alot of what Archeage is doing)
One thing I would love to see in any mmo, is actual experimentation on any craftable item, in Eve's case, a ships bpo, that has had a few "extra bonus items" added to the mix to get an experimental value added to it, say maybe an extra 1% speed boost, or, maybe an extra .5% to tracking speed.
it can work in nearly all mmo also, extra percentage of damage potential for a weapon, protection, or, anything else, But, it has to be a bonus, and , it may also be a negative to a character also, or, the item in question can be sold to hapless ppl
This will be a challenge...
1. Player made factions.
2. Player made cities.
3. Politics, Crafting, Combat.
I have more then 3 features so here goes:
1. Huge seemless world (as big or bigger then Dereth in Asherons Call)
2. No factions or capital cities
3, Classless XP based skills (as in AC)
4. Dynamic loot (Diablo & AC style)
5. solo and small group focused random spawning dungeons
6. A very harsh death penalty (AC style, exept cant drop equipped items)
7. No mounts but a portal type of travel system (similar to AC)
8. guild allegiance system similar to AC
9. DAoC style PvP frontiers with a huge open dungeon for PvEvP
10. No resilence
11. Open dungeons (NO INSTANCES WHAT SO EVER)
12. A very long leveling game but whereby the journey is the reward (no endgame)
Everything you need to know about Elder Scrolls Online
Playing: GW2
Waiting on: TESO
Next Flop: Planetside 2
Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
1. Well defined group mechanics for combat.
2. Slick, well thought out and sensible crafting abilities.
3. Intuitive, innovative and polished UI that encourages customization.
1Crafting
2.big explorable world
3.enjoyment should be a featue imo.
1. Huge variety in character creation/progression.
2. Player interdependence.
3. Reasonable payment plan.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
1. A lot of different type of content, more than current MMO's have. Like different ways to level, pve, pvp, more crafting options, minigames, etc...
2. Easy to Understand, but deep Progression system, whether it is class-based, skill-based, or another type. I would like a combo of class and skill.
3. A great combo of a story and a world (kind of like Lord of the Rings books).
"Great minds talk about ideas, average minds talk about events, and small minds talk about people." - Eleanor Roosevelt
"Americans used to roar like lions for liberty; now we bleat like sheep for security." -Norman Vincent Peale
Character development based on skills
Seamless world
Land and player house ownership
1. Gigantic open seemless world to explore.
2. Complex and highly customizable skill system.
3. Player made towns and settlements.
.............oh and it CANNOT be a fantasy setting. Let's try post apoc, horror-survival, steampunk, sci-fi or the like. Enough elves and lightning bolts for crying out loud.
Joined 2004 - I can't believe I've been a MMORPG.com member for 20 years! Get off my lawn!
-unprecedented character customization
-huge seamless world
-no power progression
Guild Wars 2 is my religion
Endless ideas ! This game presents all i want in one MMORPG !
1. Guild
2. Wars
3. TWO
- Mount & Blade combat mechanics
- Dynamic territory control
- Dynamic NPC growth / decay based on settlement evolution
Better to be crazy, provided you know what sane is...
1. huge seamless world
2. three playable factions
3. crafting on par with raid gear
The following statement is false
The previous statement is true
LOTRO & EQ2 have what I like in an MMO right now.
Played: MCO - EQ/EQ2 - WoW - VG - WAR - AoC - LoTRO - DDO - GW/GW2 - Eve - Rift - FE - TSW - TSO - WS - ESO - AA - BD
Playing: Sims 3 & 4, Diablo3 and PoE
Waiting on: Lost Ark
Who's going to make a Cyberpunk MMO?
1. Full on fantasy (lots of races and classes and swords and armor. fantasy stuf like that)
2. Dynamic story and combat
3. Being able to stick to the game for more than a year and not get bored!!!!!!!!!!
1. housing
2. meaningful crafting
3. immersive world
live long and prosper
strength and honor
if urgent do it yourself
if you have time-delegate it
if you have forever-form a committee