No problems. Are you attempting to make this already or what? Are you attempting to do this by yourself or what?
Some of what you say appeals to me alot and I'm guessing some of the stuff I don't care about would interest other people but I think if you are just trying to sell the idea you should try to highlight the main hooks a little better. Rather than a few specific things. Anyway to me the biggest thing would be your questing system but I have no idea how you plan to go about it. I like the gathering too but it was done in swg pre cu.
voted no but i'm not sure how to state my criticisms constructively. I will try my best.
what i see above doesn't inspire confidence in the game designer. many important systems weren't addressed and others such as the level system and the comment about critical hits either don't seem well thought out, or they are well thought out and the reasoning behind them is not addressed well enough or explained clearly.
this is merely my personal opinion, i did not want to stick a NO under it without explaining why.
A word of caution. Ive seen a whol elot of games with a fantastic list of features that were paired up with an unstable client and combat that was terribly unfun and buggy.
There is no point to making a game if the basics are not there...that is the game.
Games like earthrise/mortal online/xyson/dawntide and others have tried to dazzle gamers with a list of features that everyone wants, then figured that would keep people untill they could get the game mechanics and execution of its basics fleshed out...and quickly learned that with no enjoyable base the list of features quickly becomes pointless.
Then look at a game like TERA...terrible feature list, a mediocre themepark...with a good and fun combat system, was able to be developed cheaply and has more than enough players in two markets to keep going.
If you guys can make a stable and enjoyable client, and have a stable and fun combat system (more unique the better) then youll have all the time in the world to add in all the features and systems that would make the game listed in the OP post a real winner.
Developers always fail when the basic "game" isnt deliverd at launch.
As a supporter of diffrent games, having supported every "sandbox" type game and game that breaks the wow-park mold, i will say that im not interested in any game that lacks a basic enjoyable and stable game mechanics...fun combat and stable client...no matter how interesting the list of features and planned features is.
But yeah that list of features sounds great...now get working on the basics!
i do agree with many points being brought up here.
i can only go on to assure you that the combat system will be an aim based system, not a tab target one.
since many of these systems have been thought out very thoughoughly by the games founder, i doubt this MOVW...the first of its kind...will be making any false promises.
of course a few things here (minor details) might be subject to change, but for the most part i am not alone and the project has undergone many changes over the year of its conception and has melted down to what you see here.
please guys, tear this thread apart, or prop it on your shoulders... cause this games getting released someday, with my help or not.
I've never been a fan of post-apoc games. The pairing with a fantasy setting is interesting. A lot of the features you've described sound nice.
I would definitely at least try the game if/when it comes out. Then again, I'll pretty much try any game that lets me do as such.
If you're dead set on making this game, and are passionate about what you're doing; you have nothing to worry about. So long as you're doing something different that isn't completely retarded, you will always have a fanbase.
The best thing I have to say to you is; I'm glad you're rising to this challenge, and I look forward to what comes of it.
I've never been a fan of post-apoc games. The pairing with a fantasy setting is interesting. A lot of the features you've described sound nice.
I would definitely at least try the game if/when it comes out. Then again, I'll pretty much try any game that lets me do as such.
If you're dead set on making this game, and are passionate about what you're doing; you have nothing to worry about. So long as you're doing something different that isn't completely retarded, you will always have a fanbase.
The best thing I have to say to you is; I'm glad you're rising to this challenge, and I look forward to what comes of it.
thank you for your post. and the sentiments.
i think the post apoc part of the game story is to leave it open ended to expand into a another type of game in the future.
the story conveys a lost cache of technology that has not been "re-discovered" yet, placing into the lore an infinitely exbandable amount of outcomes/game features. thus an ever-evolving game story.
this means to me that this game could go from DAOC to Planetside 2 within its long term development.
You managed to answer my question regardless of your uncertaintity as to if you understood it. I asked because I think with so much talk of faction points it was important that they weren't just a useless tally. Anyway I might try and fire away some more question tommorow but I've been on these forums all day and it's saturday night here now so I'm going to give "having a life" one last shot for the week It's a long shot so wish me luck!
I can't say your post or replies instilled a lot of confidence in me. I've been leading a team developing a HE game for a while now so I wish you the best of luck working with this absurd engine.
I've never been a fan of post-apoc games. The pairing with a fantasy setting is interesting. A lot of the features you've described sound nice.
I would definitely at least try the game if/when it comes out. Then again, I'll pretty much try any game that lets me do as such.
If you're dead set on making this game, and are passionate about what you're doing; you have nothing to worry about. So long as you're doing something different that isn't completely retarded, you will always have a fanbase.
The best thing I have to say to you is; I'm glad you're rising to this challenge, and I look forward to what comes of it.
thank you for your post. and the sentiments.
i think the post apoc part of the game story is to leave it open ended to expand into a another type of game in the future.
the story conveys a lost cache of technology that has not been "re-discovered" yet, placing into the lore an infinitely exbandable amount of outcomes/game features. thus an every-evolving game story.
this means to me that this game could go from DAOC to Planetside 2 within its long term development.
Don't read anything I say as more than an opinion or idea, or maybe even just a counter to your idea to test it, as I mean to be as helpful as I can;
----
Time already goes by more fast in game, due to player preference, as real world time linked to in game time would have players waiting hours for a certain time to roll around. Speeding up the flow of time even more to allow for changes so massive in technology is risky, and could turn into a bad thing. What if this happens? What if players like the point in the game that they are at (at any given time), and they don't want time to progress. This could cause them to quit.
Would you move time forward anyway? That is how it happens in the real world, after all. Things happen, and they're not always good, but they still happen.
I for one would rather be faced with bad that makes sense, than be given what I want all the time. This, sadly, can not be said for others.
What is the game plan, how do you handle that situation?
----
And what is the view on the subject of 'balance'?
Do you intend to keep everyone equal? I'm not talking stats and skills here, I'm talking about new technology. Small changes in games like WoW break 'balance', only to have an endless cycle or hotfixes and more breaks. I could only imagine what new technology, and changing eras would do.
Would you cater to those craving balance, or leave the world as merciless as it would be if it were real?
If everyone is using swords and someone invents a gun, does everyone suddenly have the aptitude to use a gun at perfect skill?
----
Personally, I have no questions about anything at face value. My interest is allocated to the way things will work, or not work. How the players will use what they have to the fullest, and what they will be restricted to. I'm interested in how the devs/gms/cms will react to things like abusive pvp/war, conflict in chat, etc.
Will it be 'anything goes', much like EVE, or will there be heavy moderation on what is and isn't possible/allowed?
~edit~
Does this project have a site? I can't help but feel it would be easier to clearly state your features and ideas with that kind of output.
you sir bring up many good points here. now that you make me think i might actually not know the founders vision on this 100% correct atm. ill direct him to this thread and maybe have him jump in here soon himself.
in one way if what i said before is true (my assumption) i could think of only a few ways to handle this:
Master level players and above whould be the only one able to access this "ancient tech" in my eyes even saying only the top 5% of players would ever be able to obtain this.
the more i think about it the more i might be wrong about my inital assumption. but if you have read the fouders post just as i have many times it simply plays off this lore element and is very suggestive to this fact.
maybe in essense this could be deesigned to be a "RACE" for each faction to strive for. but i somehow doubt that reeks of balance...
i dont think exp packs are a good idea whatsoever. what i do think is that certain discoverable items in game to use as aids in crafting, gear making, and player appearance could be based on ..re-discovered tech. like for example certain UI elements could start off seeming very old, then as you play the game you could "unlock" certain tech "items" to make your life easier. mainly UI elements imo.
for exaple a "PDA" found during a end game pvp experience or quest could be like a "excalibur" giving you great advantages in the game but those that dont make or break combat systems.
You could have the most incredible "design.doc" ever conceived & it would be entirely meaningless, for games in general & especially for MMO's it's all in the execution of that design.doc.
you sir bring up many good points here. now that you make me think i might actually not know the founders vision on this 100% correct atm. ill direct him to this thread and maybe have him jump in here soon himself.
in one way if what i said before is true (my assumption) i could think of only a few ways to handle this:
Master level players and above whould be the only one able to access this "ancient tech" in my eyes even saying only the top 5% of players would ever be able to obtain this.
the more i think about it the more i might be wrong about my inital assumption. but if you have read the fouders post just as i have many times it simply plays off this lore element and is very suggestive to this fact.
maybe in essense this could be deesigned to be a "RACE" for each faction to strive for. but i somehow doubt that reeks of balance...
i dont think exp packs are a good idea whatsoever. what i do think is that certain discoverable items in game to use as aids in crafting, gear making, and player appearance could be based on ..re-discovered tech. like for example certain UI elements could start off seeming very old, then as you play the game you could "unlock" certain tech "items" to make your life easier. mainly UI elements imo.
for exaple a "PDA" found during a end game pvp experience or quest could be like a "excalibur" giving you great advantages in the game but those that dont make or break combat systems.
hope this helps
Well, it isn't meant to help me. My mind can roam for hours about how things could work. I'm just bouncing ideas/proding curiosity.
UI elements are fine, and the way you've explained I can see working, but only partly.
In a world where someone is using a PDA, or any new technology, a player would expect the world to change with it. I couldn't see technology moving forward while retaining wooden/stone structures, for example. If people transition from horseback to motor vehicle, roads would be upgraded, new roads would be made, an entire city would need redesigning. Each city would logically move with progress, some faster than others depending on the depth of implementation.
How should we as players expect things like this to occur? How are you (the devs) expecting to tackle jobs that big? Redesigning everything as players shred through content, and the game progresses? New animations, textures, models, and as you mentioned, GUI elements? Even then we're looking at variables, and if we're not, is the timeline not linear and pre-planned?
You said you didn't think expansion packs would work. If time and technology progress is this important of a key element, is there any other way it CAN work? Can UI elements carry that much on their own?
Thanks for your honest replies. It makes me that much more interested in what you (or anyone who does it) has to say.
i most likely have my info twisted here. is there anything else that jumps out at you NIII? i would love for you to pick a new topic/direction according to what you think would be important issues to address for the thread.
i have one... everyones most ideal combat system possible:
Shoot!
twitch true FPS style combat will not be a super realistic option i have been told by the founder, but he said its going to be aim based all the way. what would you guys love/like to see a game finally release? what elements are crucial? what shoudnt be done? what should be done?
personally i would love a game with aim based 3rd person view combat, possibly integrating the old "switch view left or right/combined with moving WHILE casting spells" lol possibly a new "Neo from the matrix style bullet dodge keypress, allowing for a backward dodge, in addition to side to side dodging. stamina/ energy based systems seem to me to be limited excuses to not balance fps-type elements. most likely with a press alt for mouse, locked cursor ala TERA or say Planetside...kinda fps-y i know. but its just what i think would be most fun to play.
if anyone reading this is interested in joining the devolpment team for this project please simply send me a PM on these boards ASAP. Whatever your skillset, whatever level of MMO experience you have, it doesnt matter. Testers on through programmers should feel free to contact me at any time through forum PMs. you can never have to many bodies to throw at a task as daunting as making an mmo. HERO engine familiarity would be a GODSEND.
dont hesitate guys, were gonna need all the help we can get.
There are an unlimited number of things I could talk about as far as what I want in an mmo, and so little time to do it in.
If we're talking my perfect mmo's gameplay;
I tend to stay behind the scenes, with crafting, socializing, and defensive roles. These three things alone are very broad topics, so I will cover them seperately.
~~~~
-Socializing
I love a game that supports (by structure) a good community. Some argue that group/guild finders ruin communities, but I only find it partly true. From experience, growth in community size has shown opposite effects on how tight knit the community is. These factions... how strict would they be? Can we hop between factions? Who's to say my beliefs (as a roleplayer) are directly aligned with any of the factions? Can we be neutral? Could players form guilds/clans/etc, and grow to a size enough to make a difference in the community/game world?
There is also a flip side to this. Will there be areas in the game that aren't so devastated by apocalypse/conflict, and will allow players to engage in a sort of social/communal getaway? Will there be shared towns/hubs?
~~~~
-Crafting
In my ideal game, crafting isn't right clicking and waiting; rinse and repeat until I'm capped. I'd like the game to shed as much light on crafting, as combat, as in my opinion, it is equally as important. After all, nothing breaks immersion like mobs and npcs that gain an unlimited supply of gear and items from a source unknown. If only we could interrogate them before slaying them to find the damned source!
I would want the crafting to be directly tied into the game's economy, the supply of the npcs limited, as well as the currency. Players should run the market in pretty much every way. This could tie in well with your technology, if done correctly. Maybe a player makes a discovery, and obtains the ability to create an item no one else can, but he can master that design, and then make schematics for the item, and sell the schematics to other players, so they can learn to make it, and so on. Everyone should be at the mercy of everyone else.
~~~~
-Combat [& Defensive Roles]
Special attention given to defensive roles in this post is limited to me saying, don't do what GW2 did and try to break the trinity by removing something people actually like doing, unless you're prepared to lose that playerbase. As an avid healer, I was very saddened by that.
The rest of my views on combat are as such;
I love the idea of twitch combat in any game. I think the fact that you can target something with a bow, and your accuracy will be based on a percentage/stat is pretty dumb. If I have a bow, I want to aim. If I have a sword, I want to swing where the opponent won't block. Some games have tried this in different ways, and somehow managed to fail. This makes players say it can't work. If you take anything I say seriously, let it be that anything is possible; you can make anything work. Tons of other games have made it work, why can't mmos?
My liking of twitch combat doesn't--however--mean that I want to be on the edge of my seat at all given times. There are times when I want to give minimal effort, like when I know I outmatch someone.
If the game has 'pure' skill based combat, and I have to aim every attack, and dodge every attack; this pretty much fixes it's self. I can toy with the enemy if I want, simply by playing it smart, instead of running in spamming. This is the best way to do combat, in my opinion. Exciting when you want it, but not annoying when you don't.
~~~~
Over the shoulder, first person, top down, none of this really matters to me, so long as the games perspective suits the layout of the environment, and the animations aren't horrid (clunky, broken).
If I had to choose, it would be over the shoulder, with the ability to zoom into a full body first person. I would rather use a bow in first person, but I would rather use a melee weapon in third. The closest thing to this that I've seen is TES series.
~~~~
Another topic I'd like to inquire about;
PvP Loot
Is it restricted? If so, what motivates a person that doesn't like gear grind with points/tokens.
If not, how much will be lost? Will the penalty be harsh (everything drops, all money lost), or soft (one item drops? maybe just money lost)?
I know you wanted to change the topic from things like this, but; How would the staff/moderation go about handling camping someone until they have no gear or hope of survival?
Personally I enjoy full unrestricted PvP looting. In my opinion it forces communities to be built, alliances to be made, guilds to be sought. Nothing makes you find friends like being scared shitless. Nothing makes a war happen like two guilds backing their respective members.
~~~~
At this, I bid you (the thread) adieu. Or at least until tomorrow, or next time.
I look forward to reading/discussing more about it.
Thanks alot, now I get to dream about mmo features.
Comments
I'd check it out some more.
thanks for the register of interest, Cheers!
No problems. Are you attempting to make this already or what? Are you attempting to do this by yourself or what?
Some of what you say appeals to me alot and I'm guessing some of the stuff I don't care about would interest other people but I think if you are just trying to sell the idea you should try to highlight the main hooks a little better. Rather than a few specific things. Anyway to me the biggest thing would be your questing system but I have no idea how you plan to go about it. I like the gathering too but it was done in swg pre cu.
voted no but i'm not sure how to state my criticisms constructively. I will try my best.
what i see above doesn't inspire confidence in the game designer. many important systems weren't addressed and others such as the level system and the comment about critical hits either don't seem well thought out, or they are well thought out and the reasoning behind them is not addressed well enough or explained clearly.
this is merely my personal opinion, i did not want to stick a NO under it without explaining why.
A word of caution. Ive seen a whol elot of games with a fantastic list of features that were paired up with an unstable client and combat that was terribly unfun and buggy.
There is no point to making a game if the basics are not there...that is the game.
Games like earthrise/mortal online/xyson/dawntide and others have tried to dazzle gamers with a list of features that everyone wants, then figured that would keep people untill they could get the game mechanics and execution of its basics fleshed out...and quickly learned that with no enjoyable base the list of features quickly becomes pointless.
Then look at a game like TERA...terrible feature list, a mediocre themepark...with a good and fun combat system, was able to be developed cheaply and has more than enough players in two markets to keep going.
If you guys can make a stable and enjoyable client, and have a stable and fun combat system (more unique the better) then youll have all the time in the world to add in all the features and systems that would make the game listed in the OP post a real winner.
Developers always fail when the basic "game" isnt deliverd at launch.
As a supporter of diffrent games, having supported every "sandbox" type game and game that breaks the wow-park mold, i will say that im not interested in any game that lacks a basic enjoyable and stable game mechanics...fun combat and stable client...no matter how interesting the list of features and planned features is.
But yeah that list of features sounds great...now get working on the basics!
deleted
EDIT
People making some good points here so I figure I'll just shut up.
i do agree with many points being brought up here.
i can only go on to assure you that the combat system will be an aim based system, not a tab target one.
since many of these systems have been thought out very thoughoughly by the games founder, i doubt this MOVW...the first of its kind...will be making any false promises.
of course a few things here (minor details) might be subject to change, but for the most part i am not alone and the project has undergone many changes over the year of its conception and has melted down to what you see here.
please guys, tear this thread apart, or prop it on your shoulders... cause this games getting released someday, with my help or not.
Okay than. First thing that pops into mind is what is so important about these faction points and faction NPCs that people will want/need them?
im not sure if i fully understand the question. possible answers:
1. fun character development choices
2. "Perks"
3. why do people even play video games?
4. consiquences for actions?
5. obtaining fame for your Guild/self
can any of the guys that initially responded give me any more feedback? after reading the long post by the founder of the project?
i would like to keep this ball rolling with steam for the simple reason that i have off work tomorrow and will be camping this thread all night lol.
I've never been a fan of post-apoc games. The pairing with a fantasy setting is interesting. A lot of the features you've described sound nice.
I would definitely at least try the game if/when it comes out. Then again, I'll pretty much try any game that lets me do as such.
If you're dead set on making this game, and are passionate about what you're doing; you have nothing to worry about. So long as you're doing something different that isn't completely retarded, you will always have a fanbase.
The best thing I have to say to you is; I'm glad you're rising to this challenge, and I look forward to what comes of it.
thank you for your post. and the sentiments.
i think the post apoc part of the game story is to leave it open ended to expand into a another type of game in the future.
the story conveys a lost cache of technology that has not been "re-discovered" yet, placing into the lore an infinitely exbandable amount of outcomes/game features. thus an ever-evolving game story.
this means to me that this game could go from DAOC to Planetside 2 within its long term development.
You managed to answer my question regardless of your uncertaintity as to if you understood it. I asked because I think with so much talk of faction points it was important that they weren't just a useless tally. Anyway I might try and fire away some more question tommorow but I've been on these forums all day and it's saturday night here now so I'm going to give "having a life" one last shot for the week It's a long shot so wish me luck!
*LUCK*!!!
a valid and noble cause, this "having a life"
but know your forum contributions will go down in history!
thanks for your post man, have a good one!
I can't say your post or replies instilled a lot of confidence in me. I've been leading a team developing a HE game for a while now so I wish you the best of luck working with this absurd engine.
im not the lead here, and i would love to know what you see as the weaknesses with the engine. please expand if possible.
i may sound rookie, thats because i am. admittedly.
i like to hear anything you have to say. good or bad
Don't read anything I say as more than an opinion or idea, or maybe even just a counter to your idea to test it, as I mean to be as helpful as I can;
----
Time already goes by more fast in game, due to player preference, as real world time linked to in game time would have players waiting hours for a certain time to roll around. Speeding up the flow of time even more to allow for changes so massive in technology is risky, and could turn into a bad thing. What if this happens? What if players like the point in the game that they are at (at any given time), and they don't want time to progress. This could cause them to quit.
Would you move time forward anyway? That is how it happens in the real world, after all. Things happen, and they're not always good, but they still happen.
I for one would rather be faced with bad that makes sense, than be given what I want all the time. This, sadly, can not be said for others.
What is the game plan, how do you handle that situation?
----
And what is the view on the subject of 'balance'?
Do you intend to keep everyone equal? I'm not talking stats and skills here, I'm talking about new technology. Small changes in games like WoW break 'balance', only to have an endless cycle or hotfixes and more breaks. I could only imagine what new technology, and changing eras would do.
Would you cater to those craving balance, or leave the world as merciless as it would be if it were real?
If everyone is using swords and someone invents a gun, does everyone suddenly have the aptitude to use a gun at perfect skill?
----
Personally, I have no questions about anything at face value. My interest is allocated to the way things will work, or not work. How the players will use what they have to the fullest, and what they will be restricted to. I'm interested in how the devs/gms/cms will react to things like abusive pvp/war, conflict in chat, etc.
Will it be 'anything goes', much like EVE, or will there be heavy moderation on what is and isn't possible/allowed?
~edit~
Does this project have a site? I can't help but feel it would be easier to clearly state your features and ideas with that kind of output.
@ NIII
you sir bring up many good points here. now that you make me think i might actually not know the founders vision on this 100% correct atm. ill direct him to this thread and maybe have him jump in here soon himself.
in one way if what i said before is true (my assumption) i could think of only a few ways to handle this:
Master level players and above whould be the only one able to access this "ancient tech" in my eyes even saying only the top 5% of players would ever be able to obtain this.
the more i think about it the more i might be wrong about my inital assumption. but if you have read the fouders post just as i have many times it simply plays off this lore element and is very suggestive to this fact.
maybe in essense this could be deesigned to be a "RACE" for each faction to strive for. but i somehow doubt that reeks of balance...
i dont think exp packs are a good idea whatsoever. what i do think is that certain discoverable items in game to use as aids in crafting, gear making, and player appearance could be based on ..re-discovered tech. like for example certain UI elements could start off seeming very old, then as you play the game you could "unlock" certain tech "items" to make your life easier. mainly UI elements imo.
for exaple a "PDA" found during a end game pvp experience or quest could be like a "excalibur" giving you great advantages in the game but those that dont make or break combat systems.
hope this helps
You could have the most incredible "design.doc" ever conceived & it would be entirely meaningless, for games in general & especially for MMO's it's all in the execution of that design.doc.
Well, it isn't meant to help me. My mind can roam for hours about how things could work. I'm just bouncing ideas/proding curiosity.
@UI elements and lack of expansion packs;
UI elements are fine, and the way you've explained I can see working, but only partly.
In a world where someone is using a PDA, or any new technology, a player would expect the world to change with it. I couldn't see technology moving forward while retaining wooden/stone structures, for example. If people transition from horseback to motor vehicle, roads would be upgraded, new roads would be made, an entire city would need redesigning. Each city would logically move with progress, some faster than others depending on the depth of implementation.
How should we as players expect things like this to occur? How are you (the devs) expecting to tackle jobs that big? Redesigning everything as players shred through content, and the game progresses? New animations, textures, models, and as you mentioned, GUI elements? Even then we're looking at variables, and if we're not, is the timeline not linear and pre-planned?
You said you didn't think expansion packs would work. If time and technology progress is this important of a key element, is there any other way it CAN work? Can UI elements carry that much on their own?
Thanks for your honest replies. It makes me that much more interested in what you (or anyone who does it) has to say.
your points are once again a reality check.
thank you.
i most likely have my info twisted here. is there anything else that jumps out at you NIII? i would love for you to pick a new topic/direction according to what you think would be important issues to address for the thread.
i have one... everyones most ideal combat system possible:
Shoot!
twitch true FPS style combat will not be a super realistic option i have been told by the founder, but he said its going to be aim based all the way. what would you guys love/like to see a game finally release? what elements are crucial? what shoudnt be done? what should be done?
personally i would love a game with aim based 3rd person view combat, possibly integrating the old "switch view left or right/combined with moving WHILE casting spells" lol possibly a new "Neo from the matrix style bullet dodge keypress, allowing for a backward dodge, in addition to side to side dodging. stamina/ energy based systems seem to me to be limited excuses to not balance fps-type elements. most likely with a press alt for mouse, locked cursor ala TERA or say Planetside...kinda fps-y i know. but its just what i think would be most fun to play.
let me know what you guys think.
cmon guys camp this thread as much as i am.... lol
refresh button spam FTW. im all hyped the hell up at 4:30 am!
for the good of MMOs! lets brainstorm!
if anyone reading this is interested in joining the devolpment team for this project please simply send me a PM on these boards ASAP. Whatever your skillset, whatever level of MMO experience you have, it doesnt matter. Testers on through programmers should feel free to contact me at any time through forum PMs. you can never have to many bodies to throw at a task as daunting as making an mmo. HERO engine familiarity would be a GODSEND.
dont hesitate guys, were gonna need all the help we can get.
thanks again community.
There are an unlimited number of things I could talk about as far as what I want in an mmo, and so little time to do it in.
If we're talking my perfect mmo's gameplay;
I tend to stay behind the scenes, with crafting, socializing, and defensive roles. These three things alone are very broad topics, so I will cover them seperately.
~~~~
-Socializing
I love a game that supports (by structure) a good community. Some argue that group/guild finders ruin communities, but I only find it partly true. From experience, growth in community size has shown opposite effects on how tight knit the community is. These factions... how strict would they be? Can we hop between factions? Who's to say my beliefs (as a roleplayer) are directly aligned with any of the factions? Can we be neutral? Could players form guilds/clans/etc, and grow to a size enough to make a difference in the community/game world?
There is also a flip side to this. Will there be areas in the game that aren't so devastated by apocalypse/conflict, and will allow players to engage in a sort of social/communal getaway? Will there be shared towns/hubs?
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-Crafting
In my ideal game, crafting isn't right clicking and waiting; rinse and repeat until I'm capped. I'd like the game to shed as much light on crafting, as combat, as in my opinion, it is equally as important. After all, nothing breaks immersion like mobs and npcs that gain an unlimited supply of gear and items from a source unknown. If only we could interrogate them before slaying them to find the damned source!
I would want the crafting to be directly tied into the game's economy, the supply of the npcs limited, as well as the currency. Players should run the market in pretty much every way. This could tie in well with your technology, if done correctly. Maybe a player makes a discovery, and obtains the ability to create an item no one else can, but he can master that design, and then make schematics for the item, and sell the schematics to other players, so they can learn to make it, and so on. Everyone should be at the mercy of everyone else.
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-Combat [& Defensive Roles]
Special attention given to defensive roles in this post is limited to me saying, don't do what GW2 did and try to break the trinity by removing something people actually like doing, unless you're prepared to lose that playerbase. As an avid healer, I was very saddened by that.
The rest of my views on combat are as such;
I love the idea of twitch combat in any game. I think the fact that you can target something with a bow, and your accuracy will be based on a percentage/stat is pretty dumb. If I have a bow, I want to aim. If I have a sword, I want to swing where the opponent won't block. Some games have tried this in different ways, and somehow managed to fail. This makes players say it can't work. If you take anything I say seriously, let it be that anything is possible; you can make anything work. Tons of other games have made it work, why can't mmos?
My liking of twitch combat doesn't--however--mean that I want to be on the edge of my seat at all given times. There are times when I want to give minimal effort, like when I know I outmatch someone.
If the game has 'pure' skill based combat, and I have to aim every attack, and dodge every attack; this pretty much fixes it's self. I can toy with the enemy if I want, simply by playing it smart, instead of running in spamming. This is the best way to do combat, in my opinion. Exciting when you want it, but not annoying when you don't.
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Over the shoulder, first person, top down, none of this really matters to me, so long as the games perspective suits the layout of the environment, and the animations aren't horrid (clunky, broken).
If I had to choose, it would be over the shoulder, with the ability to zoom into a full body first person. I would rather use a bow in first person, but I would rather use a melee weapon in third. The closest thing to this that I've seen is TES series.
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Another topic I'd like to inquire about;
PvP Loot
Is it restricted? If so, what motivates a person that doesn't like gear grind with points/tokens.
If not, how much will be lost? Will the penalty be harsh (everything drops, all money lost), or soft (one item drops? maybe just money lost)?
I know you wanted to change the topic from things like this, but; How would the staff/moderation go about handling camping someone until they have no gear or hope of survival?
Personally I enjoy full unrestricted PvP looting. In my opinion it forces communities to be built, alliances to be made, guilds to be sought. Nothing makes you find friends like being scared shitless. Nothing makes a war happen like two guilds backing their respective members.
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At this, I bid you (the thread) adieu. Or at least until tomorrow, or next time.
I look forward to reading/discussing more about it.
Thanks alot, now I get to dream about mmo features.