I suspect many have ideas they never see implemented, but would love to offer and perhaps hope to see someday in their games.
The expectation or idea doesnt have to remake the wheel, but it could change the quality of interaction and meaning to the player. I always felt the basis of group mechanics, Raids, Team built only instances, fell short of making them meaningful beyond the standard of the traits to the classes. If you could have specializations outside of the main skills that didnt tax your core abilities but had meaning to a group that would greatly enhance meaningful interaction with others. IE, you make traps in dungeons affect a party. You make traps that different classes have to identify randomly, but as well, affect all members if they are not disarmed. Or you make puzzles of the same quality, if that skill set is along in a group, suddenly you have a path change, or a gear drop in loot. The point is extending things with flavors to all, without it being the fail out of grouping, or grouping activities.
Im rather outspoken about Raids and so fourth, mostly due to the difficulty of having something to get something, but every dungeon or raid is a set of standards that simply equates to cash or needed gear for the next needed gear, and criticism from player to player is based on this reality. If you removed the floor of only One type of build is viable, and just rinse repeat, you the game developer are taking the easy way out, and keeping the same problems for the player base.
One of the points is "template" gear and or builds. If you had things that stratify difficulty of individually gained said items with those alongside the potential build of a Raid =x item for X build, suddenly its just a difference in what others do to take advantage of who is with them. You can layer that multiple times, across all classes, and no one feels redundant or out of place. Individuality and not cookie cutter templates of which there are few in measurable strength, brings enjoyment to all.
Anyway.. I have far too many ideas for development than I could list here as I am sure all of you have too. I would love to hear some of them.
If nothing else.. perhaps someday someone WILL bring your idea to gameplay.
Thanks in advance if you participate.
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The safer/better your town is, the more NPCs come to your shop/tavern/mall/town/etc. Those NPCs contribute to the returns (ex: gold, resources, rep) the venue generates for the owners. Players *can* rob and kill NPCS, but that would result is less NPCs coming the the town over time as the NPC pop avoid the crime-riddled town. As crime against NPCs goes down (they don't care if "you people" kill each other) the NPC population starts to rise.
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Very good. You could include policing said NPC murders or sniping to stop crime syndicates cropping up as well. But if you just left that alone, It would be interesting to see the NPC reaction without players rebalancing the PKing. It would require you to stay abreast of current situations when you went to buy or sell, or at least give a meaningful reason other than an individuals arbitrary "tax collection" hikes. It would also heighten PK distinction in who to hit and when for the best returns.. without killing the golden goose.
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An idea I cannot believe has never been done in any mmorpg and should be in every mmorpg is an ECO system.Atlas sort of has one but can be done further.So basically every creature SHOULD be living just as we do,so they would have a diet either eating plant life or other creatures.
How many mmorpg have biomes...none?How many mmorpg's have pets+breeding..none?
So you can see and the list actually goes much deeper,mmorpg's have been designed like crap.This is all I want is a much better mmorpg.
So give me Atlas+FFXI+Minecraft+tweaks/additions.
Within Atlas I have what I really want,the ability to run my own server and change the game settings.This for me is huge because imo most game devs don't have a clue how to setup a game and/or they set up the game in a way to support a cash shop or grind to keep you paying.
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But one thing that could to create new forms of PvE and PvP combat would be to adopt DOS physical and magical armours, with the ability to alter terrain surfaces and make them wet, icy etc. That would open up whole new ways of tactical thinking in MMOS.
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I think I saw quite a lot of that in Second Life. LOL.
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I was quite bad at keeping it alive.
What I want to see as someone already mentioned is better AI. Really good AI.
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Neverwinter, and DDO, have absolutely nothing in common. The are very, vastly different games. If that was what you were building off, you have been sorely misinformed.
Secondly, D&D was never an "Open World" thing. But you know, Now maybe you had a different experience going on, but, every Pen and Paper D&D session I was in, was in fact an very instance situation. Now, to be fair, maybe you somehow had a bunch of strangers jump into your living room, kill the mobs, steal the loot, eat all your pizza and cheetos, chug the Mountain Dew, and then run off out the door to do it to the next groups campaign, and thus lived that Open World setting in your D&D campaigns, but I am going to bet that never happened, and that all your gaming group meetings were in fact, limited to the group, and only the group, to play them.
So, why anyone would think that AD&D was an Open World game, is beyond me, it was quite literally the real world equal to an Instance based dungeon crawl.
Third: Content.
Now, DDO sells content, like adventure packs and such, which Oh, right, is exactly what AD&D did by selling adventure modules, adventures, miniatures, special dice, and all the other pretties that come with table top gaming.
Again, I could be wrong, perhaps you magically got everything handed to you when you bought your first Players Handbook, to never ever again buy a single module, compendium, book, supplement, miniature, or dice, ever again.
Because, well, that again was not my experience, and over the years I had collected a full wall of shelves full of various books, modules, maps, compendiums, guides, dice, miniatures, and various other supplements, as well as a monthly publican (Called: Dungeon), and Several box sets, as well as other campaign stuff that was relatable.
So, as far as my history with the game AD&D, went, I see, DDO, made by Turbine/SSG as spot on with what the Original game by TSR provided, just in an digital sense.
Neverwinter, made by Perfect World, on the other hand, was and is soggy dog shit.
neverwinter is one mmorpg, Dungeons and Dragons Online is the other and they are by no means clones of each other by any stretch of the imagination.
I'm not saying they are good or bad, but they are not remotely related in any way other than "dungeons and dragons."
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That would be dope
*PVP flag enables*
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I mean just from a basic design standpoint, Neverwinter was based on 5e, and DDO was based on 3.x. So right from the foundation they were not meant to be similar games.
Then you have all the ridiculous grinder MMO elements in Neverwinter that do not exist in DDO. Like Gear Locked Classes, how can you even say they are similar when they don't even have how they handle gear remotely in common.
Just to grasp that, because you obviously have not played these games, and I would wager you played Neverwinter, not DDO.
So, you might recall in Neverwinter if you played a Dwarven Fighter, you used a Sword and Shield, and had Heavy Armor. You no doubt remember that you could only use a sword, you could not use an Axe for example (Very TERA like game style if you ask me). If you wanted an Axe as a dwarf, the best you could so was apply a skin that looked like an axe, but it was still classified as a sword.
That sounds stupid to me. Because see in DDO, if my Fighter wanted to use an Axe, or a Sword, or a Dagger, or a Club, or a Great Sword, they could. In fact they could use every weapon in the game, which was not even remotely similar to Neverwinter.
And that was just one of the easily noticeable differences that anyone who actually played both games for more than 10 min would know.
Now, If you didn't know massive game differences like being able to change your weapons vs being weapon locked based on class that existed right from the start, between the two, then you never actually played them both. Simple as that.
If you want to speak from ignorance that is upon you, I can't help you there.
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In DDO, IF you play a divine (Cleric, FvS, Paladin) The deity grants you unique abilities and even favored weapons that your class can use, even if they otherwise could not.
For example, a WarForged Cleric, that follows the Lord of Blade, gets Great Sword as their Holy weapon, so they are proficient with Great Swords, even if their class does not normally grant such proficiency.
If say that same Cleric opted to follow the Silver Flame, their Holy Weapon is now Longbow, so they gain proficiency long bow.
Now, this in no way means they have to use that weapon, just that they gained proficiency with that weapon and can use it better than other clerics that didn't follow the same deity.
For example, there is nothing stopping the above mentioned Warforged Cleric from following the Silver Flame and opting to use the traditional heavy mace as their primary weapon, if they so wish.
Each Deity also grants additional abilities, like for example, if you Followed Lady Vol, who's chosen weapon is the Dagger, when you get high enough level she provides a special ability called Blood is Life Transformation, which makes any dagger you are wielding vampiric (Meaning they heal you when you hit mobs) for a short period of time, as well other boons while in that form.
So, some games have touched upon this. Not saying this is the best game out there, but, it has some truly amazing features that a lot of modern MMO's have not even begin to touch.
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Logic, my dear, merely enables one to be wrong with great authority.