It looks like you're new here. If you want to get involved, click one of these buttons!
As fans of the MMORPG genre, we have opinions. All of us have, in our own minds, what we feel is the best MMORPG on the market, and more specifically what it's doing that makes it so great. But what if you could start from scratch and build your own MMORPG? What would you name as its tentpole, defining feature to draw new and genre veterans alike to your world?
Comments
2.) NOT a Sandbox. A sandbox game portrays the golden standard of what the game could be in its trailers, advertising, etc. Massive cities, armies of players working together to go to war, to build an entire realm for others to play in. In reality, these games never get to that point. Because when it comes down to players to create the content, it's universally awful. What the trailers don't show you are the gank squads of 10-20 players running around screeching the n-word while they gank newbies or the super alliances that dominate the map and squash any and all competition and ruin the game for everyone, including themselves. Penis buildings, etc. The potential is always there, but it will never come to fruition.
3.) Elevated questing, quests that mean something. IE: Witcher 3 quests. Even most of the side quests, despite many of them being a 'do this thing, or kill this thing' quest, had a story behind it. There was a reason for it to exist in the world, and it felt natural. This plays into my 1.
4.) Solid combat, great animations, respecting players time. I'm just going to sum up the rest here. They all speak for themselves.
/end
1) A huge world with great dungeons
2) A diverse choice of quests and story lines that weren't required but still good
3) The ability to solo and a great community making you not want to solo
4) Great and diverse character classes
5) Three completely independent realms
6) The best character progression in any game I've played
7) A deep and diverse loot system
8) The best PvP/RvR ever created
9) Meaningful player housing [edit] 10 A good art style. No gay sailor or butler costume in a cash store, no oversized 10 foot long sword, no overelaborate rainbow vomit armor.
Absolute freedom. I would want some sort of trading system like Black Desert but not so cumbersome.
Crafting like Fantasy blacksmith generator. Not just collect items and click a button.
Lots of exploration as well as gm interaction with the world and players in order to create spur of the moment happenings.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
DEEP crafting with more than just create x recipe that is identical to everyone else's
guild halls instead of player housing that COST time and money to upkeep to deal with currency inflation and player content time sinks.
no item drops only crafting materials that force players to trade/travel/interact.
A world with actual ecosystems of animals, not fixed spawns, nomadic creatures, those that only live in certain terrains ect.
EVERYTHING has a decay on it from equipment to buildings, and even your health, fail to log in for 14 days, starvation will make your character progressively weaker until fed and healed over a period of hours/days.
Make almost all content group focused, so a solo him can hunt rabbits or go mining solo but if you run into a pack of wolves or a dragon you truely screwed.
Heavy equipment decay on death to repair or replacement mandatory, combined with encumbrance stats this should counter zerg pvp encounters or zerg mentality.
Guild housing in safe cities run by NPC's, but ability to build simple fort/camp structures in the pvp zones for hunting parties thats are all destroyable, take out a camp some of the resources would be captured by the survivors to take over or use elsewhere.
Imagine a fusion of EQ/SWG/EVE..
I could go on and on and on.... problem is anyone can be an armchair dev, very few the knowledge/experience and techincal ability to manage the people required to deliver a huge project like this.
You just about described Ryzom.
------------
2024: 47 years on the Net.
------------
2024: 47 years on the Net.
Time management at it's best is usually what I like. I feel I can get enjoyment from a game even if I only have a half-hour to play that day.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
No mass production and all crafts RNG based where quality resources just narrows the change you get "the best" craft possible using a soft cap not a hard cap system and a rare rng-component system. (naturally it needs to have a durability system and the better the stats the lower its durability)
PVE Quest / dungeon content pure Lore based add-ons to unlock Lore based skins for armor and such and getting limited use craft ability. (things like furniture) Optional content, not the main.
Territorial PVP that does not influence PvE players. PVP is all about the brag and the honors, not about imposing a will on others. PVP could also unlock some LORE based skins and craft unlocks.
And important, it needs to have a robust -make your own quest system.
I could keep going on "design" but eh, Everyone can design their own perfect-game on paper. If I ever win the lottery, I might consider actual building something instead. :P
There are people who prefer a very cultivated, curated experience and if they don't get that they are very unhappy. So saying to people 'just go and explore' means there's some sort of forced exploration.
That's why I continually say there is no such thing as "forced" just that the game has x, y and z features and if those features speak to a person then the game may be for them.
edit: though now that I think of it I suppose you could mean that the game has every feature and just allow the player to make their choices. Still, my point stands in that some features are going to be at odds with other features and it's not going to be possible to have both. Or have every feature that a player wants but eschewing everything they don't want.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
For example, a player could, say, solve a riddle first and find the entrance to a tomb long said to contain great power. However, the great power is really just a huge army of insectoid creatures that awaken and begin piling out of that (and other) underground areas around the game world. Players would need to participate in defending certain areas to maintain NPC personnel support for that area (i.e. repair stations, crafting stations, place to offload junk, etc.). The story would then progress based along the narrative crafted by the developers featuring additonal events at key points such as battles or public events related to the story (for example, an infamous villain related to the story being publicly executed).
That kind of evolving world narrative that breaks the mold of endgame dungeon and raid spamming in favor of participating in the world story.
Right, make it optional, not forced. You want PvP? The game should have it. Group content? Yes. But not forced. Exploration? Crafting? yes. But players don't *have* to do it.
------------
2024: 47 years on the Net.
Join us at: https://www.maturemindedgamers.com
------------
2024: 47 years on the Net.
The step I expect most from is full application of seasons that change each week (1 week of spring, summer, autumn and winter each) with content that differs and are easy or challenging depending on season. Economics that depends on weather and calamities and where fortunes can be made or lost depending on demands for the next season etc. In an alive world monster change behavior as well. wolfs becomes packs at winter, their hide is worthless as they become skinny and scrawny when its the coldest winter the game has seen etc.
An alive world where guides and youtube videos has to be taking weather, season and events into account in a way that makes them hard to follow, and makes the so called best approach to the game taken much longer to be solved.
I want challenging encounters. I want to see great hordes of wandering animals randomly formed and moving from random a to random b, to be tracked and chased by local formed hunting parties based on how many players are actual around when that event happen. I want to see a harsh world where getting far out in the wilderness and survive is an accomplishment.
I want a game that starts low, low fantasy, low magic but rich on lore and actual game knowledge. Give me one avarage hillgiant to fight as a highlight the first couple of seasons. Dragons can wait and pls no saving of the world. And btw make undead something you really dread for the danger and its negative effects. Let players work hard to avoid the undead terror and want to do it. Etc.
See my Skyrim mod below. There's a person doing a YouTube run-through and each episode is from 53 minutes to an hour and a half. Granted, he's being exceptionally thorough, but he's up to 43 episodes and he's only 3/5th's through.
I couldn't be happier.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Logic, my dear, merely enables one to be wrong with great authority.