Post what you wish someone would implement in a MMORPG. If you know how your wish could be implemented, write it down! If not, just as good.
To kick things off:
Can be enjoyed in a span of 15-30 minutes, any time, in a non-solo way. Figure this out and you'll make a million dollars.
No travel time. Ruins immersion in all the ways to do it that I can think of, and balance in a lot of ways. Still would be nice. ATITD does have a neat feature in that you build up teleportation distance while you're offline exactly equivalent to how far you'd get if you spent that whole time running.
Decisive victory. A tricky one. I don't just mean Pvp, either. If I kill a goblin, he just respawns 90 seconds later. If people are to develop characters, they will grow attached to their characters and will not want them to die. If the game was winnable and someone won, you'd either have to end the game or restart by wiping characters and you get into the same problem. I think the solution is to make victory possible on a scale in between these two extremes. Hell if I know.
Game mechanic to ensure newbie players get helped out by middies, and middies by high levels. Someone should always be looking out for you, and they should get rewarded for doing it. I don't really understand AC, but possibly this has been tackled already.
MMORPG wish list!
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- Tenth Dan Procrastinator
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Hmm... should I know what ATITD is? Sounds like the acronym for an old BBS door game (probably way off).
<rambling>
Also, I wanted to poke at the help issue, which can be quite tricky. On plenty of FFXI bboards, there are complaints about n00bs ruining the game for others. Higher rank/level is no longer a useful metric, due to people that give handouts. Sure, the helpee levels up faster, gets more goodies, etc.
However, once they are placed in a cooperative situation with their "peers", where they must depend on one another and their own skills instead of some benevolent higher power, they are all too often ill-prepared. Being ill-prepared in the beginning is acceptable, which makes it a great learning experience. Unfortunately, later areas are not as forgiving, and require more teamwork/use of advanced skills to accomplish goals, whatever they maybe. On the flipside, it's more rewarding later on since there's so much to do, even with so many things that can go wrong. This makes a good PT especially memorable and enjoyable.
</rambling>
<rambling>
Also, I wanted to poke at the help issue, which can be quite tricky. On plenty of FFXI bboards, there are complaints about n00bs ruining the game for others. Higher rank/level is no longer a useful metric, due to people that give handouts. Sure, the helpee levels up faster, gets more goodies, etc.
However, once they are placed in a cooperative situation with their "peers", where they must depend on one another and their own skills instead of some benevolent higher power, they are all too often ill-prepared. Being ill-prepared in the beginning is acceptable, which makes it a great learning experience. Unfortunately, later areas are not as forgiving, and require more teamwork/use of advanced skills to accomplish goals, whatever they maybe. On the flipside, it's more rewarding later on since there's so much to do, even with so many things that can go wrong. This makes a good PT especially memorable and enjoyable.
</rambling>
Last edited by VLSmooth on Sat Mar 20, 2004 12:52 am, edited 2 times in total.
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- Grand Pooh-Bah
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ATITD - A Tale In The Desert. AFAIK, it is one of the most successful indie MMOGs. I suppose it is an RPG, though it has many elements of a Myst- or Zork-type game. There's no combat. The idea is everyone is an ancient Egyptian living in the desert trying to master the seven disciplines. They cooperate together to advance further in the story. ATITD, by virtue of being so indie, has tons of great ideas. The building-up of travel time while offline is one. The command discipline is another. In order to gain "levels" as a leader, you have to convince people to follow you and do various things. Like, get a certain number of people to show up at a particular place and perform a specific action. Or the art discipline makes you actually take objects and arbitrarily combine them together to create sculpture that other people must appreciate and buy. Also, they have a legal system. The people are allowed to petition for new laws. If enough people sign the petition, it goes to a vote. If enough people vote for the law, the game designers recode the engine to enforce the law and whatever penalties are described.
However, there's no combat so I'm not really interested.
However, there's no combat so I'm not really interested.
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- Minion to the Exalted Pooh-Bah
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Old thread bumping time
Am I the only one in this group who prefers UO's skill based game play instead of level based?
I think pretty much all the current mmorpg out there except UO are level based. I dislike level based play for mmorpg because if I change my mind about what I want to play I will have to start a new character. I only like to play low level experience once.
Luckly for me, this game looks like it have a chance of become what I want.
Am I the only one in this group who prefers UO's skill based game play instead of level based?
I think pretty much all the current mmorpg out there except UO are level based. I dislike level based play for mmorpg because if I change my mind about what I want to play I will have to start a new character. I only like to play low level experience once.
Luckly for me, this game looks like it have a chance of become what I want.