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The Perfect MMORPG

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Ixarku:

--- Quote from: Proin Drakenzol on March 01, 2010, 08:17:01 PM ---I really prefer pencil and paper games.

--- End quote ---

No disagreement from me there.  I'd rather get together with my friends for a half-day and run a pencil & paper game than grind my way to max-level in something.  I've got two problems with pen & paper games though -- one is getting everyone together on a consistent basis, and two is that my game ideas have gotten more and more ambitious over the years, meaning I end up spending a lot more time & effort on crafting the campaign & the adventures.


Somewhat OT, I probably had the most fun playing an MMO in vanilla WoW.  Aion had some good ideas, but the drawbacks were too significant for me to get past.

Excale:
May I suggest something to the "Class Section". I suggest that classes shouldn't even exist but instead you start out with a bunch of skills to build on. (Mabinogi is what I am comparing to). Over time you unlock skills though you are unable to use them (Buying skills maybe?) but to improve you increase that certain section of your battle technique. For example, there can be 3 skills you can pick from, heal, double slash, fireball; You can increase heal a lot but put in a bit of "double slash", giving you basically a title similar like "Warrior priest" or something to that effect. This will remove the entire "class limitation" for equips and remove the need to create 1+ characters just to try out several classes but instead maybe to try out new builds or what not.

As to my reply to other pplz posts, The zones do definitely need to be bigger as instant teleportation to any city just shrinks the entire game world to a fraction.

I'ma post more later.

iindigo:

--- Quote from: Excale on March 02, 2010, 01:57:45 AM ---May I suggest something to the "Class Section". I suggest that classes shouldn't even exist but instead you start out with a bunch of skills to build on. (Mabinogi is what I am comparing to). Over time you unlock skills though you are unable to use them (Buying skills maybe?) but to improve you increase that certain section of your battle technique. For example, there can be 3 skills you can pick from, heal, double slash, fireball; You can increase heal a lot but put in a bit of "double slash", giving you basically a title similar like "Warrior priest" or something to that effect. This will remove the entire "class limitation" for equips and remove the need to create 1+ characters just to try out several classes but instead maybe to try out new builds or what not.

As to my reply to other pplz posts, The zones do definitely need to be bigger as instant teleportation to any city just shrinks the entire game world to a fraction.

I'ma post more later.

--- End quote ---

This system is certainly an interesting idea, but it can be extremely problematic if not designed carefully. Assuming there's no restrictions on what skills one can learn, some really "overpowered" combinations can be made. There'd have to be something in place that prevented these overpowered skill combinations to be learned.

The other thing that I see happening under a "build your own class" system is that over time, players would figure out the most effective combinations and would only accept those combinations in raiding guilds and the like (similar to how in WoW, many classes are expected to be a certain raid-optimized talent spec or else be left sitting in Stormwind when the raid starts).

Malific:
OP, Your combat characteristics are not MMORPG, they are ACTION GAME. Which is why you keep referencing God of War. Personally I don't play MMORPG's to fight in a maneuverability battles, where the fastest button masher wins. Also I have to agree above, a shield should have no effect on magic attacks unless it's magic shield designed specifically against those types of attacks.

Retical Targeting? This isn't a shooter, click target, tab target will always be and should always be options in the type of game you're discussing.

Maps changes.. Yes we need that. I have an addon for wow that does exactly that.

PvP - No comment, I hate PvP in a MMORPG with a passion and always will, Comes from my days of Diablo I and UO when it wasn't called PvP it was called Player Killing, was very frowned upon, and something only snerts, jerks, @55holes and 10 years did because they wanted to make somebody's day miserable and there was no consequences for it. Gave rise to the whole player killer killer group, Which I was avidly involved in during my UO days, but I digress, I know now-a-days it's not the same thing and, people live for it, so have at, just don't expect me to be there.

@someone who replied I forget who:
WoW being too easy?  So I'm assuming you've killed the Lich King already on 25 man Herioc? You 'WoW's too easy now' complainers need to STFU. Making end game available to everyone is a good idea. I wouldn't want to buy a game if I wouldn't be able to "finish" it. If you want more challenge, Up the difficulty setting, me and my guild are working on them and they're Very hard.


--- Quote from: Excale on March 02, 2010, 01:57:45 AM ---I suggest that classes shouldn't even exist but instead you start out with a bunch of skills to build on.

--- End quote ---

Ultima Online - No classes, learn any skill by doing. Cap Total on skill points (was like 400 back when I stopped playing)
DragonRealms - Classes, but you can learn any skill by doing, no limits except on how much time you spend on it, classes learn specific sets of skills faster.

iindigo:

--- Quote from: Malific on March 02, 2010, 04:23:46 AM ---@someone who replied I forget who:
WoW being too easy?  So I'm assuming you've killed the Lich King already on 25 man Herioc? You 'WoW's too easy now' complainers need to STFU. Making end game available to everyone is a good idea. I wouldn't want to buy a game if I wouldn't be able to "finish" it. If you want more challenge, Up the difficulty setting, me and my guild are working on them and they're Very hard.

--- End quote ---

No, I haven't fought the Lich King at all. I haven't even been playing WoW for the past 3 or 4 months because when renewal time came up, I couldn't afford it at the time (college life, heh).

I wasn't speaking of raiding, though. That's because, at least to me, raiding is not the entire game. I'm talking about all the content lying outside of instances. I remember leveling to 60 back before any of the leveling nerfs (I started playing at around 1.5) and it was an epic journey. Not only because I didn't know what I was doing, but also because the world was indeed more challenging. There were many, many more time and situations where you'd find your character close to death or dead if you weren't careful. You couldn't just recklessly run through and blast away every mob (or even large groups of them) you ran into. You had to strategize and work around your particular class' strengths and weaknesses. This was especially true when attempting to solo the elite mobs that use to be scattered around Kalimdor and the Eastern Kingdoms.

Also, green and blue quality items were worth something back then. When you finally got a full set of blue items from working your way through the level 52-60 5-mans, it was an accomplishment. Nowadays, green and blue items might as well be greys.

The classic 5-man dungeon designs were infinitely more interesting than the "hallway with a boss" design that has taken over post-60 instances.

All that disappeared with the Burning Crusade onward, and I have to say that I sincerely miss it. It made the game much more interesting to me - it didn't have to be all about raiding if I didn't want it to be. In the summer, when I had more time, I could raid to my heart's delight, but when I was busy, I could still sign on for a couple hours in the evening and make headway by just working on a profession or running a 5-man.

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