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#1 (permalink) |
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Marios's Mustache Wax
Join Date: Jan 2009
Posts: 1
Reputation: 10
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I've been surfing around the net recently, and saw this rumour coming up here and there, and I really think it's going to happen. It hasn't been announced, but Turbine is working on an, as yet untitled, new MMO. Turbine, for those unaware, has the license to do Dungeons and Dragons games, most notably the MMO. Wizards of the Coast is the owner of the D&D property, so, couldn't this mean the marriage of two great properties rolled into one. The 'cards' lose focus here though, folks, and only the lore and cool creatures, and great storylines of the many, many worlds within the Magic continuity, would make a great MMORPG.
Besides, not to say that anything can really beat Warcraft, but if something COULD, then this property could do it. It's got all the right elements: - Ever expanding universe; this could be done in a number of ways, as far as expansions go, but if they were ambitious enough, they could coniside card set releases with expansions that add the flavor, new areas, new creatures and new...loot..., for lack of a better tell all name for the great stuff we all like to collect, or do one a year that incoporates any and all new sets that come out. - From a humble beginning...; WoW came from the humble beginnings of a great, if not extremely popular, RTS. Yes it was one of the best fantasy RTS's expeirences I've had, but it was not some giant property like a Diablo, or say, Command and Conquer--not that they're both fantasy properties, just big ones on the computer front. Done the right way, an MMO with the Magic continuity and storylines in it could translate VERY well into the MMO marketplace. - Tons of great gear and monsters to fight; talk about varied here folks. If they pull back from the Alpha days, up to whatever the most current set is whenever this game would come out, you have a TON of different pieces of gear to find. There are so many cool swords, hammers, etc for warrior types to get; on the reverse side of the coin, there are tons of orbs, staves and wands for magic types of all kinds to get. Some would be rare, and extremly hard to find and it doesn't drop often from whatever gives it up, to uncommon, and you'll see it around, but it will still be difficult to get, and then common stuff, which you start out with, but with which great effects and abilities would come. Here's my ultimate vision of it, you've got 5 'Allegiances/Nations' , or something to this effect, that you start out in; these are the colors translating into both to being 'bound' to a Kingdom/Nation where you get your main quests from, but you also get an alignment theory behind it as well; not just pure good and pure evil, or some muddle vision of good and evil, as Worlds of Warcraft invokes. My storyline, I came up with some time ago, involved a catrsophic time collapse which threatened all the Planes of Magic, but the Gods stepped in, transported as much people, culture, and wildlife of as many planes as possible, and mashed it together on a world which the wildly varying denizens of this new, gigantic plane, call Domin; a tribute to the the birthplace of many of the legendary Planeswalkers. Most do not remember there ever being other planes, but some on Domin do... Still, they do not remember these strange new neighborous, and even the varied people within the same nations, look to each other in mistrust and fear. [Not sure what the ultimate evil would be, but that'd be fairly easy to come up with. Have a few powerful, nasty Planeswalkers teaming up, or have a new, extremely powerful and ultra evil, lone Planeswalker emerge to try and remove these alien beings from it's Plane.] So you've got White first, the true Good of the lands, and it's "3" races. I put that in quotes, because I see the potential for something unique and very cool in the MMO scene; unlockable characters. Also, for the factor that Humans exist in all Nations but the Artifact nations. All the Nations, and the wandering Artifact tribes and small city-states, have one ultra character that does not have a class, so much as inherent abilities that these examples of the alignement and feeling of that particular Nation, embody. The first three races are normal so far as they learn classes to excel through life in this dangerous Plane. For white, they are (I came up with this idea a few years ago, so bear with me; I'm definitely up for different races) Aven, Leonin and Loxodon; if you get a character to level 30 for three races within one Nation, you can unlock it's secret character. For white, it is the holiest beings to walk the mortal Planes; the Angels. They have great healing magics, wield Holy swords, and have great energy and endurance. Next are the Forest nations, a kind hearted folk, generally, but known for a beastial savagery, in some regions, as well as tenders of the land and guardians of wildlife. The three unique races to the lush, green forests are the Elves, Dryads, and Fearie. Dryads will be much better Druids then Elves, though all three races excell here. Elves will be the better archers, and the Fearie have great thieving/rogue skills, with their ability to change size and form--with more and more ease as levels increase--as well as the ability for full on flight, in the later stages, foregoing the necessity for a mount, should one so choose. This is true of the Aven types of player characters, as well. The Angel will have this ability, from the beginning, as they are such great beings. Green's great champion, their secret class, number those most ancient among the forests; the Treefolk. They will be extremely resilient, though have a weakness to fire, but their great healing magics that buffet them, and allies especially, along with their great strength and ancient spellcraft, can overcome large groups of enemies with ease. Though they generally have a penchant for mischievious trickery, and downright maniuplation and even blackmailing, the Folk of the Isles--for the most part--are a good enough people, save for the greediest of their peoples. Their three peoples, besides sea fairing Human folk, are the Coastal Aven, Merfolk and Cephalids. I picture having another cool departure from a lot of MMO's, and having Merfolk and Cephalids stay true to their nature and form; they will start out in underwater areas, and 80% of their quests will be in underwater caverns, dungeons and sunken ship areas. If you are friends with one of these races, you can buy potions, or be blessed over by NPC Merfolk or Cephalid wizards, to join them for a quest or two, down below the waves. Your water breathing friends can also come up, and expeirence dry land if they can be similarly blessed; again, either by potion or wizardry. Their ultimate champion race are the Shapeshifters. This is a race that gets the best of all worlds, for a time, and is something a BIT BETTER then saying it's the 'Jack of All Trades' type of class. Though their transformations are limited, their mimicry is nearly spot on, and your Shapeshifter neede't--or even shouldn't--fight fire with fire. Up to seven shapes can be stored, for use at any time, though lack of detail and effictiveness decreases as longer periods of time lapse between when you last used said shape. Your natural shape is also a good one, as you are a writhing mass of goo which can form wicked swords, scythes, or whatever you need, something like a T1000 concept in T2. Next comes the most chaotic of Nations, those with nothing but burning fiery and a lust for battle dwell. Though they are not all bad, only the Dwarves and the hardy humans that dwell in the lower regions and the various hill regions of Domin, they fight a fierce fight; especially within their own kingdom, as not even the Black Nations of the swamps and marshes are expeircing. Because, of the 3 unique races, only the Dwarves fight the good fight, as opposed to the downright nasty Goblin race, or the always uncertain Minotaur peoples. Though in reality, the Minotaur lean more towards a nuetral stand point with many races, and even creatures, still, they can be swayed to darkness just as easily as they can towards the light. Though Goblins can serve a higher, more spirtual purpose--or just general be of a more gentle soul then it's fellows--Goblins typically love destruction for destruction's purpose, and are the most 'evil' of the bunch. The devistating Dragon, however might take that title actually, as they are the unlockable, uber race for the folk that see red. Depending on what type of Dragon you'd like to be, you've got 'only' four things going for you; Flight, Breath Weapon, Spellcraft, and awesome melee weapons in claws/talons/tail combo. Many Dragons don't just rival Goblins in their cruelity and lust for evil, they highly excell past them in this department. Then, of course, their cannot be good without evil. Though just as many humans are lured to the dark rituals and foul deeds promising great power, mostly the 'folk' of the swamps and marshes are not so at all. Again, a nice change of pace from MMO's that offer 'evil' races, the three unique races of the Black Nations are truely evil in appearance. Yes Warcraft have their undead, and that is somewhat unique in MMO's, but now we've got either full on Skeletons, for those of you wish for one end of the undead spectrum, you've got Zombies for those in between types, and you've got Shades which tend towards magical classes, as they aren't so good with melee weapons and armor. In fact, when Shades find armor and weapons, they 'meld' with it, to inherit it's traits--until the next items, of superior quality come around--so as to enable better offense and defense, just the same. And let's not forget the Masters of the Undead, the Vampire lords that roam the the Black Nations as it's leaders, more often than not. This is the champion race for Black, and they get all their cool abilties, along with gaining cool Vampiric swords, and swaying ravens, bats and wolves to do your biding, for that added support a starving Vampire might need to get his or her blood. Still, that's not what I think the coolest part of my idea is. The class system should reflect the varied different abilities that even the humanoid creature cards of magic are doing. If you really look, for those who know and are into Magic the Gathering, that there are really a ton of class possibilties here. So then, I see it starting like this. You start out as an Adventurer, unsure of what you want in the world. Then, at level 5, you have the choice to branch out for the first time. You can opt to continue on the Adventerer path at this point, though it's a difficult way to make your way through the often times harsh realities of Domin. At level five, you get a choice of five Basic classes, which are: Mercenary, Minion, Nomad, Rebel or Townsfolk... The Townsfolk class is special, and for those who wish a different type of expeirence in an MMO, a much more social one that relies on you making use of diplomacy and crafting skills, along with your brain. This is the class you choose if you want one of four specialized classes which deal with crafting, diplomacy, and overall mentally hard work, rather then physical. At level 10 in one's Townsfolk 'career' you can choose to become a Designer (Craft clothes and leather armorers, robes, leather bracers, and boots; mostly for magic wielding types, or regular Townsfolk such as yourself.), a Miner (Learn proper mineral extraction tecniques, set up and establish mining camps, and learn how to barter with blacksmiths and armor/weapon shops. May also learn blacksmithing, themselves, though their diplomacy with other blacksmiths, and armor/weapon shops, will drop, decreasing their profits from things they have made.), a Merchant (Establish your own specialty shop, design your lot and building, establish and keep raw goods and services you need for your shop to flourish and grow--possibly expand your operation to outside towns and cities--and keep up on trends within your market area. Do not let the competition get an edge on you, keep your customers happy!) and a Politician (Begin at the small town level, and eventually see if you can work your way through various diplomatic ranks, to possibility become a King or Queen of a large nation. Yours will be that of a necessity for the highest diplomacy skills of the five, non combat classes of the game. Perhaps you might be satisified to be a Mayor or Leader of a town or city, or perhaps you can gain enough influence, and line enough treasury vaults, to secure a dukedom, or perhaps even a kingdom!) You can elect to stay a Townsfolk, which means you can still adventure, as well as do some general crafting. You can eventually get to the Soldier or Spellshaper Career classes as well, should you decide the quiet and comfort of your hometown begins to feeling stifling and boring, instead. I see this as being the only classes able to do crafting, as that should be an option for those that want it, but I don't think it should be an intergeral part of an MMO; especially not for something in the Magic the gathering realm of fantasy. There are so many different items--from big to small--that players should be able to get. I mean, this is like having the 'cards' in your posession, so to speak. It's not a card game anymore, and you don't get decks, but how cool would it be to have as many different 'cards' on you as possible. You should be able to make enough money through adventuring, for the things you need--if you have to grind just a bit to get advanced pieces early, then that's up to you. You shouldn't have to spend time doing crafting, when you are an adventuring class though. Still, maybe if it was a system like Atlantica Online's, then maybe. I think though that crafting should be kept seperate from adventuring, but you can have it if you want. I see a huge tree of different classes, but I won't get into all the ones I've made up. The Mercenary class goes along a fighter/warrior type path, well the beginnings of it, and each of these Basic classes offers a unique, hidden class exclusive to it. The Mercanary class gets the Beserker class, as it's hidden class; think a Warrior type with Wolverine's beserker rage, heh. You can also branch off to a Rogue class, from here, though the Minion class can do so earlier, if you are interested in this thief type class. It's also a class which prepares you for one of two Career classes in the game; Soldier or Spellshaper. The Minion class tends towards evil, or at least michevious, and White/Green Nations cannot take this path. It gets to branch off towards Roque earlier then Mercnaries do, and gets the Henchmen class as it's hidden class. Blue nations cannot choose this path, so if you have a character from the Isles whom is a Minion, pick a different class path! Henchmen tend towards evil more, and get their orders from the darker NPC's of the game, along with many, temporary, powers provided by them as this classes main strength. This class can also go towards either the Soldier or Spellshaper career. The Nomad class is a mostly beginning warrior class, but has some minor cantrip and spellcraft abilties--mostly in the illusion areas--and has the Mystic class for it's hidden path. A Mystic is a shaman like character that can wield specific swords, though cannot employ above leather type armors, but employs spellcraft as well, mostly using strong illusion, and maniuplating the air and intensity of the sun, to greatly hinder foes; this class can go either towards Spellshaper or Soldier, as well. The other Basic class is the Rebel, which tends to be more of a warrior type, as well, almost the opposite coin of the Mercenary. They are driven towards a goal, and do not fight for coin, giving them some unique abilties that a Mercanary can never know. Their hidden class is that of the Archer, which affords one great knowledge over bow craft, and blending in with scenery--and especially the forests canopy or underbrush--so as to make deadly, natural assassins. Rebels can go towards either Soldiering or Spellshaper, as well, though tend towards the former more often then that later. You get the Soldier/Spellshaper choice at level 30 of your Basic class status, and is the last crossroads left, though you should have an idea at this point of which choice you will take, and likely have been developing skills towards one of these two goals. Soldiers are the beginnings of a Nations army, and lead towards more finely honed warrrior types, which, at--again--level 30 of their Career, can move to the Mastery class level. Soldiers may become one of the three: Paladin, Barbarian or Knight; they can also get two hidden classes, that of the Ninja or Samurai, though these paths are difficult to find the masters whom will teach you, and even more so to learn what they will show you. Spellshapers are the magical forces of an army, and can go on to speciliaze in specific magic at level 30 of their career, to either three of these pathes: Druid, Cleric or Wizard. The Illusions or Articifer classes are available, as the Spellshapers hidden classes, though it is quite difficult to attain either title, much less excell. Though either Soldier or Spellshaper can stay in this Career, and attain higher callings and titles within it's ranks, eventually one gets to level 99, and--perhaps with great patience, strength of mind and body, and the right...spark...achieve the path to becomeing a Legend. If you can, you will need to go through five levels of special training, and then can become a true Legend. At this point, you start at the crossroads--once again--of the Mercanary/Minion/Nomad/Rebel or Townsfolk, but is is much different being a Legend. You will gain class skills much quicker, and can even take on two side classes. Legends deal much higher damage, take far less, and can more easily find the rarest pieces of gear in the game. In fact, mid to high level Legends can start to take on the champion races, and win in the higher stages of their Legendary career; if they are skilled enough, and have just a bit of luck on their side. WOW, I'm sorry if this is incredibly long to you ( I think most might), but I just kinda got lost. Well there it all is, and I don't even care of Wizards wanted to come along and lift this off me and expand on it, I'm sure they won't or anything, I'm not arrogant enough to think that all my ideas are grandslams. Still, I really like the wide variety of races and classes, amongst other things, and I think--no matter whose visions, or chunks of many visions--an MMO based on Magic the Gathering would be pretty damn sweet. What do you think? Give me any constructive critiscm on my ideas, and--mostly--tell me what you would want to see if Wizards of the Coast were to get a company to do this. |
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#9 (permalink) | |
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HopeDagger's Henchman
Join Date: May 2006
Posts: 1,275
Reputation: 17
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Quote:
And Wizard of the Coast DO NOT own the Warhammer franchise. They own D&D.
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#10 (permalink) |
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OnRPG Elite Member!
Join Date: Jun 2006
Location: Onrpg
Posts: 4,649
Reputation: 82
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guys hes not sayhing its gonna be a card game mmo...its gonna be based off a card game is what hes saying.....the lore and creatures taken from magic into a game...imo it can work...since they have plenty of creatures and plenty of lore to make a game based on.....if they make a combat system that somehow fuses real time combat and the card game that would be epic as well
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