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#1 (permalink) |
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Detective Kirby
Join Date: Sep 2006
Posts: 150
Reputation: 11
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Thought I would start this topic to give people ideas of what to add into their games. What do you guys think are good things to put inside an mmo or think about for mmos?
Here are some ideas I think are good things in mmos to think about: Features: -Player Housing (possibly open world, although this can be bad sometimes) -mini-games (in-game chess, poker, other stuff) -instanced areas -seamless/seamed world -dungeons -different forms of traveling System: -sandbox (can't resist commenting that uo was the best game ever made) -themepark -merge of sandbox and themepark (ffxiv I guess) -standard combat system (criticism of this is usually it can be boring) -action oriented combat system (criticism of this is it usually seems interesting at first, and then gets boring and often has less depth due to less variation in attacks) -open or closed pvp -looting system (full/none) -death penalties |
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#2 (permalink) |
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Marios's Mustache Wax
Join Date: Nov 2010
Posts: 12
Reputation: 10
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For me, what makes a good MMO is simple
![]() High Security (Combat Arms... Enough said- I love the game, and I still play it ALOT, but the hackers are really annoying me )Decent Graphics (Now, If its 3D, it better be GOOD 3D. If it's 2D, it better be 18-bit + else I wont touch it.) Forms of transportation (Planes are cool, I love ships to no end [its a passion of mine] and even cars are pretty decent) A sense of teamwork (I dont wanna go through an entire game soloing, I want the NEED to have teamwork, like any FPS games, or RTS games.) And the obvious stuff. |
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#4 (permalink) |
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Marios's Mustache Wax
Join Date: Dec 2010
Posts: 5
Reputation: 10
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For me what makes a good MMO is
Graphics : High Quality Realistic and NOT cartoonish/anime styled 3D Skill Animations Good Armor Designs Gameplay : Highly customizable gear such as enchantments Gems of some sort that may buff gear RvR or GvG REALLY unique Grind based, light on quests Balanced Classes Many classes/class branches Diverse Skills Stats that you may build by yourself to find multiple builds More than 1 armor set for one level range Optionable instanced dungeons Open PvP lands Not a LARGE level range Not uber time consuming leveling Not Cash Shop heavy |
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#6 (permalink) |
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Marios's Mustache Wax
Join Date: Dec 2010
Posts: 2
Reputation: 10
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For me it is very simple: the feeling of being really there. I need to get the feeling that I am no longer sitting in front of my laptop. Like being swallowed by the experience. That's a good MMO. World of Warcraft did the trick. (As Morrowind and Oblivion, though they're not MMO's)
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#7 (permalink) |
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Bongo Crazy Kong
Join Date: Jan 2008
Location: Brazil
Posts: 239
Reputation: 30
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FREEDOM.
Freedom to harass others, change the world, destroy everything, cause effects. Do anything I want, when I want, no restrictions, no caps, no limitations, no rules, no scripted paths, no handholding. |
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#8 (permalink) |
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Phantom's Freak
Join Date: Mar 2009
Posts: 2,689
Reputation: 87
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Something out of the hands of the developer: Community.
Personally, I don't need graphics, I don't need sound, I will really play text-based games, granted the game has a nice community. If you're looking for something that the developer can control, sandbox. Being able to manipulate the world around you is appealing to most. |
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#9 (permalink) |
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Marios's Mustache Wax
Join Date: Dec 2010
Posts: 2
Reputation: 10
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No really, that's what makes a bad MMO. If my world was destroyed by someone else saying "omg lol i pwned u noob" I would throw away that disc faster than you could blink an eye. Maybe also start a crusade.
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#10 (permalink) | |
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Cloud's Hair Spray
Join Date: Sep 2006
Posts: 70
Reputation: 10
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Creativity, Competition, Challenge, Excitement.
These F2P's and some of the Indies fail cause they think they keep players by increasing time it takes to "level" but why people play is for competition and challenges. Open world (sandboxes) usually stem from the competition/challenge/creativity/excitement. PvP and PK are both important aspects of a game. PvP provides challenge and competition. While Pk provides excitement. Quests provide story plot and little else but repetitive grind. Thought I should elaborate a bit more. Crafting provides creativity and depending on implementation challenge. Social aspect of course is important but please remember players want a RPG not a talker. Again as stated above RPG does not mean QUEST , RPG means the ability to adept into a world and world view differing from reality. Not to go kill 3 rats. Why some sandboxes fail They either try to dumb down or limit the capacity that a open world provides. Certain aspects of a open world encourage other aspects that are wanted/needed. Pk I can not stress enough brings players together for social interaction. If players do not wish to be pked they will band together. No artificial system should be put in place. (BUT BUT BUT I WILL GET SPAWN KILLED / I WILL GET KILLED ALL THE TIME!11) If that is occurring than there is FAR few places to go and WAY to easy means to go to these places for the player base. Crafting needs not be I built a "iron sword" o wait my "steel sword is better11!" All things in game should not ever be a filler. Your level 1 Magic Missle should be viable when you are level 10 billion. They are different Paths. Not just upgraded versions of abilities / crafts. Again diversity. Provides creativity. Why x Failed Darkfall = Grind , few viable paths, no creativity. Mortal Online = Grind, few viable paths , no creativity Give me another Sandbox that failed / failing and I will tell you why Quote:
The problem is your mentality... not the concept. No monster AI can ever compare to actual intelligence of a player. Last edited by Decay; 01-08-2011 at 04:42 AM. Reason: why some sandboxes fail. |
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