What do you want from an MMO?

BananaMan

New member
What do you want from one?

A skill system thats diverse, and easy to use, or are you one of those gamers who wants quest driven content that holds their hand till they reach a certain level.

Do you want massive worlds where you can explore alone, or with friends?

A thriving economy? A crafting system, which relys on a sustainable combat system?

Make your home where you want? Decorate it and make you own, with player crafted furniture?

PvP on tap? etc

Tell em what you want, because I want to know. In as much detail as you can.
 
a huge world that i can solo and play in a group with
player run economy
no no-drop/trade items
balanced PvP
and not having to relearn the game every patch
no cartoon graphics like wow
player houses like in swg
pets that i can fight and/or ride
 
There's a lot to put on this.

<div class='quotetop'>QUOTE(BananaMan @ Sep 27 2006, 12:46 PM) [snapback]120941[/snapback][/center]
What do you want from one?

A skill system thats diverse, and easy to use, or are you one of those gamers who wants quest driven content that holds their hand till they reach a certain level.
A diverse skill system. Have a wide variety of skills to choose from to create your own template. Gain skills by usage or experience. Not quest driven. In other words no end to it.

Do you want massive worlds where you can explore alone, or with friends?
Massive worlds or a massive universe. If it's a massive universe, worlds and space to explore and have adventures.

A thriving economy? A crafting system, which relys on a sustainable combat system?
Player driven economy, I don't care if it takes months to make a good weapon, armor, or items, etc... a unique and complex (not difficult) crafting and harvesting systems.

Make your home where you want? Decorate it and make you own, with player crafted furniture?
Yes! Defenitely.

PvP on tap? etc
PvP available, but not forced upon. If there are rewards for high PvP scores, that they only affect the PvP part of it.

Tell em what you want, because I want to know. In as much detail as you can.
[/b]

That's what I can think for now.
 
<div class='quotetop'>QUOTE(BananaMan @ Sep 27 2006, 12:46 PM) [snapback]120941[/snapback][/center]
What do you want from one?

A skill system thats diverse, and easy to use, or are you one of those gamers who wants quest driven content that holds their hand till they reach a certain level. (a skill system, more of a tree. no levels)

Do you want massive worlds where you can explore alone, or with friends? (both)

A thriving economy? A crafting system, which relys on a sustainable combat system? (something unique but not supressive)
Make your home where you want? Decorate it and make you own, with player crafted furniture? (not everywhere.. looks messy without restrictions or form. Decorate yes, with crafted furni, looted trinkets)
PvP on tap? etc

Tell em what you want, because I want to know. In as much detail as you can.
[/b]
 
basically pre cu swg :p

but without all the bugs and exploits and on a server with people like there were on wanderhome
 
<div class='quotetop'>QUOTE(PrOdiGy @ Sep 27 2006, 04:28 PM) [snapback]121050[/snapback][/center]
basically pre cu swg :p

but without all the bugs and exploits and on a server with people like there were on wanderhome
[/b]
Now make a few paragraphs explaining it without referencing to the actual SWG game ;)
 
pretty simple i htink alot fo folks here want a game that they feel they live vs a game they feel they play ...

that sort of game would include

player controlled economy with diverse and complex crafting

non combat professions that were crucial to the combat players

profession balance doesnt have to be a mianstay a paper rock scissors game is fun too ... what i mean by paper rock scissors game is ( using swg as an example ) your average bh should beat a smuggler but a smuggler can take a medic but the medic can beat a commando who holds his own against a bh ..see what i mean theres balance inthe overall system but not in class vs class .. a game like this makes grouping important as well as tactics and diversity ...why have balance if all profs are balanced then you really have one prof in a bunch of different skins thats boring

allowing the player base to have direct effects on the game environment ..that means player cities ( the swg model could be adapted and improved for sure ) and can also include territorial gains between differing factions ...somehting to this effect really gives the devs the ability to create in game events as well

the origianl swg concept had all these on many lvls ..it was ambitious for sure but thats why it won game of the year for 2003 ..dont forget that swg was game of the freaking year !!!..menial point and click me kill things them go boom games are fun ..for a while here and there but theres alot of us out there that want more alot more ..im 35 not 5 i want a game that while fun is also challenging and engaging
 
Two major points.

1) Skill based system, NOT a level based one. Being able to change a character's skill set and professions, easily, and COMPLETELY is something that SWG ruined me on. I got too use to being able to completely customize my character so much that any level based game drives me mad now. A system where you learn skills/professions, and if you decide you don't like them, you can take up new ones w/o needing a new character.

2) Player run economy. Don't give me kill, loot, repeat, sell to NPCs. That's crap, that sort of system should have been outdated by now. Give me a system where there are hunters, gathers, miners, collectors, crafters, customizers, and plain sellers. The buying/selling of NPC stuff is nonsense and will only lead to a never-ending inflation in the game economy. Also driving people to sell their wares to make money to actual players enforces maturity and community in a game.

Combat systems, PvE, PvP, depth of content, story, can all be changed or done whatever with. You have the two points above, you will keep me entertained a fuckload longer.
 
<div class='quotetop'>QUOTE(Fluffy @ Sep 28 2006, 09:50 AM) [snapback]121377[/snapback][/center]
Two major points.

1) Skill based system, NOT a level based one. Being able to change a character's skill set and professions, easily, and COMPLETELY is something that SWG ruined me on. I got too use to being able to completely customize my character so much that any level based game drives me mad now. A system where you learn skills/professions, and if you decide you don't like them, you can take up new ones w/o needing a new character.

2) Player run economy. Don't give me kill, loot, repeat, sell to NPCs. That's crap, that sort of system should have been outdated by now. Give me a system where there are hunters, gathers, miners, collectors, crafters, customizers, and plain sellers. The buying/selling of NPC stuff is nonsense and will only lead to a never-ending inflation in the game economy. Also driving people to sell their wares to make money to actual players enforces maturity and community in a game.

Combat systems, PvE, PvP, depth of content, story, can all be changed or done whatever with. You have the two points above, you will keep me entertained a fuckload longer.
[/b]
We practically want the same. ^_^
 
<div class='quotetop'>QUOTE(Artica @ Sep 28 2006, 03:29 PM) [snapback]121444[/snapback][/center]
We practically want the same. ^_^
[/b]

Are you saying you want Artica too? Cool!
 
To crush your enemies, see them driven before you, and to hear the lamentation of the women!
 
<div class='quotetop'>QUOTE(Fluffy @ Sep 28 2006, 12:32 PM) [snapback]121447[/snapback][/center]
Are you saying you want Artica too? Cool!
[/b]
Eto, eto....
huh?
 
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