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New/Expanded features for MMO

NeghVar

2[H]4U
Joined
May 1, 2003
Messages
2,686
What kind of features would you like to see added to new or present MMOs?


Give some examples or reasons for your decision.
 
"Is it so hard to get sharks with FRICKIN LAZERBEAMS attached to their heads?!"
 
Player houses/Player cities

Having to defend your house and city in PVP is one of the coolest things ever. SWG had something like this. In your town you could have faction buildings and those could be attacked by the opposing faction. It was amazingly fun attacking other towns and defending your own. Totally made the "end game" experience.

NPCs that start interaction with you inside towns

Again SWG had this. If you were in an Imperial town you could get searched by storm troopers for illegal items. If they caught you with something illegal they would start shooting. Also if you said something along the lines of "screw the Empire!" they would attack you and take some of your money. It was so awesome. Damn I miss the old SWG. :(
 
Content creation tools for users that allow users to submit their creations to the developers who can then quality-check and balance, then include the creation directly into the main game. Developers have trouble keeping players entertained since they can't create content faster than players use it. Now players can share a little of that load so that more content rolls out faster.

Second life has content creation, but nothing to balance around. Other games have balance, but no content creation.

In-game voice chat, with multiple voice channels for team/clan/created-channels. 3rd party voice servers work, but they don't help for pick-up teams.

Less focus on time-wasting grinds to get players resuscribing. More focus on active and fun gameplay to keep players playing. Instead of random numbers between a minimum and maximum, make a game-mechanic where the player's skill can influence that number in their favor. Rather than pushing a button to activate a power, have the player actually use the power, it gives them control and action instead of guiding a puppet around. Nothing should waste the player's time, the player should be having fun the whole way through. If long travel is boring, liven it up, or cut down the travel time. Etc. Etc.
 
I still think there should be a Grand Theft Auto MMO
 
Content creation tools for users that allow users to submit their creations to the developers who can then quality-check and balance, then include the creation directly into the main game.

Second life has content creation, but nothing to balance around. Other games have balance, but no content creation.

In-game voice chat, with multiple voice channels for team/clan/created-channels. 3rd party voice servers work, but they don't help for pick-up teams.


WOW is acctually bringing in built in voip soon.

One thing I like for mmo is adjustable factions. If you ever played Earth and Beyond thats a good example. You start off allied with the 3 main races, but you can kill off npc's of the main races and ally your self with the opposing factions to gain access to there territories, tech and stations.
 
Player houses/Player cities

Having to defend your house and city in PVP is one of the coolest things ever. SWG had something like this. In your town you could have faction buildings and those could be attacked by the opposing faction. It was amazingly fun attacking other towns and defending your own. Totally made the "end game" experience.

DAOC has this in the forms of towers/keeps in the frontiers, and has full player housing in non-pvp zones as well. It's been out for over 5.5 years :).
 
I intended for this to be a poll, but That plan failed. Never posted a poll before.

Anyway...
Genre:
I'd like to see more along the lines of Eve​

Multi-genre:
In games like Eve, make it so that you don't have to simply destroy your target, but make a feature so that you also have a choice to capture the ship or station. deplete the shields, then beam aboard and kill the crew and their captain in first-person shooter mode and even have co-op mode if its a team or guild effort​

Expanded Economy:
In WoW, provide other means of earning gold. For instance, when raids on cities or towns are commited, The NPCs of that location will post bounties on those players with a price based on their level. If you are on a bounty list then if someone kills you, they can loot you for your head then return it for the bounty. Just like in certain quests. Also Personal shops, towns or islands for individuals or guilds​

Expanded Professions
In higher levels of engineering have a branch split like in blacksmith and leatherworking. For instance high-end parts and siege devices.

High-End parts: Component level parts for Siege devices and other complex machines like armor plates, HE and AP bullets, engines, transmissions, hydrolics, wheels, treads, etc. All of which you can sell or auction to other players.

Complex Machines: Tanks, Artilery, personal boats or aircraft, etc. However, these item cannot be built in the normal fashion of twiddling your hands or banging an anvil. They must be built in special manufacturing plants (somewhere in the Ironforge/gnomeragan area) which would take minutes or hours to build depending on what type of device it is and what skill level it requires. Also, two options on how to build. Build it alone (which will cost you the full time it takes to build the device, ask other Complex Machine players to assist you or hire gnome NPCs to assist you for a high price. The normal time it takes to build these devices will be divided by how many players and/or gnome NPCs you have helping you. The original builder will be the only player to receive a skill point. Once finished, you can use, sell or aution the item.​

Custom Content: Submit ideas to Blizzard for approval and then have them introduced to the game in a future patch.
 
I would love to see a real economy. By which, the stuff that gets sold to vendors is the ONLY source for those items. For instance, healing pots (stim packs whatever game mechanic is used) sell price would be directly tied to the supply. If nobody is making them, then the price goes up. If a lot of people are making them, the price goes down.

So there would actually be a REASON to craft items. Want ammo? The vendor is only gonna have it if some player makes them. This would reasonably only work with consumable items, and would eliminate an "auction house" type deal. Or they could be "consignment" type things, where the vendor sells the item and then sends the proceeds to the player wanting to sell the item.

You could even have "haggling" and players could conceivable be shop owners if they decided to do so.

I personally love making things in game, but almost none of the stuff i can make (in WoW) is worth a crap when compared to the stuff that drops in instances, or even quest rewards in a lot of cases. I'd love for some items to be allowed to be "player made", just very difficult to make. The mats could be hard to get, or you could need a LOT of things, or it could just be insanely hard to make properly (I.E. instead of a nice shiney purple, you end up with a crappy green).
 
I'd like to see hunger and weather mean something. If it rains, then there are puddles on the ground, everything's wet, and maybe flash floods if it's heavy enough. Maybe have the rain on the ground where it dries eventually. Same with snow, ect. You get cold, you see snow pile up if it's a bad storm, you slow down/lose (or worse) stats the longer you are in it unless you take measures to avoid it. Cross a desert and you have to have water or you lose stats, ect or die. Don't eat, you lose stats/mana/health and you eventually die. Make the risks more real like they would be in real life. This kind of stuff may happen someday but not for a long while yet i suppose.
I'd also like to see more dynamic worlds where it's more than just a few random people and animals wandering about. They've made great strides in this already, but it could be alot better imho.
Like someone mentioned, better NPC interaction. Fable was kind of a step in the right direction with NPC's able to loathe, love or such but that was only single player so would be harder to do in a MMo.
 
DAOC has this in the forms of towers/keeps in the frontiers, and has full player housing in non-pvp zones as well. It's been out for over 5.5 years :).

Yea it's pretty sad that it has been 5 years and there are only a few MMOs that have this built in.
 
An MMO Tenchu with opposing clans and territories. Oh, yes.....

What I'd really like to see is a complex and skill based Action Game combat system in an MMO. Think Ninja Gaiden/Devil May Cry.
 
I would love to see a real economy. By which, the stuff that gets sold to vendors is the ONLY source for those items. For instance, healing pots (stim packs whatever game mechanic is used) sell price would be directly tied to the supply. If nobody is making them, then the price goes up. If a lot of people are making them, the price goes down.

So there would actually be a REASON to craft items. Want ammo? The vendor is only gonna have it if some player makes them. This would reasonably only work with consumable items, and would eliminate an "auction house" type deal. Or they could be "consignment" type things, where the vendor sells the item and then sends the proceeds to the player wanting to sell the item.

You could even have "haggling" and players could conceivable be shop owners if they decided to do so.

I personally love making things in game, but almost none of the stuff i can make (in WoW) is worth a crap when compared to the stuff that drops in instances, or even quest rewards in a lot of cases. I'd love for some items to be allowed to be "player made", just very difficult to make. The mats could be hard to get, or you could need a LOT of things, or it could just be insanely hard to make properly (I.E. instead of a nice shiney purple, you end up with a crappy green).

See DAOC's player housing + consignment merchant system.
 
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