- Nov 14, 2003
- 9,811
- 110
- 106
I love the concept behind an RPG MMO. I hate virtually of the MMOs currently out though.
My perfect game:
1- Very Steep, Very Fast Leveling Curve. It feels like each new MMO has to one-up it's predecessors. Oh your max level is 50? Well in my game max level is 70! Oh you think 70 is high? Well we have a cap of 90! This is pointless and annoying. My optimal game would have a level cap of 10, or maybe 15. Any higher isn't needed for a new MMO. Maybe years later, an expansion will raise the cap to 20, but it doesn't need to be that high upon release! Whatever the max level is, you should be able to reach it or get "close enough" within 12 hours of game time. This might seem absurdly fast for someone accustomed to other games, but the real game is at max level. That 12 hours would be for a good player who knows how to play, a newbie would still take far longer with good reason- the newbie needs more practice. This leads into my next requirement:
2- Harsh Death Penalties. When you die you drop most of your gear. You can get it back if a friend picks it up for you, or if you reach your corpse yourself, but there is risk of losing it forever if someone else steals it. Also, when you die you lose a lot of experience. Maybe 1/3 of the XP to level, so if you die 2-3 times in a row you will actually lose a level and go down to the previous level. I may be in the minority here, but I really do want this. Diablo 3 is a great illustration of why this system can be good. Diablo 3 normal mode is an utter joke. Even inferno, with mobs ridiculously scaled such that they can kill players in a single hit, was finished almost immediately by the most serious players. No matter how hard a fight is, you can brute force your way through it if you have infinite lives and attempts. Dying in D3 was meaningless- unless you played Hardcore. Hardcore was a whole other game, you had to worry about defenses more and you couldn't zerg things down. IMO it was a much better game, BUT it had a serious issue in that most casual players didn't want to play it at all, because losing literally days worth of work due to a brief lag spike was an unacceptable risk. Why do we only have these two incredible extremes? Where is the middle ground? The middle ground is exactly what I want. Death penalties that hurt, can result in permanent loss, are very harsh, but ultimately don't completely erase days worth of work.
3- Easy Come, Easy Go, & Some Permanent Progression This goes along with points 1&2. It's easier to xp, it's easier to gain gear, but it's also easier to lose those things compared to other games. However, there should still be some things you can earn which you never, or virtually never lose. This is something that is hard for me to define exactly, but I am thinking a rune system like league of legends, and skills which are very difficult to train, find, or even learn but are not lost upon death. These give you something to work for that even in a worst case scenario you don't lose all your progress. After playing a character for a week you die in a horrible situation where you can't recover. You lose your gear, you lose some xp, but you still have unique skills you unlocked in the past week, and you still have some rune bonuses. You might not get back the exact same gear, but your recovery will be much easier than it was to collect the gear the first time, because of the benefits of your skills and runes.
4- PvP, for Real In a way, I think the best MMO PvP environment could be compared to League of Legends or DoTA style games. Easy to get in, easy to level up, but also easy to die (lose the game) and lose your gear (starting your next DoTA game with a new character and no items). PvP is something I feel no MMO has handled optimally. Original Ultima Online had a good starter concept, but it needs to go further. I feel like you should be able to do virtually anything you want, but depending on what you do you might be a varying degrees of advantage or disadvantage. You want to be a real jerk and gank everyone you see? You can do that, but you won't have any safe place to rest, you won't be able to use any regular towns, everyone will know you as evil, etc. You can do it if you want but it won't be easy. On the other hand, maybe you want to PvP your faction's enemies but not your allies. You will be safe in your home faction's towns (mostly), and you will have some allies, but you will also have enemies.
5- A Real MMO World I hate the idea of instances. Instances should not exist. Grinding shouldn't exist. Repeating content shouldn't exist. The world would be all one world, no boundary lines, no instance portals. No queue into a random dungeon group. Experience, as I said before it would be easy to reach max level. Well, there is a catch. You would get greatly reduced XP for killing the same mob more than once. 100% first kill, then 60%, then 30%, then 10%, and then 3%. Grinding in one area wouldn't get you anywhere. If you want to level you need to explore new areas and do new things. Quests as they exist in world of warcraft? No. Quests as player driven singular events? Hell yes. Zones would be static, but mobs would not. A cave near your starting town has goblins. You go clear it out, get some treasure and xp. Someone else comes along, it's empty, sorry, check elsewhere. The next day, someone else goes in the cave and finds that a family of bears has moved in. After slaying the bears, a few days pass and a dragon takes over. Each zone could have dozens of potential mob configurations.
6- Player Driven Shadowbane had some cool concepts as far as building player towns. I liked the idea, but i'd suggest something simpler. Zones that can be taken over. There would be dozens of these throughout the MMO world. One zone might be a small castle and keep full of "evil knights". You go in with some friends, fight hard and overcome all the enemies, and kill the evil knight's king. He drops a crown. The player who picks up the crown can use it to interface with a town control UI. He can set tax rates, assign money to be used for various tasks, hire NPC town guards, etc. However, there is a restriction. The crown must stay in the zone. You could leave it in a chest but if enemy players kill your guards and loot the chest they can take control of the town. Or if you are in a large clan you can trade off the crown and have different players hold it a different times of the day. Some towns would be massive powerful and very valuable to control, others would be small hamlets with only small bonuses.
7- Get Rid of Information Overload, and Player Expectations No levels visible. No item stats visible normally, although certain loring magic might reveal item stats temporarily. Other players are not visible in a list, you can't arbitrarily /who someone, you can't see other players class or level or equipment except what is visible in game graphically. Some fights will be too hard! This isn't a bad thing. Part of the game will be attempting to kill monsters you can't handle, and you will have to run away.
Bleh, I feel like I could go on forever and this post is probably already a huge wall of text, so I'm going to stop there. I just feel frustrated because I can't find any MMO that is even remotely close to what I'd like to play. Everything is moving in the other direction.
My perfect game:
1- Very Steep, Very Fast Leveling Curve. It feels like each new MMO has to one-up it's predecessors. Oh your max level is 50? Well in my game max level is 70! Oh you think 70 is high? Well we have a cap of 90! This is pointless and annoying. My optimal game would have a level cap of 10, or maybe 15. Any higher isn't needed for a new MMO. Maybe years later, an expansion will raise the cap to 20, but it doesn't need to be that high upon release! Whatever the max level is, you should be able to reach it or get "close enough" within 12 hours of game time. This might seem absurdly fast for someone accustomed to other games, but the real game is at max level. That 12 hours would be for a good player who knows how to play, a newbie would still take far longer with good reason- the newbie needs more practice. This leads into my next requirement:
2- Harsh Death Penalties. When you die you drop most of your gear. You can get it back if a friend picks it up for you, or if you reach your corpse yourself, but there is risk of losing it forever if someone else steals it. Also, when you die you lose a lot of experience. Maybe 1/3 of the XP to level, so if you die 2-3 times in a row you will actually lose a level and go down to the previous level. I may be in the minority here, but I really do want this. Diablo 3 is a great illustration of why this system can be good. Diablo 3 normal mode is an utter joke. Even inferno, with mobs ridiculously scaled such that they can kill players in a single hit, was finished almost immediately by the most serious players. No matter how hard a fight is, you can brute force your way through it if you have infinite lives and attempts. Dying in D3 was meaningless- unless you played Hardcore. Hardcore was a whole other game, you had to worry about defenses more and you couldn't zerg things down. IMO it was a much better game, BUT it had a serious issue in that most casual players didn't want to play it at all, because losing literally days worth of work due to a brief lag spike was an unacceptable risk. Why do we only have these two incredible extremes? Where is the middle ground? The middle ground is exactly what I want. Death penalties that hurt, can result in permanent loss, are very harsh, but ultimately don't completely erase days worth of work.
3- Easy Come, Easy Go, & Some Permanent Progression This goes along with points 1&2. It's easier to xp, it's easier to gain gear, but it's also easier to lose those things compared to other games. However, there should still be some things you can earn which you never, or virtually never lose. This is something that is hard for me to define exactly, but I am thinking a rune system like league of legends, and skills which are very difficult to train, find, or even learn but are not lost upon death. These give you something to work for that even in a worst case scenario you don't lose all your progress. After playing a character for a week you die in a horrible situation where you can't recover. You lose your gear, you lose some xp, but you still have unique skills you unlocked in the past week, and you still have some rune bonuses. You might not get back the exact same gear, but your recovery will be much easier than it was to collect the gear the first time, because of the benefits of your skills and runes.
4- PvP, for Real In a way, I think the best MMO PvP environment could be compared to League of Legends or DoTA style games. Easy to get in, easy to level up, but also easy to die (lose the game) and lose your gear (starting your next DoTA game with a new character and no items). PvP is something I feel no MMO has handled optimally. Original Ultima Online had a good starter concept, but it needs to go further. I feel like you should be able to do virtually anything you want, but depending on what you do you might be a varying degrees of advantage or disadvantage. You want to be a real jerk and gank everyone you see? You can do that, but you won't have any safe place to rest, you won't be able to use any regular towns, everyone will know you as evil, etc. You can do it if you want but it won't be easy. On the other hand, maybe you want to PvP your faction's enemies but not your allies. You will be safe in your home faction's towns (mostly), and you will have some allies, but you will also have enemies.
5- A Real MMO World I hate the idea of instances. Instances should not exist. Grinding shouldn't exist. Repeating content shouldn't exist. The world would be all one world, no boundary lines, no instance portals. No queue into a random dungeon group. Experience, as I said before it would be easy to reach max level. Well, there is a catch. You would get greatly reduced XP for killing the same mob more than once. 100% first kill, then 60%, then 30%, then 10%, and then 3%. Grinding in one area wouldn't get you anywhere. If you want to level you need to explore new areas and do new things. Quests as they exist in world of warcraft? No. Quests as player driven singular events? Hell yes. Zones would be static, but mobs would not. A cave near your starting town has goblins. You go clear it out, get some treasure and xp. Someone else comes along, it's empty, sorry, check elsewhere. The next day, someone else goes in the cave and finds that a family of bears has moved in. After slaying the bears, a few days pass and a dragon takes over. Each zone could have dozens of potential mob configurations.
6- Player Driven Shadowbane had some cool concepts as far as building player towns. I liked the idea, but i'd suggest something simpler. Zones that can be taken over. There would be dozens of these throughout the MMO world. One zone might be a small castle and keep full of "evil knights". You go in with some friends, fight hard and overcome all the enemies, and kill the evil knight's king. He drops a crown. The player who picks up the crown can use it to interface with a town control UI. He can set tax rates, assign money to be used for various tasks, hire NPC town guards, etc. However, there is a restriction. The crown must stay in the zone. You could leave it in a chest but if enemy players kill your guards and loot the chest they can take control of the town. Or if you are in a large clan you can trade off the crown and have different players hold it a different times of the day. Some towns would be massive powerful and very valuable to control, others would be small hamlets with only small bonuses.
7- Get Rid of Information Overload, and Player Expectations No levels visible. No item stats visible normally, although certain loring magic might reveal item stats temporarily. Other players are not visible in a list, you can't arbitrarily /who someone, you can't see other players class or level or equipment except what is visible in game graphically. Some fights will be too hard! This isn't a bad thing. Part of the game will be attempting to kill monsters you can't handle, and you will have to run away.
Bleh, I feel like I could go on forever and this post is probably already a huge wall of text, so I'm going to stop there. I just feel frustrated because I can't find any MMO that is even remotely close to what I'd like to play. Everything is moving in the other direction.
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