ID:152523
 
Well...What are some good qualities in an MMORPG?

Just looking to maximize my RPG
See my responce to your other thread on a similar topic: [link]

  • Something to explore.
  • Something to find.
  • Characters to talk to (NPCs). *
  • A purpose within the game (besides raising powerlevel).

    * <font size=1>INTERESTING ones. Not the generic shopkeeper who says nothing but will sell you weapons, or one-message-characters who say, "there's lots of big nasty monsters in the cave to the west!"</font>
In response to Foomer
Foomer wrote:
See my responce to your other thread on a similar topic: [link]
Just for the mods:This is not a duplicate thread because this asks what you like in the game...not before it
In response to Shlaklava
Check your email Shlaklava.
In response to Shlaklava
And now that I think of it, I'm sure you could find some elaborate threads discussing similar topics to this if you just searched for them.
A open ended role playing game that allows users to directly effect the game environments such as:

Killing NPCs as a choice and killing ANY NPC.
The destruction of public property.
The ability to steal from anyone, anywhere, anytime.
A turn based, Pointed Based combat.

I guess I play FallOut too much... I love shooting those kids in the face..
Well, I'd like to see an 'M' in an MMORPG. Most BYOND games claim they're massive, but 20 people is hardly that.
  • a good series of primary quests that have aninteresting plot and a believable ending.
  • The ability to be good or evil.
  • a good combat system that doesn't make playing into a button-mashing contest.
  • The ability to customize your player's abilities as he/she gets more powerful.
  • (science fiction games only) fun vehicles, exotic weapons, and things that go boom.
  • (fantasy games only) powerful magic, exotic creatures, and explorable landscapes.
  • PvP areas, so you can slaughter your friends.
  • rewards for having skill at the game, not just for playing for a long time.
  • And finally, a good set of rules on in-game play and a group of moderators willing to enforce them.

    --Vito
Make things based on what the player does.

Perhaps you can destroy or build property?
In response to Crashed
Crashed wrote:
Well, I'd like to see an 'M' in an MMORPG. Most BYOND games claim they're massive, but 20 people is hardly that.

Well...this is also for future referance
good question!

- A massive world to explore
- Boss enemies to fight deep within dungeons
- Multitudes of items and equipment
- Verieties of enemies, so you always have something new to see
- The ability to kill other people
- Fairness with the game, if a level 100 kills everyone, wheres the fun in that? Limit the powers of people, like runescape. Deeper into the wilderness, kill weaker AND stronger opponents.
- MANY side quests, like 3 per town minimum.
- Change is very important! Change the weather at random or have the maps all snowy in december. Have some monster attack a town and let the players travel there and kill it. It will make people want to play when they might not've played. More people playing is fun for everyone.
- Players should effect the game, have a certain country attack another country, big war or something, then let people choose who's side they're on and do battle. Accually change the levels based on the outcome, for example shops sell different weapons and all players must pay a tax after the invasion succeeds. Or something
- Make it fun! 1 dmg. 4 dmg. 2 dmg. you kill it. 2 exp. BORING!!! Use many spells and skills, weapon effects, condtions like poison and etc.

Thats all I'll say for now. Hope you use my advice.
In response to Bones the Great
Bones the Great wrote:
- The ability to kill other people

This ones great (and a solution offered in your next point) until someone goes PKing mad. Rather than dedicate an area of the map for pking, why not make an option if you want to pk or not? Switch the option on, you can go round killing other people (and be killed) but you can't hurt people with it off, and switch it off if you don't want to PK, and lose the ability to hurt anyone at all. Easily done, just add a check into your attack coding to see if the target has pk on or off =)

1. Lots to explore. And rewards for doing so would be nice, even if it's just a bit more knowledge of what the landscapes like =P
2. Lots to do - not just combat based. I myself am a bit of a collector - I love to collect items and put them on display (see my room sometime - my collections vary from cuddly toys, to cushions, to dragons...hehe) so a couple of collecting side-quests would be nice, for example.
3. Random events - heh we were talking about what some nice things to see in Fable 2 would be, and I suggested this there too. When you enter an area, sometimes a random situation..."appears" for lack of a better word. And give the players a choice if they participate or not - not all people care that bandits are raiding that farm over there, and this could carry on...
4. Guards could try keep monsters out of town, and when there's a situation, all the guards nearby go over and try help out...giving more mischievious players an oppurtunity to raise hell in the normally guarded areas. If you add in stealing from NPCs and their homes as an option...well you see where I'm going =P


The only thing here I see that could be tricky to do is the random events, maybe the guards, but with a bit of thinking, anyone could find a way to do it ^_^
How about an rpg with ninjas and samurai instead of bandits and knights for a change.
In response to SuperAntx
SuperAntx wrote:
How about an rpg with ninjas and samurai instead of bandits and knights for a change.

Sounds a little like a naruto game
In response to RedlineM203
RedlineM203 wrote:
Perhaps you can destroy or build property?

No. Building games are horrible. :\

-Exophus
In response to Exophus
Exophus wrote:
RedlineM203 wrote:
Perhaps you can destroy or build property?

No. Building games are horrible. :\

-Exophus

well..maybe not a full building game...maybe a combo
In response to Shlaklava
Naruto=Zeta+Ninjas

I'm talking about sneaking into a castle to assassinate some emperor. No magic/jistu/crap and fighting in track suits.
In response to Shlaklava
Having building in a game won't make it horrible. Taken, games centered on that = Teh Suck IMO

But when a player can just have property to store their stuff between adventures and have a place to use their skills isn't bad.
In response to Pakbaum
In Fable you can kill people and buy their homes as long as nobody sees you kill them. You can then live in the home with a wife or rent them out and collect gold.
In response to SuperAntx
Doesn't matter if people see you kill them :D If the house has no people living in it, period, then its for sale. :D I know because my brother bought every house/tavern/store in Fable: the Lost Chapters. O.o
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