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Some ideas I had for an mmorpg

 
Anonymous Coward
User ID: 33719584
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02/13/2013 06:44 AM
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Some ideas I had for an mmorpg
I know... I probably shouldn't be posting this on this site as its off topic, but i post about economics and society and conspiracies all the time. I wondered what kind of response I would get from something like this.

So basically, I was let down by GW2. I liked GW1. Was looking forward to GW2. And hated it when it came out. Didn't play it longer than a week. And here's why...

They turned it into a single player game. And dumbed it down.

So I was thinking about all the things wrong with this game and others in its genre and I was wondering how my ideas would sound to other people.

1. Isn't it about time that we had skills specifically for killing animals n stuff? I mean, isn't it stupid to be killing a deer with a longsword or daggers? Make is so that if you use your sword on a deer, the deer just evades it... like in real life... and you have to go get a spear and some deer hunting skills.

2. Wide open map design doesn't actually work in these games. Nice idea. Doesn't work. Because you can see all the stupid shit everywhere. Like ten knights standing in a field hacking at polar bears or something. Looks ridiculous. So they should have walls and corridors, or mists, or trees everywhere to block line of sight. Adds that feeling of mystery and tension.

3. Since your blocking line of sight, predators should spawn in bushes n stuff and attack you. And deer n stuff should be elusive, so you have to sneak around n hunt them. This would make people go through the game much slower and with some tension. Its annoying how game designers spend six months building a gorgeous world and then the players just teleport around or run around without noticing. But you have to give players a reason to move slow and pay attention to their environment. Hunting animals and being on the lookout for things that can actually kill them would do the trick.

4. Isn't it about time that killing a deer didn't result in gold lying on the ground? Gold should come from treasure chests in dungeons.

5. The classless thing sounded cool. But it isn't. There was a reason for classes in mmorpgs. And that was that it made is so that you were needed. Which made it easy to meet new people. They were like, we need a monk. you a monk? cool. come play with us. Now... that doesn't happen. Have to bring back classes that are actually limited to certain strategies and tasks.

6. Only so many players should be able to target something at one time. The zerg mobs are retarded. Once again, you figure out pretty quickly that you're not really needed in this situation. And even if you do a great job no one is going to know it.

7. The point of the game should not be to level up. The only way to do away with exp points is to do away with leveling. Instead just have dungeons where the loot is money and skills. Skill hunting is one of the things that made gw1 last so long and made it fun. why did they nerf that? So you play the game to add skills to your 'deck' so to speak. This is more addictive then Leveling up. Proven fact. And players would actually have to acquire skills to do things in the game. As opposed to some robot that just kills a million panthers and becomes an uber powerful character with tons of gold.

8. Non combat skills. Maybe I just want to shove someone or mess with them. Joke with them. Make them walk drunk for five seconds. Why not have a way to interact with another person's avatar besides killing them in a stupid arena. Seems kind of obvious. And people would have to get these skills in dungeons too. So the whole time you are making your way through a dungeon, you know why you are doing it. So tomorrow you can walk up to a stranger in the market and trip them from behind.

9. Status skills. One of the perks of playing awhile would be to get a skill from some super hard dungeon or whatever, that you could use on other people that would make them bow to your character or something. So if you played the game for two years and some newb is talking smack, you just make him bow to you. That is pure fun. There would be like a five hour cooldown of course to limit the use... but it would always be there in your back pocket. So newbs would actually have a reason to be respectful to you. Because if they weren't you could just lock them out of their character for five minutes. I mean, think about. When people talk smack, they are always like... "I'm going to hack you man!" Why don't game devs just put this right in the game?

10. Actually have player vs Environment. In real life, trekking through the environment is mostly a battle against the elements. So why not have that in these games? In order to get through a marsh, you need a marsh walking skill or something. Once again, even though you don't 'level up' by grinding once you had that skill it would be fun to be able to whip it out and use it while new players had to slog through the marsh. And of course, you could use this skill for everyone in your party. Once again, giving yourself value. So people would seek you out.

11. Actually have professions that are needed. Like people have to craft weapons. Certain people have skills for killing certain animals, and getting the materials for crafters. Certain people have skills for getting through the wilderness easier. This way people would actually need one another in the environment. The game designers always put NPCs in the game to do all the important jobs because they don't want to discourage the casual gamer. Good job guys. You end up with one million casual gamers for one month and then your game falls apart in a huge embarrassing failure. Your market is not casual gamers. Think about it.

12. Why not have a kickstarter in the game? The game designers could give players different options for expansions, and the players could crowdfund the one they wanted. Seems like such a simple, obvious idea.

13. Dueling. Have a dueling arena, where everyone plays the same class and has the same skills. So that it is an equal test of skills. This class and these skills are not for the normal pve or team pvp, but simply so people can settle disputes and compete for status.

14. Overkill animations. Maybe you defeat a monster or a person really bad. Have some options for finishing or humiliating moves. Mortal Kombat figured this out like... a hundred years ago.

15. Giant bosses are stupid in mmos. There is no strategy involved in six hundred people clicking on this big giant animation in the middle and spamming buttons. Get rid of giant bosses and just have groups... instead of a single boss its like a group.

16. Do away with giant swords, giant spells, and giant characters. Do all these people have small penises or what? All these giant things and overdone animations are just clutter after you see it for like... one second. People don't get satisfaction from summoning a flaming dragon strike to kill a rat, twenty times.

17. Have the city be under attack. Minecraft figured this out. People don't appreciate things unless there is a possibility they could lose it. We thought GW2 would do tihs with dynamic events. But they chickened out. They thought casual gamers wouldn't like it if a chunk of the city got permanently destroyed by invaders.

18. Ummm.... Can we raise the age here just a tad? Games like mass effect and witcher have shown that more adult oriented themes do better. So why am I killing twenty bunny rabbits? What if I was killing twenty child murderers. Same quest. Same graphics. But I would just enjoy killing the child murderers way more.

Anyway... I could go on and on. But am I on crazy pills or what? This all seems so obvious to me, but the game designers just keep making these lame virtual environments where your supposed to have fun dressing up a character and killing bunny rabbits by slashing them with a dagger ten times while strangers run around doing the same thing around you.
Anonymous Coward
User ID: 8277387
Australia
02/13/2013 06:53 AM
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Re: Some ideas I had for an mmorpg
YUO ARE RIGHT BUNNY RABBiTS ARE A MENACE AND MUST BE SLAUGHTERED!!!!!!1
Anonymous Coward (OP)
User ID: 33719584
United States
02/14/2013 05:37 AM
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Re: Some ideas I had for an mmorpg
bump
Anonymous Coward
User ID: 26795689
United States
02/14/2013 06:02 AM
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Re: Some ideas I had for an mmorpg
:glper1:
Anonymous Coward (OP)
User ID: 33719584
United States
02/14/2013 03:11 PM
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Re: Some ideas I had for an mmorpg
bump
Jasper

User ID: 28093909
United Kingdom
02/14/2013 03:16 PM
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Re: Some ideas I had for an mmorpg
rpg
:killerglp2:
Dr. Gucci

User ID: 9927807
United States
02/14/2013 03:20 PM
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Re: Some ideas I had for an mmorpg
FarCry MMO?
Don't blame the puppet in the white house, blame the system he came up in.

:gtable:
Anonymous Coward
User ID: 8928738
United States
02/21/2013 11:43 PM
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Re: Some ideas I had for an mmorpg
Every month, the cooldowns, hit points, etc. for every skill should change automatically.

This would mean every month every one had to figure out the best builds again.

This would mean they wouldn't have to 'balance' the classes. Because there would always be guaranteed to be a 'best' build. What would give people an advantage would be that they could figure out what the best build was, faster than other people, and learn the ins and outs of it faster than other people. And then they could dominate pvp for a time...

until all the skills changed again.

I don't know why they don't already do this in mmo's. Its painfully obvious.





GLP