Cool mmorpg features

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2 comments, last by save yourself 19 years, 11 months ago
Focusing on (but not limited to) text-based online games, what sorts of neat features do you like to see in a game? Whether you''ve seen them in an existing game or just thought it''d be a really cool idea, what are some aspects of gameplay/combat/items/economy/anything that you find most enjoyable? These can be things applicable to the text-based nature or something that can be used in all types of mmo games. Brainstorm away! I''m interested in what people look for in a game that would make them keep going back.
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Faction vs faction combat. I always loved the feeling that you''re "fighting for a cause." DAoC is a great example, minus Mythic''s knack for nerfing EVERYTHING.
A dynamic economy would be nice, with shops that respond to supply/demand and the amount of money moving around.

Stuff for the casual gamer, make quests, adventures, player run and imm run events for players of a wider level range so those players whom cannot get to l33t lvl 100dom can have something to do apart from monster bashing.

How about fixed weapon emplacements (cannons, catapults, giant crossbows) you could have sieges and stuff, that''d be cool.

Toipot
Lead Developer - Farsight Productions
toipot@blueyonder.co.uk
world tech tree:

set possible directions of the world
technology, sorcery, commerce, chaos, etc.

more smithlike activities (ie. players spending time to build stuff, read, research stuff) add to tech.

more people playing as mages, learning spells, etc at to sorcery.

more people engaging in trade increases commerce.

PvP increases chaos

these are global values, the values build up over time. when the values are high enough, upgrades to the system can happen. ie. tech - gunpowder invented, better transpo, communication. mages might become obsolete. low level monsters suddenly become andriods or robots. models of houses start to be more metallic.

ie. sorcery - summon spells become available. lower mana costs for spells. monsters become more magical/immune to spells. teleport learned, etc.

the values add up over time using global values for the world. just to note the player trends in the fantasy world.

this is to give the super level players somethign new to do. adapat to the changing times. a mage that knows all spells might be beaten by low level person with machine guns. the high level players must relearn the newer abilities.

then make a catacysmic event to reset the system.


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