Make V13 the best MMO

Post » Sat Mar 28, 2009 1:46 am

Lets tell gamesas, Chris, and all those working hard on V13 what we would like to see in V13. What features do you want to see in V13? What features do you not want to see?

RULES OF THIS THREAD:

1. Do not argue about V13 being FOOL or not or whether the project has been canceled.
2. Do not request information from Chris or gamesas. Let tell them what we want.
3. Pretend that V13 has nothing to do with fallout. Think about what you want in an MMORPG.


My ideas

Avatar customization: I want to have an avatar that is fully customizable including species, race, height, weight, age, facial features, tattoos, etc. I would like to be able to customize my clothing as well.

Clothing customization: Even armor should be customizable, for example, I want to paint it, upload decals, etc. If someone wants their combat armor to look like a race car, they should be able to do it, even if they have to "pay" for the service.

Living space: Players should be able to have a home.

New kinds of quests: I will try to start a thread on this one. But who is tired of the same old "go into the deadly abyss and find me some trinket" kind of quest? God surely knows I am.

Player communications and trade: Make player communication unedited, but easily blocked. Of course it would have to be monitored for spammers and the like. Also, allow p2p trading in a barter screen environment where both parties have to agree before the trade is made.

I could keep going, but now it is your turn...
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Sat Mar 28, 2009 12:37 pm

Good luck with the thread.

There have been others and hopefully there will be more :)

http://www.gamesas.com/forums/viewtopic.php?f=7&t=818

Dave Chase
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Sat Mar 28, 2009 7:42 am

1: face to face conversations. no world chat, no soap box spamming, no chat boxes in the bottom left of the HUD. if someone wants to talk to you they have to walk up to you ( say within 6 in game feet ) and then click on you. much like one would have to do to talk to NPC in a non mmo. when your talking to people a window pops up with 3 panels: an "avatar-ish" close up of your characters face in the left box, conversation text and trade info in the middle box, and the "avatar-ish" close up of the person your talking to in the right box.

now as your talking you can hit emote buttons to change the expression on your character and the person your talking to can see them, just as you can see there expressions. like how in a the REAL fallout games the NPC your talking to ( the important ones at least ) will display different expressions based on how well you piss them off or kiss there asses.

.... just a thought.



2: no insta-portation, but there was already a official poll about that topic.

p.s. radios are fine but with limits like not being able to call someone directly unless you know their frequency ( I.E. the told you it ) and no abstract "mailing" things to people ... unless there is a housing system and you have to mail it to their address.


.... in other words make it a game not a interactive chat room. hay, "OC" ..... i got something for ya right here! _|_ (^.^) _|_

Image
"MMO-RPG" = "Mass Market Oriented - Repetitive Profit Genera"
- damned things still svcked me in ...
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sat Mar 28, 2009 9:23 am

1. I would like to see more environmental interaction during combat. Like being able to take cover behind a tree or barricade. If its dark or raining you have a reduced chance to hit.

2. Automation- During a fight, I want my character to immediately take cover and face the enemy. One of the most annoying things in other games is when something attacks you when your not really paying attention, typing a friend, or have a million other windows open. I am OK with my character being able to figure out things on his own. If I'm out of melee range to hit a guy, don't give me a message saying I'm out of range, take a step forward and smack that person.

3. I'm OK with slower paced combat. I like having a moment to think about my actions rather than seeing have fast I can mash random buttons.

4. I hate repetitive fighting. An hour of grinding is incredibly boring to me. I prefer sneaking to an objective, BSing my way there, or do anything rather than fighting 100 NPCs just to get to point X. What can I say, I'm more of a cloak and dagger kind of person rather than Rambo.
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Sat Mar 28, 2009 3:05 pm

Limited world chat would be a great start. Also, do put a stop to road side peddlers and crowd at important NPC points lagging up the whole game.

Customisable weapons would be great. Not just the usual +2 add effect mundane stuff. I mean really unique stuff. That way, there's more real world value in the items.

Clan settlements would be cool. Instead of just the usual clan formations, why not let clan lords and their first tier members create settlements, with class system implemented whereby the members or rather settlers can take up NPC like jobs like mechanics, smiths, doctors, etc when they are offline. When they do go adventuring, increase in lv and skill creates better items, more products and services.

Then there's mercenaries and the idea of bounty hunting. Clan settlements with the proper job class members can hire out their clan members as mercenaries to hunt jobs posted to them by other clans, players or game organisers. Someone piss you off? Pay a bounty and have the player iced in specific ways. Maybe blind them, burn down their settlement. Maybe if a bounty is made to neuter a certain player, their profile will be permanently marked with a title like "Spayed with a vengence"

Vanity and socialisation is the new drug of today's mmorpgs
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sat Mar 28, 2009 1:51 pm

And... how strong is your sales team? Game content is one thing but revenue generation is what will make a game truly successfully. I'm not blind to the fact that if a product is not lucrative, effort is wasted.

Let's focus your sales team on how to further enhance your product value. If you still think of MMO as just a piece of software then we are doomed for failure. MMO is, in most aspects, a big fat piece of realty ready for exploitation. You, as gamesas and the creator of Fallout commands a certain advantage in cult followings and as such, what you say tend to go with your followers. This is what you should leverage on. Get your sales team together and brainstorm on products eyed to business to business relationships. I.E. Add space in game is a lucrative and constant/stable income generator. Not only will real world products and brand names provide revenue to your company, it will also add a more realistic feel to the mmo. It is post apocalyptic....

Imagine an event held in conjunction with say Microsoft. A far off decedent of Bill Gates called Bob Gates is looking for a long lost copy of windows 3.1. Hoards of Mac-intized fanatics have to be mowed through to get to the core of apple inc (pun intended). Who knows, aside from the charges rendered to host and organize the online event, maybe a deal can be worked out with Microsoft where you can siphon 5% revenue share from OS sold with codes rewarded after completing the mission. The limitations are boundless. The sales team are the key.

Age old problems of whether to charge or not are solved instantly. If your add/event sales out perform the game points sales why antagonize the players with petty charges, let them play for free. simple maths whereby more players = more audience = more add space sold.

[Personal email snipped]
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Sat Mar 28, 2009 3:04 am

Oneilchung,
Thank you for contributing... I snipped your personal email since we have spammers that scan these forums... I suggest that you have people contact you via Personal Mails here -- reduces the amount of spam.

You make some good points. Having quality content in a game isn't enough by itself. You need strong Marketing as well.

One final request: these forums are for gamesas discussions only. We prefer that people do not discuss other games and companies.

Thanks!
-Chris
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Sat Mar 28, 2009 5:08 am




Paint is the most shit thing in fallout mmo.Realize that every girly man will paint his weapon yelow-red and this will look really a cartoon game.In fallout dark colors and the ugly thing made the game more real and like a real post apocalyptic environment.. Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Sat Mar 28, 2009 5:29 pm

Ok, here's my wishlist:

Part 1 - the world

1. V13 to be a post-apocalyptic game :) It doesn't have to be a part of the Fallout universe, but it should keep it's dark humor and sarcasm of Dr. Strangelove and other previous influences that we all know and love.

2. Clan cities that wold be built step by step depending on the clan's finance and influence in the world, I would like to see those places grow slowly as the group expands and to be able to see that progress. I would also like for them to have ability for custom building of the structures depending on the amount of salvaged materials. Imagine all the trade routes and jobs that could be available in those towns, stuff like the shit-shoveling to keep the generator running, or being able to earn some money as a local doctor.

3. Vehicles - all sorts of them and the ability to customize or repair the broken ones with salvaged parts found in the wasteland. There would also be great to have some of them to be used for something other than just vehicles.

4. Quests that would effect the entire world, for example, if you activate atom bomb the area should stay radiated forever and for all players. For example, if you were to go to a saloon and have six with a prosttute and you have some sort of disease that is contagious it would spread around to other players who also have six with her. Ok I know there are better examples, but you all catch my drift here.

5. No global chat, if there are to be radios in the game, make them have some range, if someone wants to talk to me he should come closer.

6. I agree that there should be option for customizing weapons and armors, but only from salvaged parts depending on the player's skills. I would also like for armors, weapons and vehicles to have some durability to limit their usage.

7. At least five major cities with brothels, hospitals, casinos, npcs, quests that would make me come back often, gunrunners, hotels, thugs, boxing rings, "golden globes" and all that stuff that we don't see in other PG13 action games. This is the stuff we all remember with nostalgia and that we don't see anymore in games.

8. Blood, guts and gore, depending on the weapon of choice and other stats.

Part 2 - character

1. For once to be able to die of hunger,this would boost up the survival aspect of the game.

2. Being able to get mugged, robbed, imprisoned or sold as a slave.

3. Freedom of choice that would effect my character for his good or bad decisions. I would like the option to be able to join slavers or rangers, to choose if I want to kill a child or not, just leave the options opened and let me take the responsibility for my actions. It's my own fault if I go to the radiated area and my body starts randomly mutating.

4. Being able to have or build my own house (in wasteland, city ruins or inside the clan's town) to stash items, if get killed I would loose all my items if someone chooses to rob my corpse. And that's fair by me.

5. Freedom to chose race, color, occupations, skills and other stuff already mentioned before. Clothes and armors only from existing items, we don't want the game to be colorful like the Easter parade, that would ruin the mood and atmosphere for other players (me included).

6. Limited inventory.

7. Injury should effect stats.

Conclusion

Basically, I don't care if the game is played in turns or real-time, this is mmo after all. I also don't care about the perspective (point of view), but I would like to be able to choose the one that fits me the most. I would like for the game to have game system like the one in Fallout 1 and 2, or as at least the one that is close to it as it gets. Of all the above, my priorities are freedom of character development, realistic world where players take responsibility for their actions, good or bad and the good storyline with realistic npcs.

Please keep in mind that I only described the game I would like to play, I know some of the stuff on this list would piss other people off, and that no-one would pay for a game where he or she is sold to slavers, or where they would have to walk around with mutated arm just because they weren't careful enough. But that's the stuff that makes a great game for me ;)
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Sat Mar 28, 2009 12:28 pm

Good post scorpius.

Now its my turn.
For a wasteland/postapoc specific setting those are must-have in my opinion:
Unprotected places: Places without laws and orders, travelling on your own risk
Death: Death shouldnt be treated lightly, a loss of items/money and maybe XP (or something similiar) is mandatory to make death mean something.
Factions and Clans: Neutral/War/Alliance (NPC and playerdriven)
Controllable Areas: Where clan/faction wars take place to gain resources and territory
Vehicles: A wasteland is usally a huge "empty" desertlike area, vehicles of any kind are obligatory

Fallout specific:
-Quests with choices(different ways to complete that quest) and consequences (affecting the game world)
-SPECIAL system being used on almost every aspect of the game (-> skillchecks)
-Dynamic gameworld which changes through playerinput

I`d like to see a mature (by that i dont mean boobs and gore), towards realism leaning game with subtle black/dark humour.
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Sat Mar 28, 2009 4:10 am

Part 1 - Trading, crafting-

Making a trading system similar to the one in EVE, make it possible to create weapons, armors, vehicles, clothes etc and then be able to sell them in a city, like the Hub from f1 ^^ . There will be NPC to sell some basic stuff but it would be sweet to have a player controlled market. NPC sells blueprints, with them you can create what the blueprint shows.

The items you create cost X amount of resources that you can scavenge, not the boring kill 100 creatures to obtain X amount of things but more like, there is a possibility that you can find -METAL PLATES- in this a junkyard, so go there... and bring a cart or something, not sure how you would find different things, could be a special scavenge button that makes your NPC look for stuff where you placed him... and then you could borrow some sort melter to remelt the metal and create whatever you are doing **ofcourse for a fee, don't want to make crafting too easy.

To create items you would also need specific requirements, Im not sure how Project V13 would handle it but lets jump to fallout just to give an idea - to create a leather suit you need 75 points in Cloth Crafting, and to restore vehicles you would like need 175 in Metal Crafting or something like that, do not make it easy for people to become crafters and warriors at the same time, if so everyone would just do both to make money...

NPC also sells salvage but it isn't that cheap but it saves you a lot of time.

Part 2 - Character -

Character customization, change the face and all that aint to hard these days :P almost every game have that. What would be sweet is to connect the look with abilities:

Perk - Heavyweight - you are fat but it seems all that fat defends you against weapons a little bit :)
When you choose Heavyweight your character will become fat, and maybe run a bit slower, and if Heavyweight is chosen things like -Slim- would be unable to obtain.

Tattoos, get tattoos from NPC, and maybe haircuts, if you want to become a real raider or something^^

And what about a little dog? Make it possible for NPC to breed up puppies that can later be sold. **NOTE that there will not be an infinite amount of puppies, thes dogs will be expensive but very useful, I do not want to see every damn character running around with dogs....

Part 3 - Quests -

NO MORE BORING GRIND DAMN IT!!!

I do not know why people like grinding.... its like hitting with a stick on a pole 999999 times.... be creative with quests, make various quest givers like:
GOOD KARMA
Local policeforce - these guys will give you quest to either scout or attack enemy hideouts or similar

Local traders - protect their caravans when they go to cities, several people can be guards in the same caravan, it also have a specific timetable, so if you are not there when they leave or you leave while traveling you loose trust or something like that, it will be harder to get good missions from them.

Local... citizens... - Talk with a citizen representative and help out citizens with small tasks, maby not much money in it but they will like you for it ^^ Karma is good right?

Mayor - wohoo, he gives fun defend quests, at a specific time he knows there will be an attack so gear up soldier, your on the wall. BUT it could also be that he doesnt know IF there will be an attack, or when, so he will give you a time where you MUST stay on the wall, leaving the post for more then 3 min means your fired :( , defensive quests are also shared with other people.


BAD KARMA
Raiders - These guys want you to help them attack caravans and small villages, could be lots of money in it, if you survive that is.

well.... raiders could have some similar to the good karma quests, they are just a little bit more evil.

well you get the idea, have some actual story in it, also completing quests will improve the wealth of the city with just a tiiiny bit (explained at Part 4 - Cities -).

**Shared quests have a maximum amount of people who can join, they will get a time and place to attend to, other can attend ofcourse but they will not get any loot or money for the job.

Part 4 - Cities -

Dont make a city with like 20 citizens and have 500 "chosen ones" running around... Make a city and have lots of NPC, just like f1-f2 (not like f3 lol... those shouldn't even be called villages), and you should be able to buy an estate of some sort in the city, MONTHLY RENT!!! dont pay, get out... The cities are also "living", as in they have wealth, wich is increased when caravans enter and when rents are payed. Richer cities means expansion, when richer payouts for missions gets better, but ofcourse richer cities also means richer caravans wich means hungrier raiders.... The wealth may add other things but its hard to come up with ideas now, like cities could expand a little, make the cities controlled by the devs :D they can buy stuff with the money collected ^^ it would be neat to have cities that actually change.

Houses in cities are desctructable aswell, they have a hp so if there is a massive explosion there is a chance that a house will be destroyed. BUT to prevent this, explosives are expensive.. you do not want to waste them, and they will be expensive becouse it is boring to have a game where everyone throws grenades all the time, or shoots missiles.... Towns do NOT accept guns in the open, hold them holstered cowboy.

Clans or Tribes as they could be called can get land where they can build up a village, they will have a shared moneypool which member can donate to, or have a tax collection (when completing a mission x% of the total payout goes to the moneypool, X is set by the tribe leader). And by the money from the moneypool the leader can buy tents, watchtowers, turrets, crops, brahminsheds and stuff to their little land, those stuff can also be upgraded (it will be expensive building stuff).
POSITIVE THINGS ABOUT A TRIBE - you dont need to pay taxes for living those living there, crops give free food wich can be sold at cities, brahmins give food and pelts, pelts can be used in crafting.

Clans/Tribes can do special shared quests from towns, they are much much much harder but the reward is awesome :)
the tribe also share a special TRIBE KARMA, if good they can do quests from towns and they are friendly with towns, if bad the tribe will be allies with raiders, they can take quests from them instead, and buy buildings from the raiders instead of the cities.


**Cities will defend their citizens or those loyal to the citie, if raiders attack or if some random evil guy shoot someone (several times that is, misfire is accepted... kill is not) they will shoot them down like... rabbits.... yeaaah, like rabbits...

Part 5 - Interaction -

Make it real.... you talk to only to people who are close, you cant talk to those who are 1 mile away, If you wish to do that buy a radio and set it to a friends frequency and save it. So when you want to talk to a certain friend just go into the radio and choose the saved frequency (when saving just give it a name like MY BUDDY "HANGSTER"). Tribes/clans can also share the same frequency, so basically you will have the same talking as normal MMO does but you will also remove the boring spammers.... you can also mute people, just ban their frequency when they talk to you.
The normal talking will be very similar to the normal fallout (still not counting f3 as real fallout game...)

EXTRA NOTES!!!

Vehicles are rare... very rare.. they cost like h*ll to build but can be worth it, also they must have fuel to work and keys to work, so if you dont have fuel or keys well bad luck... and if you are in the wastes with a empty tank you gotta call for a friend fast.

Clothes gives different stats, like bigger armor means bigger defence, but you are slower.
They also give different stat bonuses, like wearing a big armor while saluaging may be fun it will be even more fun to have special clothing that doesnt give much to defence but will give you + in saluaging.

AND you cant change clothes wherever you want, you need time to change, and you cant do it in combatm NPC also targets you especially if you start to change, you know if they are hiding or something... and you cant carry as much as you want...so you cant have 6 guns, 3 armors and 190 stimpaks and lots of ammo with you...

HUMAN/HUMANLIKE NPC will also know their fights, if they see someone with a small pistol, but with a M16 strapped on their back they will be a little bit cautious, but if they see someone with an knife and nothing else then they will go right at him. Animals on the other hand have a tendency to charge... but they will also flee if the target does massive damage, they dont charge groups tho, not unless the animals are in groups aswell.

The surroundings must be fighting frendly, JUST like in fallout tactics (I love fallout tactics gameplay, its just sad the story wasn't as good as in f1-f2). Like being able to cover behind walls, rocks, trees and stuff. Also the your character have a special THINK button... as when you have it enabled your character won't stand there as an idiot when people are shooting at him, he will be like a NPC, it can be configured as in behaviour, stand ground etc. That would be great if you need to go to the toilet or something, or if you are not paying attention...

Also... make like atleast 5+ BIG cities.... and lots of smaller villages.

hmm thats all i could think of now...

**edit

DEATH!!! dont make it as svcky as it is in almost every MMORPG, you loose a bit of stat, xp and thats it... In my gaming experience the best death is in EVE (yeees im an eve fan..) where you loose your whole ship if its destroyed AND don't forget that if you don't have a clone for your character he will die.. permanently... So what im saying is that Project V13 should have a stronger penalty for death than most MMORPG use. Like when you die you loose the current weapon maby some other gear, you can loose some money. It shouldn't just be a game where you die and then you respawn and take up revange just like that, you got to get some punishment for dying to make you start thinking rationally in fights. ^^ Image
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Sat Mar 28, 2009 2:59 pm

- Make it an true MMO
I am so tired of playing MMOs where I could have just played it offline, and still had exactly the same experience. If I play MMOs, I want to play with groups of people, have shared quests etc.

Some ideas:
- Public quests
Pops up from time to time (like every 4th hour or whatever fits, but they should be often, but not available all the time), where you get missions\quests from the leader of the area (Major, Slaver, Gang Leader), and for the mission to start, you need at least 10 people, or if the max cap. fills up. This will make random people work together and probably continue to do so if they work good together.

- Group quests
Quests that need groups. MMOs that doesn't need groups can be played offline. No need to pay a monthly fee to play an MMO "alone". Could even be short quest chains, and not just single missions.

- The ability to share missions
Sharing regardless if the person you share with have done the "pre quests" etc., because if Person X wants you to kill Person Y, he probably wouldn't care if your friend hjelped you even if he did collect 10 Jet or not.

I personally don't mind grinding\crafting, as long as it's rewarding even at early stages. Fallen Earth did this in a good way, and WOW svcks at this. Also, having the ability to "pick apart" items which gives you the items used in the build, aswell as a blueprint on how to build it again. So that basically, you can build anything you own, as long as your skill (int.? per.? aswell as some other "crafting skill").
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Sat Mar 28, 2009 8:57 am

after reading your post -lassepdsn ima add ONE more thing , or rather change...

I'll stick with your thought of grinding, rewarding yes, just dont make it too repetative and boring... like in most mmorpgs... *COUGH -wow -COUGH* I can't stand grinding where all you have to do is run around, get aggro and press 1-2 (depends if you need to heal...) buttons.. repeat...... many times......... Image
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Sat Mar 28, 2009 8:29 am

What about a mutation system or quest?

Sorry for getting into Fallout thing, but it should at least look a bit like it... Ex: when you get to level 70 (supposing it's high) you may join a clan, something like Cathedral of Fo1 and turn into a supermutant, but this would be a very large quest, not just "enter in this room and you'll be transformed into a supermutant"... To keep things real, the transformation process would take time (about 2-3 days) and you couldn't play while being transformed.
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Sat Mar 28, 2009 11:00 am

This is fairly vague because I don't want to post a wall of text, but essentially:

Make everything have value and encourage commerce between players. Every action should provide something beneficial for a player. Whether it's training their character, or creating an item, or questing for an item. Commerce will drive a game economy and keep people interested if it's done properly. I've seen someone else has referenced EVE, and I'll do the same. One thing EVE does really well is it puts value on just about everything you do.

Whether it's trading components, finished items, player characters (not accounts, big difference), negotiating protection, or training a character, everything should have value so that regardless of what the player is doing, they are gaining something.

Another thing, and maybe it's been said already, but giving players a sense of accomplishment is really important. So many of the free MMO's look great, and start off fun, but when you realize there is nothing to gain, or whatever there is to gain, isn't worth the work to gain it, they get boring very very quickly.

Just a handful of thoughts, hope that provides some input :)
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sat Mar 28, 2009 5:31 am

Just a small thought on player communication...

I've all ready wrote about radios and how I hate global chat. So here's one idea:

Post offices around the map, where you would have to pay to send mail, and maybe an option for that mail to travel with caravan :) Imagine the possibilities, if the caravan is robbed you would receive no mail, and the robbers could read it. You could even get a job as a postman.

Town information boards. Yeah, just leave a message or add, you need to send a message to someone, just write on the board, yes every one could see it, but you should be careful what you write. The person you're trying to contact could read the message when he/she arrives in town. If they don't... bad luck.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Sat Mar 28, 2009 6:08 am

I feel a bit awkward writing not so much for the thread... Anyway I think death should be taken care differently. In case you die you would end up in a hospital of the city were you died, in a hospital of the Brotherhood of Steel (not saying is about Fallout Online... ;) ), or by the Enclave (if they killed you, or they found your "remains", and by remains I mean of a regular or nuclear explosion, grenade, etc.), you will be healed, but you will have to recover your items, you may get a temporal inability to run, aim correctly, or hack computers, and you may have to fight/shoot your way out of the health center/hospital/clinic (depending how and where you died).

Unless of course you're cured and/or revived by a partner, but then you would have the inabilities of your injuries for a much longer time until you go to a professional doctor.

What do you think of my idea? Image

Here's hoping for a Beatles-themed quest on V13.
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Sat Mar 28, 2009 6:34 pm

Well MORE MAKESHIFT. It would be cool if you could make weapons out of random stuff you found like you found a spring from a car andd tubes and some chemichal for ammmo you could make a cannon for your clan settlement or your home. Also for house customization IF you would have electrical stuff you should like be able to make your electrical source like if you find coal or wood and stuff. I dunno just throwing some stupid ideas:D
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Sat Mar 28, 2009 6:53 am

*bites*

In no distinguishable order, here is my short list...

  • AI for NPCs and Monsters to act and react to each other and to players
  • AI for the Environment to react to player or NPC actions.
  • Destructable Environment.
  • One one major NPC main city
  • Detailed Guild/Government structure options.
  • Storyline and World Writing. What races will be persent? What playable races will there be?
  • An in depth skill based progression system, similar to that of Ultima Online. No classes or levels, you get better as you do it.
  • Deep and complex but fun Crafting System.
  • Make a list of options that make it a more RP friendly MMO.
  • Player housing and player cities.
  • Ship travel and combat.
  • Determine our target crowd, I am think the Role Players since this is a sandbox MMO.
  • Multiple Quest lines for those who choose to follow a "Destiny" to become great heroes of the realm. The more "fame" the more difficult to gain it.
  • A Fame/Infamous system.
  • A faction system to allow players to gain favor/loss favor with certain groups of people. Also allow large groups/guilds to create their own faction for other players to gain or lose favor in.
  • Collision Detection - PCs, NPCs and Mobs cannot walk through each other.
  • Active Combat - no auto attack, players must actively play and fight
  • Skill based system - no levels or classes, similar to that of UO
  • No multiple instances for same areas, like GW or AOC
  • Custom Crafting System - players are able to attach a logo, colors and their name or guild name to their items.
  • Technology Eras - Similar to Age of Empires where only certain skills and crafts are available during certain levels of technology which is server wide.
  • Skill Progression - Skills start simple and as skill and tech eras advance so do the available skills
    Dependant on Era: Cooking >>> Alchemy >>> Magic // Leatherworking >>> Light Armor >>> Medium Armor
    Players do not have to have Cooking to use Magic, but the era has to be unlocked first
  • Dynamic Environment - The world reacts to the players. If everyone cuts trees then there will be less trees, no one cuts trees then it will expand. Same with monsters and creatures. If they are hunted to much they will become endangered but the less there are the stronger they will be.
  • Guild Cities - Guilds can form cities and players can get a small building (one room, 1x1) or multiple players can work together to make larger buildings.
  • Culture - Different areas will have different culture themes: Desert = Arabian, Islands = Oriental, Grassland = Roman/Euro, Swamp/Jungle = Tribal, etc.
  • Death Penalty - There will be forms of permadeath and getting knocked unconscious. If a player defeats you, first you are knocked unconscious, if he robs your then he is marked as a criminal, if he finishes you off you die and take spirit forum and the killer is marked as a murderer. If a player is murdered they roam the world as a spirit. They can either perform an insane quest to revive their guy but lose all they had on their character. They can choose to reincarnate which has a percentage to turn them into themselves again (low) or a new person (reroll with same name, different look) or an animal or monster.
  • Bounty System - When a player defeats another player who is weaker a bounty is placed on the PKer. Players or NPCs may try to collect on this bounty.
  • Criminal System - When a player commits a crime they are "marked." Crimes are robbing, looting player corpses, attacking weak players. A bounty is placed upon their head, they can pay double the bounty to get it removed or get defeated in battle, looting a criminal does not make the looter a criminal. Murdering a criminal does. Criminals are not welcomed by NPCs who will immetiately attack them or call for guards.
  • Murderer System - If a player goes beyond just defeating a player and kills them then they are marked as a murderer. Murderers are permanent criminals who when defeated are automatically murdered. No negative impact is given for defeating and killing a murderer.
  • Guild Types - Different guild types will get different bonuses or penalties: Governments (for player cities), Militia, Mercenaries, Crafting, Merchant, etc
  • Guild Factions - Guilds who read a certain stage will gain their own faction. Players can get high in guilds factions. If Guild A is at war with Guild B and player gains faction in Guild A then they will lose it with Guild B automatically.
  • Player Quests - Players can set up quests for other players to do to gain faction with their guild
  • Hired NPCs - Players will be able to rent NPCs: Guards, Vendors/Merchants, Pack Mules, Mounts, Caravans, etc
  • Pet System - Players will be able to have Combat and Domestic pets with the appropriate skill. Mounts included.
  • Advancement Quests - quests designed to advance the city, such as collection and hunting quests, those boring repetitive quests but having a purpose. NPC AQs will also contribute to the technology era. PC AQs will stone the resources so the guild can build up their city.
  • Protection Quests - designed to fight the coming extinction of creatures, monsters and nature. Quest might be to protect a goblin family, result would be more goblins, weaker for weaker players.
  • Names - No numbers or special characters and only first letter capitalized. Also at a certain level, players may obtain a family(last) name.
  • Territories - Sections of land may be controlled by guilds with large cities who will get bonuses in those areas to hunting, harvesting and fighting. Territories can be contested and lost if not protected. World PVP.
  • Crafting System in not a type sink but more like a mini game where players have to participate. The better the "Score" the better quality items. Much like EQ2.

I hope I was not repetitive. >:+)

"Z"
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Sat Mar 28, 2009 10:10 am

The best crafting ever made is actually propriety of Fallen Earth MMORPG 8-)
and make an Italian translation
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am


Return to Othor Games