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| | #121 (permalink) |
| Shiznat Haderach Join Date: Jan 2004 Location: Austin, TX
Posts: 374
| inc. Microburst transmission. Hidden: stats (some not all) item affinity (some not all) factions (some not all) player dna (some not all) All modified by actions, usage etc. and further modified by where and how used. Kill gnolls alot become a gnoll slayer. Kill gnolls in the desert, become a sun hardened gnoll slayer. Make weapons, they now have gnoll slay affinity with perhaps a special disemboweling attack. This of course modified by all the above under hidden. Same with spells, skills, quests etc. That way what works rather well for one, may not work so well for another. Same with spells, skills, quests etc. Although heavy chain is typically noisy perhaps YOU can wear it without alerting mobs because of the stuff listed above under hidden. Maybe you're genetically predisposed to walk stealthily or crit on your boom spells. If so what of bloodlines? Depletable mana or spell efficiency. Cast the same crap over and over and whole regions can be ill effected making the spell a shadow of its former glory. Diversify and tacticfy or die. Event bubbles: When someone approaches an event bubble(invisible to the player) with the appropriate faction, item or otherwise, the engine would spawn a mini event. So as you walk through the woods with your hella-devout cleric an avatar of that clerics god could spawn to boon your party or what have you. Or maybe some non-faction city guards spawn to take the thief in your party 'back to town.' Or maybe a secret entrance is discovered on a hill due to all the above under hidden and maybe it's locked door can be circumvented any number of ways due to the same. |
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| | #122 (permalink) |
| Registered User Join Date: Apr 2002
Posts: 286
| This is the "Here are some neat ideas I had and want to share with you guys" thread apparently, rather than the "Here are some tried and true features which should never be changed" thread it seemed to be from the title.
__________________ I guess we found out his weakness: bullets. |
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| | #123 (permalink) | |
| Banned Join Date: Aug 2003
Posts: 1,643
| Quote:
And this goes to everyone: since I'm officially departing from this thread, I can only assume that if you write any replies to me from this point on you are either wasting your time or a little bitch trying to have the last word. Have at it. Last edited by Etadanik; 09-13-2006 at 01:35 PM.. | |
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| | #125 (permalink) | ||
| Pink Hair and Skimpy Plate Join Date: Apr 2002 Location: Memphis
Posts: 705
| Quote:
Every game should have a chat system at least on par with the one in SOE games. We should be able to create channels that are: 1.) Persistent 2.) Can be password protected 3.) Can have permanent moderators assigned The rest like cross server and cross game tells are nice to have bonuses but adding the above to WoW would be a huge improvement.
__________________ Quote:
< Avarice > | ||
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| | #128 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 286
| Quote:
__________________ I guess we found out his weakness: bullets. | |
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| | #129 (permalink) | |
| You pussies can -interwebs better than that. Join Date: Jan 2003 Location: Earth
Posts: 3,044
| Quote:
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| | #130 (permalink) |
| Yay ? Join Date: Dec 2005 Location: ---
Posts: 732
| In an attempt to add value to the thread here is a list of what I think should be done in future (3rd to 4th gen mmo's). 1.) Like EvE, get a fully staffed, charismatic, and personable development team that not only cares about the project but interacts on a macro level with the community. Actually making CPP as an entity within the gameworld and giving Game universe motives and backstory to game advancements is perhaps the most brilliant thing since Lord British. 2.) A customizable user interface. Let's face it, a healer has different metrics and UI demands then the dps classes, or the crafters. Forget trying to build one 'plain vanilla interface' and let the community handle that, along with raid mods and boss encounters. Use those resources to develop or at give the illusion of consistent 'free' content, and new subscription expansions. 3.) A linearly appreciating subscription curve. Make the basic game cost X dollars, then simply make each further expansion cost an increment into the past fee, and deflate the older variants of the game subscription fees. Why? Same reason why last years Hewett-Packard PC costs less at the moment compared to this years push. Your still moving product at the same profit metrics, and it appears to markets both your products are still competitive. Not a rocket science. 4.) A PVP world with consequences, or a PVE world with conflict. At the moment, world of warcraft failed pretty badly in simulating a two faction wargame. While EvE can simulate a lawless society (aka the wild west) I would like to see something akin to Anarchy Online, but totally freeform. Players, with GM and developer built mechanisms can set bounties, employ players and generate wars and economies with the NPC and player elements of the game. 5.) Raid content that is consistently innovative, without a long time grind or endowment. Big long dungeons that require 4 hours to autofollow to the last boss is not innovative. Likewise no matter which way you cut it, C'Thun and making bosses intentionally beyond the ability of your player base is a cop out. If a dungeon is cleared before scheduled launch of the next encounter, I fail to see why developers simply don't release 'updates' to the existing dungeon (ie. a new boss for those who beat kel't ) or create a second level of difficulty variant dungeon for those at the bleeding edge. 6.) Class skills and abilities that do not involve repetition and grinding. Self explanatory, but there is a difference between playing Counter Strike for 5 hours, and paladin raiding for the same timesink. Both 'games' require about 5 buttons on your keyboard, and have about the same numbers playing them in North America. Spam healing is not fun, nor is crafting water. Being the medic in day of defeat, or a flag runner in Warsong gulch, is. The first developer who can develop an interactive Healing and Combat system will be the same developer who will hold title of the next big 'blockbuster' project. 7.) A game economy that is as deep as the world market. Yeah, a pipe dream and an EvE reality, but I would like to see gear crafted on par with raid gear. Why? It adds side markets, player capital and the formation of financial and commodity markets beyond simple I-O markets (ie. reagent crafting ). Again, the first game that is not EvE, which can balence the raid game and a market simulator, while making it appealing to Jimmy 5 yearold so he does not need to grind, will win the jackpot. |
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| | #131 (permalink) |
| Registered User Join Date: Oct 2003 Location: Michigan
Posts: 54
| I dont know if this has been mentioned or not but I think that should be in every mmorpg is that if you're some 20 or 30+ lvls higher than a mob it should not agro you. It's so annoying to be running somewhere and then be attacked by mobs that have no chance to kill you at all, especially if they have some annoying debuff or something that they land on you while you are on your way just ignoring them. Maybe just have that for outdoor areas and have stuff in dungeons agro regardless of lvl to help stop just running to the boss farming type thing if you're over the intended lvl range of the dungeon. |
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| | #132 (permalink) | |
| I sass that. Join Date: Jul 2005 Location: Toronto, ON
Posts: 247
| Quote:
__________________ You live and learn. At any rate, you live. | |
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