What is your Ideal Mmorpgs?

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1 year ago

People play MMOs in a variety of ways - some prefer to play alone, while others prefer to play with a small group of friends, and still others prefer to be able to interact and play with everyone. It would be fantastic if an MMO could be created that allowed for complete customization - this would include class systems, as well. Instead of forcing players to choose a class from the start, it would be preferable if players simply leveled their skills based on their preferred style of play as they progressed through the game. If you begin the game and discover that it is more enjoyable to play with a single sword and a shield, you will become proficient with these two weapons and will gain skills for using them. Invisibility and smaller blades are options, as is fighting from a distance, wielding two shortswords and aiming for a defense/attack/speed balance, or employing magic. You are not limited by your social class.

It is important to have a good reputation. Give players who spend a lot of time in the game the ability to use their time and expertise to gain celebrity status - some powerful players may prefer to play in solitude, so give high-level players the ability to mask their skills and levels so that they can play among lower groups, or the ability to temporarily lower their stats so that they can act as mentors. The same goes for other high-level players who put in a lot of hours. If they're a part of an elite guild, set up a news system that doesn't just advertise the game, but also provides players with information about what some of these important players are up to, with their permission, of course.

Allow the players to develop their own content. Create a system that allows certain players to be evaluated as writers to report on different in-game events - build an infrastructure that will allow players to create the social systems in the world around them, built in such a way that it can be initially moderated to remove trolls and other people who are out to corrupt or break the game.

It is critical to create a strong sense of immersion in the game. Players must maintain their status as players - discrete units in the game. They do not automatically become heroes; rather, they must work hard to earn that distinction. Not everyone has the potential to be a hero; it takes a high level of dedication.

Additionally, there are in-depth roleplay systems. The ability to go out for drinks or on dates with other players while receiving bonuses as a result of those interactions. A sense of adventure - for example, when playing outside of towns, players must eat, sleep, stay warm, and stay dry. A large part of the game should involve avoiding rivers in order to find bridges or spending money on transportation not only to save time but also to conserve camping resources. The journey between towns should be a real journey, not just a matter of pressing W and avoiding mobs.

One aspect of SAO that was both impressive and unrealistic was the constant creation of new quests based on collective mythologies discovered on the internet. However, using user-generated content (UGC) in conjunction with a community-based curation system that allows players to vote in quests into the actual game, this could be achieved.

Outside of major cities, PVP should be a constant. Keep an eye out for other players, travel in groups unless you have access to secret routes or stealth capabilities, and so on. To prevent quest-stealing, players should meet in safehouses rather than in open areas where they may be tempted to steal other players' quests if they happen to overhear their conversations.

Finally, it should be impossible to pay to win in any situation. Make the game a one-time purchase, and earn money by selling cosmetic items. Cosmetic items, such as skins, should be completely useless aside from their appearance, and their prices should be between a dollar and $3. In this case, more people would opt to purchase seasonal gear or rare skins because they are relatively inexpensive.

Planning, skill level, and time invested in the game should determine how powerful you are, rather than how much money you have. It should be a world where everyone has the same chances. Powerful items can only be obtained through difficult quests, not by paying a fee. Scrolls for flight, and other such items, should be rare drops and bonuses to seasonal quests, rather than purchased. You get the picture.

It should be possible for players to inscribe their names into the game. Cities should be upgradeable, with each city having a council of high-level guilds responsible for the logistics and manpower of upgrades - similar to Log Horizon. It should be important to have a highly moderated, accommodating forum where players can offer more advice and, most importantly, implement game content. Players should discuss and develop upgrades to their cities on the forums. When players submit ideas for improvements, the game team will consider them, hold contest to determine the best concept artwork and 3D renders, and then work to implement such upgrades as armour suggestions, weapons and other items.

Sub-classes. Jobs that players can take on outside of questing and fighting are listed below. Some players are able to hoard loot and items, as well as have larger inventories, as a result of their status as Shopkeepers. At the same time, they must meet a certain number of sales quotas each month, or they will lose a level (and, with it, their benefits) as Shopkeepers.

Some players have the ability to be scribes, and they can create contracts and scrolls, as well as more easily decipher lore scrolls and sell them for a higher price. Players who specialize in cooking or alchemy can produce more nutritious and beneficial food, as well as more potent potions and poisons, than those who do not specialize. Blacksmiths create better weapons, armour, and other items.

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Avatar for Akane
Written by
1 year ago