An interesting question

  • The other day at work I got asked a question. If you could design your own mmo what features would you put in it? I have never really given any thought to it and just had no idea what I would do. I ask you what features would you put into an mmo if you could design one?

  • Hmm. It would be mixture of lot of games, but it would be focused pve more like hard dungeons where guilds must communicate and organise to complete it. There would be pvp also but i don't know which combat system i would choose , something new probabbly.
    1. Mechanics from Assassins Creed with Witcher 3 graphics
    2.Housing,Guild Halls,Faction vs Faction,Different races and classes ( gw2,archage,bdo etc..)
    3.Proffesions would play big role in trading and money making
    4.Make something so players must interact with other players to do things
    5. No gender lock, no cartoonish things and loli , no pay to win - everything u could get it would be ingame doing things
    6.Would place it in fantasy continets like ( one is all grass , one is sand, one is water etc plus mixtures of those )
    7.There would be bounty system if someone scams you and he's stronger than you, you could put price on their head
    8.If a player attacks you in free world they would get like a skull ( same as in tibia ) and other players could chase him and if they defeat him they get some rewards
    9.Raids for 10,20,30 people
    10. Faction plays big role in char specs and abilities
    11.Endgame crafting would be important and there would be sets like in wow PVP Gear set and PVE gear st
    12.Interface would be like mixture of terra,aion,wow etc but make it special and unique
    13. Would make option to low graphics on minimum so all players could play
    14.It would be purchase to play with no subscription like max 10-20e to pay server run ( only thing u could buy is premium time for like faster traveling and thats all )



    Those are some ideas, I know it's maybe funny or something but it would be cool to see a game thats not p2w and its available to all kind of players and it's fun to play :)


    I am called Glad-O-War,Grim, Raider,and Third.I am One-eyed.I am also called Highest,and True-Guesser.I am Grimnir,and the Hooded One.I am Allfather, Gondlir, Wand-Bearer.I have as many names as there are winds.As many titles as there are ways to die.My ravens are Huginn and Muninn,thought and memory. My wolves are Freki and Geri.My horse is the gallowed.

  • No gender lock
    No lolli characters
    Multiple races with racial starting maps
    Class splitting ( ex: warrior splits to berserker or paladin, with shared core skills but separate class skills. Maybe even paladin splitting to something and something)
    Pets for loot drops and modest buffs
    Achievements with bonuses (ex: plus def for crafting heavy armor)
    Mounts! Lots of mounts!
    Guild Towns and guild housing
    Faction based
    Faction vs faction combat
    Dungeons requiring various class combinations (ex: Boss 1 needs a necro to deuff him, Boss 2 can't be taken down with magic, stuff like that.)
    Tricky dungeons with only a few tank n' spanks
    Balanced PVP with with elemental arenas (need to buff your fire resistance for one, or cloud arenas with 'falling off' or needing winged mounts)
    Slightly more cartoonish or stylized graphics to avoid uncanny valley
    So many costumes! Such backpack space!
    Racial Crafting
    Can craft basic, simple costumes -- or costumes drop from bosses so people who don't want to spend money can still look snazzy
    Clowns, clowns everywhere! On fire! So much fire!
    Raids


    I like Ashen's idea of the skull icon to put a target on people's backs ... but only if they're going after people a certain number of levels beneath them. Or some other small deterrent to keep people from going after newbies or low leveled characters.


    Not to make it impossible for them to do it, but to add an element of public shame. The skull removed either through a gold sink reputation thing, or through killing someone your own level or higher. I don't know, ignore me.


    Edit: And yes, an emphasis on player interaction. if you want to solo, go play an ARPG.

  • Clowns, clowns everywhere! On fire! So much fire!


    Idea for costume , clown boss drops clown mask super rare xdddd




    As for that skull next to the name it would be like 9 lvls difference so that there isn't any abuse , if someone kills u more than 2-3 times in free zones in 1 month you could put price on his head. Imagine whole guild chasing a guy because he was abusing some people, i think it would be fun.
    As for public shame , imagine a pillar with all names of people that choose to put their name on that pillar rather than being chased by other people :D


    edit : pillar would be in center of the main faction city next to auction house, market and strip club :3


    I am called Glad-O-War,Grim, Raider,and Third.I am One-eyed.I am also called Highest,and True-Guesser.I am Grimnir,and the Hooded One.I am Allfather, Gondlir, Wand-Bearer.I have as many names as there are winds.As many titles as there are ways to die.My ravens are Huginn and Muninn,thought and memory. My wolves are Freki and Geri.My horse is the gallowed.

  • 8.If a player attacks you in free world they would get like a skull ( same as in tibia ) and other players could chase him and if they defeat him they get some rewards

    That is an interesting idea however I think there needs to be risk for the person attacking if they are killed with the skull. I was think one of these: Exp loss, full loot, gold drop, reputation loss, any loot a mob drops can be looted by anyone, increased fees for the AH, and other random stuff. This could be like a bounty system the more players you kill the more risk you take and for every player you kill the skull remains for x min and even persist in town where the players could kill you.

  • That is an interesting idea however I think there needs to be risk for the person attacking if they are killed with the skull. I was think one of these: Exp loss, full loot, gold drop, reputation loss, any loot a mob drops can be looted by anyone, increased fees for the AH, and other random stuff. This could be like a bounty system the more players you kill the more risk you take and for every player you kill the skull remains for x min and even persist in town where the players could kill you.


    I like all of those ideas and it would be hell of a fun for a game to be that competitive. I would do it similar skull system as tibia for an example: There are 3 types of skull :
    white - 3 kills of a same person in 7 days ( if player with this skull is killed he loses some things from inventory + 20% lvl )
    red - 5 kills in 7 days ( loses all inventory + 40% lvl )
    black - 10 kills in 7 days ( loses 2x equipement and all inventory 70% lvl )


    Also inventory would be made to have pricey stuff like potions and things to play the game, so the loot is worth-
    I really like the concept of Tibia in a game like Wow or something , would be fun :D


    I am called Glad-O-War,Grim, Raider,and Third.I am One-eyed.I am also called Highest,and True-Guesser.I am Grimnir,and the Hooded One.I am Allfather, Gondlir, Wand-Bearer.I have as many names as there are winds.As many titles as there are ways to die.My ravens are Huginn and Muninn,thought and memory. My wolves are Freki and Geri.My horse is the gallowed.

  • Oh no ... there needs to be so much more fire.


    Is this enough or still missing ?


    I am called Glad-O-War,Grim, Raider,and Third.I am One-eyed.I am also called Highest,and True-Guesser.I am Grimnir,and the Hooded One.I am Allfather, Gondlir, Wand-Bearer.I have as many names as there are winds.As many titles as there are ways to die.My ravens are Huginn and Muninn,thought and memory. My wolves are Freki and Geri.My horse is the gallowed.

  • i would make classic roleplay tank, heal, DPS. But there would be enough classes in its role. For examble there could be 4 tank classes with different aspects, like a Support tank, a leathervampirisassin tank, classic tank with sword and shield and a tank with much dps to have aggro.


    Or different healer classes, like a classig healer with Support. A healer with skills similar to vampirism, so to do DMG and take the DMG as heal for the group. shield healer like in rift online, less heals, more powerful shields. Etc

  • That's an interesting question!


    First I would look into technology so data mining isn't possible.
    I would put in an unknown number of classes and subclasses, that get unlocked based on progression, items, npc-interaction and the like. The same counts for skills. I want to have more than the trinity; there should be a multitude of different support characters solely managing buffs or debuffs or interrupts or foresee boss actions ...
    There isn't a mob in the game you can defeat alone. One of the races you can play has 5 gender and there are also genderless species. No piece of clothing is genderlocked, a piece of armor looks the same no matter the gender. You lose xp on death, you can lose level and there is final death.


    So, I'm going for super-punishing and super-complex. :)

  • Yes! This is a very good question!

    1. I would have custom weapons, for example craftsmen could make their own weapon designs, then create them. Have their own materials, though there is a reputation system in place. Meaning, that not random people can create not so friendly weapons.
    2. Have one of a kind items, that could be found throughout the game. They can be super powerful, or rather weak. Making it better for players.
    3. Not Pay To Win. There would be cash shop, with mounts, clothes, and other cosmetics.
    4. Different servers, pvp and pve servers. There would still be pvp in the pve servers, just not full world pvp.
    5. Hidden Classes, have classes that only certain people can get by doing a quest. Or a hidden quest, that only can be done by dedicated players.
    6. This is following #5, Hidden quests that are either found randomly, or the player does something special.
    7. No Gender Lock
    8. Each race and class have their own story line.
    9. Flying mounts, have the whole world open. People could fly anywhere they wanted.
    10. Secret places in the world, where you can get special goodies, or achievements.
    11. Housing for all players, having different houses in the cash shop.
    12. Have the Pay To Look Good model, paying for weapon skins, clothes, different houses.
    13. Guild Halls, the higher level guild you have the better the guild hall. (Can be upgraded with guards, every Sunday your guild hall can be raided by other guilds. Guild wars.)
    14. Smooth combat.
    15. Pvp is based on skill, and the gear you can get your hands on.
    16. Big Dungeons, with tons of people in the hundreds.
    17. Max Level 165 (Hard To Solo)
    18. Players can make own custom gear. (Not like the stats, those random. The player can name their gear. Ex: CrazyEights God Gear Set)
    19. Lots of space, 8 Banks slots you can buy, and every big inventory.
    20. Founder Packs for Pre-release.
    21. Pay To Play, Making it $5 to play normally.
    22. Special Bosses, random hidden bosses that have different fight patterns. (Like Tamber said the boss could not take damage from magic or physical damage.)
    23. Lose exp on Death (1-10 0% | 11-25 5% | 26-50 7% | 51-75 9% | 76-100 11% | 101-125 13% | 126-150 15% | 151-164 17% | 165 0%)
    24. Bounty System (Like Ash's Idea)
    25. Special Events (Held By Developers)

    26. Finally, Great animations and Graphics!


    Mhm.... Well, went a bit overboard making this reply... -CrazyEights

  • wow, so much loli hate ; ;
    but as for the question itself, here are some thoughts;


    • precise, action-based combat
    • a reasonable pool of races that have tangible visual differences, preferably not exactly adhering to fantasy tropes, neither western or eastern.
    • flavourful & rather minor racials, as to not affect competitive play but make each race feel unique, even if slightly
    • instead of cutting-edge graphics (at the moment of publishing), a distinct and unique graphical style that ages well
    • easy & accessible customization of skill/talent builds. for example, able to reset for free and whenever, but not in combat, in a battleground, etc.
    • classes that are able to fulfill multiple roles feasibly (not at once, of course)
    • scaled down & adaptable PvE content; dungeons can be cleared with 3-5 players (the content & amount of loot scales according to the number of players), raids with 10-20
    • proper difficulty curve in PvE content: starter dungeons have few and simple mechanics (but still have actual mechanics), which get more intricate towards higher levels.
    • different PvE content for players of different skill level: maybe a traditional normal/hardmode split, with HM adding actual mechanics instead of just scaling up health and damage. the hardest content should never be a walk-in-and-clear, but still be intuitive enough that experience from the same normal mode will greatly help with getting through the hardmode.
    • gear tiers: first max level tier should be made fairly easily available, through for example a questline, which would enable the player to get into entry-level endgame content right away.
    • either no factions, or factions that you join at a certain point in the game, instead of straight up creating a character into. could be more than two of these, and they could be somewhat regulated to ensure no insane imbalances are created between them
    • variety in PvP: arena for 2v2 & 3v3, multiple battlegrounds with different objectives and mechanics. actual ranking system for all of these
    • world PvP in specific preordained areas, either free-for-all, or between factions, with some actual rewards to doing it
    • relatively quick leveling phase. no need to put time into the grind if the focus is the endgame anyway
    • the leveling phase should be fun; the zones should feel rewarding and intuitive to explore, with some benefit from looking through every nook and cranny. quests should be more than "kill x of this" or "collect y of this"
    • a variety of cosmetic customization: transmog system/cosmetic armor slots, armor dyes, character recustomization
    • content updates on regular intervals: max level doesn't need to rise constantly, but new dungeons & battlegrounds need to roll out fairly regularly to avoid content drought
    • crafting & gathering skills actually matter, offer benefit in the way of making and maintaining gear and offer an income for the player
    • B2P with cash shop containing only cosmetics, vanity items, services (renaming your character, server transfer, race/gender change, etc.)
    • gear upgrade system that's not based on rng
    • no padding content that requires more time than thought; no rep grinds, no leveling for months on end. make the game relatively easy to pick up and easy to commit to, without having to feel like you're marrying it for life.
    • fast travel > flying mounts. maybe something cooldown-based, akin to WoW's hearthstone, but you could "bind" your fast travel tool to multiple locations. I feel like free flying makes designing zones needlessly complicated, and diminishes the appreciation of any finely-crafted views on ground level, when you can just soar over them.
    • ample UI customization possibilities; not just scaling it overall, but moving and scaling individual elements to craft it to your liking.
    • proper amounts of bank and inventory space, upgradeable through accessible means, but with reasonable limits.
    • RP support. lots of emotes, flavourful transmogs, properly documented and easily accessible lore, etc.

    I might add to this list if I happen to think of more cool stuff. please challenge my concepts, I'd be happy to discuss them further

  • If I could design an MMO, I would look at the very base foundations of what I would want the game to focus on. Too little, and players get bored- too much, and players get overwhelmed. Either way, people will still whine and leave. So I would try something new, something explorative. No minimap, and nothing to handhold you. Brutal, fast-paced hybrid combat in a vast, open world where everything is trying to kill you. The game would compel you to explore, to find out why you are in that world, and what happened to destroy it. There would be avenues for crafting and gathering, but you would have to learn the mechanics of how to do so yourself, from scratch. Combat would be tied heavily to skill and gear. Lack in both while traversing the deepest depths, and you'll find yourself wishing you hadn't. A game so diverse and unique, and with such consistent updates there would be no true end-game, for the living dynamics of that world would prevent any situation from becoming overdone. If you happen upon someone else in the world, you have the free option to kill them, to befriend them, or to simply ignore them. As the game would go on, the chance of the world being destroyed increases- a hidden timer unlatching and releasing world bosses that, if not defeated in time, wipe the instance to a brand new slate. Each world boss would be hidden behind a difficult dungeon that many players would work together trying to solve, or perhaps they might remain oblivious... which would be very unfortunate.

    Matron of Anno ~ The Fifth Resolution(Or just Fifth for short). If you're interested in joining a private guild focusing on high-end content, you should hit me up sometime. It's slowly growing, but we'll get to the top in time. We are going to be focusing on the NA release of Bless Online and Ashes of Creation if it ever releases.