Wish List
Hey guys/gals, I am starting this thread to hopefully gather some good info on MMO's. I think a resource like this could prove valuable to anyone looking to make there own custom add-ins to the EMU. These questions apply to more than just EQ/EQ2.
My three questions are quite simple: 1) What were the things you LOVED about your favorite MMO? 2) What were the things you HATED? 3) What were the things you wanted to see implemented but weren't? Thanks in advance to those who post useful info. |
Hope my message can help.
1- I think after people the most i like on mmorpg is HUGE WORLD, size of world is very important for me : i like to be lost and explore :) 2- I dislike pvp (sorry :p) but i hate stupid player, i think programmer can't make anything against that. 3- Best implemented ? Design my zone on the world !, If each player can design or manage a zone, world can be bigger and more interesting :) |
Quote:
Quote:
1) AI that sucks. FYI I have a background in the application of ALife to modelling Ecologocal Systems. I was pretty excited back in 2000 when a mob in WF seemed to run away from me, circle around behind me and attack again. Alas it was only an atrifact... If I ever get hold of a machine with the balls to run the server cleanly I intend to see what I can do about this in EQEmu, focusing on: a) Mobs that learn to deal with players. b) Mobs with goals and strategies to try to meet those goals 2) Ecological failures. Mobs that survive long enough could "grow" (increase in levels) and "advance" (Orc Pawns -> apprentices or centurions, apprentices -> Oracles, Oracles -> Priests, Centurians -> Legos/smiths, Legos -> Chiefs, Chiefs -> Lords). Mobs should rely on food species (spiders eat beetles). Mobs should react to population pressures (If Deathfist population gets strong enough they should attack Freeport/Neriak) 3) reliance on Guilds (and raids) to advance beyond a particular point. Quote:
|
Quote:
Understanding that the concept is severely limited by serverside hardware, what about taking a game with play area equivalent to the size of EQ and all the expansions and making it into one, seamless, no-zoneline style game? Forgetting about all the other problems it would create by doing this to EQ, is a super-large seamless world preferable to a zoned one? Quote:
|
Quote:
I think there'd have to be a pretty novel approach to pre-loading textures and models at the client end to do it properly as well. Not impossible, but probably very very tricky. Can we say laaaaaag....? On persistant player caused changes.... Quote:
a) Players can "carve out" a kingdom in the wilderness. Forget little Guild Halls in PoK, Guilds could get their own "kingdoms" . See (c) below for an interesting approach to this. b) Mobs "conspire" to deal with those pesky players who have built a reputation for messing with them. If "Bunty, Slayer of Faeries" is high level, surely any and all Faeries anywhere around Bunty would be fleeing and hiding from him. Perhaps they'd even be recruiting other mobs to deal with Bunty... I'm talking about something way beyond any simple "faction" based system here. c) The ability for player created "mini-zones" to be added into the world. Lot's of issues about balance, moderation etc here. Also the question of where is the server-side for this "mini-zone" hosted - with the main server, or as a feature of the client, in which there are obvious bandwidth and hardware limits to consider. d) When Patricia, who single handedly turned the tide in the Undead Invasion of Qeynos arrives at the city gates, why arn't the locals throwing flowers, young men and strong drink in her direction? e) In a PvP twist, could a city/town/culture offer rewards for slaying a notorius evil-doer? Imagine if the young inkies could get rewards for taking out that dirty Human Paladin who keeps killing the Guards at the Bridge in Nek? i.e. Certain patterns of play could enable you to be flagged Red in certain zones or situations - but only to the right races/classes/levels. I could go on, but my wife is beating me with a stick for giving away my ideas for a great MMORPG... Ouch! Ouch! Not the electrodes!!!! ZZAAAAPPP! |
Quote:
Hmmmm, I think I might have to remove my parenthesis keys... |
Quote:
2 - When other classes abilities destroyed the abilities of other classes. For instance, if there is a Ranger, Cleric and Tank, the Enchanter's main ability is destroyed. Sometimes this is inevitable, but it was an annoyance. 3 - Family guild oriented events. Content for the fun of it and not for the reward l33t 300+ STR stats of it. And not repetitive LDoN content. |
I loved Kunark.
I hated all/any expansion after Scars of Velious(ruined classes) Only thing they should have changed ASAP was the Complete Heal spell. |
All times are GMT -4. The time now is 10:01 PM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.