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bled12345
02-11-2012, 02:27 PM
Was playing that new kingdom of amur age of reckoning or whatever its called. And I had this epiphane that since diablo, ultima online and EQ1 came out all RPG's and mmo's have followed the same carebear diluted formula, and i'm finally starting to get tired of it.

Grind + loot + level cap = repeated endgame content.

So while drinking jack daniels I came up with some MMO ideas that would make the game possibly more fun and engaging, since the whole reason why people play is for the community and social interaction right? Lemme know what you think


NEARLY impossible endgame content, like the sleeper, stuff that eventually people will figure out how to beat, and when they do it will be a big deal. Not just something you do every single day and farm the end game bosses. Maybe like an olympia style place, home of the gods, and guilds go in and just get absolutely fucking face smashed and raped.


-gladiator pvp competitions, with big incentives for winning and heavy consequences for losing. Players watching the PVP matches can make bets and make substantial winnings based on odds / player level etc.

-gambling casinos in game, maybe a golden saucer style area in the world where people can just go to play games have fun and not grind grind grind.


-player run crafting markets, you can buy a hut or vendor stand and make income while offline. The more money you spend on upgrading your business, the lower cost etc you can buy bulk crafting goods for.

-assassination contracts / guild, maybe PVP contracts too, PCs can spend substantial money to have assassins go after players that griefed them etc. Angry at that troll on the forums, or a group member who kicked you to make room for his buddy? Well save up some coin and put a contract out on his ass!!!

-actual thieves guild with contracts that have in game consequences for party members, high end player guilds / player houses / items could be the contract as well. Some asshole ninja loot that rare drop in your group? hire a rogue to break into his place and steal it back.


-actual warrior guild with contracts that have in game consequences for party members, PVP raids on areas controlled by enemy, or just PVE content as well.


-actual mage guild with contracts that have in game consequences for party members, various mage quests etc etc


-enchanter guild etc etc




- semi player policed server. If You scam and fuck people over you are tagged for PVP, with higher noteriety / actions maybe towns could have wanted posters put up, and people can demolish you / make a living hunting down players who live a life of crime. You want to play a rogue / thief / necromancer? Why not actually have to live the lifestyle of them, and have to live a life on the run always looking over your shoulder...


-heavier consequences for fucking up. EQ1, ultima online, diablo and EVE all had this one right. In eve different zones of space have security rating. in a 1.0 secure area, attack another PC and the police come fuck you up. In 0.0 space there are no laws. Carry your best gear / tons of money etc through these areas at your own risk! There are literally people who just play pirates and camp these zones making a living out of preying on people. I think games that have higher consequences for risky business and fucking up make it more immersive. Even playing in EQ1, guk or seb or whatever.... fighting deep into the dungeon for an illusive camp / item, having epic fights... I think we all have had heart pounding moments where the group is on the verge of wiping, heart thundering in chest, beads of sweat rolling down forehead, a death grip on the mouse frantically spamming keyboard commands knowing if you die you are all fucked and the corpse run is going to set you back big time. New carebear games its like doh i died oh well / 5 minutes later back at same spot fighting same mob.

-Lots and lots of minigames

- build guild halls, homes etc. Have entire zones dedicated to player neighbourhoods. Say in EQ1, it would be like... south freeport. You zone in and its just player suburbia.

- banks with loans / interest rates etc. Can forclose your home :P

- bounties for shadiness that players can collect on you

-business income from investing in other players, forced automated payments / penalties.

- An actual jail your PC can be sent to with stat penalties / fines etc.


-If a rogue breaks into your house and steals stuff, PC's who see a rogue committing a crime can report him for bounty via optional UI pop up, promotes
in game policing via player membership.

-Only one player slot. The actions of your toon you have to live with, no just making alts and hiding away.






I'm sure some of these ideas are bad, but I think alot of them could be implemented. The whole idea is to get away from carebear games, and actually make a living breathing community, with success being measured in more ways than just beating mobs and getting rare loot. The players make the community, not the devs... They just guide it.


I think MMO's could learn alot from games like Second Life and Eve Online, hell even ultima online. Everything is too restricted... No drop items, level restricted items etc etc. If you get a 1000000pp item, why SHOULDNT you be able to equip it on a level 1? Its just like real life. Some kids have rich parents, some characters are twinks, some start in the swamps of innothule with a rusty long swords.


Anyways cheers, would be neat to hear feedback / your ideas too!

FoxxHound
02-11-2012, 02:38 PM
I always like to have multiple characters. As do most. I see it as a bust just from that.

Reikerx
02-11-2012, 02:50 PM
Nearly all of this has been done before.