Author Topic: My wish list  (Read 1637 times)

SilverStar

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My wish list
« on: October 31, 2002, 04:02:48 am »
* Variety - I think this is very important, because without it a game can get boring in the long run, and also there are many different types of players with many different tastes. Most MMORPGs are based purely on killing and levelling, and I\'m getting really bored with both, lol;
* a rewarding system of building/manufacture for those who want to be creative (most games seem to have manufacturing skills where experience/financial rewards are so small that it\'s just not worth the time);
* I\'d love some re-forestation quests, where the task is to find the right seeds to resurrect a dying forest, like my all-time ancient favourite PC adventure game Kyrandia;
* an area/aspect of the world that is close to nature (such as the wonderful Elven Land in Lineage);
* beautiful places to explore, both in nature and in architecture;
* spectacular spell effects, and an intelligent magical system;
* no un-consenting PvP or PK - I personally hate it, and would very simply not play a game where it happens;
* a reasonable balance between races and between professions - I think this is very important;
* a good storage system, where players don\'t run out of space. Of course being able to own one\'s own house would fix that up beautifully, however if only the high lvl \'landed gentry\' can afford such luxury (as in some games), there needs to be adequate storage space even for the world\'s \'have-nots\' - or \'have-lots-of-junk-but-not-enough-cash-for-a-house\' - this is done with a bank (EverQuest), storage dwarf (Lineage), having one\'s own house permanently from start up (Realm) - I found both the EverQuest bank and the Lineage storage dwarf quite inadequate space-wise;
* varied NPC quests (incl. puzzles and competitions as well as monster slaying) for all levels;
* a reasonably simple start-up, so that one does not have to research through the Internet for hours just to get started (I found that was a problem in EverQuest, where the information was not easy to find, as the manual was far from adequate and rather too long) - complexity could come in gradually, as one grows into the game. Maybe, as in Lineage, there could be a special island or valley for newbies where the rules are fairly simple and an NPC guide provides some basic information to get started;
* message boards in the town halls to contact other players;
* a safe trading system with other players, so as to avoid having scammers as in Realm (a really nasty side to that otherwise very well-thought out game) - trading windows are essential;
* interesting and varied monsters to hunt;
* a good group hunting system, where you can set up a \'follow\' option (as in Codemaster\'s Realm) and where treasure is automatically split equitably between the group (as in Everquest);
* and especially a decent chat system that allows people to make friends online and hunt together (like in Codemaster\'s Realm Online).

And here is a list with some additional brainstorm-type ideas - some might be a bit way out and hard to program!!!
* a market place, where players can hire stalls in which they sell their stuff to other players through special shopping windows that display items and prices (the player would chose the prices when he/she sets up the stall);
* some system of foraging/fishing/farming/herb collection (picking them rather than getting them off monsters);
* just a little thing: if players eat, make it that one can be a vegetarian - it\'s silly, but I find having to eat meat in a game is off-putting, lol;
* a creative alchemy system to brew potions, using burners, retorts, crucibles, etc;
* being able to add creativity/individuality to manufacturing, through decoration, gems, etc;
* some group building/questing activities as in A Tale in the Desert;
* an interesting and live religious system, with gods who appear occasionally and give guidance to their followers;
* a role-playing option;
* a few enclosed stadiums/arenas for those who are desperate to PvP;
* a few player-owned castles (like in Lineage) in one area of the world, for those who like to play politics and war, but without any feeling that one is missing out if one doesn\'t participate;
* player-created quests - though I\'m not sure how this would work.

Kiern

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« Reply #1 on: October 31, 2002, 04:15:26 am »
WOW, lots of good ideas here

my comments ;) :

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Originally posted by SilverStar
* Variety - I think this is very important, because without it a game can get boring in the long run, and also there are many different types of players with many different tastes. Most MMORPGs are based purely on killing and levelling, and I\'m getting really bored with both, lol;


There will be much variety in the game, as most of the devs think this way, thats one of the reasons ive stuck around for a year now :P

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* a rewarding system of building/manufacture for those who want to be creative (most games seem to have manufacturing skills where experience/financial rewards are so small that it\'s just not worth the time);
 

I\'m pretty sure these are also going to be in the game, as they are in great demand, and im sure they\'ll work it out so its worth the time

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* a reasonably simple start-up, so that one does not have to research through the Internet for hours just to get started (I found that was a problem in EverQuest, where the information was not easy to find, as the manual was far from adequate and rather too long) - complexity could come in gradually, as one grows into the game. Maybe, as in Lineage, there could be a special island or valley for newbies where the rules are fairly simple and an NPC guide provides some basic information to get started;


I have not really seen much information on this, good point though, maybe a apprentice thing should be introduced as in Dark Ages by Nexus, where you are rewareded for teaching others, of course, there will be classes in-game too (what im looking forward to)

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* a market place, where players can hire stalls in which they sell their stuff to other players through special shopping windows that display items and prices (the player would chose the prices when he/she sets up the stall);


this and the farming thing (as well as alchemy) is going to be in the game as if you look at some of the skills they have them :D

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* some group building/questing activities as in A Tale in the Desert;


that game is SO much fun :P

-----------------------------

All the rest are more than likely being discussed, and im sure there wont be just meat in the game to eat :P

good ideas!

David_HD

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« Reply #2 on: October 31, 2002, 08:43:50 pm »
Player built quests... that\'s an interesting one... Certain classes of really simple ones could be relatively easy to implemement, basically a \"Get me this item, and I\'ll reward you with this.\" The biggest problem I can see is that you couldn\'t reasonably have the game give out rewards (ie experience) for the completion of such quests, as otherwise it would probably be abused... (\"Go get me a healing potion.\")  One possability is to give experience from the quest maker to the other, but that might be too big a deterant from creating quests. Multipliers come to mind, but again that could be exploited.

Aruneko

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« Reply #3 on: October 31, 2002, 10:52:06 pm »
Nice list!  You must have taken a while to make that.

Balanced class is a must, I agree, or everyone will complain all the time. (Lineage comes to mind)

Good thing here is there is really no classes, just races, and the races don\'t have many differences.

All the devs I know here are responsible enough to try their hardest, so you needn\'t worry about things like variety and efficiency; time is the real problem.

Roleplaying will be there.

I think there should be like, 2 castles at each end of the world for some guilds (or lone people!) to take over.

Vengeance

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« Reply #4 on: November 05, 2002, 10:14:53 am »
That is one of the best wishlist posts ever, btw.

I think about 90% of those things are things the devs want to do or are actually doing.  I hadn\'t heard the vegetarian one before though.  :-)

Nice job,

- Vengeance

langwiz

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A Game Master's wishlist
« Reply #5 on: November 07, 2002, 03:29:54 pm »
Seems like what you\'re asking for are the core things that makes RP RP.

You want to be able to interact with a world that interacts with itself and others.  You want to be able to change that world, either in a beneficiary or detrimental way.  (Maybe the new trees are causing difficulties for certain races/animals and now need to be cut down!)  You want to be able to make choices that positively affect your status.  (\"I made this pattern of silk just for you\" as opposed to \"hey look, another brown leather armor\").

I too would love to see those things happen.  But I think it might be difficult to implement without a huge number of GMs.

I personally think that the world needs conflict, which may or may not be severe in order to feel real.  There need to be NPCs that maybe can\'t pay you for the services they desperately need, but offer to do something else for you in return for your help, etc etc.  Then maybe you can ask the NPC for a few eggs or something else to help you complete a potion or a cake for the baron.

I also think that within that conflict, limits need to be set on who can do what quest when and why.   Yet again, I see need for a lot of GMs to implement this idea.

I also think NPCs that are important should have color and flavor.  But also, NPCs that aren\'t that important should have those elements as well.  Rather than Joe Farmer who just stands in the same place all the time, waiting for something to happen, he needs to be looking after his fields, or chasing after that chicken that\'s trying to get away, etc.

Thus, I think that the NPCs need to have an economy between each other, and that the characters should compete for resources just as these NPCs would.  There\'s only so much space to plant that field.  This is where leader types could become important (and possibly PCs as leaders replacing NPCs).

I\'d also want to limit the number of characters per account to maybe 2-3, that way that the worlds only have to support a certain amount of PC living space.

The unfortunate part of all this thought is that it requires a time component.  It sets new players at somewhat of a disadvantage because they weren\'t there for part of the story.  But this could also be an advantage, because the \"older\" gamers could tell the newer ones about what had been going on and why things were the way they were.

A possible solution to this would be to open a new server a few months after the release that would start where the old one started, so players wouldn\'t miss the story, or old players could try to influence it differently.

I better wrap this up...it\'s getting long.   :O