Thursday, May 27, 2010

mmo ideas

since i don't have much else to upload, i'll upload other stuff i worked on that probably, in total, took longer than an hour. i'm editing the rest of my ideas currently so they're not full of swear words.

dream mmorpg
played runescape, ragnarok online, rose online, seal online, lunia, flyff, puzzle pirates

Mapping

Town

buildings
i like large towns where almost all the buildings could be entered, realistic and detailed room structure.
but this would mean that there would be a lot of useless empty rooms
ragnarok has many maps with nothing in them, where they could be used for something.
i liked hanging out even though i would be alone in the bedroom, in a library or a small cottage just outside city gates.

player organization in towns
people in mmorpgs usually sit on the ground or hang out near the center of the main town near storage or shops.
as the skill or action sit/rest/sleep is designed to do/is for.

as higher level characters develop,
they create an area where they could be found more easily
or a place where only they would hang out.

sections of the map are divided by where important shops, spawn points, and important npcs are
as well as where there is space and alot of traffic.

some mmos implement customizable rooms or houses
but those are more like private places, or meant for a couple of people, friends.
a public hang out for all players would be a place like an inn or casual restaurant with tables.
it would be futile to create such a place as you can't expect people to hang out in such a place.

an idea is to seperate players into special groups based on some variable so people would hang out with their own groups.
but that's a bit stupid, people would want to be able to choose what groups they want to be in.


Player Towns

temples, parks, doing different things changing how players or npc town people interact, act, and change
things happen like plagues, fires, murders, and money disappears

merchants
merchant control other merchants (players and npc)
haggling skills, getting lower prices, making contracts, following the law and not doing so
controlling a town to make sure the populace survives,

merchants would have to take control of trade and focus on certain things
supporting someone or someplace
imagine the farms are set on fire
merchants would focus on getting food,
finding a place to store food,
getting good prices,
getting a constant supply,
studying on how to prevent this problem again or think up of what they should do if this would happen again.
some of these concepts could be taken from city sim games.

constant recruiting of heros/guards
towns recruit guards by a test every month
test are different for every town so they don't act the same
guards of different towns can be corrupt like taking money from people, killing people freely, or not doing his job at all.
guards and kings (npc or player, controls and rules a town or something) would have a few capabilities of a game master.


character

characters can lose arms, eyes, and stuff for a unique-r look.
they can be regained in perhaps a day long quest, or a sorta-expensive potion so such players would want to aviod such attacks
the importance of life and fear of death should be emphasized.
less on death though.

environment
environments can cause damage
there are such unique weather or natural effects of such maps such as
falling boulders
a map with lava, a map that rains rock
thunder electrified ground
rain mist
burning ground, raining fire
you can get trapped in a room that fills with water or sand

game system

realistic, active game system
i really hate the idea of roleplaying
it feels and sounds silly
but i've never tried it, and i'd rather not.
and i don't really know about what is really is about.

i think it should be more like: if i quit the game, freaks would continue to corrupt the game
i imagine they would want to be paid or something which is unlikely.
if i could change the game, make a difference in the game, making it better or worse, it won't just be just a game.

one could hire real bad guys/jerks/asses/criminals even to be the main enemies or antagonists.
such people probably would talk in some stupid way, not know how to use a computer, be horribly violent and mean
unlike such characters in an anime or surreal fantasy.
prisoners or criminal hackers go and wreck havoc on normal characters as players who strive for change would go and try do something about it.
some guy would be able to make some "program" to deal with this and a few select character will magically save the day for the month at least.
this would be more like a fight between programmers who know how to create such magical things.
maybe.
but this is really impossible and too hard, it's just an interesting idea that looks into and tries something darker.

it wouldn't be as great if you were just fighting some program.
monsters and the environment would need major stuff done to them so they won't be just 3d and acting to some code
the code or whatever things they are controlled by, would change quickly or randomly, making fighting it difficult

what i'm imagining is a baphomet appearing where porings spawn and baphomet doesn't just attack 1 player or cast meteor storm.
it casts spell that no other player or monster has, a whole new spell that it has just made up,
insta death should be impossible because that's just irritating.
the modified baphomet will even be difficult to control by game masters.

magical, fantasy environments limited by basic combat fundamentals.

-The World is nothing near another generic WoW clone. Instead of a single world, players are given access to dozens of player-run cities and hundreds, perhaps thousands of sprawling and unique landscapes, each containing it's own design and dungeon.

-The combat isn't point and click. The way your character moves, attacks and uses skills is dynamic and requires more than button mashing. Far more intuitive than things like World of Warcraft.

-While dungeon crawling is the focal point of the game, players are given the choice to pick their own reasons for playing, such as merchandising or player killing.

-Completely customizable characters. Your characters looks aren't determined by what equipment they have. Instead, when you create your character, you customize your avatars clothing, armor, hair, ect, and that is what you will always look like. While the method for doing this is unknown, I'd imagine it would be something along the lines of Spore's creature creation.

-Moderators and Administrators work differently than other games. Instead of banning you at the click of a button, you are hunted down by the "Crimson Knights", which will detain you, jail you, and kill you. The way criminals are dealt with is role played.

-The game has more or less already been made. The PS2 .hack games have proven that the combat and game world techniques work. The only thing missing was the multiplayer part.

story
no fighting unknown darkness, or a single evil guy

trading
party
infinite sword, beast bow, brute dagger, burst staff, flying mace

something should be done so high level characters don't hog certain monsters
drop and exp modifiers help in this.

simple - players can't die from illness or starvation or
advanced - characters require constant nourishment and medicine

an ingame dungeon takes a week from beginning to end, others take a whole day, another a whole month
(naw)(it shouldn't be long or boring)

npc party members

instead of characters played by people, some or all npcs could be asked to join parties.
as they level up, their stats are randomly assigned so they are different for every npc.
they also have skills.
it's possible to use a npc that was in another party.
they have perma death (maybe, i hate anything permanent), they create friends and as well as enemies
an npc ally might be an enemy in disguise
killing you, stealing from you, activating traps


other


gameplay information on the site or some help window in game.
instead of being explained by npcs

a way to move more faster. mount vehicle equipment

a reason to log on or play for a half hour. (obtain a daily quest/present/visiting present)
some people can't play for an hour or more.

cash items would just help in creating or attaining good items as well as make the character look good. (maybe with minor bonuses)

guild
there would be guilds or something focusing in each class/race/certan masteries that makes some things easier
such as obtaining quests and items and they would help in creating quests
depending on what characters in the guild ask for.
there should be a limit on what they want, maybe like 4 items, certain monsters kiled.

quest
a multitude of ever changing, quick, normal and long quests
characters are able to make goals with npcs and when attained, they earn stuff

interaction
ignore features
ignore a character completely (wiped off from your screen, chat, interaction with you (disabled in pvp sort of things and makes some things more complicated)
ignore character names (i hate noobish names)


combat


monsters
monsters get higher in rarity as they are killed, each species having a different number until this happens.
monsters have different spawning rates
monsters would have randomly generated stats within a certain range
monster would have a variety within their own and other species (recolored nicely and/or with some more worked detail)
monsters that are simple should be killed easily and not be easily able to kill you
battles where you don't just find some monster, buff, cast a weakening spell, cast spells or skills and bash with a sword automatically.
aggresiveness should only be a trait in few monsters, probably less so in dungeons.
aggresiveness should also be controlled by a certain stat or level like in rose.
simply having all monsters aggresive is annoying though somewhat a bit realistic.

(active combat)
a way to go block attacks as to reduce/prevent damage (maybe by the press of a button)
blocks for a short amount of time, a gauge, (active button mashing)

often, when a weapon hits, the character that is hit is killed or injured greatly unless the character is large, hard or heavy.
in games, damage is reduced by defense as if the damage of a mortal blow is spread out between all the attacks that hit
including hits that contact the armor or sheild
but high damage often wins which is not that realistic
in a more of an active real time game
weapon sizes and materials help in defence
attacking normally, attacking magically, attacking with skills, and attacking passively should be around equal.


skills
autocast things (one press of a button does a set of ordered actions(i forgot what this is called) macro
skills could be strengthed by constant use and training by various actions. runescape flyff


leveling
(active)
leveling where you don't grind by just killing a load of some monsters in one place,
but you would level after reaching some sort of boss/goal where in the end
you would have needed to clear the dungeon or thingie 5-10 times (mid levels) to 50 times (high levels) (maybe)
doing the same dungeon that many times would be boring
like ragnarok, there are alot of different places to train.
2-3+ different unique training areas for a player at any level.


gathering
a great variety of detailed terrains with specfic individual features, weather and sky
you would be able collect objects from the terrain (grass/plants/animals/rocks)
and that would affect that map as they would run out of such things
they would grow naturally and you would be able to grow them


party mechanics
gained exp rises with a higher party level, which is leveled up based on how active the party is
casting party skills that could only help parties


character
good character customization
hair, face, clothes and stuff that won't just be covered by armor
non horribly complicated skills/stats/classes
classes that can use more than just 1 weapon/style of combat.(preists that dont just cast heal, buff, cast some holy magic)
characters chouldn't be screwed by spending a point somewhere useless as there should be anywhere to do so.
there should be a stat/stats that enable you to move faster, attack faster, cast faster instead of just affecting attack/magic power, physical/magical defence and hp/mp.
this increases flexibility between other players.


items
restoratives
books
quest items
material items
teleportation items
useless beyond useless items

realistic items
items would have a relationship with how players use them and how much of them would be sold or bought, determining their price and supply
items that aren't just some recolored or lazily edited/improved looking
monsters drop custom useless/useful items that can be used to make items or be sold to npcs to produce income,
only such creatures that would carry or use weapons/armor/money/manufactured things such as potions would drop such things
normal creatures would carry food such as fish birds or berries and fruits, and things from their bodies such as fur, eyes, bones, fangs.
one would require a tool or a way to store certain items to obtain them (such as obtaining blood or skin of an animal)

healing items
potion cool down shouldn't be really slow or fast
just enough so it's good for normal combat and pvp.
some items activate automatically. this sometimes take form in cash shop items
resting to restore health/energy-common use-bearable rate~less than 10 minutes, 5 minutes, more than 1 minute is bloody long
long resting times encourages the use of items.


equipment
some things could be mainly for look such as holiday and joke stuff runescape, seal online, ragnarok, rose
but not the really cool ones they should be useful
losing a weapon or having it break shouldn't totally make a character useless

advanced
some equipment could maybe be able to work better when another item is equipped or in the inventory
some equipment could also depend on a single unchangable stat to determine their value. -rose
also large wings are horrible items that should ever exist ever
they make the game extremely gay and boringly girly and cute
equipment you are able to equip items as layers so you can wear whatever you could want
this could be disabled when you go into battle/option in window


weapons
some equipment use up ammunition.
if the ammunition is costly, they should do more damage than if they don't use up ammunition
weapon+equipment and stats should equal in contributing to total attack power


advanced
weapons could have some sort of defence rating, as they do realisticly
2 of the same weapons could have slight differences in
attack power, defence, accuracy, speed range, weight, durability, and critical seal online
weapons could be classed by how they inflict damage (slash, crush, peirce, etc) -runescape
to diversify strategy.
weapons could have some sort of diversity
a ordinary dagger might look weak
but it has like 100 dragons sealed inside of it
making it stronger than a level 100 weapon.
high level weapons can't be enchanted like so.
there could be a place where you need a certain weapon with you or a weapon of a certain level
to enchant it.
awesome looking weapons would probably be more limited in enchantments.


armor list
armors that protect against such various types of damage,
Chest
Legs
shoes
gloves
face
mask
cape/outer accessory
earring
ring
necklace
shoulder
belt




other stuff

Storage
using the storage should be free, cost a monthly fee or a small amount that should be payed every time you access it.
i dislike it when what you pay depends on what kind of item is is and how much of it you are storing.
get gets more costly that way.
it could be like you pay according on how much is in storage or how big you paid your storage to be

Player shops
Multiple page shops
this way, time and energy isn't spent and people can do something else without the game running.
the system of having a search system for cheapest prices and quantity does save time and finding costs easier
but smart players would have to conform to these prices and not find much profit.

i like shops, people could put up stuff for good prices.
they generelly litter the streets sometimes with people standing like statues as the game developers would be too lazy to create a shop model.
some make an area for these shops, some do away with players making their own shops and making the shop system on their own servers.

upgrading
the change after upgrading changes after certain levels
1-30 grade 1 items are used, stats increased by 5 every upgrade
30-50 grade 2 items are used, stats increased by 10
50-70 grade 3 items are used, stats increased by 15
80-100 grade 4 items are used, stats increased by 20
and so on for every 20 levels
as a lot of games the maximum refine level is 10
at 10, that maximum amount of added power should be at the most double unrefined
perhaps lower level equipment could have like an upgrade of 100 power.
so it doesn't feel there isn't only a small increment at higher levels
and there isn't needs for alot of upgrading at high levels.
high level characters are known for the surplus of funds for upgrading, things like accesories and fashion peices.
high level character shouldn't suffer from grind like killing millions of monsters for a level.

Crafting
Success of normal items shouldn't be low like 0-50%
it would be understandable if their is a higher chance of making it stronger than normal and other future weapons.
unless the items is rare or powerful, it should use up alot of rare items or alot of random items like hundreds.
unless the cheap items could be purchased from an npc.
crafting should use money as well as that's doesn't make much sense, using mp though, does.
crafting in some games require a manual that would dissapear after use, somethigg that controls rarity but isn't realistic.
some things that could be changed by crafters are
equipment requirements
weapon range
weapon appearance


battle aspects
magical power
physical power
skill or normal attack
number of hits
what bar it depletes to the enemy and player/players (hp, mp, other(sp,ap))
speed
range
pushback
movement of player
buffs
a moment of invincibility
disability (frozen in place/unable to move and or attack)
how it cures/restores, drains
how it affects equipment
color
detctability(color, size)
how the skill moves
how it affects terrain
what it does after the monster is defeated
bonus
chance of doing something other
cool down
how long it takes to cast


skill system large skill ystem
growth
stats allocation
str strength, the body, associated with physical attack power, ability to wear equipment, Health Points
dex dexterity, the body, accuracy, movement speed, attack speed, special weapon attack power, dodge
con concentration, the mind, accuracy, long range weapon attack power, attack speed
agi agility, speed of body, movement speed, dodge, accuracy
mnd/int magical attack power, Magical defence, Magic Points
luk/sen drop rate, critical rate
charm monster aggresiveness, npc conversation, rewards, drop rate


rose


I was thinking of how could players understand this game more and perhaps not mess up in the beginning.
so I thought of introducing the basic types of combat and weapons.

I thought this up because of the single bloody stat reset you are given before you are lvl 40.

I think that there should be wooden versions of all the available weapons types.
A wooden wand, staff, knuckles, two handed sword, spear, axe, twin wooden swords, bows, crossbows, guns and launchers. Weapons that need ammo should not use ammo or the player should have a decent weightless supply from creation.

I think it'll be fun for every single weapon type to be given wooden versions.
(the bamboo spear is my favorite weapon)

Each weapon would have the attack power and speed as they normally would, but don't require stats or a lvl.
Maybe you could add a visitor magical attack and an simple attack and defense buff, maybe a simple heal to introduce how magical and supportive classes work.
Hell, maybe an aoe. Though giving all characters the ability to aoe will make getting first hit and somethings easier.
Such skills wouldn't be as useful at the later levels.
This is so new players can get a feel of what class they would like to play.
All these weapons would be on the character from creation.
Perhaps you could make quests to get a wooden mask and backpack.

(I want a wooden backpack)

From lvl 1 to 10, his stats would automatically be changed like attack, defense and hp and he would be given all the stat points he would need at job change or at lvl 10 so players could continue playing as a visitor.
There would be a description of which weapons are used by which classes like

"A toy wooden knuckle that a 2nd class Hawker, the Raider uses to inflict critical attacks with a high attack speed."
or
"A toy wand that a 2nd class Muse, the Cleric uses to support allies healing and strengthening them.

For stat and skill resets, players should be given unlimited stat and skill resets before lvl 30 because the person may learn how he messed up after going outside of Zant. I'm not sure how this would effect crafting.

I thought or read somewhere more likely of disabling gaining exp so people can farm at a place forever but that may make things difficult for other players that are training or make some things too easy to get, makes prices lower and some people poorer. Plus people would farm kings forever.

Maybe make it so you can lock some stats so you will never accidentally put points into stats you don't want to.

I'd like the ability to change hair styles and color with the use of zullie or rare drops from some mob (not 100+) from an npc instead of it just being cash shop.
Certain hairstyles could be cash shop but not the original ones plus more I hope both to have.
I want more faces too since some are too silly, scary, child like or not cute.

What I would like is 2, at least in the beginning, different weapons for a couple of lvls
like at 10 50 100 150 200
or....10/50 100 200
or just 200 to begin
You would use whatever looks best, but they won't have much of an advantage over each other but I'd like them to be different in stats a bit.
perhaps both would have a small different yet equal bonus like 5 def/dodge/ap/accuracy/speed/critical.
like...
A lv 10 katar has 5 more critical
B lv 10 katar has 5 more damage
C lv 10 katar has 10 more attk speed but is more rare and not sold by npcs
each have the same "bold blue" stats like elven or golden
A, B and C would look different from each other.

I'd like the same to be done with wings, armors and most importantly, masks.
I miss when Masks gave the most useless stat ever, Charm, and it's option gave it it's value, you could wear whatever mask you would want.
lv 70 masks replaces some now and noses are not at all used.
I'd like masks to stand equal as they could be used by someone to make them standout a bit.
Back accessories should be like Masks as well, though you can't really change bags and back shields

I'd like to wear cute black wings instead of astrot wings or gigantic orange wings and still not lose in ability.

I could think about how common/cheap the materials are, how easy and the requirements to make things
But I don't want to now.
I'd have to think about event items too. I don't want them to merely just be about look.

EDIT:Also, I first thought this thread was going to be about different weapons like daggers, whips, or knuckles (the blunt kind not the slash/stab kind)
I would like Raiders to dual weild 2 guns like pirates!
A class that doesn't use weapons but sorta karate/monk like (not with a bloody asura like skill)
and a magical class using a sword!

No comments:

Post a Comment