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If you could make your own MMO...
Server: Ifrit
Game: FFXI
Posts: 24692
By Ifrit.Kungfuhustle 2011-03-21 19:30:36
mine would be a cross between Borderlands, the movie 300, and GTA:SA.
Bahamut.Dasva
Server: Bahamut
Game: FFXI
Posts: 13835
By Bahamut.Dasva 2011-03-21 19:33:10
What about Hello kitty mmo... oh wait it already exist /facepalm
Bahamut.Dasva
Server: Bahamut
Game: FFXI
Posts: 13835
By Bahamut.Dasva 2011-03-21 19:34:32
Shiva.Flionheart said: Then your wand will be snapped.
Ragnarok.Darkdevil
Server: Ragnarok
Game: FFXI
Posts: 54
By Ragnarok.Darkdevil 2011-03-21 19:37:28
i`ill Make FFXI V2
Caitsith.Mahayaya
Server: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2011-03-21 19:40:01
I don't care for the hardcore games that have perma-death.
And they won't let me start a new character.. :(
Cerberus.Kiori
Server: Cerberus
Game: FFXI
Posts: 298
By Cerberus.Kiori 2011-03-21 19:42:37
If I were to make a MMO this would be my idea...
(warning wall of text)
Bound Together
“I was once told long ago that people will go along in life finding their own paths. In the end, their destinies are always intertwined. We live in in a web in which you can gather is eternity. No one knows how it will end, or how exactly it came to start, but we all work towards finding our own strand to branch off to. One cannot go through life alone. They will have to cross paths with another. How they clash is unknown, but when they do, the lives of those involved will forever change at that point. There are no straight paths along this web, we will have to bend and mend broken strands along the way, forever tightening the bonds we share with one another. Forever...bound together with fate and eternity." -- Edward Felworth 65.334
Factions
Warrior: Specializes in the art of war, but weak with magic.
Merchant/Trader: Specializes in buffs and illusions. Is neither strong or weak in the the arts of magic or war.
Historians (Knowledge): Specializes with magic, but weak with the art of war.
PVP
Each faction has a leading "Family" at the top of the ranks which has special perks.
Family Perks
-Tax the members of there Faction for extra earned income (up to 5% max tax)
-Experience gain will slightly increase
-Discount from merchants when buying items (about a 25% price cut)
-Are able to set how the faction will play in the Roleplay of the server.
-Special dealings with the other Factions.
-Warriors are the leading faction controlling weapon sales.
-Historians are the leading faction with magic scrolls sales.
-Merchants/Traders are the leading faction controlling the price of all other basic items. ect: potions/whole food/tools
Roleplay
The MMO freely lets characters role play there factions how they wish. As a "family" they will have a major impact on how the story takes place between the families. It is important to try to keep all the factions balanced, but at times there will be "bad families" in which will offset the role of how other faction merchants treat the other factions.
Example
-The leading family of the Historians has to raise the price of paper to those that do not belong to the Knowledge faction for reasons other then greed. The Merchant/Traders faction relies on the paper the Historians provide so that they can make manuals to learn skills for players to learn. This causes a friction between those of the Merchant/Trader faction and those of the Knowledge faction. The NPC merchants of the Merchant/Trader factions could flat our refuse service to those of the Knowledge faction, but welcome the Warrior faction.
Random Events/Choices
When you become the Family of your faction, you will randomly be giving "Events" in which you have to choose from pre-selected answers to change the outcome of the role play. (this is how the merchants know how to react to another faction.)
Players will also be giving the chance for Random events. These would involve or moral system in which NPCs will react to you. If you steal/kill in the game, there is a good chance you'll wind up in jail. (but fear not, jail has it's own way of doing things)
The World
The MMO will basically be played out like any other normal MMO. There will be dungeons to explore, and seas to cross. Treasure and loot can be sought out from killing enemies and monsters. The decisions you make will also open up new paths of exploration for you.
Jail
If you are thrown in jail, you will have the "prison to explore". You can also break out from jail and explore exclusive dungeons for those waiting for there time to be up so they can once again roam free in the world. Sentences for jail time will not last too long, some to a few hours or to the maximum of three days.
Jail has it's own set of NPCs and merchants (black market if you will) that will help your exploration and preoccupy your time while severing your "sentence"
So far this is my idea, there's a lot more but i don't feel like explaining everything in depth.
Caitsith.Mahayaya
Server: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2011-03-21 19:50:31
Cerberus.Kiori said: If I were to make a MMO this would be my idea...
(warning wall of text)
Bound Together
“I was once told long ago that people will go along in life finding their own paths. In the end, their destinies are always intertwined. We live in in a web in which you can gather is eternity. No one knows how it will end, or how exactly it came to start, but we all work towards finding our own strand to branch off to. One cannot go through life alone. They will have to cross paths with another. How they clash is unknown, but when they do, the lives of those involved will forever change at that point. There are no straight paths along this web, we will have to bend and mend broken strands along the way, forever tightening the bonds we share with one another. Forever...bound together with fate and eternity." -- Edward Felworth 65.334
Factions
Warrior: Specializes in the art of war, but weak with magic.
Merchant/Trader: Specializes in buffs and illusions. Is neither strong or weak in the the arts of magic or war.
Historians (Knowledge): Specializes with magic, but weak with the art of war.
PVP
Each faction has a leading "Family" at the top of the ranks which has special perks.
Family Perks
-Tax the members of there Faction for extra earned income (up to 5% max tax)
-Experience gain will slightly increase
-Discount from merchants when buying items (about a 25% price cut)
-Are able to set how the faction will play in the Roleplay of the server.
-Special dealings with the other Factions.
-Warriors are the leading faction controlling weapon sales.
-Historians are the leading faction with magic scrolls sales.
-Merchants/Traders are the leading faction controlling the price of all other basic items. ect: potions/whole food/tools
Roleplay
The MMO freely lets characters role play there factions how they wish. As a "family" they will have a major impact on how the story takes place between the families. It is important to try to keep all the factions balanced, but at times there will be "bad families" in which will offset the role of how other faction merchants treat the other factions.
Example
-The leading family of the Historians has to raise the price of paper to those that do not belong to the Knowledge faction for reasons other then greed. The Merchant/Traders faction relies on the paper the Historians provide so that they can make manuals to learn skills for players to learn. This causes a friction between those of the Merchant/Trader faction and those of the Knowledge faction. The NPC merchants of the Merchant/Trader factions could flat our refuse service to those of the Knowledge faction, but welcome the Warrior faction.
Random Events/Choices
When you become the Family of your faction, you will randomly be giving "Events" in which you have to choose from pre-selected answers to change the outcome of the role play. (this is how the merchants know how to react to another faction.)
Players will also be giving the chance for Random events. These would involve or moral system in which NPCs will react to you. If you steal/kill in the game, there is a good chance you'll wind up in jail. (but fear not, jail has it's own way of doing things)
The World
The MMO will basically be played out like any other normal MMO. There will be dungeons to explore, and seas to cross. Treasure and loot can be sought out from killing enemies and monsters. The decisions you make will also open up new paths of exploration for you.
Jail
If you are thrown in jail, you will have the "prison to explore". You can also break out from jail and explore exclusive dungeons for those waiting for there time to be up so they can once again roam free in the world. Sentences for jail time will not last too long, some to a few hours or to the maximum of three days.
Jail has it's own set of NPCs and merchants (black market if you will) that will help your exploration and preoccupy your time while severing your "sentence"
So far this is my idea, there's a lot more but i don't feel like explaining everything in depth.
I like games that give perks like that. Unlike in FFXI where there are only stat and superficial differences between all races.
Cerberus.Kiori
Server: Cerberus
Game: FFXI
Posts: 298
By Cerberus.Kiori 2011-03-21 19:55:48
Caitsith.Mahayaya said: Cerberus.Kiori said: If I were to make a MMO this would be my idea...
(warning wall of text)
Bound Together
“I was once told long ago that people will go along in life finding their own paths. In the end, their destinies are always intertwined. We live in in a web in which you can gather is eternity. No one knows how it will end, or how exactly it came to start, but we all work towards finding our own strand to branch off to. One cannot go through life alone. They will have to cross paths with another. How they clash is unknown, but when they do, the lives of those involved will forever change at that point. There are no straight paths along this web, we will have to bend and mend broken strands along the way, forever tightening the bonds we share with one another. Forever...bound together with fate and eternity." -- Edward Felworth 65.334
Factions
Warrior: Specializes in the art of war, but weak with magic.
Merchant/Trader: Specializes in buffs and illusions. Is neither strong or weak in the the arts of magic or war.
Historians (Knowledge): Specializes with magic, but weak with the art of war.
PVP
Each faction has a leading "Family" at the top of the ranks which has special perks.
Family Perks
-Tax the members of there Faction for extra earned income (up to 5% max tax)
-Experience gain will slightly increase
-Discount from merchants when buying items (about a 25% price cut)
-Are able to set how the faction will play in the Roleplay of the server.
-Special dealings with the other Factions.
-Warriors are the leading faction controlling weapon sales.
-Historians are the leading faction with magic scrolls sales.
-Merchants/Traders are the leading faction controlling the price of all other basic items. ect: potions/whole food/tools
Roleplay
The MMO freely lets characters role play there factions how they wish. As a "family" they will have a major impact on how the story takes place between the families. It is important to try to keep all the factions balanced, but at times there will be "bad families" in which will offset the role of how other faction merchants treat the other factions.
Example
-The leading family of the Historians has to raise the price of paper to those that do not belong to the Knowledge faction for reasons other then greed. The Merchant/Traders faction relies on the paper the Historians provide so that they can make manuals to learn skills for players to learn. This causes a friction between those of the Merchant/Trader faction and those of the Knowledge faction. The NPC merchants of the Merchant/Trader factions could flat our refuse service to those of the Knowledge faction, but welcome the Warrior faction.
Random Events/Choices
When you become the Family of your faction, you will randomly be giving "Events" in which you have to choose from pre-selected answers to change the outcome of the role play. (this is how the merchants know how to react to another faction.)
Players will also be giving the chance for Random events. These would involve or moral system in which NPCs will react to you. If you steal/kill in the game, there is a good chance you'll wind up in jail. (but fear not, jail has it's own way of doing things)
The World
The MMO will basically be played out like any other normal MMO. There will be dungeons to explore, and seas to cross. Treasure and loot can be sought out from killing enemies and monsters. The decisions you make will also open up new paths of exploration for you.
Jail
If you are thrown in jail, you will have the "prison to explore". You can also break out from jail and explore exclusive dungeons for those waiting for there time to be up so they can once again roam free in the world. Sentences for jail time will not last too long, some to a few hours or to the maximum of three days.
Jail has it's own set of NPCs and merchants (black market if you will) that will help your exploration and preoccupy your time while severing your "sentence"
So far this is my idea, there's a lot more but i don't feel like explaining everything in depth.
I like games that give perks like that. Unlike in FFXI where there are only stat and superficial differences between all races. In all honesty...i don't really believe people on FFXI actually choose for the stats compared to the looks of there character.
As with the rest of the threads right now, making this out of boredom. Checked existing threads for one like this, but couldn't find anything that wouldn't be necro-bumped and/or not completely related...
Several years ago, to help jump start my programming skills before majoring in computer science. A friend and I picked up some MUD source code and attempted to develop one of our own games. (+1 to you if you know what a MUD/MUSH/MOO/etc is)
I was wondering if you could make your own MMO, how would it be?
Mine would be a really really really big world. So that even if thousands of people were online at once, the chances of running into another person would be slim to none. It'd essentially be a single player game, as you would have no real means of knowing where you are or who else could be online.
When you log out, you'd be subjected to whatever random monsters that still may cross your path, forcing you to have to always find a presumably safe spot to shutdown. It would be cool to make it as "Sims" as possible in the sense that you can build your own house. But that it's still affected by natural disasters and normal wear and tear. I think the real excitement would be in finding other people. Eventually, over months of playing you may be fortunate(or unfortunate) enough to meet up with someone. Since you basically played it as a single player game up until that point, it would be interesting to see how the two interact on meeting. Of course, it depends on the player.
I just like the idea of a wilderness MMO. Would love to hear others' ideas.
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