You’re going to wind up with 1 million different MMORPGs.
I’d rather not brainstorm another MMO. Frankly I’m going to have more fun messing around with my procedural dungeon generator I’ve been tinkering with off and on. I managed to plug it in to a Wolfestein 3D render process that takes the map I build and turns it in to a poor mans Wolfenstein 3D demo with no guns or anything else. Looks good for what it did but the mini map isn’t matching how the dungeon is laid out in the world. Oh well something to mess with later on.
On the up side though i can build 640x640 maps that are either caves, mazes like in the news papers, or dungeons like the old Rogue game but with different shaped rooms then what you’d normally see…hic!
Well, stealing inspiration from WoW… the Island Expeditions are really fun imho. I think this could be a really awesome addition to any potential pirate MMO. Obviously change it up, instead of mining Azerite, you’re digging up chests and recovering loot from shipwrecks and caches of cargo.
An original idea I had(as I’ve been asking for this for 7 years now); It’d be cool to have a Wanted Poster system. So on PVP servers, a player is getting around killing everyone and everything in sight. He becomes WANTED. That means, even in PVE zones he can be attacked and killed for a bounty. Now, if wants to stop looking over his shoulder, he can pay for a ‘king’s pardon’ which will remove his WANTED status. And as for benefit, I’d have weekly, monthly, and yearly scoreboards of players who can amass the biggest bounty on their heads. Give out rewards for being the most cunning cutthroats. (And yeah, their player portrait shows up on a WANTED poster)
That wanted system would be really cool. I honestly don’t know why more online games don’t have a system like this. If gold was involved, I’m sure a lot of players would be highly motivated to chase down a bounty target.
I had such high hopes for that aspect of BFA . Too bad I HATED Freehold and kind of loved Tol’dagor - Freehold was fine…once you got to the first boss. The first few pulls, with the mob that chucks the tank to the furthest heckin’ rdps just KILLED the enjoyment of the dungeon for me. But then it was just a joke dungeon.
And Tol’dabugged…what hasn’t been said about a dungeon so buggy, you would accidentally pull mobs from other dungeons…
EDIT: Didn’t add anything to the discussion- the thing that hooks me back anytime I unsub is the class design. Yes, even post-prune. I love WoW’s class design best over any other MMO out there ; the FF14 job system borrows enough from FFT, my absolute favorite class system, but some of the paths seemed really weird to me. Anyway, I’ve read that there was a concept for Death Knights where you had to actually SACRIFICE your level 55 character in order to actually roll one - I love that idea, and I have actually done this myself (leveled a warrior to 55, deleted, rolled the DK - not just for RP purposes, was leveling with my wife)
So, I wish there were prestige class requirements like that. Sorta like unlocking Jedis in SWG, except not random at all and not fully dumb once you unlocked it. Or it could have been just a flavor thing, like that ‘leak’ leading up to Shadowlands, about how we were getting flavor prestige specs at cap (the more notable one was Dragonsworn for druids? that sounded fun)
This post mad emo happy. I did the same thing, except for RP purposes. Now I just have a Paladin with this name in Classic that will never pass 55…
“if i were designing an MMO, i would simply include only the good features. my MMO would not have any of the bad features. it would just make everyone happy, which history shows us is an easy thing to do.”
Given a million dollars, i’d make the MMO I want.
But considering this is just a random GD thread on a Blizzard site… the aim is just to Frankenstein together an abomination idea. A high-powered mutant of some kind, never even considered for mass production. Too weird to live, too rare to die.
Now onto my Ideas and tying to add to this discussion. Just my idea and most will not like it, but they are my Ideas. I have ben playing MMORPGs since 1999 with EQ I will basically take pieces of each and merge into my favorite.
I like the setting and RPG elements of EQ (prior to Luclin). Where you add talent points define your character. There are no factions but there are alignments. Everyone can play with everyone. Your race or god can make you kill on site in a different racial city, but almost anyone can earn their right to be allowed into that city and use it merchants. But you may have different factions (like the paladins in Freeport) inside one city where some like you but others will kill you.
More on EQ (and somewhat early WoW) as these are my favorite 2. I liked it when armor was pretty much just armor and weapons were just damage, not stat items. I like class specific armors, like the Ivy Etched for rangers you start in your early 20s but work on till your 40s. The whole focus on class and race in an RPG is important to me. I liked the drive by buffing of EQ where a simple spell could basically power level a lowbie for an hour or two. I would like a WOW Looking for Group matchmaking system over a LFG instance teleport to instance tool.
I like the crafting system in SWG. Being known as the 1 person who got a limited supply of an extremely rare ore and could make the best item in game till that ore ran out was cool. Crafters and merchants got known based on their dedication to their craft. As a side note, I could accept FFXIV type crafting as long as it is usable like Classic WoW crafting is.
On dungeons, I like FFXIV’s but am also torn with EQ style where you fight your way into an open world spot and your group is there till done, with people leaving and adding as time goes on. I would say I would like to see Mythic changed. Make the normal the normal level, and if people want Mythic difficulty, don’t make the dungeon harder, give them achievements for going the dungeon with less gear. So the best you could do is do the dungeon naked. This would allow those to show skill without it turning in the issues we have with gear and player stratification.
On raids I would go back to something like EQ. No more line dancing. No more it’s here to prove you skill in game, it’s a social thing you do at end game. Make it 72 people like EQ. Make the biggest challenge getting enough people to go. Make it so anyone can show up and is needed - kinda like shaman or holy paladins in TBC 
I might want SW:TOR kinda storylines, but I have to admit, I might just skip through it. I want to like it, just not sure I care enough to get invested.
TL:DR MIX em all together and tale what GD thinks are the worst ideas and it would make me happy 
I would like to see an MMO that somewhat reinvents the genre, doing away with the traditional idea of endgame, with a big focus on the world and a player-based economy and player-made content.
So think Breath of the Wild meets Minecraft meets WoW, with a seamless world that’s initially at least 2-3x the size of EK+Kalimdor. Some zones would be traditional “theme park” areas with established NPC factions, quests, etc, but much of the world would lay unclaimed by the universe’s kingdoms because they’re so dangerous. Guilds could go to these wild lands and stake claims, build entire towns with NPCs, and build mines, roads, tunnels, etc to facilitate easier trade of the resources extracted from these areas. Guild halls and player housing would be robust, with entire professions to craft interior furniture and decorations. Most anything one would need could be crafted, with thousands of recipes to be found across the world. The play experience on each realm would be unique due to how much of it is player-driven.
Dungeons would exist primarily as supplementary leveling content and as a source of materials. Raids would be limited-time large scale events that would happen when e.g. a dragon would fly in and attack your guild’s town or some horrific monster awoke, and would be open to various level ranges (raiding isn’t exclusively at cap).
Classes would be somewhat build-a-class within the boundaries of an archetype (e.g. caster), with the ability to pick up a secondary archetype to take a few abilities from via a long, difficult questline. Design of abilities, talents, and items would lean further in the direction of fun and build flexibility than towards being perfectly balanced. Characters could choose affinities for bonuses, such as outdoorsman (bonuses to survival and beastslaying), merchant (bonuses to travel and trade), and craftsman (bonuses to gathering and crafting).
Keep your ideas, learn to code and create your own MMO.
Good luck.
There aren’t enough giant robot games either, lots of sub-genres are lacking these days… yes Phantasy Star Online 2 just came out, but you barely get to have actual giant robot moments outside of some vehicle quests…
You know what I wish they’d make an MMO of? XENOGEARS / XENOBLADE CHRONICLES X…
I was hyped for vehicle combat in WotLK and was hoping we’d get to level in vehicles or something, even if only as a cooldown…
But apart from WoW and a few others, I’m getting tired of MMOs in general…
Groupe = 6 players
Gromp compo = 1 tank, 3 DPS, 1 heal and 1 support.
level cap content dont have solo content beeing the absolute best way to gear till you reach high lvl mythic. Running dungeon should beat daily and faction quests in therm of gearing effiency.
If I could have anything added to WoW it’s more customization options without changing the art in WoW at all because how it looks graphically is one of my favorite things about the game compared to others! More customization and able to change color of gear.
Also I would like the classes to not have to rely on anything outside of gear level that we earn to become more fun and fluid to play.
Then I would also change to a mix of world quests and old dailies instead of only the world quests. I think the world quests could be great for some things but the dailies felt good to play like in panda farm, have small areas where we could do dailies for our secondary professions again like that.
Flying could be available at max level for purchase! Lol
Can agree to disagree here, some of the models for certain mogs in Classic / BC content look FUGLY by today’s mog standards and could use remastering to look a bit smoother, at least…
An arena mode (solo, to test your skills against a never ending Horde like the Maldraxxus arena intro but it only stops when you die), RPG elements adequate enough to control and customize the abilities and looks of your character/class (glyphs, skins, dyes etc), proper player housing like in DCUO/FF.
I can agree with that, like some of the older stuff does look rough!
Thought about it, attempted it, best I could was a little 2D game released last year. Making a game is hard. Just look at all the failed Kickstarters…
Still have ideas though. And ideas are bulletproof…
lets see:
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someway/somehow there’s no reason for the playerbase to have to feel like they need to filter specs for certain content. i.e. group needs a mage to bring lust for a dungeon. fix would be scrolls have 100 percent of the same effect.
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pvp is based on skill, and gear has no effect. gear from pvp is solely for pve gameplay.
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bring the player, not the spec/class. every spec can produce the same results as every other spec dps/hps. only difference is playstyle.
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all currencies work like conquest and/or honor. soul ash for example can be farmable up to a cap 3 months in instead of a weekly cap.
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vendors for all gear. gear drops still exist but you can get a currency to purchase specific gear if you dont get what you want.
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systems dont restrict your gameplay. for example, instead of being locked to a covenant, you can choose your first covenant, do the questline, then pick the next covenant and do that questline. soulbinds are neutral. conduits dont have a cooldown or whatever. covenant abilities work like essences. once you start with that covenant, you get the ability. when you move onto the next one, you get that ability and keep the 1st one as well. you can swap them out whenever you want.
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account wide stuff for alts.
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crafted gear is BOA up to heroic raid ilvl.
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active fixes and balancing on a weekly basis.
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active moderation in game to promote patient and helpful behavior.
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system in place to completely remove bots.
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player housing and/or guild halls would be cool.
there are other aspects of the game, such as world quests, open world content, quest lines, etc. im not the person to figure out how to make these things better.
these are the only things that come to mind.
I’ll be honest man, you killed all interest I had in this post with the pirate theme.
You do you of course, but a pirate themed mmo? Blech.
Don’t mean to be rude cause this is a cool thread but I really don’t like pirates, lol.