hue

Recommended Videos

shadowkrai

New member
Jan 23, 2011
18
0
0
so are you planning to use an actual class structure, or is it dropped in and you train the skills you want to use the most?

sounds pretty interesting, and i hope you manage something with this, ive had a few ideas myself for this sort of thing, but never really been bothered to try to do anything about it
 

The Reverend

New member
Jan 28, 2008
219
0
0
Ragnorok Online had a pretty good PvP system where guilds fought for control of castles (Called War of Emperium.) Something like that to make PvP more than just 2 teams beating on each other would be good.
Best of luck to you buddy!
 

shadowkrai

New member
Jan 23, 2011
18
0
0
i'm bored and semi-interested atm, so im pretty much refreshing till you post more info

graphic style?

what races (design-wise, names arent really gonna help me when its your lore :p, they gonna have racials? or just be cosmetic etc?)

factions? (they're a good idea, less textual/verbal griefing when you have a bunch of players labelled the enemy)

how to deter the fully geared high level peeps from greifing the lowbie guys?

setting, fantasy (done to death imo) sci fi (*almost* as done to death)
 

Coffinshaker

New member
Feb 16, 2011
208
0
0
hmm... as long as you keep the quests interesting and complex enough to be enjoyable, I'd be happy. though you need to focus a lot on immersion and lore. suck your players in and hold them! make them connect to their characters too, like advanced customizations.

art also plays a big part in things. oh, and don't focus a lot on reading quest text. it should be there and well written too, but don't forget to let the action tell the story as well. don't just have us kill 100 boars in the woods, have us collect some ham for a great feast in honor of blah blah blah... get my meaning?

also be mindful of your death mechanics. they are pretty make or break. and if you're thinking along the lines of Eve, then you can go f... um... don't do it, lol! make death sting, but not something unfixable. wow has a decent enough system with durability. champions online has a very interesting one based on buffs/debuffs.

other than that, just make sure whatever you do is unique enough to tear people away from their other mmos... it's kinda hard to inspire change when it's going from wow clone #1 to wow clone #2.

good luck to ya!
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
0
0
Well, to begin, let me say that I wish you the best of luck. This sounds like a fun idea, and I hope you can pull it off.

As for your ideas, hmmmm...

1. While combat is more fun if you do more than just click to attack, you don't want to make it too complex. An ideal interface is one that gives you some freedom of movement without being confusing.

In addition, you say that everything will be able to do special attacks and dodges and whatnot. Do you mean EVERYTHING, right down to the level 1 rats/generic low-level enemy? If so, then what should be one-hit KOs might evolve into a rather annoying fight as you try and take down something 50 levels weaker than you are.

2. Yeah, skill trees sound pretty good. At the same time, I'm a bit cautious to hear what the penalties for unlearning a skill might be.

3. Yes, Runescape is awesome. Using that as your basis sounds like a good idea.

Just to be clear, I am in no way a reliable source of information about this stuff. Also, again, I wish you the best of luck on your project. I hope you enjoy it, and can't wait to see what you come up with.
 

Jerubbaal

New member
Jul 22, 2011
126
0
0
I know you don't want any patronizing, but I'm curious as to what experience you have with programming, or even just with 3D modeling and animation. It's best tostart small, because a lot of your preconceptions of what you want in your perfect game will change as you start making actual (albeit simpler) games.
 

Flailing Escapist

New member
Apr 13, 2011
1,602
0
0
I'd like to see a horror MMORPG but maybe thats just me.

But OP your basic idea could use more structure. When do you want the setting? Where? Etc etc.
Oh and as long as the story stays new and exciting it'll draw mmorpgers because when games stop being "fun" people usually tend to stop playing them.
 

Twilight_guy

Sight, Sound, and Mind
Nov 24, 2008
7,131
0
0
I'm find with an MMORPG so long as it has open areas to explore, since I get kind of bored with the standard quest structure and like to just pick a direction and go, and so long as I can see some sort of goal, I like having something to work towards, the next ability or next suit of armor, or next whatever so long as I have some carrot to chase after.

That said, at this point you probably want to decide if you actually plan on trying to make the game or just plan on creating a game doc. Making a game doc is great for showing you have good ideas and dedication as well as organization, but its not as good as actually making something. However making something is significantly more involved then the game doc. You need a team with diverse talents (modeling, programming, sound, textures, etc.) and if you want to go that route you might want to consider what resources your friends have and if you think they'd help you work on the project. Just some advise.
 

monken8

New member
Apr 28, 2011
39
0
0
theres an article written by yahtzee that i think would be great for an mmo its called oppisite leveling and what happens is that you start off a giant beast that can destroy most any thing in one hit but as you progress through the game you get less health, loss abilitys as you chose and you stats go down
its to try and make it so that the best player i the game is not the one with the highest level but who can use their skills the best
 

Erana

New member
Feb 28, 2008
8,010
0
0
If there's crafting, please make it more interesting than "Collect X things. Click on Y recipe. Wait ten seconds. Repeat."
I'd love to see a mining/ crafting experience that's integrated into the gameplay. Like, fight rock monsters close-quarters with a pickaxe to get ore, and then try to tame wild lava pigs or something to smelt metal.
It would prolly yield less experience, or something like that, but you could use it to switch up the gameplay or made going back and fighting weaker enemies more interesting.

Also, for the love of all things good, make people able to wear any armor cosmetically without punishment to their stats. Either make costume slots or allow people to convert apparel into clothing items, just please do it.
I'd still suggest considering making some sort of clear visual guide to peoples' level of equipment; Maybe if you pressed a button, an overlay of a color-coded guide would appear on the players. Like, hold "Shift" and peoples armor would look like "Turquoise level basic tank helmet" or something like that.
Or make things interesting and Don't tell people. >.>

Frehls said:
Twilight_guy said:
That said, at this point you probably want to decide if you actually plan on trying to make the game or just plan on creating a game doc. Making a game doc is great for showing you have good ideas and dedication as well as organization, but its not as good as actually making something. However making something is significantly more involved then the game doc. You need a team with diverse talents (modeling, programming, sound, textures, etc.) and if you want to go that route you might want to consider what resources your friends have and if you think they'd help you work on the project. Just some advise.
It is probably just going to be a document. In the future, once I have some skills needed to develop games, it may help get me hired and/or be created. That's the dream, at least.
Try talking to the user ThriKreen. He's a bit of a Dev and likes helping people out with this sort of thing.
 

Twilight_guy

Sight, Sound, and Mind
Nov 24, 2008
7,131
0
0
Frehls said:
Twilight_guy said:
That said, at this point you probably want to decide if you actually plan on trying to make the game or just plan on creating a game doc. Making a game doc is great for showing you have good ideas and dedication as well as organization, but its not as good as actually making something. However making something is significantly more involved then the game doc. You need a team with diverse talents (modeling, programming, sound, textures, etc.) and if you want to go that route you might want to consider what resources your friends have and if you think they'd help you work on the project. Just some advise.
It is probably just going to be a document. In the future, once I have some skills needed to develop games, it may help get me hired and/or be created. That's the dream, at least.
Makeing games is not about having all the skills but instead about assembling a team of individuals that has skills. Very few games (aside from Minecraft) have one person development team because there is just too much stuff. In addition, ideas are a dime a dozen and making an idea is not enough to actually get it made (sorry). I would recommend getting started trying to make something, however small, just to get the ball rolling because once you have show the gumption to do something it makes your game more likely to get made and makes you look better for when you eventually try and get that games job. Hell, even if you just screw around with some programming and modeling a little it makes you more skilled and helps you figure out what job you might want in the game industry. As for the game document, be sure to look for an online template since that will give you an idea of where to start (they are divided into specific sections that might help you to organize your thoughts). There are lots online so it shouldn't take long. Good luck with whatever you do.
 

Jerubbaal

New member
Jul 22, 2011
126
0
0
Frehls said:
I've been looking at C++ tutorials lately, and want to actually create simpler games (I want to be a game designer/developer, but be able to fall back on programming should that not happen).
While it's good to have high plans like game design, no company will hire someone who doesn't have extensive experience in programming, animation, or aome other game-related field. Valve (to list one example) expects designers to have 3 years minimum experience in the game industry, which means three years of being a code monkey or of doing artwork and modeling.

Even at a newer game companny like Riot, whose standards are a bit lower, if they had to choose between the candidate with X years of programming experience over the guy fresh out of college with a B.A. in history (that would be me) they're going to choose the programmer.

My personal recomendation is to start learning C++, and to start taking it very seriously. Once you learn how much effort it takes to do as simple a task as render a window, you'll understand why programming is such a valued asset. I never had the dedication to learn programming, so I never really learned it well. My expertise ends at creating a very simple Minecraft mod.

Also, go to college and major in computer science or a related field. You might consider going to a school that focuses on game development like Digipen, and while that wouldn't be a bad option, most developers would prefer to see a place like UCLA or Penn State or BYU or some other decently prestigious university on your resume.

I hope I haven't discouraged you. I used to have similar dreams of working in the game industry (and I might still work in it as a lawyer once I get my JD), but lack of real dedication is what stopped me. You need to be fully aware of what you will need to do and learn in order to succeed in this industry. And you definitely can do it, but cool ideas alone won't get you there. You'll have to have the skills and experience to back them up.

Best of luck to you, and maybe we'll cross paths some day. I'll be in your legal department suing people.
 

MaxwellEdison

New member
Sep 30, 2010
732
0
0
Oh god yes to Runescape quests. That game sucked badly because of how many ways the community was ruined, but the quests were so damn good! Varied tasks that use combat and non combat for long stories is what a quest should be, not grinding.
Anyways, sounds ambitious, I wish you the best of luck! Don't be afraid to start out small.