Ideas:
1. Spanish please
2. At the graphic engine and cursor level; -Let the cursor appear on the screen and serve to move the character. -That with the right button you can move the entire camera. -That skills can be used with the cursor, not just letters. -That with the cursor, you can attack, target, and move.
3. With the keyboard, use skills, shortcuts for the map, inventory, etc. and be able to chat.
4. That the entire map is PVP, but that PVP outside guilds is optional, based on duels.There are a lot of people who like to play alone, getting things on our own, and we don't like pvp.
5. Base trade with npjs, rest of trade with characters in offline store mode.
6. No dungeons. There are other ways to implement leveling, get equipment, etc.
7. Lots of boss raids, but very hard drop with full gear.
8. System to enchant jewelry and equipment, but with low probability.
9. That the game can be played in small groups, without having to depend on guilds of 100 people to achieve objectives. Obviously, a small group will not be able to win a war or lay siege to a castle alone, but it would be nice if they had the sufficiency of feeling good in the game, of being able to develop, even if it is slower than the others.
10. Do not put any food / hunger mechanics, we are not in a survival game, for that to go to play Day z or similar.
Put a centaur race please, I never see one in Mmo games.
You will find centaur playable in Crowfall... But a problem with having playable centaur is the time and resources to develop quadrupedal model armor. It's the fact that they can't use a mount or fly mount!
Ideas:
1. Spanish please
2. At the graphic engine and cursor level; -Let the cursor appear on the screen and serve to move the character. -That with the right button you can move the entire camera. -That skills can be used with the cursor, not just letters. -That with the cursor, you can attack, target, and move.
3. With the keyboard, use skills, shortcuts for the map, inventory, etc. and be able to chat.
4. That the entire map is PVP, but that PVP outside guilds is optional, based on duels.There are a lot of people who like to play alone, getting things on our own, and we don't like pvp.
5. Base trade with npjs, rest of trade with characters in offline store mode.
6. No dungeons. There are other ways to implement leveling, get equipment, etc.
7. Lots of boss raids, but very hard drop with full gear.
8. System to enchant jewelry and equipment, but with low probability.
9. That the game can be played in small groups, without having to depend on guilds of 100 people to achieve objectives. Obviously, a small group will not be able to win a war or lay siege to a castle alone, but it would be nice if they had the sufficiency of feeling good in the game, of being able to develop, even if it is slower than the others.
10. Do not put any food / hunger mechanics, we are not in a survival game, for that to go to play Day z or similar.
1. The game wil be in spanish.
2.you can do that with keybinds (i guess the option can be implemented because many hardcore gamers use it)
3. Thats...well i think all rpgs have that.
4. Pvp mode button probably?
5.dont like this so much, in Ragnarok Online and Lineage 2 there is a lot of scammers and greedy gamers who sells poor items for a lot of money.
6. No dungeon for low level? Totally disagreed.
7.agreed with that
8.no probabilitys for enchanting, its disgusting. Feels like no progress with your character enhacement.
9. Agreed with this
10.agreed too
What would you like to see.
Making the maximum level fixed at 50 or 60 and bringing a paragan progression (eg like in The Elder Scroll Online) that raises passive or secondary stats. This would prevent each expansion launched increasing by 10 lvl (ex: +10 lvl of FF14 and the case of WoW that reduced lvl from 120 to 60) or numerical reductions in values in future updates (Life of enemies, damage caused by characters and etc).
Another big problem with MMOs with each expansion is increasing the areas to explore, so the old content becomes obsolete and the initial zones empty over time. One way to make old content relevant is:
>> have dynamic events across maps (Ex: FF14 and GW2).
>> make initial crafting materials relevant at high levels as well (Conan Exile crafting system, where a common stone is still used in the latest expansion blueprint). This would make searching for item on old maps renewable and moving the market.
>> Drop of armor blueprints and weapons from DG and Raid bosses for crafting through craft professions (instead of the already made item). Being the items made by the endgame professions (instead of many games being midgame) and causing the demand for them in marketing.
Guildhousing/Fortress which was mentioned that there would be in the Q&A:
Bring 3 professions:
>> 1st Lumberjack/Collecting = tree farming for log.
>> 2nd Carpenter/Crafting = Make Buff benches for weapons/armor and furniture creation using raw materials.
>> 3rd Architect /Crafting = Makes different skins for the Guildhouse (can change the visual style of structures: dwarf, elf, minotaur, orc and so on) increasing reputation with determined with factions. Creating defensive enhancements to Guildhouse structures in GvG content only. Mage Tower offers bonuses for classes that use magic, bunker improvement for ranged weapon users, stable giving mobility, etc...
If the idea is to fortress by not making content competitive between factions? in different places on the map as in ESO. Inspiration for the idea of Garrison + Warfront by WoW or War of Emperium by Ragnarok and GvG by Tree of Savior) 2 rank is created:
>> 1 activity rank: generating player activity tokens, greater material collectors, higher marketing sales, more tamed animals, better weapons/armor manufacturers. With the tokens I would exchange for new furniture blueprints, repair of equipment in blacksmiths, potions for GvG content and etc.
>> 2 combat rank: in GvG Faction War, the fortress has HP and Armor (hence the need for the profession of Architect repairing the buildings), structures can be destroyed and looted by the enemy. The leader being the mayor. Depending on the performance of the Guildhouse in these GvG would be enabled the contract of different npcs per week (having some common, uncommon, rare and etc) providing blueprints of professions...
Profession aditional stuff:
>> First Aid or Cooking Profession: making it possible to manufacture camp tents with health or food buffs. With return points closer to where the group wiped inside the DG/Raide (Ex.: Squire class from the Tree of Savior game or the beds of Conan Exile).
>> Inscription, Alchemy or equivalent: being able to manufacture paints to paint armor/weapons and even the guildhousing color suggested above.
Visual professions gear (Ex: Albion, FF14 and GW2). Customized backpacks with a certain profession: fishing, cooking, alchemy, blacksmithing, jewelry and etc.
Additional Class Accessory Slot, something that would make the look unique or change the damage type:
» assassins: blades and poisons flask
»priest: sacred symbol
»paladin: divine book
»hunter: quiver
»pirate: ammunition holster
»druid: animal totems or skins/feathers/scales/barks.
»witches; fetishes
» necromancers: canopic vessels with pieces of bodies or bones
» mage: orbs
https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/NE8ZPRUSV3PY1400201643799.jpg
https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/3HU6M969CQ8H1400201643805.jpg
https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/8347C3GPTHYG1400201643809.jpg
A good example of different mechanics used in pve is Dungeon & Dragon Online and Neverwinter. The class making a difference in the operation of a mechanism.
>> clerics interacting with sacred altars
>> magician using energy orbs
>> druids receiving gifts from nature
>> rogue disarming traps and etc…
Another interesting mechanic was from the Wildstar game (a player here in the thread mentioned), depending on the chosen skill, it revealed different areas.
>> exploration accesses secret areas within the map and got an extra reward.
>>combatant duels with npcs.
A player's idea on another topic is quite interesting. You can create a pet and take care of it until it becomes a usable mount I thought it was good. I would add to it skill for each type of mount like in GW2 and enabling mounted combat.
»spider/insects being able to scale walls.
»goats/cats may fall with damage reduction.
»lupines/canines immobilizing with tusks or jumping higher.
»cattle/pigs being able to run over enemies.
» dragons/bears frightening with a roar.
It would be interesting if there was a possibility for the characters to break things along the way and to have a scaling system that would give more possibility to explore the scenario (ex: Conan Exile, Genshin Impact...)
Maritime content (Seas of Thieves would be nice, but it didn't need to be so detailed), after all we have the pirate class in the game (I asked the question if there was any ship system in the Q&A and I liked the answer as it was a good idea).
What would you like to see.
Making the maximum level fixed at 50 or 60 and bringing a paragan progression (eg like in The Elder Scroll Online) that raises passive or secondary stats. This would prevent each expansion launched increasing by 10 lvl (ex: +10 lvl of FF14 and the case of WoW that reduced lvl from 120 to 60) or numerical reductions in values in future updates (Life of enemies, damage caused by characters and etc).
Another big problem with MMOs with each expansion is increasing the areas to explore, so the old content becomes obsolete and the initial zones empty over time. One way to make old content relevant is:
>> have dynamic events across maps (Ex: FF14 and GW2).
>> make initial crafting materials relevant at high levels as well (Conan Exile crafting system, where a common stone is still used in the latest expansion blueprint). This would make searching for item on old maps renewable and moving the market.
>> Drop of armor blueprints and weapons from DG and Raid bosses for crafting through craft professions (instead of the already made item). Being the items made by the endgame professions (instead of many games being midgame) and causing the demand for them in marketing.
Guildhousing/Fortress which was mentioned that there would be in the Q&A:
Bring 3 professions:
>> 1st Lumberjack/Collecting = tree farming for log.
>> 2nd Carpenter/Crafting = Make Buff benches for weapons/armor and furniture creation using raw materials.
>> 3rd Architect /Crafting = Makes different skins for the Guildhouse (can change the visual style of structures: dwarf, elf, minotaur, orc and so on) increasing reputation with determined with factions. Creating defensive enhancements to Guildhouse structures in GvG content only. Mage Tower offers bonuses for classes that use magic, bunker improvement for ranged weapon users, stable giving mobility, etc...
If the idea is to fortress by not making content competitive between factions? in different places on the map as in ESO. Inspiration for the idea of Garrison + Warfront by WoW or War of Emperium by Ragnarok and GvG by Tree of Savior) 2 rank is created:
>> 1 activity rank: generating player activity tokens, greater material collectors, higher marketing sales, more tamed animals, better weapons/armor manufacturers. With the tokens I would exchange for new furniture blueprints, repair of equipment in blacksmiths, potions for GvG content and etc.
>> 2 combat rank: in GvG Faction War, the fortress has HP and Armor (hence the need for the profession of Architect repairing the buildings), structures can be destroyed and looted by the enemy. The leader being the mayor. Depending on the performance of the Guildhouse in these GvG would be enabled the contract of different npcs per week (having some common, uncommon, rare and etc) providing blueprints of professions...
Profession aditional stuff:
>> First Aid or Cooking Profession: making it possible to manufacture camp tents with health or food buffs. With return points closer to where the group wiped inside the DG/Raide (Ex.: Squire class from the Tree of Savior game or the beds of Conan Exile).
>> Inscription, Alchemy or equivalent: being able to manufacture paints to paint armor/weapons and even the guildhousing color suggested above.
Visual professions gear (Ex: Albion, FF14 and GW2). Customized backpacks with a certain profession: fishing, cooking, alchemy, blacksmithing, jewelry and etc.
Additional Class Accessory Slot, something that would make the look unique or change the damage type:
» assassins: blades and poisons flask
»priest: sacred symbol
»paladin: divine book
»hunter: quiver
»pirate: ammunition holster
»druid: animal totems or skins/feathers/scales/barks.
»witches; fetishes
» necromancers: canopic vessels with pieces of bodies or bones
» mage: orbs
https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/NE8ZPRUSV3PY1400201643799.jpg
https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/3HU6M969CQ8H1400201643805.jpg
https://bnetcmsus-a.akamaihd.net/cms/content_folder_media/8347C3GPTHYG1400201643809.jpg
A good example of different mechanics used in pve is Dungeon & Dragon Online and Neverwinter. The class making a difference in the operation of a mechanism.
>> clerics interacting with sacred altars
>> magician using energy orbs
>> druids receiving gifts from nature
>> rogue disarming traps and etc…
Another interesting mechanic was from the Wildstar game (a player here in the thread mentioned), depending on the chosen skill, it revealed different areas.
>> exploration accesses secret areas within the map and got an extra reward.
>>combatant duels with npcs.
A player's idea on another topic is quite interesting. You can create a pet and take care of it until it becomes a usable mount I thought it was good. I would add to it skill for each type of mount like in GW2 and enabling mounted combat.
»spider/insects being able to scale walls.
»goats/cats may fall with damage reduction.
»lupines/canines immobilizing with tusks or jumping higher.
»cattle/pigs being able to run over enemies.
» dragons/bears frightening with a roar.
It would be interesting if there was a possibility for the characters to break things along the way and to have a scaling system that would give more possibility to explore the scenario (ex: Conan Exile, Genshin Impact...)
Maritime content (Seas of Thieves would be nice, but it didn't need to be so detailed), after all we have the pirate class in the game (I asked the question if there was any ship system in the Q&A and I liked the answer as it was a good idea).
Woah nice post and good to see people knows more mmo's than World of Warcraft xD. Im agreed with barely all your post except for the endgame crafting items. I think that can be more an alternative than a necessary action. The raid boss dont drop your trousers? No problem , because you received the blueprints of another trousers of the same type and have the materials and the profession level to create the trousers.
Yes I agree about having other ways to acquire the blueprints for making weapons and armor. What I wanted to explain was that many MMO's (regardless of the way you acquire the endgame equipment, it's already made). This break the importance of the professions, because you would have to drop the entire set, instead of doing it yourself like in Dauntless, Monster Hunter... That would make the market busy constantly.
I mention games, because I've been playing MMO since 2004 starting with Ragnarok Online. I played many games Priston Tales 1 and 2, Pirate Tales, WyD, Grand Fantasia, WoW, Crowfall, Rising Force, SilkHoad, Atlantica, Immortal, Requiem, TESO, FF14, GW2 and many others... xD
Things so useless that only a sightless Dude like you complained! ;]
Hello, i have an idea. We can creat a system of build and template for each classes and specialisations just like wow classic.
I would love to have the action combat system like TERA, that is the best action combat for mmorpgs, tab targeting system sometimes could be reaaally boring...
I have an idea, in scare of honor i think it's a good thing if we can fight in mount.