Hi guys,
I'm a new member only joined today.
Started playing MMORPG's back in 99' and I'm currently an IT Manager while also involved with IT Project management.
I've played a lot of MMO's back in the day, only playing a few in recent times. The genre is pretty dried up so it's difficult to come up with new things, and more importantly to cater/pander to everyone's needs.
From what I can see discussed, its mostly the journey (leveling, pet systems etc), which is of course important, but there are bigger issues to think about too.
The issues that mostly face MMORPGs is end game content and the pay structure of the company, and listening to the player base.
From what I can gather, the MODs are very open to ideas and want to listen to player feedback, so that is already a great start... hopefully that two way communication can stay the same.
There are a lot of P2W games out there, that have a great core/base but ultimately fail due to the P2W factor and lose their player base. If this game just wants to squeeze money out for a year or two through P2W and die away than that's fine, that's obliviously you have a right to maximise profits, but eventually it will die out as it always does.
Thirdly, the end game content is the hardest part, it needs to keep your player base interested for a long enough period of time, before you release new content. And the new content is a whole other kettle of fish - where you need to try and find a balance between making previous content relevant and new content attractive enough - unless you can pump out new content every few months.
Anyway, that's from my experience of playing MMORPG's where I see companies usually struggle, I'm sure you already know all of that, but sometimes it can be forgotten...
From my personal experience, the aspects of a game that appealed to me was:
1. Unique world bosses (mini bosses) that spawn in random locations at random times and drop rare loot (such as a golden box) - makes exploring the worlds more exciting, fun, and rewarding
2. Leveling curve - most difficult to appeal to, but personally, I like a challenge and feel more rewarded when reaching milestones (lvl 40, Lvl 50)
3. Coincide with leveling curve, but major levels (lvl 40. etc) should be rewarded with loot/spells/unique abilitys that is of worth to the character
4. Talent system - seems to be the bread and butter of every game, but keeping it simple and relevant
5. Loot - these days, you don't acquire rare/unique item from trash mobs - this takes the fun out of grinding mobs but in the old days (mu online, gates to haven) you could receive an 'excellent' item with rare stats - of course this was a 1 in a million chance, but still a chance. This was probably my most missed memory of the early 2000s, where you could grind trash mobs for hours or weeks and not receive anything of worth, but that one time you do is an amazing feeling :)
That's pretty much my top 5, thanks for reading and good luck with the game! I'm sure I'll be creeping around these forums every now and again.
Hi guys,
I'm a new member only joined today.
Started playing MMORPG's back in 99' and I'm currently an IT Manager while also involved with IT Project management.
I've played a lot of MMO's back in the day, only playing a few in recent times. The genre is pretty dried up so it's difficult to come up with new things, and more importantly to cater/pander to everyone's needs.
From what I can see discussed, its mostly the journey (leveling, pet systems etc), which is of course important, but there are bigger issues to think about too.
The issues that mostly face MMORPGs is end game content and the pay structure of the company, and listening to the player base.
From what I can gather, the MODs are very open to ideas and want to listen to player feedback, so that is already a great start... hopefully that two way communication can stay the same.
There are a lot of P2W games out there, that have a great core/base but ultimately fail due to the P2W factor and lose their player base. If this game just wants to squeeze money out for a year or two through P2W and die away than that's fine, that's obliviously you have a right to maximise profits, but eventually it will die out as it always does.
Thirdly, the end game content is the hardest part, it needs to keep your player base interested for a long enough period of time, before you release new content. And the new content is a whole other kettle of fish - where you need to try and find a balance between making previous content relevant and new content attractive enough - unless you can pump out new content every few months.
Anyway, that's from my experience of playing MMORPG's where I see companies usually struggle, I'm sure you already know all of that, but sometimes it can be forgotten...
From my personal experience, the aspects of a game that appealed to me was:
1. Unique world bosses (mini bosses) that spawn in random locations at random times and drop rare loot (such as a golden box) - makes exploring the worlds more exciting, fun, and rewarding
2. Leveling curve - most difficult to appeal to, but personally, I like a challenge and feel more rewarded when reaching milestones (lvl 40, Lvl 50)
3. Coincide with leveling curve, but major levels (lvl 40. etc) should be rewarded with loot/spells/unique abilitys that is of worth to the character
4. Talent system - seems to be the bread and butter of every game, but keeping it simple and relevant
5. Loot - these days, you don't acquire rare/unique item from trash mobs - this takes the fun out of grinding mobs but in the old days (mu online, gates to haven) you could receive an 'excellent' item with rare stats - of course this was a 1 in a million chance, but still a chance. This was probably my most missed memory of the early 2000s, where you could grind trash mobs for hours or weeks and not receive anything of worth, but that one time you do is an amazing feeling :)
That's pretty much my top 5, thanks for reading and good luck with the game! I'm sure I'll be creeping around these forums every now and again.
Hi KFCTONIGHT,
I really like what you have shared with us. We are all children of this genre and same like you we felt something missing in it. That's why we started Scars OF Honor project and that's why we will keep listening our community. We are not going to involve any kind of pay to win model. We have said that many times in many posts.
About the chance of drop of golden boxes from mobs I really like that idea. However as you said the drop chance should be around 1 or max 2%. I have also played MU Online back in the days and I perfectly understand you what kind of feeling is truly missing these days everywhere.
Looking forward to see more people like you willing to share their ideas and be part of our newly but promising community.
Kind regards,
Armegon.
Hi KFCTONIGHT,
I really like what you have shared with us. We are all children of this genre and same like you we felt something missing in it. That's why we started Scars OF Honor project and that's why we will keep listening our community. We are not going to involve any kind of pay to win model. We have said that many times in many posts.
About the chance of drop of golden boxes from mobs I really like that idea. However as you said the drop chance should be around 1 or max 2%. I have also played MU Online back in the days and I perfectly understand you what kind of feeling is truly missing these days everywhere.
Looking forward to see more people like you willing to share their ideas and be part of our newly but promising community.
Kind regards,
Armegon.
Thanks for taking the time to read my post Armegon.
Unique items (weapons/armor/accessories) dropping from any mob is definitely an aspect I miss from MMORPGS.
As for golden boxes - this was in reference to the unique mini bosses. If you remember, those golden budge dragons floating around Lorencia or Devias or golden mobs per continent. My favourite past time in MU ONLINE was hunting the golden knights in the dungeons. Good old days :)
Thanks for taking the time to read my post Armegon.
Unique items (weapons/armor/accessories) dropping from any mob is definitely an aspect I miss from MMORPGS.
As for golden boxes - this was in reference to the unique mini bosses. If you remember, those golden budge dragons floating around Lorencia or Devias or golden mobs per continent. My favourite past time in MU ONLINE was hunting the golden knights in the dungeons. Good old days :)
We all do our best to read what our community wants to say to us.
Looking forward to see where we can reach together.
Kind regards,
Armegon
1. I really want to seen Dungeon Finder in game it will make really easy finding people ..
2. Will be cool if there is 10 man dungeons ( who will be available only at max level )
the idea of 10 man (2 tanks 2 heals and 6 dps) dungeons is to prepare people for raids and how can they work as team (example: first tank hold boss and other elites or if there is some sort of event in some stage of dungeon each tank can hold 2 elites.. there can be various of mechanism that can be added ).. also boss there can drop gear for each class like weapons/shields or other items that don't drop in 5man dungeons
Last edited: 2020-07-03 08:15:41Hello everybody,
As you know we at Scars of Honor want to deliver a different game experience than the one you are used to. So once again we are giving the community an opportunity to mold the game with their ideas.
We are asking you what game mechanics you want to see in the game and you have always wanted to see in a MMORPG game. What ever you think of , think out of the box, do not limit your imagination.
Maybe you want your hero to pick up a chicken and throw it to the opponent , why not. You want to slice a tree or maybe to pick up a rock , everything is possible. Think of everything , character movement and gestures , interacting with the environment , maybe a game of tic-tac-toe go for it.
Every suggestion is highly appreciated.
Yours truly,
Yulian Mihaylov
Put a centaur race please, I never see one in Mmo games.
oh my god im so late to this thread but i literally just found out about this game and i'm so excited
I agree with ShockMaker on keeping the tab targeted system, i dont think ill ever get used to action mod. I also agree with Ico´s points on pvp, to have a wide variety of arenas, battlegrounds, etc and different specs for the same class, like in Wow where you could have a dps warrior or a dps/tank druid instead of warriors always being tanks and druid being exclusively healers or dps;
I also wanted to add that if we are able to tame pets in the game it would be cool if different types of pets had specific abilities (like spiders casting webs and imobilizing target for a few seconds, bears stuning/slowing target), and have some rarer pets be more challenging to tame
Not a suggestion but I just wanted to say that I really loved the cartoony graphics, they are more comforting compared to realistic designs
Sorry if this post sounds confusing, I think this is the first time ever im my life ive ever posted in a forum in english im a bit nervous
oh my god im so late to this thread but i literally just found out about this game and i'm so excited
I agree with ShockMaker on keeping the tab targeted system, i dont think ill ever get used to action mod. I also agree with Ico´s points on pvp, to have a wide variety of arenas, battlegrounds, etc and different specs for the same class, like in Wow where you could have a dps warrior or a dps/tank druid instead of warriors always being tanks and druid being exclusively healers or dps;
I also wanted to add that if we are able to tame pets in the game it would be cool if different types of pets had specific abilities (like spiders casting webs and imobilizing target for a few seconds, bears stuning/slowing target), and have some rarer pets be more challenging to tame
Not a suggestion but I just wanted to say that I really loved the cartoony graphics, they are more comforting compared to realistic designs
Sorry if this post sounds confusing, I think this is the first time ever im my life ive ever posted in a forum in english im a bit nervous
Your post is excellent, don't worry about it ;)
We are sticking to tab targeting so that's fine, we will have different PvP activities for all of you to enjoy, like open-world PVP, bounty hunts (you will hunt other players for a prize), arenas, battlegrounds, guild wars, etc.
As for the talents, I do agree that is nice to have some sort of hybrids, like a Paladin Tank/DPS or something like that :)
Your post is excellent, don't worry about it ;)
We are sticking to tab targeting so that's fine, we will have different PvP activities for all of you to enjoy, like open-world PVP, bounty hunts (you will hunt other players for a prize), arenas, battlegrounds, guild wars, etc.
As for the talents, I do agree that is nice to have some sort of hybrids, like a Paladin Tank/DPS or something like that :)
Thank you for your reply!
Good morning,
Greetings from Venezuela, full support and affection for the project.
Well in my opinion it would be positive to include certain things, for example:
1.-Implement a system from low levels, where the player can decide how to level up, that is, provide the user with various tools and not just Questing, for example, they can level up doing only dungeons, or battlegrounds or exploring and farming their professions (in case a World of Warcraft-style profession system is implemented) or grinding monsters, or participating in events. This is to give the user more freedom and do not sit in a mission loop to be able to climb to the maximum level, as this becomes a repetitive and boring cycle.
2.- I think that one of the best Questing system that I have witnessed is Runescape, usually each quest always tries to tell a story, be it long or short, it all depends on the context, length and importance of the quest, there is always a Justification of importance to the NPC who assigns you the mission of why he needs you to do it, not just kill 5 pigs and come back, or collect 5 plants and come back. Therefore, I think that the best way to implement the questing system within the game is to include a level-up system through missions which are associated and differentiated by maps and that contain a structure, what I mean is that each map contains its own story and that is related through interlaced mini stories between each NPC of that map. The purpose of all this is that all these stories or mini stories are finally associated with a main story which as a player you will discover the completion of the plot in the END GAME. In other words, in a nutshell, each map is a chapter that is part of a main story in a larger book.
3.- Implement a non-limiting player progression system in END GAME. In another post I proposed a mastery system through talents, an idea that the GM liked, you can see it through this link: https://www.scarsofhonor.com/community/post/720/devdiscussion-6-talent-trees?page=2#post953
I have to add and emphasize this point and we all know that one of the great defects of MMORPG games is that there is always a deadlock where your character has achieved the maximum equipment, the maximum level, the maximum of talents, etc, etc, etc and the only thing you connect for is to do the typical daily missions or help a friend who does not have the same progress as you or someone from the guild, that is, your character stagnates, no longer advances, What do most people do? Another new character is created, I am not very much in favor of this idea, therefore, I propose something that I would love to see reflected some day in a game and I hope this is it.
Because instead of there being a limitation for the characters, we implemented a totally new, innovative and separate system from the rest. That is, because not when reaching a certain point, where the player has already obtained the maximum level, and has unlocked all their levels of mastery and talents (This is explained in the post that I indicated above) is allowed to do a Quest called with the name, for example, The Birth of a Legend, which unlocks for your character a system of small passive bonuses that progress in an unlimited way as long as you continue playing that character, for example Bonuses to Life, Mana, Defense or To the Attack, Bonus of Use of a specific weapon, all with the purpose of motivating and cultivating the longevity of the characters and thus allowing the creation and birth of authentic legends within the game, characters that represent their classes and that are authentic heroes , that cause either the admiration and respect of their faction or the fear on the part of the opposing faction. Let's create Legends, let's be different and unique.
My idea is to promote and allow the birth within the game of mythical characters forged by the player, let's see it in the following way, One Piece, There are many swordsmen within that universe, whether they are Marines or Pirates, but no swordsman is more powerful than the mythical Dracule Mihawk, the number 1 of all swordsmen in the world of One Piece, that is the type of invention that I would like to see in the game, that the player who is longest in the game and who has the most love and dedication is rewarded to his character.
What this will allow is a world of challenge and improvement where many will want to defeat that mythical character but to achieve it they will have to strive and be dedicated to their character.
And in turn to that person who is behind that mythical character you will be giving a feeling of satisfaction to see that all his efforts to develop his character are being and will continue to be rewarded.
4.- Diverse PVP, whether in WPVP or instantiated, be it Arenas, Battlegrounds or conquests of territories, it would also be a good option to implement a system of the old Lineage II which is that in several territories there are castles that can be conquered and dominated by the guilds and in which there are schedules for their attack or defense, obviously the guild leader of that castle will obtain monetary and resource bonuses on the cities that are governed by that castle through taxes.
That is my idea, for those points that I consider key.