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Autism MMO

Name: Anonymous 2011-09-20 5:02

Lately i been playing some lousy MMOs, and been disgusted by the quality and design flaws inherent in such products. I present some improvements to the genre:
Every character is anonymous(though char selection screen allows them to be named for easier selection/search).
Chars are stored in central server, and can be played on any server.
Server cap for max players to allow smooth gameplay (below about 1.5k-2k player)
There are no skill levels, expirience or character levels.
Skills are created by character from 6-stone rune combos(by default  chars are given 10 common combos as starter skills, more can be found as scrolls or memorized/copied from webpages), and can be tweaked by spending X points improving stats in their primary attributes(radius,range,power,speed,cooldown).
There is no global chat, each player can enable/diable local chat and subscriptions to specific channels like #freebsd
Items colors and texture can be selected from list.
Items serve primary decorative purpose, skills always trump items.
Player can create crafted items with many parameters(not randomly)
 from templates and texture packs.
Players can build and destoy map objects(cooldown for +X objects per minute).
HP are displayed as percentage of total health and cannot be improved.
there is no mana, only cooldowns.
Spells autotarget last enemy position, moving as arrow shots for projectile or area effect. There is no need to repeat casts, hotkey either activates or deactivates spells(as some FPS).
PvP is selected by server type:
PvP(freeform pvp), PvE(duel only), and RP(HP disabled, chat/build/explore)
Monsters don't drop items or award anything, they can block ro guard territory and sneaking past them is another viable tactic.
Items can be found in treasure chests, hidden, creafted or traded. Players gain no PvP advantage from any items.
Players at death teleport to their last binding point with 100% hp, typically their hometown. No penalties for death exist.
Players don't select classes, but can edit their appearance.
Players attack with ranged spells, no weapons or physical attack exist.
All players and most monsters and NPCs can fly, with no limit on duration. Map is structured as 3D tree of various islands and terrains weakly linked with each other.
Map does not end at ends of 3D box but wraps around.

Name: Anonymous 2011-09-20 5:09

Multiplayer games suck. They always balanced to exclude anything fun and have no storyline. We should implement Strong AI instead to make single-player games fun.

Name: Anonymous 2011-09-20 5:14

>>2
Also, other players tend to behave like unfunny retards and break the last remnants of atmosphere.

Name: Anonymous 2011-09-20 5:29

>>3
Chat NFA regexp filters: serverside filters and private regexp lists for handling the rest

Name: Anonymous 2011-09-20 5:34

>>2
You could start a private server and password protect it.

Name: Anonymous 2011-09-20 5:40

>>4
Exiting the game would be easier.

Name: Anonymous 2011-09-20 5:41

>>5
Then you'll have problem finding non-retarded players.

Name: Anonymous 2011-09-20 5:53

>>2
 games should have an open sandbox model for players,storyline is forced linearity and fixed quest line. You probably think of "deep storylines" as something which forces your character to  various realistic("more than the gameworld") situations to make you emotionally attached and invested in character you created.
It merely psychological trickery. Games does not suddenly "grow" deepness, it was programmed and tested to elicit optimum response(realism vs fun) so players get enveloped in the atmosphere of The Hero Who Can Change The World(one step at the time).
also http://tvtropes.org/pmwiki/pmwiki.php/Main/ConvenientQuesting <- now how that isn't spoonfed,casual single-step gameplay?

Name: Anonymous 2011-09-20 6:28

>>8
A good dungeon master AI can generate story in real time.

Name: Anonymous 2011-09-20 8:24

I have a better idea, a MMO where all players are platypuses swimming in a lake and fighting for survival.

Name: Anonymous 2011-09-20 8:28

>>10
Game of The Year.
Provides the stunning realism of platypus poisoning in real-time as well unparalleled battle sphere with three-dimensional underwater manouvers.

Name: Anonymous 2011-09-20 8:30

>>10
This is actually amazing. I'm going to be a millionaire!

Name: Level 80 Platypus 2011-09-20 10:08

Storylines are for D-league scrubs.

Name: Anonymous 2011-09-20 10:39

>>10 could work with some adjustments
X-Platypus mutant strains of platypus evolve(cue X-Men theme) their abilities and forms during an age old struggle versus CyberPlatypi swarms, cyborgs designed to augment platypus abilities. Players can choose either side..

Name: Anonymous 2011-09-20 11:54

>>8
*closes 40 tvtropes tabs*
I don't want to play RPGs anymore

Name: Anonymous 2011-09-20 12:56

>>14
No, just plain old platypuses swimming in a lake and ripping each other's intestines out. Plus platypus poisoning of course.

Point is, you can imagine them to be X-Platypuses and such in your head, and other people can imagine them to be other things, and anything except ordinary usual platypuses would interfere with that.

It's like books versus films. Come to think of that, the game must be a MUD.

Don't change these.
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