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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 5:53

>>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?

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