What Non-MMORPG game features would you like to see in game?
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Now not wanting to change the current schedule and/or content but just musing for future content
Having come across "Sea of Thieves" action multiplayer adventure game that is soon to be release having features that would make for wonderful Sea Adventure and keep the dynamic of pvp, resource and/or territory management.
Having come across "Sea of Thieves" action multiplayer adventure game that is soon to be release having features that would make for wonderful Sea Adventure and keep the dynamic of pvp, resource and/or territory management.
- Requiring resource management to sustain, repair and build/improve your ships
- Boarding and fighting at sea
- Treasure hunting
- Pilfering shipwrecks
- Controlling zones, trade routes
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I'd also like fishing to be like the old Sega Bass Fishing games. You'd be able to stalk the fish, and different fish will be in different parts of the river/pond. And have a league table for the biggest fish etc.
If you haven't, but are a fan of fantasy reading (which I assume most people on a MMO forum are...), then I highly recommend picking it up
Though I suppose this could already be viewed as an mmorpg feature, but generally isn't implemented.
Fantasyception.
1. Aspects from interactive movie games (such as the Walking Dead) where your moment to moment choices dictate the outcome of a task or quest. Probably more suited to tasks.
2. I'm not asking for fully destructible environments, because I know this would place quite a load on the servers and clients, but at least subtly responsive to player activity.
For example, wagon wheels leaving tracks in the dirt road (credit M. C. Escher), mis-shot arrows breaking glass panes, fire spread, snow accumulation, bodies decaying rather than magically disappearing, structures and terrain suffering environmental damage and wear and over time.
Oooh. I've only been exposed to his writing in the wheel of time series. I'll give the series you recommended a go.
I'd like to see your character get dirty from combat and dirty from traveling and maybe mud on them and their gear and then if you went in a waterfall it would clean you off.....
As a result, hunting requires a certain amount of knowledge for best results. Local government could perhaps influence the surrounding ecosystem by issuing hunting quotas and/or rewards. Maybe pets could be trained to guard houses/land/livestock from wild animals. As nodes grow in size, changes in the surrounding spawns of plants and animals already have logical reasoning in place.
Just a thought. Maybe I'm just hoping for a wildlife sim! But it it always a break in immersion for me to have my toon out in a beautifully-crafted wild area, and the animals are just standing around, in plain sight, predators in easy reach of prey, and all the difficulty in hunting is purely in how hard it is to fight the animal.
I think most people think I was nuts when I was suggesting that spawn points - to work out what they spawn next, should be partially rng but also based upon and influenced by their surrounding points. So if all the trees are cut down, light loving plants should have more of a chance.
The type of flora influences animal spawns, but animals also at the very least, stay away from dead bodies / areas they've been hunted before.
@Quidnunc its great that I'm not alone in this desire, that and I'm happy to see another doggy amongst us!
Anyway, op... non mmo stuff that if love to see in a game, I'd love a chance to see some out of the box 'psych' effects, if you're going to take a portion that makes you look like an eagle, let's spend thirty seconds in an instance 'feel'/'fly'through magic stuff section that might give you a chance to feel like an eagle too.
And when you're transformed into a wolf, if you wander too close to rabbits, yeah you're going to lose control of your toon until that bunny is....
Or every few minutes you can't do anything - your skills and movement freeze, your character starts scratching and weight move again until you've clicked played a game of 'where's flea-wally' and caught all three...
Oh lots of things I'd want in there.
A massive one for me is a puppet show that you can craft 2d puppets for with a choice of simple sets, where you can program a show in advance, then play and talk. In game storytelling without the need for a whole group of actors...
Non-MMO specific game features that would be nice to see: Functional water craft. Archery ranges where you can practice your shots. NPCs that report you to the guards for theft if you wander into their houses and loot their storage chests. Mis-labelled loot potions. Ways to negotiate with hostile NPCs rather than fighting them (bribery, for example... approach slowly and carefully, holding out a pint of beer...). Fear spells that make the target run away instead of cowering in place.
Non-MMO specific game features that would be nice to see and are also entirely superficial and have no impact on gameplay whatsoever: The ability to take an in-game snapshot (painting craft?) and then hang it on the wall of a house as a view-able picture. Playable musical instruments (using the keyboard for notes). Flowers you can pick then put in a vase in your house.
And I don't just mean options to record video of my own character, but rather using my game account to record video of events in game, in general.
Star Citizen has a "Director Mode" which is very advanced for this sort of thing. You can change depth of field as well as setup custom camera setting profiles that you can save and activate with a hotkey.
I really hope AoC has something similar to this, as it could help out with creative storytelling and another machinima related content.
I know it's supposed to be non-MMOs but I really hope we have something similar to LOTRO's ABC system, where Bards can play their instruments in a coordinated and inspirational manor.
I also want a fantastic draw distance where the open world truly feels like an open world.
In Second Life, you had these "balls" that you could place anywhere, they were just clickable points for preprogramed actions or poses.
So in this example, say you had a "3 Man Mariachi Band" item you could plunk down.
You could take up one "role" of the band and 2 other players could hope in and fill the other 2 roles, for a impromptu performance.
Come to think of it, Guild Wars 2 did have a similar system for coordinated dancing.
You could perform special dances and others could join in with a /slash command.
So maybe something along those lines for performers, in general.
Something like the ABC system would be pretty cool. Solo-wise, something like Zelda's ocarina.
After reading the latest comments, I'm now also picturing dance spectaculars! Plus (importing sims ideas) inns could offer live music and open-'mic' sessions.
Other ideas from solo games and the real world: Side-effects to drinking 'potion cocktails' (more than one or two at once). 'Wanted' posters in towns and cities. Ice-skating and skiing. Kite-flying. Children (seriously, to be a proper living world there should be children or some reason why you never see any). Statues (I'm thinking statues of in-game people with in-game inscriptions, which have a chance of remaining after a node is destroyed so people finding the ruins later can read or infer something of the history). Cookie decorating.
However I would want this to work differently for AoC. When a siege stage begins, the game records all actions taking place from cinematic angles. This camera would show everything's from the catapults firing to that one player tea-bagging on the battlefield. These media files would be kept on local files and the player can decide to turn it on or off. This way, after a battle that player can show his family and friends what they did in the siege and show epic moments. Plus, community developers will have a great tool set in place and be able to put it on YouTube/twitch/etc. not only will the community's see epic battles from their own or another server, but people who havent the played the game will see them and want to instantly sub!
not getting into the technical detail about how a system like this would or wouldn't work or how hard I try would be to add this system to a game, just thought I think would be an epic thing to have
The animation balls are a great idea. SecondLife had a scripting language too, which kind of made these things work, but I hope AoC doesn't implement such a thing. I vividly remember the "gray goo" attacks caused by self-replicating scripted objects. Not sure about now, but it was griefer heaven back in the mid 2000's.
This isn't my screenshot. Even if I'd kept mine, I probably would be banned from the forum for posting it
I love the idea of fishing skill that is fun and useful. Fish to feed the masses!
That's around the same time frame I used to "live" there. It was a fun time.
I do recall some fun griefing done back then, such as the infamous flying penis.
I have a friend who is still in Second Life, and she sends me screenshots once in awhile. My god, have they really improved graphics there. The avatars look amazing.
But I find the interface confusing now, and cant figure out how to do things I used to not even think about doing.
I know this comment is going off topic for the thread, but do you remember the social gambling games like Quintzee and Pizza? I rather miss those types of things, they were fun.