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Author Topic: Gameplay ideas for a mmo RPG  (Read 1845 times)

ScottPilgrim

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Gameplay ideas for a mmo RPG
« on: Jan 21, 12, 10:08:48 AM »

Hi there,
I took some time to put on a little humble blog (despite the title ^^) some of my gameplay ideas for a mmo RPG. I have a lot more and will try to take some time soon to lay them.
The purpose is to create a persistent world, without instances, dedicated to roleplay, far away from everything else I know.
What i am looking for? :) well i dream to be hired as a game designer by a mmo company! If you are just a group of programming wizzards looking for ideas, i'll be pleased to help :)

Excuse my poor english.
http://thebestmmorpgever.blogspot.com/
Thank you for watching.
« Last Edit: Jan 21, 12, 10:16:36 AM by ScottPilgrim »
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PN-Dwight

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Re: Gameplay ideas for a mmo RPG
« Reply #1 on: Jan 22, 12, 04:07:33 AM »

I've read through your blog.

What I liked about it:
 - You really think about simple matters, and doing them not only different, but also better in my perspective.

 - You seem to care about environmental effects, and want to have it "as real as possible".

 - The nametags: I hate them, therefore, they are removed in Pirates' Nest (Our MMORPG) -> Distinguishing a Pirate from a Marine is easy, but thus not if Pirates are fighting eachother; you could be attacking your own crew if you don't know how they look :)

 - Climate and geography: Environment MUST have an effect on armour, abilities, health, diseases (You CAN get a cold in PN, making you somewhat weaker).


What I did not like:
 - Strong players having spells to resurrect. I believe waking up in a nearby monestary or dark cave would suffice. (Besides, a player would never expect that he has to die to visit that place to receive a new ability :P, so it becomes coincidence )
 - Monsters killing players and therefore become stronger: "mwah". It isn't hard to let monsters grow when not attacked, but also have a look at it from a optimization perspective: you would have to place checks on every monster! Having roughly 10.000 monsters flying/jumping/humping/sleeping/drinking around could get really messy!


How I would change, to some extent, your ideas:
 - You can place check to how many players there are in a zone, and make the enemy stronger with 5-10% for every player in that zone. ==> This promotes collaboration, as a player could not be strong enough alone if the mob was twice as strong (10 players in a zone). In addition to that: increasing the drops of the mobs when there are more players around increases teamplay as well.

 - Classes/Races/Professions: In Pirates' Nest (link below) there is only 1 playable race: Humans. This is purely for the sake of reality. Classes? A classless system in which a player can learn what he likes to learn -> It's like in real world, I can learn what I want to learn, but because I learn something else too, it becomes harder to learn it all! Professions: a player can choose his own professions; again, as much as he wants to.

Have a look at our thread, perhaps I could have interested you:
Recruitment thread:
http://community.heroengine.com/forums/index.php/topic,1255.0.html

Project thread:
http://community.heroengine.com/forums/index.php/topic,1109.0.html

Team website:
www.sc-entertainment.com

Would love to see a Private Message of you soon :)

ScottPilgrim

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Re: Gameplay ideas for a mmo RPG
« Reply #2 on: Jan 22, 12, 01:34:09 PM »

Hi, thank you for having taken the time to read my blog and make such a long and complete answer.
Death and resurrection system has always be the most difficult thing to balance, from my point of view, in a mmo. My goal is to make it a little more difficult than to click on "respawn" after a corpse run. Moreover, I want to make people willing to group and help each other, and make it as roleplay as possible. I really don't want players to think they can do anything without having to pay for it (not sure if i am clear). So I think that there should be not one but a few possibilities for a dead character to be resurrected :
- having taken a life insurance with a cleric (will have to pay for it)
- having another player able to resurrect, directly or with a scroll
- having another player bringing the corpse back to town and having a priest resurrecting it
- any other idea other than corpse run or respawn point welcome ;)

Considering the monsters growing stronger, it is obviously said that a goblin would not grow as strong as a red dragon, every monsters has its own power limits. Balancing the whole monsters spawning system a necessity, for theirs powers as for their number. But, I don't want to play again in an mmo with allways the same monsters, at the same place, having the same level, dropping the same treasures, and respawing 3 minutes after beeing killed... who really wants that kind of stuff in a mmo RPG?

Your extents of my ideas are really cool, but (there is allways a but) i am looking forward to make something persistant, that don't need to be checked every minute :p (but i guess it sure would have to be!)
I totally agree with your classes system... but... i like fantasy and all the races stuff ^^
anyway, good luck with your projects!
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ScottPilgrim

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Re: Gameplay ideas for a mmo RPG
« Reply #3 on: Feb 26, 12, 07:43:41 AM »

well
as it has been a long time now since i have began to think about such a project, i can't give up so easily :)
I am 38 years old, with masters in geography and specialist in environment engineering, so as you can see far away from the game development world. I am even not a native english speaker.
But,
I really enjoy fantasy world, and i have been really disappointed by what i have seen until now, and would really like to help to create one that match my dreams --> roleplay friendly, action friendly, casual friendly, noob friendly, social friendly, girl friendly, etc.
The world cultures are full of free tu use mythologies, so no licence needed.
the key features of the world i am thinking about are :
- wide open lands to explore with different landscapes and changing weather and day and night
- population of monsters spawning randomly based on ecology and having coherent behaviours and roaming. They can grow in power too as they kill players and keep a part of their equipment as a treasure.
- untagged characters so nobody can tell the class, the name and lvl at first sight
- etc.

I really would like to try and implement such concepts in a small zone just to see the coherence and potential of them, so if you master the hero engine but lack of ideas and concepts, i'd be pleased to help :)
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DarkOm3n

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Re: Gameplay ideas for a mmo RPG
« Reply #4 on: Mar 09, 12, 01:37:09 PM »

Sounds like you have a lot of work ahead of you, but some interesting ideas.

One way you could accomplish some of that could be with something similar to WoW's node system (not to be confused with HE's, they mostly used it for dynamically spawning veins/nodes of resources)  You could have a few different variants with some information. You could have spawn nodes with required attributes:

MigrationPath: Which number in the chain the 'herd' would be at.
SpawnDensity: Min/Max spawn numbers
Strength: Perhaps have a couple tiers of strength levels for creatures that could have other factors affect it such as killing players
MigrationCycle: Length of time/environment variables before herd moves on.

Then perhaps a spawn handler to spawn creates at these points based on information in the DB. This would also give you a unique feel to the game rather then having thousands of static placed mobs. Not really a complete idea, maybe it will help with your design though and give ideas on how to accomplish more of a dynamic feel.
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DarkOMEN

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Re: Gameplay ideas for a mmo RPG
« Reply #5 on: Mar 11, 12, 10:35:27 AM »

You and I seem to have very similar ideas, and if you're down I wouldn't mind discussing game design a bit further.  When I'm at my computer, I'll fire you a PM with an intro to my game concept.
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