Coming up with the ideal MMORPG.

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Coming up with the ideal MMORPG.

Post by invinible on Tue Aug 11, 2015 9:10 am

Let's start by dividing the abilities into 6 categories.

The first being Environmental Abilities that are only useful in the appropriate environment and available to be trained when the player character joins the clan that specializes in that environment type.

The second being Progressive Abilities a.k.a. the min/max features which are picked up by the various races/sub-species and can't ever be improved and/or worsen on a character but change the value of primary attributes and allows for the early presents of secondary attributes in both beneficial and harmful directions.

The third being Active Abilities which allow players to be involve with different affects in the game but instead of being able to level up, using them trains up the respective skill(s) that they are a part of which in turn makes the respective abilities and shortcuts for the skill(s) to be unlocked and more likely to work.

The fourth being Passive Abilities that constantly work once unlocked by leveling up the respective class they are in, choosing 1 of 3 career paths in that class, or by spending ability points in 1 of the 3 ability trees of that class.

The fifth being Interrupt Abilities that are design to counter the meta gaming that overrides the intended game play of the mmo by joining the respective faction that focus on that same of counter play.  While can be trained after joined a faction, can't be trained or used in the tutorial.

The sixth being Support Abilities that are meant to help out allies in the respective method of the alliance joined.  While can be trained after joined an alliance, can't be trained or used in the tutorial.

About Skills

To start, we would need a tutorial area where each skill could be trained up to max level 3 and makes sure your character knows all the skills all characters should know.

Any other skill a character gets should require starting the respective tutorial skill quest in the main free to play section with said quest not requiring anything that skill doesn't allow for at level 1.

Energy Drain should affect current level while Energy Damage affect max level with the later only really being used when players try to abuse the spirit of the game.

Current level for any skill should go up to level 511 while the max level for the same respective skill should go up to level 500. With the 300 - 350 level range being the Mary Sue range since having skills up that high should make typical adventures trivial.

Max level should be the furthest you earned a skill no matter how high you ever had it. Current level should be what is used to determine the success of the skill.

Max level is what current level of the respective skill tries to return to as long as draining and boosting of that skill isn't going on than.

Skills should have to follow the following rules:
1. Must not be big enough to be a sub-system.
2. Must be big enough for its action abilities to have a common theme no other skill does even if those action abilities require more than 1 skill to use.
3. Must be trainable.
4. Must not be a mother may I skill.
and 5. Must not assume that others are going to cooperate with your character using the skill even if requires others for your character to use the skill.

A.k.a. all skills should be on the same lines as swimming.

The ease of how to use the action abilities from the skills and the shortcuts they provide should be as follows:
Commonplace ones should be able to be able to be attempted as long as your character has access to the skill.
Easy ones should be able to be attempted as long as your character has the respective minimum require current level in spite of what the respective max level is.
Moderate ones should be able to be attempted as long as your character has the respective minimum max level in spite of what the respective current level is.
Hard ones should be able to be attempted as long as your character has both the minimum max level and current level.
Boss tier ones should only be given to major characters and than no more than one per character plus should never be considered a signature action.

And finally: No action abilities or shortcuts should be opened above level 500, rather, those levels should be used to help make the action abilities and shortcuts that are picked up at the end more likely to work.

About Classes

Each class should focus on a certain play style instead of all of them focusing on combat.

To get the experience to level up requires playing the player character based on the class/career path play style with only the Freelancer class getting experience however you play.

Only 1 class per player character but once locked in than the character gets 1 in every primary attribute, a bonus of 0 - 25 in each of the primary attributes for picking a certain class, and the primary attribute points for level 1 based off of the level up gain chart for that class.

Classes max out at level 500 at which point even with primary attribute bonuses and level up gain chart that no primary attribute is above 1,000 because of the class alone no matter what career path and/or passive abilities from the ability trees are picked.

Career paths open up at level 10 of a class and should be able taken any time after that but once a choice is made than can't change to a difference career path.  The passive abilities of the selected career path should be those that work for that path but not the others as well as those that would be cherry-picked to use for that path anyway.

The class should also have 3 ability trees which each focus on passive abilities that best synergy with a different of the class's career paths but are still useful for all career paths.

Between leveling up the class, leveling up the career path, and trying different activities in the game within the main free to play section for the first time on the character should allow for the player character to max out the potential ability points to spend in the ability trees.  This amount should be about enough to either fill up about 1 and 1/2 ability trees or around what is needed to get the ultimate passive ability from each ability tree, though they should be able to be spend in any combination the player sees fit.

Each ability tree should have a ultimate passive ability as well as 3 main sub-paths to get to the respective ability.

Passive abilities are trained by selecting the passive ability you want trained than by waiting the correct amount of time for them to complete.  The training can be anything from spent up to the point of instantly getting the next rank because the actions are that much of synergy with the passive ability being train to hindered back right back to having to train for the next rank from square 1 right when the rank up was going to occur since the actions are that much of a obstacle to the passive ability being train.  Going to the tutorial area shouldn't end the training of the passive ability currently being trained but none of the passive ability should be able to be start training if in the tutorial area.

Classes so far

Freelancer - Takes on all play styles rather than focusing on any particular.  At least the Mercenary career path.  10 in every primary attribute as bonus for picking.  1 in every primary attribute per level for level up gain chart.  As the first suggestion in the class selection option, this class should automatically be the class the player character is locked into if the player skips the initial training of the tutorial for that character.
Healer - Focuses on healing.  Advance medicinal knowledge is part of the passive abilities for simply leveling up the class rather than taking a career path or applying ability points in the ability trees.  At least a Doctor career path and a Psychiatrist career path.  Physical Healing, Mental Healing, and Emotional Healing ability trees.
Fighter - Focuses on combat.  Brawler, Soldier, and Battle Mage career path.  Enchantment ability tree with melee combat, prayer combat, and psionic combat sub-paths; Equipment ability tree with range combat, force combat, and technological combat sub-paths; and Energy ability tree with magic combat, summoning combat, and sound combat sub-paths.
Ninja - Focuses on stealth.
Wizard - Focuses on magic.
Summoner - Focuses on having others do stuff for your player character through contracts.  Contracts should be more varied than just ink and paper as well as combat.  Unlike members of other classes, should be able to make a respective contract with a respective other player characters that aren't the player's own.  Should allow for at least 9 summons to be in active service for every 1 a player character of non-Summoner class can have in active service through the summoning skill base a pond the passive skills being used.  When maxed, this class by itself should have the player character's primary attributes be in the 240 - 260 range with most around 250.  Gets off the vassal from the tutorial area at the location for the tutorial quest of the summoning skill instead of the location where the main story line is first learned about.
Assassin - Focuses on killing while avoiding combat.
Crafter - Focuses on making objects from 1 or more other objects.
Conjurer - Focuses on making new stuff using nothing but energy.  While other classes don't provide the raw energy needed to even make the shell of a life form even by cherry picking the passive abilities to maximize the raw energy they provide, this class at level 500 should allow the player character to create 1 living being by using up most of the player character's raw energy with being able to create up to 2 living beings in the same way if cherry picked enough passive abilities that provide extra raw energy and trained them far enough.
Pokétrainer - Focuses on raising pokémon.  Pokébattler, Pokéranger, and Pokécoordinator career paths.  Gets off the vassal from the tutorial area at the location for the tutorial quest of the pokétraining skill instead of the location where the main story line is first learned about.

About Races/Subspecies

Each race/subspecies should determine the character's base height, weight, shape, form, mass, and the min/max done through progressive abilities.  Plus should be selected after the class is selected instead of before it.

Only 1 race/subspecies per player character.

Those with subscriptions to the game should be allowed to breed any breed compatible player characters together to form a new player character as long as at least 1 of the breeders has an open player character slot with breeding between 2 different races/subspecies creating a hybrid as well as be allow to use the hybrid and/or mutated on their respective accounts in game.

Just having 1 player doing the breeding than should give a 65% chance of a bad mutation occurring while giving a 15% chance of a good mutation occurring.  If there are 2 players doing the breeding than should give a 80% chance of a good mutation occurring while giving a 5% chance of a bad mutation occurring.

Each new player character that isn't breed should start off as the Blob race to indicate that character's race haven't been lock in yet.  Changing to a different race/subspecies for the player character shouldn't change the tutorial area in the least.  And as the first suggestion in the race/subspecies selection option, this race should automatically be the race the player character is locked into if the player skips the initial training of the tutorial for that character.

Race/subspecies should be decided after choosing a class rather than before with neither cutting off the options of the other.

The Blob race's progressive abilities should be as follows:
Perfect Flexibility - Will always spawn the ideal limbs to use an active ability for the duration of that active ability but those limbs can be effected during that time.
Slow Learner - Requires double concentration, patience, effort, or bad luck to improve anything that can be improved.
Damage Sensitive - Takes double the harm whenever harmed in anyway.
Trust Issues - Only receives 1/2 the amount of any benefit at most.
Unbreedable - Can never be the parent of any bred player characters.
Unbelievably Unlucky - 99% chance that anything that isn't an active ability will not be noticed, picked up, used, and/or interacted with.

About Factions

Each faction should focus on a different counter play to keep a different meta gaming style from taking over the game.

To prevent these from becoming meta gaming in themselves, no player character should be able to join more than 1 faction.

The factions joining locations should be in the main free to play section right outside the respective entrance to the main free to play dungeoneering section, the dungeoneering section that you get access to when you buy the buy to play expansion, and the subscription dungeoneering section.

The interrupt abilities should start with a 1/100 chance of working unless the race/subspecies has the Slow Learner progressive ability than should start with a 1/200 chance of working.  The chance of working should go up by 1 every time the ability fails to work until at 100% chance of working.

Factions so far

Power Breakers - Focuses on countering overwhelming force through interrupt abilities that debuff.
Bottlenecks - Focuses on countering overwhelming numbers a.k.a. zerg rushing with interrupt abilities that tunnel opponents and/or start out weaker than the typical weak end attack but get more powerful as the number of opponents with the same current single-minded objective increases.

About Alliances

Each alliance should focus on helping out in a different way.

To prevent these from becoming overwhelming the player, no player character should be able to join more than 1 alliance.

The alliances joining locations should be in respective player verses player areas of the main free to play section in hopes of encouraging cooperation.

The support abilities should start with a 1/100 chance of working unless the race/subspecies has the Slow Learner progressive ability than should start with a 1/200 chance of working.  The chance of working should go up by 1 every time the ability fails to work until at 100% chance of working.

Alliance so far

Cleaver Boosters - Focuses on buffing.

About Clans

Each clan should specialize in a different environment type.

Joining a clan should allow the training of secondary attributes related to the respective environment type it specializes in and allows the training of resistance to harm cause from that type of environment.

If resistance to the environment itself is raised above 100%, which shouldn't be able to be done by training alone, than the respective environment should start healing the player character based on the over limit of the resistance.

The environmental abilities, secondary attributes, and resistance to the respective type of environment should be trained by studying and should be able to be trained along side other stuff.  If being studied in an environment that doesn't match the environment type that isn't the tutorial than it should take 4 times as long to complete the study as well as 4 times as much concentration to be able to do the studying.  If being studied in the tutorial than it should take 25 times as long to complete the study as well as 25 times as much concentration.

In addition, all parts should be able to start studying anywhere including the tutorial area.

Now for offshoots starting off of the 6 main categories.

About Invincibility

Only resistance to the environments themselves should be able to be increased beyond the point of immunity.

Immunity that only lasts part-time should cause the benefits of the respective type to only be 10% as effective on the respective player character.

Full time immunity should cause the benefits of the respective type to not work at all on the respective player character.

About Dungeoneering

This special skill is about mapping out locations that are confusing as mazes and complex as life.

Other than the 4 dungeoneering locations that are instanced, the respective player character only gets experience for the first time such a dungeoneering location is mapped out when dungeoneering isn't experience locked by the player.

The dungeoneering instant location in the tutorial area should open up new sections in a horizontal way with level 1 opening section A, level 2 opening section B, and level 3 opening section C to give a sense of how dungeoneering works outside of the other dungeoneering instances.

The main free to play dungeoneering section/instant should open up a new floor going down every odd level.  If truly attempted rather than just dappled in at least once than an option should open to allow the player to submit fully designed item ideas.  If the submitted item fits the game as is other than the need to switch requirements for whom can use it and not already in the game than the item should be saved on this section's server with any necessary requirement adjustments to be randomly access later.

The main pay to play dungeoneering section/instant should open up a new floor going up every level.  If truly attempted rather than just dappled in at least once than an option should open to allow the player to submit fully designed nonplayer character ideas.  If the submitted NPC fits the game as is other than the need to switch requirements for when can be interacted with and not already in the game than the NPC should be saved on this section's server with any necessary requirement adjustments to be randomly access later.

The main subscription dungeoneering section/instant should open up a new floor going up and a new floor going down every level.  The floors in this section should be access randomly among those the player character has access to rather than in a consecutive pattern the others should follow.  If truly attempted rather than just dappled in at least once than an option should open to allow the player to submit fully designed dungeoneering floor plans provided the player's subscription is active at the time of submission.  If the submitted floor plans fits this section of the game as is other than the need to switch requirements for when they can be access and not already saved on this section's server than the floor plans should be saved on this section's server with any necessary requirement adjustments to be randomly access by this section later.

About Servers

Getting the parts for the initial servers should be done by getting as much of them as possible from the junkyards than the rest from companies that use honorable business practices.

If servers ever need to be physically updated than go back to the junkyards to get as many of the new parts as possible; followed by reusing, repurposing, and recycling the parts of the servers being updated; than followed up with getting any left over parts needed from companies that use honorable business practices.

The biggest servers in the lot should the game servers as that is what all the players will play on with each server being anywhere from a planet to an universe with each having a unique basis or 1 of the 3 dungeoneering servers.  Each nondungeoneering server at this level should have a default flux state that it should be returning to over time when players aren't interacting with it.  When the game is officially released than it should have at least 7 servers because of the 3 dungeoneering servers, the main free to play server, the main buy to play server, the test server, and the first upcoming subscription server.

The smallest servers in the lot should be the 3,000,000,000,000 player storage/housing/purchase verification/connection speed equalizer servers.  Each of these servers should only be activated once player account sign up is verified and the required personal information that must be placed on said server is encrypted.  The use of this type of server should cost nothing to the player in itself so launchers and such don't get downloaded to the respective player's on-line device.  The faster and farther safe travel and maintenance can go, the farther apart these should be to increase potential extra terrestrial customer base and make it harder to damage the whole set because of a change in nature.

The server between the 2 extreme ends should be for the forum that way there is enough room for discussions and forum games without cutting into the main game.

This separation is also to make it harder to be able to hack the whole network before something can be done about it, easier to find bugs, more obvious which reports are false reports, and reduce the chances of data leaks.

About the Forum

The first set of boards should only allow staff to start posts on them.

The first of these boards should be for the current and all previous announcements.  Posting an post in this board should cause it to be posted in all forums as an announcement.  When the post is no longer needed as an announcement it should be archived in this board in case it ever needs to be referred to in the future.

The second of these boards should be for news about the game.  All threads in this board should be saved in case they ever need to be referred to in the future.

And the third of these boards should be for any changes that aren't interesting enough to be considered news.  All threads in this board should be saved in case they ever need to be referred to in the future.

The second set of boards should focus on game feedback and the third set of boards should focus on game suggestions.

Dungeoneering suggestions should never be accepted through the forum as they are to be submitted as final version while suggestions on the forum should be submitted as a framework.

The forum staff should to filter these down to the valid possibilities than determine which of 5 ways to take the feedback/suggestion.

If fully ready than should be sent to game staff for working into the game.

If appropriate for the game than should be clearly stated as such and the reason why so players will be way less likely to submitting it in the future.

If technically not possible than should be clearly stated as such so players can be ready to resubmit it should the game ever advance to the point of it being technically possible.

If had enough information already about the posted feedback/suggestion since sent already than should be posted as such so players know to wait for the new version in the main game/test version to give feedback on it in the appropriate board.

Otherwise should be left alone so more information can be gathered.

The fourth set of boards should focus on the forum games with the games either being removed from the board or archived when done depending on the forum game.

The next several board sets should focus on other topic groups not covered by the other board sets and be hiding by default unless the player has change their forum setting for them to be shown by default.

The last board set should focus on emotional attachment especially when it comes to praise and rants towards the game.

The first board after the board sets should be for giving comments about what is on the test server and be hiding if the player doesn't have access to the test server.

The next board should focus on feedback and/or suggestions of the forum itself.

And the last board should focus on anything valid to post that isn't covered by any other board.

About Staff

Staff shouldn't listen to members of their publisher(s) unless that member paid to be an investor in the game hence having test server access and/or a regular player to the game.  Any publisher whom refuses to respect this should be immediately dropped than replaced as soon as possible.

Staff shouldn't make a promise until they are sure it will definitely be kept.

Any staff member that either rigs it up so somebody takes the fall for something that they had no part of and/or purposely forces their own respective agenda in the game/company especially when it conflicts with the game/company motto should be fired immediately and the reason for the firing being so publicly announced so that even the most criminal of organizations would be hard press to expect job applications from them as well as make it harder to get government assistance.

Staff should listen to the player base and the true play-testing investors instead of ignoring them and/or just changing things the way they say to change things.

Staff should be honest with everybody so to gain and retain trust.

About Investors

Anybody whom invested into this game should get access to the test server and its respective board as well as real life merchandise that doesn't give any in game advantages.

The investors should lose their access to the test server and its respective board as well as any future money they would respectively make should they do any of the following 3 things:

1. Be unwilling to test things that need testing by using the test server.

2. Not tell the staff information they gain in test server that would allow the staff to fix things especially if hoarding the information for an unfair advantage.

3. Demand changes to the game that the have proven to hurt the respective mmos they were in for the long run.

About Real Life Cash Shop


Only 9 different types of items should be sold by the cash shop for real multiverse currency.

The first is the $5 per month subscription which while active allow for certain member only perks and access to all nonbuy to play expansions ever purchased on that account.

The second is expansions with the buy to play expansion being bundled with the buy to play dungeoneering server option.  In addition the buy to play bundle should be the only expansion available for purchase at the game's official release out of beta.

The third is character slots.  Each account should start with at least 1 of these for each class or nonhybrid race/nonhybrid subspecies there is more of available to play as.  Nonsubscription users should be able to buy enough of these slots so they have enough for 1 for each possible class to nonhybrid race/nonhyrid subspecies combination.  Subscription users should be able to purchase enough of these that can only contain hybrid races/subspecies so that there is 1 for each possible class to hybrid race/ hybrid subspecies combination.  If the buy to play bundle is purchased than the slots that are able to be brought should be upped to the point where the player can get 1 character slot per the limit based rather or not currently a subscription times number of in game alliances times number of in game factions.  If an accounts subscription runs out than the hybrid character slots as well as any character slots that have hybrid and/or mutated characters in them should be made inaccessible until subscription is reactivated.

The fourth is alternate character builds.  Each starts with 3 per player character and this should be able to be brought up to 40 per player character.  Basically, switching between these should decide which passive abilities are able to be active depending on player choices.  A passive ability trained in any of the character builds should be treated as if trained in any character builds that have that passive ability active.

The fifth is play styles.  The default that every account has access to for free should be the action based play style.  The first play styles available to buy should tab based, click based, and turn based.  No play style should be superior to the others even if it is the best to use at certain points in the game.

The sixth is storage which should be able to increase items and creatures able to be stored so each variation has its own slot.

The seventh is game skins which should only be seen on the account that purchase them.  The first person to come up with a new game skin for the game needs to pay full price for it as that is taking the graphics departments away from other duties.  As skin themes start to emerge than other players should get discounts on game skins when bought in theme packs.

The eighth is multi-server quests that aren't hidden quests.

And the ninth is real life items that give no in game benefits.

About Inventory and Storage

Inventory and storage should be about keeping stuff.

Base inventory should be based on the class and race/subspecies combo picked for the character.

Free storage should be enough bank slots for every type of currency and its variations per player character, enough lock box slots for 1 of every type of item per player character, and enough ranch slots for 3 of every type of creature expect those that go beyond the typical male/female/other separation than even more to make up for that separation but not enough for all variations even of them per account.

Inventory should be increased by in game methods only.

Storage should be increased by the real life cash shop and when new types come out only.

Losing items in inventory should be possible except during certain mini-games and staff run events.

Losing items in storage shouldn't be possible except during certain staff run events.

Currency shouldn't be able to be able to go from 1 player character to another player character in an account by means of storage.

Anything else that isn't character bound should have a means to go from 1 player character to another player character in an account through means of storage.

Any bind that is activated on an item should lower the cost npc shops buy the item for since they can't (re)sell it to a different player.

Now for the rest of the categories.

About Remaining Groups

The 6 remaining groups are gangs, guilds, parties, teams, clubs, and organizations.

Each gang should be about unlocking the quick travel network owned by that respective gang.  Each should be joined after completing it collective quest line for the respective player character.  Should be possible to join all gangs.

Each method of earning money should have a guild that is associated with it that costs a fee for each individual character to join and a constant fee to stay a part of.  The best money making should requiring joining the guild(s) of means you what to make money from.  For example: can't access this game's grand exchange without being part of the trade guild.

Multiple players should be able to put up to 10 of their player characters into the same party which allows for quick additional information of all party members to all party members.

Teams should be any characters to contribute to the same ability web even if not part of the same party making them the only group in the game that characters get to be a part of but never officially have to join.

Ability webs are a bunch of abilities used in rapid enough concession and lead to and/or others in the set that it is best to calculate the experience earn from all of them at once rather than individual.  All team members should gain all experience from an ability web as if they did the ability solo provided they could get that experience based on the respective set-up they are using at maximum level and the experience isn't locked for where the experience gain would be.  The number of times a player gains this experience should be equal to the number of the party members from the team members original party when first adding something in to the ability web.

Clubs should be completely player designed groups.  As long as it isn't breaking the respective clubs rules than the number of clubs that can be joined shouldn't be limited.  The 2 conditions for making rules for a clubs are the rules must be something that can clearly be seen as an in game requirement and don't use the rules as an excuse to be jerks or worse.  Staff should be willing to help get real life rules/laws changed that are required to be change to get a club to officially be part of the game if all the club rules follows the 2 conditions.

Organizations are the npc groups that control the various shops in game that aren't part of a guild or other group if they choose to have them.  Each organization should belong to a different corporation that pays real life money to advertise in game as the game shouldn't even be used to pay to bring in the corporation advertisements.

About Chores

The 5 types of chores are tasks, achievements, missions, quests, and events.

All chores should be able to be started as soon as requirements are met expect where having different ones active would cause conflict between them than can't be started until those it would have conflict with are finished.

All chores expect for events should have a dairies associated with them that clearly state what the respective chores that can be done form the respective village for the most focused to the respective server for the most spread out requirements that don't require going on more than 1 server.  These dairies should all allow for the collection of an award by completing.  In addition achievements, missions, and quests should have 2 more dairies each that are just there to make the respective hidden ones when you find them and prerevealed cross-server ones easier to track than having to put the information in multiple places.

Tasks should be about making sure the player knows how to use controls on that character.

Achievements should be about things the players might challenge themselves to that won't frustrate more than 10% of the player base when attempted and doesn't require the game to work with the player.  For example: "Putting a pirate flag on a pole that normally doesn't have 1." and "Get 250 players to play a mini game that has a 250 player culpability." are good achievements so would be proper to use, while "Win 30 mini games with at least 8 players with no team ups in a row without doing anything else in between." and "Be on the same server as 3mptylord." are terrible achievements so should just be thrown out.

Missions should be about challenges that require the game to work with the player(s).  They should be easier to do in a group but possible to do solo.

Quests should be about the juicy stories of what to do in game to the point of seeming like a different game for each quest being done.

All the cross server quests should require buying them from the real life cash shop.

There should be 50 - 250 quests in the main quest line on the free to play server to start.

The main quest line, tutorial skill quests, and the gang quests should all be single player only, instanced, and the only that can't be repeated on the player character when done.  In addition these should be the only instanced quests.

The other quests on the free to play server should be so many that if the instanced quests were a drop in the bucket than these quests would be the rest of the water.  93% of the these should require multiple players to complete.  There should be at least 99 of these that don't fit the standard MMO quest mole for every 1 that does.

Events should be the occasional situation that the staff lets the player base try that isn't always on.

About Housing

These should be available in a semi-instance way in areas that aren't player verses player of the nondungeoneering servers.  Semi-instance meaning that what is in the player house won't render on the game server that accesses it unless close enough to the edge of the house to effect the game server and vice versa.

There should be a best materials and building plans for each type of location.  What is the best materials and building plans for 1 location should have the possibility of being the worst in another location.

If used the best combo for a location than it should take a month for the building to start to receiving damage and a year for the place to fall apart.  If used the worst combo for that same location than the place should turn to dust almost immediately.  And every other combo should be somewhere in between.

A player character should be allowed to pay another to keep their place maintained.

About Updates

The game should have a update for bug fixes at least once a week.

Game updates worthy of the game's front page change should occur about once every 2 weeks.

Game updates worthy of being announced on other sites should occur about once per month.

New expansions shouldn't be added more than once per year.

Any update that adds a new play method by skill or new type of mini game should get a place on the free to play server off of the initial planet.

Final Ideals

Everything in the game should work towards making the game engaging.

All auto actions would be earned within the game and should be disabled in the tutorial area.

Graphics should be advanced enough to interact with the smallest detail that needs interacted with without being so advanced to needlessly slow down a computer that can't handle the detail.

Combat should be a viable option but not the only viable option.

No staff or anybody else involve in this game gets paid until the first month after the game's official release so all money invested into the game can be spend on the game directly before the official release.

The game should be advertised in the appropriate spots for the game when it is time to advertise the game.

The game shouldn't be rushed to meet deadlines or held back when ready to release to associate the game with something else in real life.

And best to assume this game will take about 10 - 15 years to make, test, and release as well as cost about $3,000,000,000,000.00 but end up making back all the money and more if popularly maintained.

Player characters should start in and leave the tutorial area buck naked other than a means of inventory to show that the player character doesn't really know about clothing yet and also show that clothing isn't a requirement in the tutorial area.

This should be a sandbox packed full of theme park stuff throughout expect for areas set aside for housing and the extremely rare player verses player area designed to specifically feel empty when no player is there.

And sounds should be appropriate for what they are used for and at proper volume levels.


Last edited by invinible on Fri Feb 19, 2016 8:03 pm; edited 2 times in total (Reason for editing : Finishing up with the fixes for the things people have problems with current MMORPGS.)
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invinible
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