Original Post
First I would like to say that I am not a programmer in the least. I have tried dabbleing but it is not for me. I would also like to add that I am not here to say "OMG these ideas are uber put them in your next game" either. The purpose of this post is to help you developers gain some feedback from an experienced MMO player of what myself and some fellow gamers find as very much needed improvements in the next generation of MMORPGs.
With all that being said, I hope I still have some of your attention.
This is all a personal opinion so please don't flame me for stating it. I used to play a game called Turf Battles. This game was ahead of its time by a long shot seeing as no game has come out that is moderately close to being as good as this game once was, The game closed down in 2004-2005, and hasn't been able to be brought back since. Aeria tried but failed and I can't see the game returning anytime soon. Therefore it is up to the next developers to create something as spectacular as this game.
Continuing on, What made this game unique was that it had a level cap of 300, A large guild size that was equivalent to the leaders level. Large inventory space, sharable warehouse stashes as long as you know how to spell the other players name correctly. Pets that would level as long as you were logged into the game, and the would also increase the players stat points. A high experience rate, party experience was greatly increased to encourage partying and to stimulate the community. Power leveling was encouraged and not shunned.
End game was not a difficult feat to obtain yet the replay value was extremely high. The reason for this was because of the PvP system. It was open world PvP, and also there were PvP islands open 24/7. The PvP islands are what sets this game apart from ALL MMORPGs on the market today.
The PvP islands were level bracketed like so, level 50-90, 80-120, 110-160, 150-200, 200+. A player would have their main character that they would level to 200+, but they would also make a seperate character for every PvP island
The way the islands worked was this, a person from a guild would enter a crystal onto the island. Once on the island they would hunt for the islands guardian. If the player kills the guardian their whole guild can farm the mobs on the island for gems to upgrade their gear or sell them in their shop for money. In the mean time the guild would have to kill invading guilds while they farm for their gems.
After 30 minutes the guardian would respawn and the guild that controls the island would have to protect the guardian from invading tribes. Once the invaders kill the guardian the process repeats itself.
There is more to this game, but those are the basics. If anyone is interested in more I would be glad to give more details, but I dont want to babble on if the administrators think that this post is out of line or unneeded. However I do appreciate anyone who took the time to read this entire post, and I'd like to thank everyone in advance for any kind or constructively criticized comments that you may have.
(btw, there are still videos on youtube from turf battles if anyone is interested in seeing the game in action.)
With all that being said, I hope I still have some of your attention.
This is all a personal opinion so please don't flame me for stating it. I used to play a game called Turf Battles. This game was ahead of its time by a long shot seeing as no game has come out that is moderately close to being as good as this game once was, The game closed down in 2004-2005, and hasn't been able to be brought back since. Aeria tried but failed and I can't see the game returning anytime soon. Therefore it is up to the next developers to create something as spectacular as this game.
Continuing on, What made this game unique was that it had a level cap of 300, A large guild size that was equivalent to the leaders level. Large inventory space, sharable warehouse stashes as long as you know how to spell the other players name correctly. Pets that would level as long as you were logged into the game, and the would also increase the players stat points. A high experience rate, party experience was greatly increased to encourage partying and to stimulate the community. Power leveling was encouraged and not shunned.
End game was not a difficult feat to obtain yet the replay value was extremely high. The reason for this was because of the PvP system. It was open world PvP, and also there were PvP islands open 24/7. The PvP islands are what sets this game apart from ALL MMORPGs on the market today.
The PvP islands were level bracketed like so, level 50-90, 80-120, 110-160, 150-200, 200+. A player would have their main character that they would level to 200+, but they would also make a seperate character for every PvP island
The way the islands worked was this, a person from a guild would enter a crystal onto the island. Once on the island they would hunt for the islands guardian. If the player kills the guardian their whole guild can farm the mobs on the island for gems to upgrade their gear or sell them in their shop for money. In the mean time the guild would have to kill invading guilds while they farm for their gems.
After 30 minutes the guardian would respawn and the guild that controls the island would have to protect the guardian from invading tribes. Once the invaders kill the guardian the process repeats itself.
There is more to this game, but those are the basics. If anyone is interested in more I would be glad to give more details, but I dont want to babble on if the administrators think that this post is out of line or unneeded. However I do appreciate anyone who took the time to read this entire post, and I'd like to thank everyone in advance for any kind or constructively criticized comments that you may have.
(btw, there are still videos on youtube from turf battles if anyone is interested in seeing the game in action.)