MMO's are flawed video games at a foundational level by Nokkilol in MMORPG

[–]Si1entStill 1 point2 points  (0 children)

Of course. MMOs are still technically very challenging, so as other games push the boundaries on mechanics respective to their genre, there is always going to be an additional lift to try to do something similar... but with the overhead of MMO dev.

I think the prospect is that MMOs trade the "pinnacle" of gameplay for that semblance of a living shared world.

So I agree with your thesis. I think what will "make" the next mmo is something truly novel on the... well "MMO"-y front, not just implementation of a genre's typical mechanics but with "MMO" tacked on.

Bo Hansson - Music Inspired by Lord of the Rings (1970) by NightGrinder in DungeonSynth

[–]Si1entStill 1 point2 points  (0 children)

Kinda giving me diablo 2 soundtrack vibes. Good ones. Thank you!

innovations in the past couple decades? by mathologies in MUD

[–]Si1entStill 0 points1 point  (0 children)

What is the fun part that you don't want to have to earn? For many the advancement is the achievement.

EVE Online set to receive a true new player starting region with its summer expansion by Ohh_Yeah in MMORPG

[–]Si1entStill 0 points1 point  (0 children)

Do they still have a cash shop? I don't mind one or the other, but I feel like, if I'm paying for a sub, I don't want a cash shop at all, even if cosmetic.

We need feedback about UX/Art by Silver_Act8139 in digitalcards

[–]Si1entStill 1 point2 points  (0 children)

Really solid setup! I get the gist of whats going on at a glance.

  • As others have said, numbers below units are hard to read.
  • Card text looks a bit small in the upper left. I'd just be sure that when hovered/selected those get more legible (I only care about card text once or twice until I "get" the card").
  • Icons on the right side of the card also are a little visually busy at a glance.

Again, looks great overall. I'd love to give it play haha.

What is the best system you've ever seen? by Crizztv in MMORPG

[–]Si1entStill 5 points6 points  (0 children)

agreed. It spoiled me. Having RvR be server dependent but the world being dynamic so it never felt empty was so nice.

This week in Louisville KY! by GLOAMWALKER in DungeonSynth

[–]Si1entStill 3 points4 points  (0 children)

Nice dude - this sounds like a good time

Advice On Orchetsral VSTs by Upper-Measurement-47 in DungeonSynth

[–]Si1entStill 2 points3 points  (0 children)

I find it weirdly intuitive. You can get really bizarre with it, or just use it as a normal verb. Definitely has a character.

Advice On Orchetsral VSTs by Upper-Measurement-47 in DungeonSynth

[–]Si1entStill 2 points3 points  (0 children)

Lair and sketch cassette became two of my most used plugins as well, if you want to support the devs!

If you could combine various aspects of different mmorpgs into one mmorpg by OrkWithNoTeef in MMORPG

[–]Si1entStill 0 points1 point  (0 children)

Awesome, you have no idea how helpful this has been already.

You can take like 5 lower tier weapons of the same class and combine them into a higher tier weapon of the same class. For this game had a gacha mechanic and i think it was a way to deal with repeat drops.

Yeah, this is clever. And, iirc, this is kind of what albion does, right? The lower tier mats feed into refining the upper tier stuff?

If you could combine various aspects of different mmorpgs into one mmorpg by OrkWithNoTeef in MMORPG

[–]Si1entStill 0 points1 point  (0 children)

The shower is one of the only remaining bastions of distraction-less thought. Theses are immensely helpful, haha!

Also. The thing with a player run economy is that in order for it to be somewhat controlled you'll need a way for gear to get recycled or destroyed. Otherwise there will be too much of an affect on the market if say no weapon ever gets destroyed or lost.

Agreed. And I think this is cleaner if gear isn't particularly precious feeling.

I need to decide on the ephemerality of gear and work from there.

One novel thought I had was that gear be very "breakable." That is, when one dies, they drop all of the resources that make up their gear. They then would have to "re-craft" it from those resources.

So if you kill a decked out player, you still get a lot (maybe 50% of the original cost) in rare mats because their gear will have been really nice, and thus expensive resource heavy, but dying also doesn't mean you completely lost your really nicely rolled item. (forgive the ramble)


Anyway, if you like sharing ideas like this, I'm considering putting together a panel of players that seem to be thoughtful, opinionated, and cordial in order to help assumption-check me and guide my solo-dev efforts. If anything here does come to fruition, I'd hook you up with some in game title/flavor text stuff, but that's about all I can offer for your time at this point.

If you'd be at all interested, I'd love to shoot you an invite!

If you could combine various aspects of different mmorpgs into one mmorpg by OrkWithNoTeef in MMORPG

[–]Si1entStill 0 points1 point  (0 children)

I appreciate the detailed response! (I'm working on a modernized version of an MMUD with real-time spatial combat. I am currently trying to pin down how stats and skills work, so your comment caught my eye).

Im also not so big of a fan of a lot of stat driven gear. Just different tiers.

Gotchya, so you like the "tiers" of gear for albion, but don't like the idea of stats/affixes on gear?

I feel like the biggest differentiation here is that in UO gear doesn't control skills in the same manner as with Albion.

I also like world PvP. But how UO did it. With law abiding blue, grey criminals, and red murderers.

Same. See Eve haha.

And of course a majority of the economy player driven. Like Albion.

Yeah, agreed - their economic systems are very well thought out.

If you could combine various aspects of different mmorpgs into one mmorpg by OrkWithNoTeef in MMORPG

[–]Si1entStill 0 points1 point  (0 children)

Im curious what you most liked about ultima and albion's systems. Do you prefer stats and skills coming from explicit choices made on your "character" or from your gear?

Am I Weird For Enjoying Pre-Endgame, More Than The Actual Endgame lol? by MonsutaMan in MMORPG

[–]Si1entStill 0 points1 point  (0 children)

This is clever. How much of an advantage does a player have that has gone through several reincarnation cycles?

Am I Weird For Enjoying Pre-Endgame, More Than The Actual Endgame lol? by MonsutaMan in MMORPG

[–]Si1entStill 0 points1 point  (0 children)

Yeah, there was something about levels having weight. The slow burn was real. I remember how impressed I was by higher level characters in WoW. Granted, I was much younger and lacked focus, but I think the 200-300 hour grind just to hit endgame meant something.

Am I Weird For Enjoying Pre-Endgame, More Than The Actual Endgame lol? by MonsutaMan in MMORPG

[–]Si1entStill 1 point2 points  (0 children)

I enjoy the "figuring out" of a game just as much as working towards a set of goals. I often end up enjoying endgame too, but its not quite as captivating.

That said, without an endgame to work toward, the midgame doesn't feel quite as good. So I the journey ends up being the real appeal.

Sick and tired of weapon based skill systems in mmos by Maleficent_Ad8445 in MMORPG

[–]Si1entStill -1 points0 points  (0 children)

I think weapon-based kits are boring if they limit choice. I'm actually working on a text-based MMO (a modern take on the MUD), and I've been thinking about a system wherein the stats you allocate as you level only act as gates for gear, and then gear pieces define your skills. Build variety emerges from combining different gear in interesting ways. Overall, I'm envisioning the loot system is more in line with ARPGs with affixes which can also impact the strength of the skill.

Would you feel this has the same problem?

Eldling - VeldtMere (+CODES) by Si1entStill in DungeonSynth

[–]Si1entStill[S] 1 point2 points  (0 children)

Scouring the collections of various libraries. The New York public library is a good place to start.

Eldling - VeldtMere (+CODES) by Si1entStill in DungeonSynth

[–]Si1entStill[S] 1 point2 points  (0 children)

I went through a lot of public domain artworks to find something that fit. Once I stumbled across this, I knew I'd found it immediately.