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| Roleplay and Lore Discussions about roleplay, lore, mythology, worshipping and the world of Mortal Online. |
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#41 (permalink) |
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Member
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Make the game world seem like it has existed for more than 5 minutes in time.
Oblivion and AOC failed in this. Their world looks sterile and fake. Event the supposed gritty elements look like they were cleaned before being put in game. To much shiny does not make a good Dark MMO. |
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#42 (permalink) | |
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Newbie
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totaly aggre on that one. A living world. Making camps at night is something that would be really nice. Keep up whit the good sugestions |
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#43 (permalink) | |
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#45 (permalink) |
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Member
Join Date: Jul 2008
Location: Örebro
Posts: 100
Rep Power: 1
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For me the PVP and fighting is one of the most important things, if they make a good/fun/intense combat system, maybe something like "HL2 MOD Age of Chivalry", only more advanced.
Things like this gets me totally immersed and gets my adrenaline pumping. |
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#46 (permalink) | |
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Newbie
Join Date: May 2008
Posts: 10
Rep Power: 0
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#47 (permalink) |
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Newbie
Join Date: Jul 2008
Location: Malmö
Age: 31
Posts: 24
Rep Power: 1
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I think some minor long time debuffs that stack up could be nice. (the first few won't matter that much, but if you don't tend to them, they might have some game impact)
A few things that get you out of "grind-mode", and force you to pause a little is rather fine, I think, and adds to the immersion and reminds you that you actually are roleplaying a character. The rest command used in AoC is a good idea too, I think. I love seeing your whole group taking a breather after a long and tough fight. |
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#49 (permalink) |
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Junior Member
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Well thing's i would like to see:
1-When i build something i don't want it to grow out of the ground (like in AoC) i want them to take time and them built log by log and brick by brick,imagine your having your npc characters building a tower then they get attacked you run to the top of your half finished tower and start taking the attackers one by one with your bow or magic. 2-Guilds towns should not be in instanced zones. 3-DON'T OVER HYPE THE GAME. 4- http://www.mortalonline.com/forums/2083-mules.html 5- http://www.mortalonline.com/forums/2...-beta-fun.html 6- http://www.mortalonline.com/forums/2...d-housing.html 7- http://www.mortalonline.com/forums/2...other-mod.html 8- http://www.mortalonline.com/forums/2...al-quests.html 9-This is more for the RPers than me but how about adding a voice scrambler/changer for them and make them pay a monthly fee for it.
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Ignorance is bless to the wise anyways cause i cant believe what the fanboys fork out for shit well except the fangirls cause they actually like the crap they buy. Your input is required: http://www.mortalonline.com/forums/2...d-housing.html Useful ruins: http://www.mortalonline.com/forums/2...html#post51989 |
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#50 (permalink) | |
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Junior Member
Join Date: Jul 2008
Posts: 49
Rep Power: 1
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Quote:
It would would be fun if u could only telepathicly contact someone only knowing his true name. ( I mean tells, whispers, pms or whatever you wanna call em ) Now some of my wishes: Living cities, crowded at day full of common NPCs selling vegetables, grain, fake amulets and charms, messengers running and shouting to make a passage etc, on the other hand dark and cold at night with rare guard patrols thieves and gods know what else lurking in the shadows. Big cities should be big, in most cRPGs including MMOs even the biggest cities seem small, like there are like up to 20 citizens living there. When a player visits most shops and important npc houses he can see there's no much room for anyone else to live there. Lots of casual clothes, hats and stuff like that. I'd love to chose a fancy hat than put a feather I picked into it, maybe a rare one I bought from a fellow gryphon hunter. Normal weapons, have you seen all those fancy swords out there, sometiems I wonder how one would carry one of those not to mention swinging it. They can be a little fancy but with a bit of common sense. Same thing with armors. I would love to see some nice death animation. That should be there, i don't mean blood splashing my screen rather my victim dying in agony under my feet in a growing pool of blood. The last thing is being truly evil. Meaning evil I don't think about running around "starting zone's" and showing how 1337 you are. I'd like to accept that "Save a kitty" quest form that little girl and instead saving it i'd make an offering from it for a dark god. Then after serving dark powers for a long time and earing quite a fortune by doing diffrent mischievous deeds I'd settle in nice city ruled by some dark tyrant, build large mansion there, go to a slave market buy a young lovely slave there take her home and have her to make me some hot choclate in my favorite cup made of a skull. Though I think it might be hard releasing a game with such contetn. And lots of other things I don't want to bore you with. |
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#51 (permalink) | |
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Newbie
Join Date: Jul 2008
Age: 38
Posts: 3
Rep Power: 0
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Real big cities ... /signed Although the posibilty for player to rent rooms in taverns or rent/buy a house. Masses of clothes and accessoires (to buy or by crafting). I like to be dressed up well |
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#52 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 2
Rep Power: 0
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Look at S.t.a.l.k.e.r shadow of Chernobyl! That was an really immersive game!
There where wild animal packs that roamed the lands, patrolling Npc! Everyone had his own agenda! Day and Night should really have an influence on what Creatures and Npc you would meet! Npcs should sleep too! Many hidden things and secrets to discover, they give you a sense of satisfaction when you stumble upon something no one else has discovered yet! Perhaps short singleplayer Instances that are placed all over the world! When you finish them the entry crumbles and noone else can ever enter it!And somewhere else in the world a dungeon gets created! |
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#53 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 2
Rep Power: 0
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What i really liked about Ultima, was the sheer vastness of objects you could manipulate!I remember those exploding stones when i put them all in the Bank and cast fire on them. Man that was the heist of my life!
So if there is a big log for example you should be able to lift it, if you are strong enough! |
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#54 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 1
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Well, i always have defended, that the main thing i look in a MMORPG to feel in the world is the physic in-game.
The feeling about, weigth, falls, movements and so on. I need to see that the world is live, and it should have a good AI for the mobs. greetings |
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#55 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 12
Rep Power: 1
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I'd like to see a lot of animated emotes, and a way to write own emotes with an /me command. I'd like to see the towns live, like people walking around in them not just standing at the same place all the days and nights. With more people up during the days and maybe only a quite few during the night.
A good reputation system (not grinding eg. WoW faction) if you help a town with some stuff they are greatfull to you. The bigger things you do the further your reputations spreads. If you help someone find their lost cattle then only the person or maybe the town will be greatfull to you and they will treat you better, whilst if you kill a dragon then maybe the whole kingdom should know about your victory. Same thing if you are acting like an outlaw you get decreased repuation. But also here it should not be worldwide if you don't do anything realy bad, so that you can go to an area where they have never heard of you and they will act accordingly. |
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#56 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 38
Rep Power: 1
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I am glad to see so many brilliant posts in this thread. Makes my heart warm.
I agree with a lot of you, it's awesome. If the developers use the ideas in this thread (or if they already had them! ;D), I can foresee Mortal being a role players paradise. Anyway, all I need to immerse myself are three things: 1) Minimal interface. As a matter of fact, the only thing I'd like to see on my screen when not looking at menus is just what my character sees. He glances down, sees his chest and arms holding whatever. His feet. The ground. No menus, no minimaps. No health bars. Seriously. I know that won't happen, but trust me: Less is more when it comes to interface. 2) Huge, living cities. This has been discussed, so I won't beat it to death. Precisely what lokius has said. 3) Players not behaving in odd manners and instead more like their characters would. Not jumping continuously, not running in circles (unless they're insane), and not speaking in modern day talk, but certainly not Ye Olde English. Just more proper, and not leet speak. So that's it for me: minimal HUD/interface, living cities/game environment and players who behave like characters in the game world. A lot to ask, I know, but immersion is a difficult thing to pull off.
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"We are twice armed if we fight with faith." -Plato |
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#57 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 51
Rep Power: 1
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Read some good things above...!
Another thing that bugs me immensely in other mmo´s Animals. They just stand there in packs (or herds) You go there - you kill them... Even tigers or lions... you slaughter them in the dozens... let the deers run away... giving the hunter some meaning let a tiger ( if there are tigers in the game ^^) be a menace for a lone traveller. Let the tiger stalk me in the night. Let him flee if I have a campfire (thus giving the mastery of fire some importance back) Let there be small animals to snare or catch (rabbits, small birds, fish) nests to plunder. Give me a hawk to hunt those rabbits... or a dog to fetch the rabbits after I shot them with my bow... Insects buzzing or crawling around (not the giant version - just plain normal litlle insects) |
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#58 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 49
Rep Power: 1
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On more thing from me, what I realy hate in other mmos is something called pulling mobs. Thats hilarious, specialy when a player pulls single mob from a large group killing one by one. Well its not always like this mobs are sometimes set in groups etc. But what I want is when i aproach a bandit camp and one of them spots me the whole camp should be at my back, the one that spoted me should shout and alarm every single of those bandits in whole area. Same with lets say a pack of wolves.
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#59 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 38
Rep Power: 1
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Oh yeah, lokius! Great point.
Let "sight" be as far as the player can see on NPCs. I don't want a player to be able to...pull...from a large group a single enemy without the group becoming alerted if the clearly saw it. Now, I'm not saying stealth killing, etc., shouldn't be allowed; simply saying it isn't immersive to see such a...silly tactic. Agreed fully, lokius.
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"We are twice armed if we fight with faith." -Plato |
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#60 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 73
Rep Power: 0
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Good story, good NPC text, realistic everything.
The biggest breaker for me are invisible walls, it's like, you can't go here because your god says so...so, pbbbt. Let me do anything that should be possible and I'll be immersed. |
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#61 (permalink) |
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Newbie
Join Date: May 2008
Location: Denmark
Age: 26
Posts: 12
Rep Power: 1
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Certain mobs should gain strength during certain moon phases, just like in the old Amiga game; Moonstone
Wolves could be stronger at full moon, and beasts like werewolves only spawn during full moon etc. The Innkeeper could then warn adventurers about these mystical/dangerous occurrences. |
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#62 (permalink) |
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Junior Member
Join Date: Aug 2008
Location: Germany
Posts: 124
Rep Power: 1
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Aiming with a bow should be aiming. it can take time to draw the bow, maybe a wiggle effekt on the aim depending on the skill / strength /whatever.
Terraforming spells or beeing able to change the enviroment a bit somehow woud be great (but probably is hard to manage). The controlling should allow you to roll or slide to the left, backwards and so on, so you can avoid hits / arrows. When yo wear a heavy armor you can't swim and you don't jump that high, your "stamania" goes faster down, e.g. when you pull yourself up somewhere. An animation for pulling up and when you jump you can try to grasp a edge and pull up. You should be able to climb up onto the city roofs and jump from roof to roof. It doesn't need to be assassins creed like but just enough to give you that "image". The usual stealth skill should be you creeping on the ground to your prey. You should be able to sprint, and you have to stop for a while after that to get your breath. Same goes for fighting with a sword, so you can't just spam around. The enviroment has to be right, dark nights with glowing stars, dark forsts with mist so you can see only 10m far. I loved the cryptas in gothic 2 where you opened a grave and suddenly a skeleton or worse stood behind you. And you sometimtes had to run out of the crypta into the mist because it was too strong xD Last edited by Zenir : 12th August 2008 at 20:33. |
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#64 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 11
Rep Power: 1
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Good idea Reclusiarch
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#65 (permalink) | |
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Newbie
Join Date: Aug 2008
Posts: 11
Rep Power: 1
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Quote:
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#66 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 11
Rep Power: 1
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i would love to have a new Thing in the game like health: Hunger< let's say you are in the desert you have no food or water, what would you do? if you see a cactus there should be an mote and/or action to cut it open and get the water out, which would add a little more to the role playing side of the game
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#67 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 12
Rep Power: 0
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A world in constant change, things that occur only once, resources are exhausted ( again per month would be filled, but while , you have to go elsewhere), real as said back, good animation of the hits , magic , etc... integration in a society on you can be good and evil and his consequences (like being persecuted by a bounty hunter(a player ))...etc... i think i want so much ...
Last edited by Lexander : 22nd August 2008 at 20:32. |
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#68 (permalink) |
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Member
Join Date: Aug 2008
Location: Texas
Posts: 265
Rep Power: 1
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I think that, in order to achieve as perfect a sense of immersion as possible, the game need to present itself in an utterly free-flowing, non-liner fashion. By this I mean that every effort should be made to eliminate artificiality and to provide the players with an unfettered freedom of choice, one restricted only by the limitations of technology and, most specifically, the game engine. The game should never "break the fourth wall" if you take my meaning, never shatter the suspension of disbelief by introducing something obviously fabricated. It will always come off as forced. I would entirely do away with quests, especially the types of quests which fill the brunt o |