Tell me what your ideal MMORPG is like /v/.
What is the combat like?
What kind of classes would you like to see?
What is the crafting system like?
Should there be a character leveling system or can an MMO do without it so long as there are other means to progress your character?
Endgame? Is it instanced or open-world?
How should the game make money? B2P, subscription fees, or F2P with a slightly P2W cash shop?
Basically give me your stipulations for a god-tier MMO. The more details you provide, the better. Last night's thread was bretty good, let's get more of that.
previous thread: >>331762431
>>331852830
roll: hoping for purple master race
(OP you were never getting any sort of discussion with the roll version of that image)
Everyone is a powerful wizard that starts with full spells.
When you cast a spell, it's gone forever. The longer you play, the more stingy you will need to be with spells.
>>331855534
>multiple elite skill builds
Those were the best.
>>331852830
Pretty much just EVE except in a fantasy setting.
>>331852830
rolling for what class i'd like to see
>>331852830
>What is the combat like?
Not sure, open to many kinds of combat, as long as it is engaging and unforgiving.
>What kind of classes would you like to see?
Highly varied & specialized, with specific non-combat utilities built into each/some classes. Leaving the safety of cities should be extremely dangerous without a group. Solo'ing should be a chore for most classes.
>What is the crafting system like?
Highly varied & specialized. Good crafted items should be as good if not better than what you can find as loot/via quests. Most items should be able to be modified.
>Should there be a character leveling system or can an MMO do without it so long as there are other means to progress your character?
I think levels are important since they basically define progression. Purely loot-based would be dull, though skill-based progression would be OK too (but in the end it wouldnt end up looking too different from level-based). They also stratify the player population. Levels should be hard-earned and there should be a way to lose XP/levels.
>Endgame? Is it instanced or open-world?
A mix. There should be instanced stuff for more casual players, but the best loot/quests should be locked to open world encounters. Would be nice to see an element of PvP built into the endgame content to prevent poopsocking.
>How should the game make money? B2P, subscription fees, or F2P with a slightly P2W cash shop?
Flat monthly/quarterly/annual subscription.
Basically, it should feel like Classic Everquest but with the tedious parts removed/improved on.
>>331862628
Now that's a rare miniature.
On the topic of MMOs. What's the most active one(s) right now?
>>331863292
WoW, FFXIV, BDO
>>331852830
no fucking mage, please.