So, with the discussion going on in this thread: »No more good MMORPGs coming out?
, I thought I would discuss what would make a good MMO. Which got me to just decide to create my own MMO that would appease a lot of people. As there is a lot of good MMOs out there right now, I am going to steal bits and pieces from other MMOs and combine them into this one. This is going to be a long read, so if you are a TL:DR guy, dont worry. But I am going to be working on this for a few days, so be prepared for WALLS of text.
Enviorment and story:
This MMO will take place in a futuristic setting, I feel like the fantasy realm has been beaten to death, but the sci-fi realm hasnt had a successful MMO outside of the Star Wars universe. Basically this MMO will take place on Earth in the United States (expansions planned for different countries), with your choice of three factions. Human, cyborg or robot. Each faction will determine your race, but each race will have a choice between male and female for humans and cyborgs, and hunter or killer for robots. Further information regarding race and gender selection will be found in the character creation section.
The game will take place in the future where nano technology has become intertwined with human anatomy. Some humans have evolved into cybrogs, some have stayed the same, and through a twisted form of evolution, robots have evolved through nanotech to be self aware and create their own society.
The expected war has broken out, with complete genocide being the supreme goal of each faction.
There is also a 4th faction, NPC controlled only, comprised of all three races. This faction fulfills the function of an Auction House, allowing players to buy and sell items to other factions. Each faction can affect the % of profit the 4th faction takes by controlling certain trade zones, contributing specific items or money to the 4th faction, or by being a repeat customer. Players can earn titles and rewards from the 4th faction by buying and selling items through the AH, earned by achieving ascending tiers of profit.
Each faction will control a portion of the United States. The West Coast and high northern states up to the Mississippi will be controlled by the robot faction, Southwest and midwest by Cybrogs and the east coast by Humanity. This will allow any faction to venture into another factions zone without crossing through the 3rd factions area.
The 4th faction will have free roaming throughout all three zones, but will keep the enemy NPC players hidden from view when visiting any particular faction.
Players will be able to level their characters in their specific factions zones until they reach a certain level, then they will be required to start completing quest on the borders and eventually into the opposing factions zones. These quest can be disrupted by the opposing faction, and can actually be the quest of players on the opposing faction. The game will have a matchmaking system involved in which players on opposing factions of the same level will be given missions that will put them in direct conflict with each other. This will create an open world PvP environment while also providing players new challenges while leveling. In addition to these leveling quest, the matchmaking system will further progress players at max level by providing daily operatives to players that will only be active during certain hours of the real world day. This will provide players with garunteed opposition and not creating a ghost town effect. The dailys will not require players to participate, but will provide rewards that encourage the player to engage in the fight.
In addition to players doing these solo quest, up to 5, 10 and 20 man groups can queue for operatives in opposing factions zones. Once another faction has queued for a 5, 10 or 20 man operative, group will be given a mission and will enter into an instanced zone to complete their operative. Players will also have the option to queue individually for 5 10 or 20 man operatives and be matched with players of similar level and gear.
PvE will be centered around the holy trinity, but add a 4th element, a debuff/damage and buff/damage classes. These classes will have specific abilities that will be tailored for PvP as well as PvE. All end game content will require the trinity as well as at least 1 of each of the 4th class to complete each boss/fight. PvE will be a structed in a tiered environment, with the release of the game providing 20 tiers of gearing coming from 5 end game instances, 10 man, 25 man, 10 man heroic and 25 man heroic. For example, tier 1 will provide the following gear levels: 1a, 1b, 1c and 1d, with 1a providing gear from 10 man normal, 1b from 10 man heroic, 1c 25 man normal and 1d 25 man heroic.
Instance 1: Tier 1-4 (1a, 1b, 1c, 1d)
Instance 2: Tier 5-8 (2a, 2b, 2c, 2d)
Instance 3: Tier 9-12 (3
Instance 4: Tier 13-16 (4
Instance 5: Tier 17-20 (5
Gear from Tier 1-2 raids 10man normal will allow players to try and complete Tier 5 instances, however their play will have to be perfect in order to beat it. Completing instance 1 heroics will provide a semi substantial benefit in attempting to complete instance 2, allowing for small/mild mistakes before causing a wipe. Once a player completes an instance, they will be locked out until the following week.
Patches will provide additional content, adding 1 instance per patch, with expansions starting the PvE environment over again.
PvP will have the aforementioned operatives, arena matches of 1v1, 2v2, 3v3 and 4v4 and inner faction open world duels with a ranking system but no in game rewards. Any player can challenge another player in their faction to a duel, the outcome of the duel will increase or decrease that players duel rating. This will viewable when inspecting the players profile, both in game and on the forums.
Operatives and Arenas will have a currency based reward system that can be exchanged for both PvP and PvE gear. PvP will have 5 tiers of gear, all attainable through the currency reward system. PvE gear rewards attained through the PvP currenct exchange will be on the same tiered system as the instanced PvE gear, up to the second to last instance heroic gear, AKA Tier 13-16.
Each faction will have 1 player from both PvP and PvE that will attain a special title available to them only after being the first on their server to have completed the current final tier of gear. This title can only be relinquished by either losing a 1v1 dual to another player who has also completed their tier or when a new patch/expansion is released. In the event of a tie, neither player will be awarded the title until both players have dueled each other. If another player completes their tier prior to the tied players dual, that player will be rewarded the title.
Players that obtain the title will be rewarded with an exclusive aerial mount; a Dreadnaught, with unmatched speed and seating for up to 24 other players. This aerial mount will have turrets on it that are able to be manned by other players capable of dealing up to 50% damage to enemy players health pool and can be used anywhere within your factions zone. Once you enter another factions zone, the turrets are disabled but you may still fly.
Traditional mounts, both ground and aerial will be available to all players on a tiered system. Ground will provide a 50% and 100% speed increase, while flying mounts will provide a 125% and 200% speed increase. All mounts will have an optional speed boost that will provide a temporary increase in velocity on a tiered system, of 10, 20, 30 and 40%.
All mounts will have seating for 1 additional player for ground, and 4 additional slots for flying.
All mounts, aside from the Dreadnaught, will be crafted by players only. These mounts can be customized by the player when crafted, and purchasing players can have any mount crafter further customize their mounts via in game drops or craftable items at any point. Customization will include: color, wheels, rims, model, speed boost upgrades, wing style, jet placement and music.
Players will have various songs available to them ingame that they can play from their mounts. This option will be available to be muted by other players.
Questing will be done in a similar fashion to Guild Wars 2 style Quest Hubs. Players will enter a zone and a portrait of a local resident will appear in their HUD. The portrait will provide the basic information guidelines for the quest, and the player can choose to do the quest or continue on with whatever they were doing. Upon completion of a quest, a player will be rewarded with an appropriate level of experience, items, money and/or placed on the next portion of the quest. General Quest will be of the a-typical variety, kill X creatures, gather X items for an NPC. Most quest will lead players throughout their faction zone, having them fight through increasing levels of mobs and environmental hazards that require the player to be of a certain level or maintain a certain level of resistance.
Crafting Quest will provide higher amounts of XP/Money and better items than general quest. Crafting will be a large focus of the game, with each tier of PvP and PvE items having a minimum of 1 item that can not be attained by any other method than via self crafted or purchased from another player. Crafting quest will also be the primary method of increasing your skill level in crafting. Crafting will be a tiered system, with 10 tiers of crafting levels. Each crafting level will require the player to complete an individual crafting quest unique to the crafting profession. Players will be given the option to select their crafting profession during the character selection process.
Class quest will provide an equal amount of XP/Money as crafting quest. Class quest will unlock various skills and abilities for each class as they complete them. All class quest will require players to group with other players to complete. For example, the Soldier class will have 3 different class quest at level 10 that will decide which subclass they will work towards. The player will be given a Dungeon quest to destroy an NPC enemy encampment with three different options. They can sign up to tank the dungeon, provide heavy damage or support the group through buffs and moderate damage. Once the player selects the role they wish to fill, they will be entered into a queue to fulfill the roll they chose. They will be given an ability and item that will help them complete their dungeon quest with light to moderate difficulty depending on their level. Players will have the option to repeat their class quest at anytime if they wish to respect their subclass. At max level, players will be able to complete an individual class quest to unlock a second spec so they can fulfill various roles in game. If a player is in the class quest queue for more than 20 minutes, they will be given the option to be put in the instance alone. The instance will have enemy NPC's damage and health adjusted to be soloed.
Group quest will be available to players via a terminal in major cities. Players can access the terminal and enter into a group quest requiring 2 or 3 players. 2 player quest will provide XP equal to half that of a crafting or class quest, 3 player quest up to 75% of a craft or class quest. Players may complete up to 5 group quest in a 24 hour period until they reach maximum level, where they will be allowed to complete up to 10 a day for increased monetary rewards and Tier 0 PvE gear. Tier 0 will not be required for players to attempt 5 man dungeons, but it will not be sufficient enough to attempt a 10 man raid.
Event quest will be scattered throughout each zone and will occur randomly, similar to the GW2 event quest. These provide equal experience as a general quest in addition to any NPC's the players kill during the event. Failure or success will have a cascading affect on future event quest in the zone.
Players will be given a dungeon quest upon entry into a 5 man dungeon. If the player has already completed the dungeons quest, the player will not be rewarded for completing the dungeon outside of drops from NPC opponents. Dungeons will be available to players every 5 levels with significant gear upgrades. Players will be alerted that they can enter a dungeon via ingame radio transmission through their HUD. At that time, they are given the option to queue for the dungeon. If they decline, they will be able to queue at anytime through the dungeon finder. Once they're queue pops, players will optionally be teleported into the instance or can drop out of the queue. Dungeons will present fights will prepare players for both future PvP engagements and PvE mechanics.
Faction/Race and Gender Selection:
When creating a character, players will first be presented with a choice of faction: Human, Cyborg or Robot. Selecting a faction will automatically determine the players race. In order to prevent over population of a specific faction, players will be provided incentives to select a faction with a lower population in comparison to other factions. The incentives will increase dramatically as population differences increase. After selecting a faction, players will be given the option to select a gender. Gender will have an effect on the players starting stats. For example, male humans will be given an increase in strength and endurance, while female humans will have increased accuracy and agility. Cybrog males will receive bonuses to repair (healing) and efficiency (resource regeneration), while cyborg females will have an increase to critical strike chance and a speed bonus skill with a high cooldown. Robots will have a choice between being a hunter or killer, hunters receiving bonuses to hardiness (resistance) and the scavenge ability (out of combat healing). Killers will have increased strength and critical hit damage. After selecting gender, players will be given a multitude of options to customize the look of their character, including height, weight, color and tattoos or markings in addition to typical RPG elements such as forehead size, eye width and size, etc...
Class Selection, Roles and Skills
Players will have a large variety of classes to select from, no faction will have a unique class. All classes will have a relatively small health pool that can not be healed or regenerated except by NPC's in major cities. The majority of players "health" will come in the form of PDS' or "Personal Defense Shields". These will act as a slowly regenerating but "healable" form of health. If a player dies their health pool will return to full. The following is a list of classes and an explanation of each classes role in PvP and PvE.
Soldier Class: Soldiers are the typical grunt type class, akin to the WoW Warrior class. Soldier classes work best in tandem with other classes that focus on physical damage via traditional weaponry such as rockets, machine guns, pistols and rifles Soldiers will have 3 sub classes available to them.
Sharpshooter: Sharpshooters are generally armed with an assault rifle class weapon as well as grenade launcher for light AoE physical damage. Sharpshooters deal high damage to individual targets and provide buffs to other players in the form of increased accuracy. Sharpshooters perform the most damage at medium range and can increase the accuracy of other Soldier classes by using "volley fire" abilities that provide increased damage and accuracy to other traditional weaponry classes. Sharpshooters will also have a few abilities that provide moderate AoE damage at medium range with light explosives like grenades and rockets.
Assault: Soldiers that select the assault class will generally use a high damage and rate of fire machine gun. Assault class Soldiers excel at providing continuous fire on enemies, decreasing enemy accuracy. Assault class Soldiers will also be given several "overload" abilities, allowing them to fire an extreme rates for AoE enemy debuffs and damage. They will also be provided with single target overload abilities that deal heavy damage. Assault class Soldiers will also buff other players by increasing efficiency (resource regeneration) and extended resource pools.
Battlelord: Battlelord are the tanking subclass for Soldiers. Battlelords excel at close range combat, generally equipped with a powered melee weapon and a pistol. Battlelords will have a multitude of abilities that generate increased threat against NPC combatants, both at range and at melee using their pistol and/or sword. Battlelords primary means of mitigation come from their high armor and shield regeneration rates. Battlelords will be given a signature move, "Execute" which functions as a stun and finishing move. When an opponent reaches a certain health threshold, the battle lord will knock the player to their knees, pull out his/her pistol and fire one round into the opponents head for a garunteed critical hit that will always kill the opponent. This skill will become available at: 10% on generic NPC's, 5% on player characters and not available at all on boss NPCs. Battlelords are also highly tuned with nano tech, capable of "teleporting" directly to an opponent both in and out of combat. Battlelords will have a multitude of skills that combo with their teleporting, enabling them to maintain control and agro during battle.
Nano Mage: Nano mages are your typical casting class. Nano mages are super tuned to nano tech and are able to channel nano technology into various forms of damage, healing and pets. Nano mages will have 3 sub classes available to them:
Nano Summoner: The Nano Summoner can channel nanites to create various pets to deal damage for the Nano Summoner. These creatures are generally different robots of various types. Options include a low damage/high armor, medium damage/medium armor and high damage/low armor. Nano Summoners will also have various spells that deal moderate damage, as well as provide debuffs to opposing players and NPC's that decrease their shield regeneration rate, debuff incoming heals and slow movement and attack speed.
Nanomancer: The Nanomancer is a pure DPS class, providing no significant buffs or debuffs to the game. This class will focus entirely on creating projectile formed out of nanites as well as charging them to electrically shock, freeze or overheat opponents.
Nanohealer: The nano healer is, obviously, the healing sub tree of the nanomage. The nano healer's primary focus is to ensure that the parties and their own's shield never go down. The nanohealer can not heal health pools. If a player chooses to play as a nano healer, they will have the option of two separate healing trees, one focusing on single target healing with limited AoE healing abilities, and one focusing on heavy group heals with effective but inefficient single target healing.
Commando Class: The command class is split into two subclasses. The commando can choose to become a sniper or spectre, each side appealing to very different play styles.
Sniper: The sniper is designed for long range, high damage, high accuracy attacks. Snipers have low shield capacity and even lower health pools, but make up for this by being able to engage targets at ranges most other classes can not fight back at. Snipers have the ability to cloak themselves by surrounding themselves with nanites. Unlike Specters though, Snipers receive a damage debuff when coming out of cloak, encouraging players to find a sneaky spot to pick off opponents from. Snipers are able to pinpoint weakness' on enemy combatants and increase the partys damage to a marked target for a short period of time. Snipers also come equipped with a laser target designator to assist Engineers with artillery strikes from a distance.
Specter: Specters are the rogue style class, equipped with Nano Daggers that infect opponents with a nano virus, as well as dual machine pistols for high damage. Specters are a pure DPS class and provide no buffs or debuffs for the group. Specters will have a signature move that allows them to initiate a stabbing style attack, back flip, then empty both magazines on their machine pistols known as "Coup de Grace" as a finishing move that cost no resources, similar to the Battlelord's execute. Specter's also have a similar ability to the Battlelord that allows them to move with incredible speed to close gaps between opponents, but this will leave them vulnerable to incoming damage from opponents they are not engaged with.
Nano Engineer: The nano engineer is designed for all three roles, damage, healing and tanking. The nano engineer does not use weapons, but instead uses nano's to do all of his fighting for him.
SiegeMaster: The Siegemaster can channel nanos to create various weapons of mass destruction. They can form large rocket and shell artillery weapons that can be summoned and desummoned within 10 seconds. The Siegemaster can self target or combo with the sniper to hit targets, including enemy snipers. Siegemasters will summon a rocket battery, the battery will fire and then the nanites will collapse. This ability will be on a longer than average cooldown, as the rockets will deal massive AoE damage. Siegemasters will also be able to conjure up a minigun, flame thrower and rocket launcher that he can hold in his hands and fire several rounds or fuel canisters before the nanites collapse. Basically the Siegemaster is constantly bringing the beatdown. The drawbacks of the siege master are his slow movement speeds during and after summoning a rocket battery or weapon, poor defense against close range combatants and inability to provide buffs and debuffs to the party. SiegeMasters are at their best on open PvP battlefields and large PvE fights.
Nano Mechanic: The Mechanic is the engineer healing subclass. The Nano Mechanic is designed as a melee-range healer. The nanomechanic can apply spurts of high intensity healing to players by performing mechanical repairs on their shields. The nanomechanic can also disable enemy shields for short times, negating any regeneration or increasing the amount of damage an enemy will take for short amounts of time. Nano mechanics can also provide temporary upgrades to players shields, increasing the amount of damage absorbed if the player knows a large attack will be coming in. Nanomechanics can also use the ability to "split", creating nano images of themselves that can provide small to moderate heals to 5 players at once before collapsing.
Rook: The rook is a nano tank. The rook creates large walls, shields and other barriers to absorb incoming damage. The rook uses powered melee weapons in one hand and conjures his off hand into several different weapons through nanites, namely a giant fist, a stabbing style cylinderic shape and a slashing sword style weapon. The rook does not rely on high shields or heavy armor to negate damage, instead they use their shields as a power source to defend against attacks. Rooks are incredibly difficult to manage, as you must be able to predict what the power levels and attack types of incoming damage are decide what sort of barrier you are going to create, as the larger the barrier the more it saps the Rooks shields. If the Rook uses a barrier that is too st
Cross server play:
Crafting and gathering:
Benefits of having alts:
Tiered Subscription Cost:
Jobbie told me to keep my signature the same. This is me rebelling.