Comment what mmors need (Score 1) 23
I started my mmorpg career in december of 97 with a game called Ultima Online. I never thought myself as a roleplayer or even thought id be interested in any roleplaying games. Surprisingly I was instantly hooked. I couldn't put the game down. I cannot think of another game where I actually have fallen asleep at the keyboard only to wake up a couple hours later and continue my playing. What made ultima than so great? The community. One of uo's main points that kept me in the game was the pvp and the long term goals. For example: in that time period it was extremely rare to come across a grandmaster blacksmith. Occasionally one would be setup near the britain smith and offering his service to the fellow players. THIS WAS A HUGE EVENT! Obtaing grandmaster was not an easy feet and those who were gm's were treated as kings. Thats just one example. Another was the unrestricted pvp. You step outside of town alone your likeley to get mugged. When you died everything you were carrying at that time was left on your corpse for free loot (including house keys I might add). So this in turn forced you to travel in groups when ever you left cities or decided to go adventuring! I myself played the role of a PK in an extremely organized guild that was very succesfull. Here is my idea of the next perfect mmorgp:
1) unrestricted pvp outside of TOWNS (NO LAME PVP ZONES, TOWNS ARE SECURED BY GUARDS THATS IT)
2) more important long term player accomplishments.
3) as little npc activity as possible.
The more focus put on the individual player the better. Uo has since evolved into the typical mmorpg. Complete w/ almost 0 pvp and a very "disney" type feel to it. This was not the way it was originally designed. These developers need to grow some balls and start making their games less care-bear-ish. In the real world you can do whatever you want. Yes there are penalties but the point is you can do whatever you want whenever you want. We needs this in another mmorpg!