MMORPG Server concept

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Mythic introduction -



Mythic is a MMORPG based server still under mass consideration. The striving network itself is planned to have multiple intriguing features which are later to be discussed. With intensive consideration and thought, we assure generic is avoided in mythic. Player satisfaction is guaranteed and we assure your pleasant experience whilst playing mythic. From strip based classes to leveling systems, boredom is no option. We take all ideas into account and revolve the server all upon what you guys want to see!



About me -


I’ve been an MMO player for 7 years back when I was 9 as I started to play on my brother’s World of Warcraft account. I’ve played runescape for 3 years but never necessarily got addicted to it. Since then, I've jumped through Fiesta, Guild Wars 1, Spiral Knights, Tera, and a multitude of others that I cannot remember the names of. I have made friends, enemies, memories, and experienced many things about many games. But as fun as MMOs are, they always have some flaw that is impossible to ignore. I am 16 years old if you couldn’t do the math (9+7). I have lots of experience owning servers such as my biggest project ‘Minevex’ which is a network that peaked at about 80+ players but was sold and died. I have also owned other small servers that peaked to around 15-20+ player base but nothing worth mentioning.



Ideas -


QUESTS:
This is a very important idea regarding the server. In my proposed “perfect MMO”, there would be no set quests, save a few. The player would get “experience” for killing, exploring, crafting, maintaining a shop, and a multitude of other things. Traditional quests can force the player to do things he/she doesn't want to do, like grind for hours to get quest items, or deliver reports as an excuse to get the player into a new quest zone, among other things. This was a big thing for Runescape, in my opinion. You had quests, but you didn't have to do them. You could do whatever you wanted perfectly fine without them. The only quests in the MMO would be dungeon/huge plot quests, or maybe informal quests like doing a dynamic event. ~60% of quests should be “informal,” or not really picking up a quest at an NPC. You might talk to an NPC and learn something that they want done, but they don't task you with it, you task yourself with it. This is important. This leads to character development in a different way—the alignment, or how “good” your character is. Why would an evil character help a sweet old lady by collecting her pies that some smelly gnolls stole? They wouldn't! They would choose to do something else. They might miss out on a bit of “killing shit” experience, and maybe a pie item, but those can easily be made up for with another quest that fits the character better. I know this point is a bit abstract and can probably never be implemented to this extent. Just take it as a lesson to not overwhelm players with quests if nothing else! Another good counter-point to this is, “well, what would the character do instead of questing?” and I'm not really sure, to be honest. This is the idea I have the most trouble with, but I do know that the current questing style is bland and broken.

Dungeons -



There are a total of 5 dungeons in the map that are fairly tricky. If all the dungeons are to be completed, you are sub prefixed ‘DG’ (Dungeon Master). The 5 dungeons will obviously get harder as you progress through obviously and is a great way for players to gain experience and level up etc. Once you kill the boss you have completed the dungeon. Dungeons are very hard, and should only be attempted by high leveled players in order to pass the dungeons obviously. You also get secret items and loot once dungeons are completed. I also plan to add multiplayer functions where you can do dungeons with other people. Of course you can do dungeons alone but if you invite someone to do dungeons with you, the xp will drop by 50%.



Player driven economy -



Exactly what it sounds like. Players should be able to open their own specialized shops, sell their items, or maybe even order inventory from another player. This is just another immersion thing, because NPC vendors paying you money to take out your trash is unrealistic. I'm not just talking about an auction house or trade broker, I'm talking about a player buying some land (possibly shared with other players and someone can choose which store to go into through a menu) and setting up shop. They would have to pay rent, manage their store, and attract customers, much like in Albion Online. To avoid spam, the shops would have to be in a special town district, I think. I feel some people would play the game just for this bit, if it was fleshed out enough.



Combat -

Tera got this near perfect. Tab-targeting stuff and mindlessly pressing numbers on your keyboard? No more! You have to actually aim and practice accuracy and precision to get better. Dodging, counter-attacking, blocking, hitting, it's all there. I encourage you look up some videos of a Tera Warrior to get a good feel for it. Also aiming with ranged characters makes you feel like a badass. This is an immersion thing, as well as a gameplay issue. Tera, with all it's flaws, will be missed because of this one-of-a-kind combat system. You know the combat system is good when you're on a kill quest and forget to turn it in because you're having so much fun fighting the monsters. I want there to inquire skill in combat, something which you need to train and be good at through time.



Skills and classes -



Here comes one of the most important features the server must have. That is yes of course classes. Classes are extremely relevant to the leveling system, meaning you can level up your specific class. For example you chose the wizard class, and you level up to wizard level two, you will receive rewards alongside another prefix. Most of the classes have been decided which are Wizard, Rogue, Archer and Warrior. Obviously you cant change classes once you have chosen your class. There would have to be skill trees or something similar, with each “tier” getting unlocked by “levelling up” in certain skills, like in Runescape. To be a sword-wielder, you have to actually practice sword wielding. Now I know I said that there should be no levels earlier, but this would be a behind the scenes type of thing.Maybe the game would tell you if a piece of ore was too hard to mine, or that the tree was too thick for your wimpy-arms, I don't know. One of my main thoughts on the subject is “Don't let the player see any numbers,” however I know this is simply not possible (I would want to see how much damage I'm doing, or maybe my level of sword-wielding to prove to prospective dungeoneers if I was worth the trouble) but it shouldn't be the focus of those activities. If levels are shown to the player, they need to be measures of experience, not necessarily skill. Those usually go hand in hand, but there is a distinct difference just because you swing your sword a lot doesn't mean you're good at it. It would be up to the devs to fix this inherent perspective problem, or else it would turn into a numbers game like any other MMO.

I plan this server to come to reality and hopefully happen, just do not have the team as of now. Make sure to leave any ideas or thoughts. Add me on Skype if you're interested.

Skype - alan-loofbourrow2000
 

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Do you guys want to see this happening?
 
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rigsby21

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Looks great!! I love seeing new things like this, i'm doing one similar with star wars!! GL!!!!!
 

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This sounds like an amazing concept!

Personally looking at the Anime series SAO might give you a few ideas for skills and other things as it might be easier to replicate that type of thing in Minecraft :)
Thanks dude, I watched all of SAO personally myself.[DOUBLEPOST=1462695217][/DOUBLEPOST]
That sounds great but it has potential to run into some problems.
Open for feedback/thoughts what problems do you see.[DOUBLEPOST=1462695260][/DOUBLEPOST]
I am actually currently working on something similar.

http://www.mc-market.org/threads/97707
Looks great, hopefully we could do something together.
 
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Bump
 
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