Lance Treiber
Educated
- Joined
- Feb 23, 2019
- Messages
- 65
Hello. Long time lurker.
I'm working on a small mmo project as a game designer and I want to milk you for ideas. I have some of my own that I want to share, too.
1. "Balance"
In modern MMOs there's this persistent idea that nobody should be OP, or else it's "unfair".
But in classic MOBAs or even DnD, if a player was "fed", he'll be so OP that he can often easily dispatch 3-4 opponents single handedly.
Let's take this idea and put it into an MMO. Let a "Death" mage spell kill anyone with less than 500 HP (tanks having 700-1000, mages 300-400). Let a "SILENCE" cleric spell drop a giant sphere into the room for an hour, and nobody can utter a word while in it.
But let these spells (they're learnable) drop only once or twice a year. Let them also require almost inexistent ingredients.
The guild that farmed this boss (equivalent of feeding a player) may get one of these spells. Now it can wreck havoc, but only if they protect their MVP in a big melee.
I don't see any problems with this approach, as long as the rest of game design accomodates it: very harsh penalties for death, PK-flags in world PVP, team oriented leveling. These things are great on their own, but also "dilute" the individual power of a player a little bit, making one guy with "Death" unable to go postal before running into serious problems himself.
What do you think? I'd like to hear your ideas on this or where you've seen examples of imbalance that does work.
2. "Role playing" classes
I loved when classes were clearly defined in the past.
Here's what I'd like to do:
- Rogue class doesn't fit into "raids" in my mind, but it's the only class that can "solo" a lot of content. For solitary players. They can also steal from players (with reservations).
- Clerics can't damage. No shadow priests bullshit, it only heals, deal with it. You'll be forced to make friends, so it's a social-oriented class. And it makes sense too, as girls often go for support classes and they're often social.
- Mages can cast invisibility and can fly (both lasting for half an hour or until dispelled). Maybe fly freely like in Morrowind (but how will you deal with them without a ranged weapon then?) or they lift off the ground and can fly above water, fire, etc. It still sounds class-defining enough. In WoW you could be invisible for 15 seconds only. Why so short - to tease the player?
- Rangers can track players/mobs. Literally see and read footprints, think Witcher 3. Useful for world PvP.
I'd love to hear more ideas in that regard. What should Paladins, Barbarians, etc be able to do exclusively? Something anti-undead comes to mind for paladins, but maybe it's not very useful in a game that doesn't revolve around the undead.
So far we settled on these classes: Warrior, Rogue, Cleric, Mage, Paladin, Ranger, Druid, Barbarian, Death Knight, Archer.
----
I'll keep it short for now, see if anyone even responds. I know the codex isn't actually big on MMOs.
I'm working on a small mmo project as a game designer and I want to milk you for ideas. I have some of my own that I want to share, too.
1. "Balance"
In modern MMOs there's this persistent idea that nobody should be OP, or else it's "unfair".
But in classic MOBAs or even DnD, if a player was "fed", he'll be so OP that he can often easily dispatch 3-4 opponents single handedly.
Let's take this idea and put it into an MMO. Let a "Death" mage spell kill anyone with less than 500 HP (tanks having 700-1000, mages 300-400). Let a "SILENCE" cleric spell drop a giant sphere into the room for an hour, and nobody can utter a word while in it.
But let these spells (they're learnable) drop only once or twice a year. Let them also require almost inexistent ingredients.
The guild that farmed this boss (equivalent of feeding a player) may get one of these spells. Now it can wreck havoc, but only if they protect their MVP in a big melee.
I don't see any problems with this approach, as long as the rest of game design accomodates it: very harsh penalties for death, PK-flags in world PVP, team oriented leveling. These things are great on their own, but also "dilute" the individual power of a player a little bit, making one guy with "Death" unable to go postal before running into serious problems himself.
What do you think? I'd like to hear your ideas on this or where you've seen examples of imbalance that does work.
2. "Role playing" classes
I loved when classes were clearly defined in the past.
Here's what I'd like to do:
- Rogue class doesn't fit into "raids" in my mind, but it's the only class that can "solo" a lot of content. For solitary players. They can also steal from players (with reservations).
- Clerics can't damage. No shadow priests bullshit, it only heals, deal with it. You'll be forced to make friends, so it's a social-oriented class. And it makes sense too, as girls often go for support classes and they're often social.
- Mages can cast invisibility and can fly (both lasting for half an hour or until dispelled). Maybe fly freely like in Morrowind (but how will you deal with them without a ranged weapon then?) or they lift off the ground and can fly above water, fire, etc. It still sounds class-defining enough. In WoW you could be invisible for 15 seconds only. Why so short - to tease the player?
- Rangers can track players/mobs. Literally see and read footprints, think Witcher 3. Useful for world PvP.
I'd love to hear more ideas in that regard. What should Paladins, Barbarians, etc be able to do exclusively? Something anti-undead comes to mind for paladins, but maybe it's not very useful in a game that doesn't revolve around the undead.
So far we settled on these classes: Warrior, Rogue, Cleric, Mage, Paladin, Ranger, Druid, Barbarian, Death Knight, Archer.
----
I'll keep it short for now, see if anyone even responds. I know the codex isn't actually big on MMOs.