Good settings for MMOS

What I.Ps would make a good setting? I always thought a berserk would make a great setting for a MMORPG.

you don't know what a good MMORPG is.

Reddit is two blocks down buddy.

who's idea was it to build a game genre around "there's lots of players" instead of the game play?

Battletech.
Just make the governments player-controlled and give sensible combined arms gameplay and you've got a sandbox goldmine.

Mega Man Battle Network

I want off this ride.

It doesn't matter. Any MMO will be filled with faggots who will rather treat it as either a no fun allowed min max nightmare or a virutal chat room. MMOs died when the new generation started playing them.

Get off then.

but if redditors flock to the newest, shiniest, MMO every time one is remotely hyped by the normalfags then wouldn't it make sense to say that Reddit has taken over MMOs since MMOs are at heart a social game?

Nekopara. It'd be like Mabinogi but with catgirls.

Better idea: Good settings for a mobage

For a decent MMO? I wouldn't say Berserk, OP. The setting is interesting, no doubt about it, but 98% of the player population would be sacrifices or nobodies. At the very best you might have to go full Golden Age, as player owned faction fighting sandbox, anything after that age and you're thoroughly screwed sans getting luckily with an egg

Speaking of sandbox MMOs, I figure pvp in them is usually easy enough to figure out, but how far do you go with PvE? In the old fashioned fantasy MMO do you go with classes? Do you make crafting almost a separate set of classes? How do you handle monsters, or is it almost exclusively players? My thing was how do you make it so that you can have NPCs but then make it so that while quests aren't always "Collect 10 bear asses" you can still take requests, move goods for people, Escort coaches or caravans, or become caravans. And if you are able to, should you?

I have been looking around for PvE discussions but haven't seen anything really to avoid the theme park and get a decent sandbox experience with many players and maybe even make it as comfy as Wurm is with people

I've never seen a wild west MMO.


I don't think it's an audience shift but rather a market shift. MMOs in the last 10 years have been effectively the same thing, because suits don't want to take risks with the amount of money that's involved in those projects. It's not just an issue with MMOs, but it's especially bad in that genre of games.

Fuck the haters, it's the best mainstream anime of these past decade. Who wouldn't want to play the mmo featured in a show about an mmo? It's so meta, it's brilliant!

I never figured how do you properly set up open PvP and permanent loss of shit if you're killed.
Make it too strict and whales and casuals just won't play, leaving a bunch of tryhard autists that don't pay a cent essentially leaving the game to die.
Make it too lax and it won't exist because there won't be a reason to engage in it leaving the game in PvE gear treadmill hell.

While it's true that kikes hate to drop money on things that are not a sure thing, the fact that garbage themeparks sell so well also tells you that the people playing it are braindead. Hence why I say that any MMO is doomed to be a piece of shit. Can't plant anything if the soil is poisoned.

Strike a balance, obviously. Have some means of permanent progress, but be able to lose some of your fortunes.

Lost shit should be easily recoverable, but not too easily making it pointless.
Is there an example of well-balanced system like that?

Your mom's bedroom.

...

They sell well initially because they're the hot new thing advertised as the next "WoW-Killer", but go f2p after half a year and fire 90% of their team because they provide absolutely nothing new or novel. Stuff like WoW is an exception because they've been established for ages, but even they're starting to earn less.

Barring retards being retards I honestly think Runescape actually did an okay job prior to its huge changes to death. A certain number of items in your inventory would be kept on you unless you were attacking players. The items kept on you was based on how much they were worth at the general store when you sold them. So basically Big event items (party hats, worth hundreds of millions) would only be worth 1 coin at the general store, but again you were an idiot if you took those sort of things into the pvp zone that is CLEARLY MARKED. It also meant runes (the system of magic) would only stay with you if you had things less valuable than them, and only a certain amount.

For example, if the runes sold for like 1k gold pieces, and you had gear and items on you worth less than this, you'd only keep 3 of the most valuable runes (or 4 if you use prayer). So you'd still have plenty of risk in pvp, but you only took in what you were willing to lose. Now, I'm fine with losing your whole inventory if items are relatively replaceable, but again, it is a balancing act

Cute bacteria clans warring on/in a roastie.
Apocalyptic expansion can be when she gets B L A C K E D and double herpes or ebola horde invades.

Shadowrun

Actually, Reddit really only likes two things:

Meaning that MMOs as a whole can't be Reddit, because there are MMOs which fall into the category:

Reddit consider stuff in those zones too "boring". Reddit are normalfags - they operate under a twisted logic incompatible with the reality they live in, which is why they try to twist things into such nonsensible pattern.

Not sure what fits there, though. Maybe Terra, or Dark Age of Camelot? Hard to say.

Disliked "Returns"
"Hong Kong" was a glichfest
"Dragonfall" is the only good one. Great in fact. Probably because all party members were likeable and admirable.

mmorpgs are all shitty wow clones.

Fuck cooldown skills and mashing buttons in predetermined orders then waiting untill you can do so again like one of pavlov's dogs.

Action MMORPG's is where it's at.

Yeah, but it sure would be fucking nice if someone made one of these fucking things in the same style as Guild Wars where 80% of the game is finishing the end-game quests and content instead of grinding for a hundred fucking hours up to the level cap.

No game with progression based grinding can ever be called a good game, under any circumstance.

So… Dark Souls 3 with a hub world?

Stargate could really work as an MMO. Each Gate address could be the equivalent of a raid instance. The world's quests would need each class type at certain junctions (an arcaheologist minigame to translate text, science minigame to figure out how a thing works), all while the home base is treated as the main city where everyone chills. Every few months you would have the "seasonal event" where the Goa'uld try and invade Earth and you'd get a bit event where everyone works together to save the planet.

That WOULD make a good MMO.

Berserk would make a fucking awful MMO. The problem with MMO worlds being unimmersive is bad enough with 50 million "chosen ones" around. Shove a million hyper badasses into the Berserk universe, and you've basically got a universe that can't possibly be Berserk.

There have been tons of good settings for MMOs, from low to high fantasy to modern to sci-fi and so on. The problems is with the game themselves, where there are no actual threats to those worlds, where partying is discouraged, where the mechanics upon which the world is builts are garbage, and where greed ultimatly ruins the game.

Tera and FFXIV are proof enough that catgirls ande lolis are a selling feature.

Races:
JP
Aura - 8%
Hyuran - 28%
Elezen - 7%
Lalafell - 28%
Miqo'te - 25%
Roegadyn - 4%

NA
Aura - 10%
Hyuran - 29%
Elezen - 9%
Lalafell - 17%
Miqo'te - 29%
Roegadyn - 6%

EU
Aura - 10%
Hyuran - 29%
Elezen - 8%
Lalafell - 18%
Miqo'te - 31%
Roegadyn - 4%

The Westwood version of the Dune universe.

Made in Abyss would seem pretty damn fun.
I think it would be similar to breath of the wild but it takes place in the abyss as an MMO with an actual good amount of content, way more difficult and more survival based.
It should be based off the anime being that you are just one out of many explorers trying to get to the bottom of the abyss.

All the ultra-fags playing Hyur. So boring.

Made in Abyss really seems like the product of someone who wanted to go into video games but went into anime instead.

...

You know what? Fuck it, I'm taking your bait. SAO actually had decent ideas for an MMO as a concept. I'm fine with the idea of 100 floors with people all doing their own thing, with some trying to clear out incredibly challenging raid bosses. I'm fine with a low magic setting where magic is mostly confined to items being used as catalysts and your ability to fight relies more on your mastery of a weapon and your armor. I'm fine with going on epic journeys to harvest materials to make the best shut. I'm even fine with the idea of unique skills and items being given seemingly at random as people are making their way up the tower.

But the same things that would make it good could also very easily make it awful. The 100 floor thing? If you don't have difficulty properly adjusted you're going to have the game cleared faster than you can say, "dead fucking game". In a game like this combat is everything. The large number of floors would also eventually cause your community to be massively split across all those things, and towns might often be barren unless you ensure a few things. More on that in a bit. Low magic setting with items being used mostly potions, crystals and the like is perfectly fine and might draw people in, but the combat system would have to be incredibly well done. Anything less and you basically kill your game before it starts off. Speaking of items and floors, you would need to make certain floors safe. Sometimes it's something as simple as a forest retreat dotted with homesteads or a massive city, but you need to make sure that is the only way people can repair, and restockis by journeying back or using those crystals to get back quickly. The occasional traveling merchant would probably be considered a God send, but repairs should be exclusively in towns and through other players in their own shop. The cities themselves should be fully functional, houses can be bought or even built, apartments can be rented, chairs can be sat in, etc. Let player owned factions claim it and force them to maintain it, send them out on quests to pacify the local fauna, stop a goblin invasion or something. Make it engaging. The epic journey thing could be awful if you did it for every material, so make that few and far between. As for unique skills and items, it'd come down to making sure they are situationally interesting and not just "Oh now you have double dps" on either end.

All you're missing now is to give everyone who has ever experienced SAO weapons grade amnesiacs and then you'll have a community ready to check the thing outrate my shit mmoLisbeth deserved to be in a better anime

every thread.

Its Stalker with lolis and a big hole instead of the Zone, that punish for going too the first level too fast.scientific triumph intensifies

You could do it similar to how League does seasons. Whenever the floors get cleared, completely rebalance abilities and passives. As long as it's different enough that new classes are OP and different spells become the new meta, you'd get a lot of repeat value of out just changing some numbers. Though you'd probably have to make sure to at least make a new final boss every time.

Honestly I think that's an interesting enough idea but the issue is the difference between a MOBA and an MMO. While in a MOBA reseting rank isn't really a big deal (especially when you offer rewards for better players) but reseting an entire mmo would raise a lot of questions. Would people lose their houses if the thing reset, would their levels, skills, and items be reset? More likely that not the answer would be yes to all of those, which would cause massive butthurt. I think your idea could work in an MMO but it'd definitely have to have the fact the world resets similar to seasons in other games up front, otherwise having that happen could kill the player base quickly. But if you could offer rewards for players who do conquer a season (participation, killing bosses, raids, etc in the form of mounts, pets, oddball items decorations) you could probably see decent success.

Speaking of which, anyone have any suggestions for sandbox PvE in a game influenced mostly by players? I thought Wurm had a decent go at it, but I'm not honestly sure.

GIMME HARRY POTTER MMO WOOOOO

No such thing as a X would make a cool MMO.

If I were to design it, I would probably have levels stay, but levels would actually have a low-ish cap. Most important would be equipment. Everytime the game was beaten, items would be drastically rebalanced. You could either trash your items and get tokens to get another item of and equivalent loot level in the shop, and you'd have to guess what might be the new "good" items before everyone has builds figured out. And I suppose to prevent people from easily maximizing their builds with whatever is best, you could include "lose items on death" like in Runescape. Depending on what floor you were on, it'd be more expensive. The first 5 levels would just need you to leave a potion or few behind, but once you hit the top floors, you'd be risking legendary items. And depending on how "necessary" items were or broken they were, you could start tying their drop rates to their auction house values.

Shadowrun would be a great universe for an MMO but not 4e and 5e which you chose pictures from. I'll give you the benefit of the doubt that you probably don't actually know about tabletop, but anything past 3e is cancer. Plus anything past 3e doesn't tie in to Earthdawn which enriches the lore an insane amount. To help you tell the difference in the future: 3e and lower were all FASA Corp (who's names are also on the Genesis and SNES games), where as 4e was WizKids and 5e is currently Catalyst Labs.

Have some 1-3e art, chummer.

The problem with HBS Shadowrun games is that they miss the point of Shadowrun: Shadowrun isn't about being a hero. They always make you play some heroic storyline but the games would be much better if they focused more on the grey line that most Shadowrunners walk as they get paid by various corporations to do their dirty work all while a complex web of political intrigue plays out among the corp heads and scheming salarymen.

Also the gameplay is ass.

This right here.
Me and my brother saw this happen with WoW. Even at it's beginning as a themepark MMO it still tried to have some sense of a world and tried to immerse you into it. Steadily over time however you had casuals that basically bitched and moaned all day on the forums until the mods listened and talked to the dev teams and shit started changing. Now we're at the point where the base game is almost like a completely different beast compared to retail.

Back on topic though, both .Hack and Fate/Nasuverse are great settings for MMOs to take place in.

Different user that got into Shadowrun thru the new games.
I tried to emulate the genesis game but it really stonewalls you in the beginning and seems like sort of a crawl until you get a good setup started. Music is bomb though.
What are some big differences between 3e and the later editions? I've heard anons talk about mystical horrors that are only mentioned in lore but any real mechanics or anything that have been changed?

I always thought Firefly could make a good scene- the difference here is that there is no leveling… only gear. You don't grind reavers or alliance scum either you get it by stealing it or murdering a player. I know the writer's cucked out now, but in Firefly they only had one token nigger and I think a sandy, about average poz for the years it was out.

See it's a role playing game so you play the role as some guy ha ha

looks like you don't know how to read either.

The basic mechanics and the modifiers thereof got simplified. The original system was rolling a number of d6 representative of how good you are at X and trying to get Y of them (representing difficulty of task) over Z (difficulty of conditions), and rolling a 6 meant you rolled it again and adding the new result to the first 6, repeating for however long you rolled 6s.

This became a complete fucking mess when you realized there were modifiers for both X and Z. 4e and on made it easier by making Z 5, and there were never any circumstances under which Z was anything other than 5 unless you were playing with stupid house rules.

The biggest in-setting difference is the Matrix. 3e's biggest metaplot was Renraku fucking themselves up with an AI, which then proceeded to fuck up basically everything with a Matrix connection before getting taken out. Now everything and its mother is wireless, because the game has to update its setting to stay with the times and all that. This also means the aesthetic has gone from 80s cyberpunk to sleek, cloak and dagger Ghost in the Shell stuff, which I like but can understand abhorring.

Anyway, 4e's Matrix is complete shit and anyone who attempts to do anything with it needs to clear all the cum from between their ears. Not only do you not even need a cyberdeck to be a hacker, you hardly need mental stats. Your hacking ability is decided almost entirely by how expensive your commlink and programs are, so even a trog can fly past ICE if his pockets are deep enough.

5e fixes this, kind of. Hacking requires a very expensive cyberdeck to even attempt, and your software/computers skills actually matter. The sudden shift in how the Matrix works comes from the megacorporate powers that be realizing an open wireless internet that anyone could dick around on with their cellphone was a bad idea. Their solution was to lock shit down and form the Grid Overwatch Division most people just call GOD.

GOD is somehow monitoring every internet connection ever, and the moment you do something illegal, you start building up an overwatch score, and when it gets too high you get dumped so hard you take actual bodily damage instead of just stun from disorientation. The only way to get rid of it is hard-cutting all your connections to anything, which revokes whatever rights you had managed to hack yourself into.

Also, because the internet has somehow become shittier as time goes on, you now suffer "noise penalties" for trying to hack anything too far away. This incentivizes the hacker to actually fucking go somewhere instead of playing the entire game from inside a pod full of nutri-gel and never leaving VR.

NEVER AGAIN

Feels fucking ==AWFUL==

Holla Forums, but in a physical space where every avatar looks exactly the same aside from a user-uploaded image as a face that can be changed any time, any where.

Fucking Pokémon or Medabots.
Pokémon with wild encounters/gyms as PvE content and PvP as trainer battles.
Standard pokemon combat, but lots of side stuff to do, like good fishing/berry farming systems and etc.

Medabots with Warframe-like part collecting and building system, but applied to medabot parts/medals instead. PvE against ruberrobo gang members or whatever and PvP against other player built robots. Combat(and only the combat) should be third person based on the veins of Cosmic Break, but with less flying.

Digimon tried the MMO game twice but dropped the ball hard by just making a WoW clone fetchquest-fest and basing it on Data Squad.

To add on to what said, hackers can now hack into linked devices to fuck with enemies. Best case scenario you shut down a high value target's offensive capabilities, but it goes both ways, so hackers now have to watch their running mate's back on the Matrix so their own gear and 'ware doesn't get shut down.

5e also introduced limits on skill tests, basically caps on gigantic skill pools. Instead of rolling 30 dice and getting 25 successes, you roll 30 and could get 10 max or whatever you limit is based on what skills and gear you have. Shit like smart links increase your physical limits. Social limits are tied pretty strongly into your Essence, so if you're kitted out with an assload of chrome, your social limit starts to tank.

There's half an hour long video where some some anime youtuber explains why the MMORPG Sword Art Online from titular anime sucks
There were other stuff as well but Alfheim Online further proves that SAO author has little to no idea how MMORPGs work.

That's the RMT spam-bots skewing the numbers

Playing on Everquest private server with Plane of Knowledge enabled and having watched Log Horizon (actually good and rather intelligent MMORPG anime) I'd say that best MMORPG would be made with the philosophy of Playerbase versus Server. Compared to "trapped in MMORPG anime" Real Life has distinct disadvantage of not forcing people to play said game 24/7 but I love the idea of mainly player-run capital city.

It's really not that hard, it's basic math at worst and if it's really getting complex the DM can just make a ruling on the TN. I fudge TNs all the time, if it's close enough my players don't mind (mind you I've never had a rule fag, running 3e and Earthdawn 1e gives me the luxury of rarely running in to anyone who even knows the rules).

Also fuck wireless matrix. That is all.

Got back from work and watched the video some more. Most notably, Alfheim online has seven or nine factions, impossible to balance even without the broken race/class system. Third MMO in the series, Gun Gale Online is supposed to be hyper-competitive shooter nut it has character attribute points, something that even fucking Destiny doesn't have so that in PvP people can see what their opponents can do by simply looking at their character model/armor/weapon. Counter-Strike was based on the fact that all players have same base stats. Team Fortress does have varying base stats but character models are distinct giving you idea how many bullets you need to kill an enemy.