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MMOs don't need more content. They need worlds that give players reasons to care. Give us a real economy, meaningful risk, resources worth fighting over, and the freedom to create our own goals. What systems do you want to see in an MMO?
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How did the French manage to make the best MMORPG of 2026?
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WoW cannot be fixed.
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MMOs are dead as a genre.
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>>750295393
Nobody knows that this is.
>>750295241
dead genre
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>>750296462
I know what this is.
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>>750295393
they didn't
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>>750296712
they didded
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Science solved motivation (fun) in 1985: social identity, intensity and memorability of choice, and skill expression. And they're correlative. You can imagine how much more fun it is playing a high skill game in front of your peers. Realizing this, you can see how much more potential MMOs have than games of other genres. They're any game but with thousands of simultaneous players. So, an MMO should be the most played game when we're all playing games together and the design is on point. What are your predictions and insights?
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>>750295241
Economies are insanely hard to balance. It has to be designed well from the get-go. I think there needs to be hands on the scales both in terms of the dev economist changing loot tables if theres gluts of supply, find a way to deal with the inflation from bots or chinese farmers. The trading post/auction house rules need to not be retarded. Guess what, most leftist devs are retarded. Wow is inflationary like hell and doesnt do shit to stop gold farmers or sellers. New world was an economic disaster.

I would love to run social experiments to see if automatic scaling undercuts could reduce the prices of things to make them settle more fairly without as much gaming of the system. I would want some materials that players can go gather and actually have them be worth something and sell. Gw2 did okay but not great, definitely not great for all items or types.

But its inherently hard to design because some people wont try to make any gold at all and other people will get rich by trying to make tons of money. Them getting rich might give them a lot of dopamine but it can get bad if they then monopolize certain item supply and jack the prices- it hurts the regular player.

Lots of games dont have good sinks for materials and gold.
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>>750297236
you can keep schizoing about the game on 4chan for the rest of your life but it won't suddenly become a good game
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>>750297756
it already is
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>>750297774
if it were a good game you wouldn't have to keep desperately shilling it in every thread that has "mmo" in it
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>>750297853
if it were a good game someone would keep shilling it in every thread that has "mmo" in it
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>>750297910
you are the only one doing it and I hope you're getting paid to do so

oh man if you actually think it's a good game then lmao
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>>750297460
I felt like there was extremely limited skill expression in wow forever beta. Ive yet to play wow and get a max level character so that might change when I have more skills. But it seems like easy mode designed for idiots. I can optimize my stuff though, so there is motivation.

In foxhole, the devs have continually removed skill expression to reach a desired state of balance where only population thrown at each other matters. Players still probably enjoy the autonomy and can maxmize their logi effeciency.
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>>750297989
>But it seems like easy mode designed for idiots
that's exactly what it is because they gotta make sure the retail niggas don't get filtered
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Why the fuck is this thread spammed multiple times every day?
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>>750298520
this board is mostly bots making the same threads over and over again
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>>750297236
Nobody plays this shit.
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>>750297646
I don't think you have to re-address drop rates as long as bank space is limited and disenchanting exists.

What's wrong with .01ing? If prices are too high, people can farm.

Some people getting rich and controlling the market is a good thing. You can make getting good gear as simple as doing WPvE events, so people don't have to farm metal, leather, cloths, and herbs.

I do wonder how necessary sinks are. Ideally, you can give players as much as they can store or disenchant, and you can have infinite lootboxes to drain gold (which I think is inarguably *the* way to drain gold, absolutely necessary). I don't want NPCs to purchase or sell goods unless they actively fight and trade for power and wealth, and control land and resources.
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>>750299391
I play this shit.
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>>750298520
It's a nutriment nigger thread. This guy has been tardposting about his dream MMO (pay-to-win RMAH skinnerbox) for years. There's something majorly wrong with him.
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>>750299634
Exactly. Nobody
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>>750299690
A real money auction house is tied for the #1 innovation in gaming. Average US income is $65k, and people don't always want to farm goods and equipment. Bringing together the poor and rich is pivotal. People could quit their jobs and play videogames. More people would play. And adrenergics would be higher.
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I think the best MMO would build everything around a few interconnected systems rather than a hundred disconnected activities.

The essential systems

1. A living player economy. Gathering, crafting, transportation, trade, and combat should depend on one another. Crafted gear should remain relevant, resources should have real uses, and specialization should give players reasons to trade instead of making everyone self-sufficient.

2. Meaningful risk and reward. Death should have an economic consequence. Material repairs, lost consumables, and depleted temporary preparations create ongoing demand without necessarily destroying permanent equipment. Powerful playstyles should be expensive or difficult to maintain.

3. A world worth fighting over. Resources, strategic locations, transportation routes, territory, and infrastructure should provide tangible advantages. PvP should emerge from competing interests, not just designated arenas.

4. Player-driven progression. No mandatory level treadmill. Progress through wealth, equipment, mastery, crafting knowledge, reputation, territory, and social influence. Give players different paths to power instead of making everyone follow the same ladder.

5. Logistics and transportation. Resources and equipment must move through the world. Caravans, ships, dangerous roads, supply lines, storage, and regional scarcity give gathering and geography strategic importance.

6. Persistent ownership. Guilds and players should be able to build businesses, homes, workshops, settlements, and infrastructure that require upkeep and provide ongoing benefits. Ownership creates responsibility, investment, and something to defend.

7. Player interdependence. Make specialization meaningful enough that players need one another. A powerful fighter might depend on a crafter, a merchant, a scout, a healer, or a transporter. Social interaction becomes useful, not merely convenient.
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>>750300052
Nobody wants this shit in their game. The one game that did it failed
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>>750301958
We don't have any metrics on D3 with and without the RMAH. I'm guessing a bunch of people stopped playing when they removed it.
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>>750301919
>slop
Immediately disregarded, did not read.
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nutriments nigger thread
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>>750301919
8. Emergent conflict and diplomacy. Alliances, rivalries, contracts, bounties, espionage, protection agreements, and resource disputes should arise naturally from the systems. Developers provide the rules; players create the situations.

9. A world that changes. Resources get depleted or replenished, markets fluctuate, territory changes hands, roads become unsafe, and settlements prosper or decline. The world shouldn't feel frozen until a developer releases the next patch.

10. Multiple forms of power. Combat strength should be only one kind of influence. Wealth, information, logistics, political control, crafting expertise, and reputation should all allow players to become important.

The crucial part: connect the systems

Imagine a guild wants to control a valuable mining region.

•Fighters secure the area.
•Gatherers extract the ore.
•Crafters turn it into equipment.
•Transporters move it to market.
•Merchants finance the operation.
•Rival guilds attack the supply lines.
•Diplomats negotiate alliances.
•The local economy reacts to the resulting shortage or surplus.

One conflict creates economic, social, logistical, and military gameplay simultaneously. Developers didn't need to script ten separate activities. The systems generated them.

That's the difference I'd aim for: not simply more features, but more interactions between features.

A sandbox can have hundreds of activities and still feel empty if they don't affect one another. A smaller game can feel alive if every player's decisions create opportunities or problems for someone else.

The design principle I'd put above everything else is:

Give players things worth building, reasons to depend on one another, and something meaningful to lose. Then let them decide what happens next.
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>>750302218
Would you like to poll 4chan and see how many people would prefer RMAH?
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>>750302240
Retard.
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>>750302218
>People actually quit because a hated mechanic was removed
ok thindick ian
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>>750302459
It doesn't really matter until the game is available and everybody else is playing it. See COD: MW2.
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>>750301919
>>750302438
>I think
you don't think at all
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>>750302585
This game doesn't exist and will never exist because companies generally don't want to flush tens or hundreds of millions down the toilet
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>>750302571
Yeah, you don't speak for everybody.

And shitposting is against the rules, retard.

I've fist-sized.
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>>750297646
They cannot be balanced. No lifers, bots, and chinkoids will literally have 99.99% of the wealth in weeks.
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>>750302715
A few developers is enough to make a few mobs and a zone per day and have an MMO of content in a month or two. You can make trees choppable in a day.
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>>750302797
Nobody wants this shitty game. If they did, they would've made it.
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>>750302860
That's bullshit. We haven't even had an A+ sandbox MMO in 20 years.
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>>750302838
Yes, MMOs are known for their small development teams, low budgets, and zone-per-day. It's been done before, right?
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>>750303053
How should I know?
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>>750295241
New World had it, all.

But later it became known that beta tester rats wasn't testing for shit, and instead had gamebreaking bugs saved under their sleeve to cheat and gold sell, core of engine by itself was like a sieve ridden with major flaws, making it impossible to fix quick.

So economy shutdown happened as otherwise healthy game market was overflooded with dupes all while game being deep into launch. The damage to player motivation and trust made it unrecoverable, 800k to 300k player drop in days, later they made game solo oriented, lacking of any motivation to play.

They had a gem, had it tested for about 5 years continuously, out of all releases nothing I recall being tested this long.
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>>750297646
wow has 2 problems with gold
1. gold doesnt buy power
gold matters very early on when you want to buy big bags, all your skill training, and a mount, but afterwards it falls off. you cant buy the best gear in the game from a shop/the auction house. you might be able to buy 2-3 boes, but the vast majority of gear is bind on pickup. you need to raid

2. power is timegated
you can spend 10000 hours grinding mining nodes and sell the ore for gold, but you wont gain any power. power is gained when the weekly reset ticks over and you can finally do the raid again. those 3 hours a week you spend raiding are worth more in power gains than any grind you can do. people want power. power is valuable. the best way to make money devolves into selling your timegate via gdkp/boosting. the best way to spend money is to buy a boost/gdkp

wow would need a runescape tier overhaul to make the economy actually work
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>>750302438
Pretty much all of these points are either functional or planned in what I have been working on recently, which is basically dwarf fortress if it were an MMO, wrapped in a silly aesthetic where everything is food. It's by no means finished and needs way more content and more balance passes, but most core systems are in place.
The only huge change I made is that servers aren't permanent, and only last weeks or several months. I've played games like Star Wars Galaxies extensively, and I know that in the long run (1+ years), player economy systems usually turn to shit for too many reasons to name, which is why I eliminated that possibility.
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>>750303116
Incidentally I know it hasn't been done yet
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>>750303053
It's not hard to think about. One day somebody makes a model. The next day someone textures it. The third day someone animates it. You're still getting one model per day after the first model is done.

The same can be said for various aspects of zones, including, lore and quests, how mobs interact with each other and resources, resources, and items obtained from mobs.
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4 strength 4 stam leather belt?
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>>750304651
>All the texts are different.
Retard.
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open world PK, no moderation, sex, crafting, no flying
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>>750305391
>no flying
Just have flying combat.
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>>750305193
>All the filenames are the same
Retard.
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>>750305908
Who cares? The texts are different.
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>>750304651
/thread
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already exist?



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