Every day I write another page in my dream MMO design journal that I will never see become real.Anyone else tortures himself like this?
>>2945162share it, maybe someone will vibe code it, or maybe you will in a few years when AI gets even more competent
>>2945162why not just vibe code it?
>>2945185No one's gonna read 80 pages (as of now) of some madman's ramblings then spend a million dollars paying the salaries of 20 people over the course of several years to make his dumb game idea, when they could just make their own.>>2945208Sounds like the beginning of a terrible disaster, especially since this isn't some singleplayer game but THE game genre that has the highest amount of people trying to hack and bot it. You need at least a guy that's good at server architecture and networking.
>>2945274Just do a central hub for the social aspect and make co-op gameplay locally hosted so you don't have to worry as much about server costs. It will mean cheating will be easier though.
>>2945274I would read OP's bullshit if he uploaded it.
>>2964265same>>2945274let's hear it OP
>>2964265>>2964759Unfortunately there's nothing really spectacular about it. It's just a lot of small design decisions that don't sound impressive when taken in isolation, but are supposed to encourage community building and light roleplaying among the players when taken altogether. Random stuff:- Hour based day/night cycle with evil races faring better during the dark, but worse during the day, and good races viceversa, meaning that after 1 hour you aren't "forced" to stop grinding, but it's definitely encouraged.Some would complain about game dictating when they should play, but this leads to another point with - Secondary activities that can be done in towns that also help boost your character's progression. Stuff like enchanting and crafting being more than just "click a button and it's done", for enchanting you kinda need to do a sort of Solitaire minigame where depending on your performance you can do it faster and with less resources used.- Mounts designed to be purchased as a group asset and used by multiple people at the same time. There's also some pages on how to slow down the rush to max levels since players feel that they only start experiencing content once they do that, which I attempt to do by making most content accessible to all players at every levels, except to different degrees. For example it's standard in MMOs for high level cities have high level monsters outside them right out of the gate. This doesn't even make sense from a logistic point of view, you don't build a city in the middle of a deathzone, all cities (with exceptions of course) should actually have low level monsters around them and they get progressively more dangerous as you venture into wilderness. This means players don't have to wait until high level to visit all the "cool" cities or whatnot.Of course everything needs to be tested rigorously and adjusted on feedback. I've taken liberties to assume players feel in a certain way about something, but I could be wrong.
>>2965222I also have a couple of design questions I haven't fully answered. Such as - Should bosses drop items or materials to craft the items as a general rule?- How significant should crafting be for getting end-game gear? - Do you choose a single class at the beginning or do you progressively unlock prestige classes? - Should there be support classes that cannot operate alone past the low levels, and will always require a party? Or should everyone be able to solo their way to max level?- Would players enjoy or dislike if the game had "server-wide events" which leave a permanent mark on the server, that would add flavor and lead to differences between servers, even though new players would not be able to experience that content?As an example: there's some magical elf forest, some dark being wants to subjugate it, there's 3 outcomes, the elves win, the dark being wins, or everyone gets caught in a crossfire and the forest burns down. The outcomes would lead to different environmental changes (i.e. magic whimsical forest, dark gloomy forest, or burnt down forest that humans are now starting to inhabit) and all 3 would lead to different monsters now occupying it.. The outcome is decided on which side the players take during some month-long quest, and there's nothing really "essential" about that forest's content mind you, it's just bog standard kill and fetch quests, but players might still feel gated out of an experience, so I dunno.
>>2965247The snag I think of when you bring up server-wide events is what happens if its multiple servers? Does every server get the event or is it random and you have to be lucky enough to be there to be a part of it?
>>2968505Yeah the event gets triggered at the same time for every server after some update/patch, but the resolution will be different depending on what each server's players did. So there will actually be differences between servers, but they are mostly flavor/fluff, there won't be any major advantages or items locked out. It's just supposed to make the players feel that they live in their own realm and their choices matter, and it's not the same stuff everywhere else.(Also if there's ever any newer servers made after the event, it will probably just have a timer to be triggered X months after it's created.)
>>2965222yea, it wouldn't last. People don't enjoy a vibe when playing a game nowadays they're consuming content.
>>2945162I want a game that hasThe gameplay and class design and UI and controls of FFXIThe seamless open world of WoWAnd the graphics of FF14
>>3005847>No description of what gameplay he wants>Lets everyone know how important the graphics need to beGo back to mobile woman