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Trunks
10-25-2008, 12:56 AM
Hi Flowsioners,

Project MMORPG is the newest project that the Flowsion NET Team will be working on. The Developers of this new MMORPG are the following: Crovax, Mats, Koriz, Angel-SL, TheRamon, Danny, Snow, PurpleMadness and Bui. You can see that it's almost all of the original FlowsionMS Development Team & the OdinTeh Development Team. I have not confirmed with some of the other staff members if they wish to be a part of this project, so expect this list to be updated.

We are going to make a 2D MMORPG that is keyboard-to-move. The details of the actual gameplay will be posted in a full description as will the story once we have completed it. Currentl, we are in the structural and conception planning stage and will be discussing the actual coding once we have it completely figured out.

How can you help? Give us your ideas! What do you love about MMORPGs? What do you hate? What would you like to see in a storyline? How would you like your perfect game to be? What features would you like to see? How about some new things you've never seen before?

Comments!

Thanks & Happy Posting!

butterfli
10-25-2008, 01:01 AM
We are going to make a 2D MMORPG that is click-to-move.
argxd. I don't know about other people, but clicking to move has always kept me from playing games that were click to move (usually it was 3d games).


For rpg's one of the main aspects about it has always been the quests/storylines. With all the maple related quests about some BIG BOSS threatening a town (pianus and Aquarium, paplatus and Ludibrium, HT and Leafre, etc). I think we've all forgotten about romance in rpg's.

Perhaps the staff can hold an event where users would write stories for as an idea for this new MMO.

v well, I was thinking that a storyline would take people's mind less off grinding. Though, grinding+chat is fun, sometimes, the grinding gets boring.

Ian
10-25-2008, 01:01 AM
two things I can think of that I've liked, from maplestory, sinces its the only MMORPG ive played are Guilds and side scrolling. I like to do stuff with other people, so bosses/party quests were always fun.

@maiden, I dont know about other people, and not saying that quests/stories are bad ideas, But I hardly ever read the quest text in maple, lol. Although, i remember the ayan/her rather in henesys quests, and those were pretty cool.

@newthing agreed, assuming there is gringing in this ;D

Bellocan
10-25-2008, 01:16 AM
I hope that there will be a decent buddy system, like the one for MS. I can't stand primitive buddy systems where you always have to click and type in someone's name just to talk about them.

Kiwi
10-25-2008, 01:37 AM
I'm not so sure if click-to-move MMORG is such a good Idea,but maybe you can put options of clicking or arrow keys...O and the some idea's are:
-Houses
-PVP Arena
-Creative Maps?
-Buddy Systems
-Bosses
-Quests
-Chat
-Clothing?
~
Well Thats All I got... xD

Edit:
-New Jobs /Wide Selection! Ex:Night Walker,Joker,Gun-Men
-Cool Skills!/Names Ex:Energy Absorption Orb,Light Striker,Holy Light
-Mailing System
-Great Graphics!
-Marketing
-Farming? <~~~Not Sure? o.o

Trunks
10-25-2008, 01:40 AM
Woah, I don't know how I mistyped that, I mean it'll be keyboard-based. I'm completely against click-to-move and find it extremely annoying.

Sn1per
10-25-2008, 01:40 AM
if stats are going to be used, dont try and fiddle much with "new" kinds, if anything, a stamina stat should be added. Story is major thing within a game, but takes a little bit of a back seat to the community, but a multi-level, spoke style story may be an interesting take on the story within an MMO. The spoke style is as in a bike spoke (true spelling, if wrong, escapes me atm), the story has an overall arching theme, but sub-story plots exist to propel the main story along without side tracking. Well, 2d plan of action, no real need for change, but taking from games we have "played" there should be some key things brought over from it.

next thought: skills/jobs (different in some ways than we know)

As i dwell on possibilities that could go into a 2d point-click game, ill come and post more :S

Woah, I don't know how I mistyped that, I mean it'll be keyboard-based. I'm completely against click-to-move and find it extremely annoying.

thanks for a cog in my thoughts X_X retooling thoughts...

Savage
10-25-2008, 01:42 AM
I think the look is sort of cool, but maybe something more American/comicish. There are a lot of anime-style games out there and it's sort of annoying. I'd like to see something different. I don't know if the whole mouse-click part is set in stone, but I really like keyboard-based games...much easier to use and there's always action going on. That's one reason why I think people liked MapleStory.

Ian
10-25-2008, 01:43 AM
Woah, I don't know how I mistyped that, I mean it'll be keyboard-based. I'm completely against click-to-move and find it extremely annoying.

yay, i was thinking oh fuck, but didnt want to say anything since it sounded like it was set in stone :P

Bloodletter
10-25-2008, 02:44 AM
I think a few questions are worth asking:
1)What sort of setting will it be in? Futuristic, medieval, sort of both? I'd toy around with the idea of piloting mechs or something for futuristic combat. I think that sounds fun. Horses/dragons would be nice for medieval settings too. It'd provide an optional new gameplay style for some (or all, if you can manage it) classes.
2)Will users start out in different areas like in MS? It was kind of disappointing story-wise that being from different areas didn't mean anything after you promoted. Might be able to add to the story by actually making you care about what town you're from. Then again, that might drive a wedge within the community. I dunno.

Out of ideas for now. Anyway, I like that it's going to be keyboard-based. Point-and-click style games bore me. And yeah, if MS did anything right, it's the buddy system and the ability to customize your characters without sacrificing power, albeit through the use of actual money, which is likely what Nexon is looking for anyway.

Hiep
10-25-2008, 03:22 AM
Can we have a M-rated game please?

Maxi
10-25-2008, 03:45 AM
I think I would need a little information to give suggestions. Like Bloodletter I would like to know what you are aiming for. I'd love a Medieval like setting. Or maybe a futuristic world were creatures are over taking cities! Or... well... there are so many possibilities! :o

Hiep
10-25-2008, 03:48 AM
How about all different types of enemies; humans, mythical beasts, demons, robots, etc?

Crazycook728
10-25-2008, 04:00 AM
Of course, classes with balanced skills for balanced class numbers. Not like GMS where:
1. Almost everyone is pretty much dependent on DKs and bishops
2. NLs are huge in numbers
3. Noticably low numbers of MM, WK, F/P Mages
and some other stuff that I dont know a lot about but yea you get the basic concept.

Kaasoljoyyx
10-25-2008, 04:18 AM
For storyline, talk to Isaac. He can probably give some good ideas. He's very knowledgable of MS lore and probably thought of his own storylines for games.

Desolation
10-25-2008, 04:35 AM
You should totally try to make THE best MMO lol, integrating everything good about every game. Right now some games you play for one thing, another game you play for another aspect. Here are some aspects I find appealing about MS or other MMO's.

*These are in my opinion, so....whatever generalization is given, I'm sorry if it doesn't include you.

- Easy to use interface. I just hate it if you have to press 30 buttons to access a menu, talk to other people or increase a skill. Easy to use, easy to look at, and easy to access the chat bar.
- Good leveling pace. The 20x MS rate was excellent. Not too fast, not too slow.
- Loads of quests. Some games have 0 quests, which makes it sooooo boring to play. However, if there was a story to the quest, it would be ok. Maple has a good system of some story quests / some instant quests, but the story quests are finished after 3 steps. Something meaningful would help a lot.
- Party Quests - People totally underestimate the value of party quests. They provide a good way to interact with other people, work as a team, find out strengths and weaknesses, or just chill and have a good time. Maple had this concept down, with loads of PQ's to complete. FMS on the other hand...the lack of pq's just killed partying for me.
- Guilds and parties are a must. ><
- Customizable characters. NX, weapons, items, armor, faces, eyes, hair. It was amazingly fun to customize your character in MS and in other games. It would suck if you had to stare at the same character the whole game.
- *thinks* Bosses. They help the game in that it presents a challenge or a goal for people to attain. People say "Oh gawds, you killed Zak?" And immediately it represents a point of pride / accomplishment. A game without bosses just sucks.
- A map where you can gather and talk with other people. In MS, this was FM. Just a place where you can chill, y'know, for example a place that is easily accessible to all characters at all times. Whether it be a major city or a map, it doesn't matter, as long as this exists.
- Pets! People love little pets to talk with, look at, feed etc etc.
- Something unique. If you don't have anything unique, people will just think it's just another MMO. I lack some imagination, so I can't provide a suggestion here XD But ya, whether it be an awesome PVP system, a new way of killing monsters, or w/e w/e, a unique aspect of the game makes people interested/curious.

Hmm along with other needs such as balanced classes, a variety of classes, monsters, skills which all make up a MMO, I'll sleep on it :P Otherwise, good luck with developing this new MMO!

seth1134
10-25-2008, 04:44 AM
Make it 2-d side scrolling, and ill be happy with just about anything.

Shiki
10-25-2008, 05:04 AM
flat-chested blue haired lolis that can shoot ice out of their fingertips

Bloodletter
10-25-2008, 05:04 AM
Another thought. I'd like to see a game where the character builds can be diverse, even within any single class. In MS, the builds were pretty much standard for any class. There was very little specialization within classes. All Bowmasters had the bowmaster skills they were expected to have, all Mages had the skills they were expected to have, etc. I'd like to see a class system where even a single class could have a bunch of different play styles depending on how they want to make their character. There should be more skills available than is possible to max out during a job, which will create diversity, and the skills shouldn't be throwaway skills like NL's Shadow Meso or what have you. Each skill ought to have some kind of merit gameplay-wise.

On that note, if you do plan to make a world with magic, it might be fun to have a universal system of magic that all classes can use, like in Phantasy Star Online. All classes have access to some level of magic, but only certain classes can have the highest rank of certain spells, and some classes can have more than others but still not be able to max it out. This would allow for some of that diversity I was talking about above, assuming there's some incentive to use magic (mostly unlike how it was in PSO, where magic was outdone by physical ability 95% of the time even for magical classes). It might be nice to, instead of having any sort of magical class, eliminate that option altogether and let any class use offensive magical spells depending on how much int (or whatever you use for the magic stat) they have. This will let you make a mage blaster out of anything while still having a decent set of physical skills from their actual classes to choose from at the expense of their own class's ideal stat (ie: a bowman in an MS-style game that wanted to have a certain level of magical attacks would need 50 int, and those 50 points could have gone to dex or str).

I'm sure ideas will come in more once a general story/setting has been made. Honestly, I don't think any storyline can be that great if it's an MMO. It'd take a lot of work to have an MMO where the story was actually interesting, so I usually don't expect much in terms of story for MMOs. I think it's mainly gameplay that's important. It wouldn't hurt to try though.

JanKn
10-25-2008, 05:10 AM
flat-chested blue haired lolis that can shoot ice out of their fingertips

http://www.walfas.org/?p=547

Radamanthys
10-25-2008, 07:30 AM
By 2D do you mean side-scrolling or will it be over the top view like with RO?

The only other side-scrolling MMO I've played was Ghost Online and it had running as a beginner skill which was pretty cool but it drained MP a lot unless you had a special temporary item to counter that. It's PvP system was also severely flawed, only Assassins with poisoning skills had the upperhand in winning. If it will be side-scrolling then I hope you guys can learn from MS's flaws and develop your own awesome one with good balanced character classes or abilities or whatever system you'll be having.

But yeah aereal view would be cool too.

Trunks
10-25-2008, 07:41 AM
It will most likely be a side-scrolling MMORPG.

I Rule YU
10-25-2008, 07:43 AM
Sounds awesome Flowsion. Can't wait until the development gets started.
In the meanwhile, I will try to produce some ideas for the game.

Kafro
10-25-2008, 07:43 AM
I DEFINITELY want to see something other than the usual fantasy with Warriors, Mages, Thieves, Archers, etc. I can give a lot more ideas too but I'm tired.

EDIT:

I suggest a single-player "instanced" beginning to help players understand the basics and then there could be an ACTUAL IQ (AND PERHAPS ENGLISH) TEST so we don't get stupid people on the game.

Pyro
10-25-2008, 08:22 AM
Graphics: Try to make the art style kind of maplestoryish but not too much like maplestory. Make it like, an american version style of maplestory http://www.videogamesblogger.com/wp-content/uploads/2007/07/super-puzzle-fighter-ii-turbo-hd-remix-ryu-chibi-character-art-screenshot.jpg

Interface Make it exactly like maplestory. The places kind of mixed in with past and future culture. Make a new york city, make a old colonial town etc. Make guns, arrows, etc.

Skills/jobs idea The skills need to be sort of flashy but appeal to the mind of young teens as well as young or even older adults. Make a majority of the game party based but with a single player advantage aswell. Make a hunter that has bombs coming out of the arrows with holy light shining above. Or make a mafia with AK 47's blasting away, or even a sweet priest who heals people in a party.

Experience rates
Well, make it sort of challenging but not all total grinding. Give the party quests low or high levels, a chance to pick and choose what to level up. Give them a number of skills to unlock EX: Chain of attacks then BOOM, or a PVP system similar to this.

I will be adding to this regularly to make the perfect game for our the flowsion team :)

Kafro
10-25-2008, 08:40 AM
I suggest NO LEVELING AT ALL or at least make it not mandatory. Fuck that shit.

Or if you want to copy WoW, make leveling easy and put a lot of shit at endgame.

Curtis
10-25-2008, 08:50 AM
A mafia class would be nice
-Pistols and rifles for single-shot
-Grenades and rocket launchers for mobs
-Machine gun hurricane-like skill

thats what i can get off my head so far

Pyro
10-25-2008, 09:08 AM
Please refer to the MMO outline, i implemented some things.

Kafro
10-25-2008, 09:44 AM
Story: In the year SOME TIME FAR IN THE FUTURE the citizens of planet FLOWSION (hurr durr) are overrun by a strange, powerful race of aliens which ravage their cities and kill many people, so in order to buy themselves a shitload of time they go back in time (and to another dimension perhaps to avoid a time paradox) and begin to colonize in a time where the species hasn't appeared yet which apparently happens to be the middle ages

unfortunately the citizens of the middle ages are all "oh shit those guys are witches" and they go batshit insane on the future people and them thinking "the end justifies the means" proceed to kill their ancestors in order to have no problems when building up their technologies further

unfortunately the people of the past have ancient powers and creatures once thought to be only in fairy tales that rival the power of technology and thus a total war is created against the desperate and the ignorant

you are an amnesiac awaking in a field of desolation, and after battling through a solo tutorial phase in which you learn the basic controls of the game you come to a fork in the road leading to either the Future People camp or the Past People camp, at which point you decide your "faction" for the game (lol ripping off WoW PvP aren't I cute :3)

you then get a choice of classes to pick from which are generally the same on both sides but with a fantasy or technological twist as well as several abilities relating to your certain faction or something i dunno

so along the way you apparently possess skills above the average human and can absorb and/or learn mysterious augments that can change your abilities in certain ways and further customize your character and everyone's like "wtf wit dat guy yo" and you're all "lol i dunno but i'm strong :3"

anyhow after several major battles and some plot twists and whatever you are eventually revealed to be a part of the spies of the futuristic attacking race thing guys whatever posing as humans and they fell into the timedimensional portal thing and there were some side effects that erased your memories and everyone's like "OH SHIT" except for the people reading this thread and figuring out the story now and then you can like team up with the opposite faction for a final climactic journey or something i don't know gosh doesn't this sound faggy

thank you

Classes:

of course i suppose you can't run from the bare outlines of the class system derived from DnD but in any case

Future

LaserSoldier (Warrior) (If anyone wants to make up a better name PLEASE be my guest)
Gunman (Archer)
Medic (Cleric)
Engineer (Mage)
Stalker (Rogue)
Marketer(Merchant) (we need more variety)

Past

Knight (Warrior)
Archer (Archer)
Priest (Cleric)
Sorcerer (Mage)
Bandit (Rogue)
Merchant (Merchant)

... there needs to be some balancing checks and whatnot but this looks good if you want a class system

PrinceToru
10-25-2008, 01:45 PM
What I want in a MMORPG is for the world to have it's own culture, civilization, and no MapleStory cash.. well maybe we could make a culture clash where the ancient times meet the modern age but, with limits. In MapleStory, what I hate so much is I feel like I'm going nowhere. Last time, I played Ragnarok Online and what I like about it is the adventure. I would suggest that there will be no shortcuts like scroll to towns, or taxis. Well, this may sound inconvenient but if the trip to each town is not boring and interesting, maybe it won't. Perhaps, try to not make a training ground with only a species of monsters, try mixing it up. As the name suggests, experience should be gained through the experience of playing, not just by cheating through large amount of exp. points that a monster holds. Despite that, leveling should not be as hard as maple. And maybe each character can have a 'home' in specific towns, cities, villages, etc. A home, not as in having houses, but.. uhm, like nationality or something. These factors make a game interesting in my perspective, but I don't know.. it's just my idea though. :D :D

Clear
10-25-2008, 02:22 PM
An actualy guildHQ, Where you can put stuff in etc.

Also, I would love too see something like Mining(lolRS) and forging. and..markting.

Congee
10-25-2008, 03:05 PM
monsters that level up as you level up

Watch
10-25-2008, 03:17 PM
monsters that level up as you level up

Suggestion 1-YES YES YES. I played one of those stupid msn games the other day, and it was fucking awesome, main reason being I had a dog which level'd up as I was playing, and he would be able to transform into A FUCKING SPIDER OR GARGOYLE for say 5mins, but the game was short. For the MMorpg i'd suggest making him turn into xxx for 5 days, 10 days, a month, perm, etc?

Suggestion 2- Im jacking this idea off of atlantica online. Basically FORCE the player and give him exp for doing mandatory quests till say you get your job advances and branch out into different chars. Instead of simply throwing them on something like maple island without a clue how to add ppl, whisper, add ap's, sp's and what not, guide them through it, basically to make the *beginner* trip easier and once the *beginner* trip is over you'll already be ready to job advance. It's a lot easier for people to get into the game that way, rather than diverting them away from it.

Suggestion 3 - Please no more anime cutesy shit. I hated it, but loved ms' gameplay. Make it.... alright looking, something along the lines of not too *arg, orges!* since it'll drive the females away, but something in between.I'm not sure if you played captain America way back in the sega days, something like that would be fucking awesome.

edit: Suggestion 4- Oh yea I remembered, as kafro said, try to move away from the typical mage warrior thief and bowman as much as you can.


Question ?- In the future, if the game is complete, what are your future ambitions and how far do you plan on going with it? To be direct im wondering about how you plan to expand it, advertise it, and do you plan on looking for investors? or will you have the capital ready in advance?

RichardParker
10-25-2008, 03:59 PM
YOU SHOULD MAKE IT HISTORICAL.

Like, make a class called "Backstabber" with the first job being called "Caius Cassius"

>_____>

Qirn
10-25-2008, 05:38 PM
^ o.O

I think it would help a lot if we knew whether the setting will be in the past (medieval-like), nowadays of in the future.

As for another thing, has anyone of you ever played Rakion? It has a nice concept, althoughthat is dampened by a lot of players with a shitty internet connection and Softnyx being as greedy as Nexon.

And... are you sure you want the game side scrolling? PvP is pretty... easy if the game is 2D.

xKsp
10-25-2008, 10:55 PM
This sounds like it could be a huge success, good luck guys! I'll definitely play it.

butterfli
10-25-2008, 10:57 PM
monsters that level up as you level up

But then some noobs would just die a lot and the monster would level up too much making it harder to kill

http://i37.tinypic.com/33li6ue.jpg

:<

I wouldn't mind a game that's like maple but instead of maple characters and sprites, just use poorly drawn stick figures and weapons so Nexon can't sue for stealing their pictures xd

Kafro
10-25-2008, 11:18 PM
http://www.flowsion.net/forum/showthread.php?t=9211

blah blah blah read here blah blah

Ambient
10-25-2008, 11:23 PM
http://i34.tinypic.com/2u7qa95.jpg

Basically I like a guild battle system. Also, PSO had a cool feature with rare enemies(variants of the normal ones that rarely and randomly appeared. Stronger/different drops, etc) which was enjoyable for me.

RichardParker
10-26-2008, 07:59 AM
Do this.

http://i12.photobucket.com/albums/a215/JohN352/LevelUp.png


Weapons that level up. :3

2hearts
10-26-2008, 09:08 AM
Ok.. I didn't have time to go through the whole thread because a) I need to go to sleep and b) I don't want to lose my train of thought. So forgive me if any of these things have already been mentioned or ruled out.

What do you love about MMORPGs?
*The sense of community - Guilds and Buddy Lists.
*The ability to chat while training or questing - this is one thing MS got right. In other MMO's I've played, it's a real chore to type anything at length, especially when whispering.
*Feeling accomplished and proud of my character - this includes the way it looks, as well as how much it has grown.
*Mini-games like fishing and mining - but I'd prefer if they were actually like mini-games, in that they required some skill.
*The ability to farm for items to use in the creation of special items/weapons - though I'm iffy on the idea of having my creation abilities limited to one or two fields.

What do you hate?
*Nexon- I mean, when a game forces you to grind mindlessly for hours on end just for one level.
*Buying cash shop items. It's such a greedy system.
*Events that are biased in favor of the strongest players, or in favor of a particular class.
*Having items available for purchase that give players an advantage over those who choose not to pay.
*When items are so rare that only a few rich people can afford them.
*Having to pay for the ability to sell items in a shop when it is impossible to recover my training costs without doing so. :x

What would you like to see in a storyline?
*A variety of quests that add to the main plot and to subplots.
*A history that can be observed in the surroundings - for example, ruins or wrecked, abandoned buildings.
*A hideous, despised, ultimate boss to defeat, who was responsible for the horrific events in the world's past - I'm thinking it should be called Xenox. Get it? ;P

How would you like your perfect game to be?
*Personally, I'd love to play a semi-dark futuristic game. With robots.
*A cyborg class would be cool as hell. Not sure if there are other MMO's with one, but they could be customizable as far as what cybernetics they have, and those could be their weapons. For example - a cyborg with special arms would use punches and throws, while a cyborg with special legs would have a speed boost and attack mainly with kicks.
*I like the look of the sprites in MS, but in my 'perfect game' I'd basically stretch out their bodies to make them look more grown up and sleek. Though I'd keep the over-sized head. These proportions make it easier to display special outfits, faces and expressions, and super effin awesome skills. :]
*Quests would give decent experience to cut down on grinding time.
*Going off of this last point, grinding would be cut to a minimum by including a variety of mobs that all give good experience to players in the same level ranges. Example: MS has two mobs that are good for high level players: newties and skeles. Is it honestly that hard to add two more types of mobs in different areas of the world?
*Detailed towns and outposts - a variety of shops, arcades or similar places where mini-games can be played (possibly with 1-3 other players), and abandoned houses to explore and possibly find secrets inside.

What features would you like to see? How about some new things you've never seen before?
*I would be very willing to pay a monthly or bi-monthly fee, as long as it's $10 or less, and get free 'cash shop' type items either as drops (yaaay fMS!) or as event prizes.
*Quests that play off of each other - meaning, you can only do such-and-such quest for an ultimate weapon upgrade after you've made friends with the right NPCs by completing their quests.
*I really liked using hidden-street.net as a supplemental guide to MS. Having a searchable database of monsters, drops, weapons, quests, etc like that is really essential to not wasting one's time running around blindly. (As a bonus, making that guide as you design the game will help you keep track of what you have and what you still need to add...)
*Summons for each class. The Cyborg class that I suggested above would have a robot "summon", for which they would need to complete a quest for a black market robotics merchant to get him to make them a robot. (I was inspired by the warlock class in WoW for this one. I loved my voidwalker.) :P

It turned into a wall o text but that was beyond my control!
~thanks for reading~

Thorgal
10-26-2008, 02:00 PM
Bullshit about this post (Scroll down a bit for the suggestion);


Might contain a bit strong language;
I've played MS (Global, Eu and several Private servers) for a long time, only to come to the conclusion that Nexon and MS in general is seriously getting fucked up. The game, which was new in it's genre and fun to learn at first, became boring after level30 +, it became grinding at lvl 40, and at lvl70+ it was just plain boring. They did some good things, and made combat in maple fun, but it didn't stay fun when you had to perform the exact same skills each time you battled a monster.
I've noticed Nexon has been shutting private servers down, trying to get the people back to play the real game. Now, Nexon is failing with the game. Now I've noticed some people are going to develop a game (with Maple influences, am I right? I mean, that's what your aiming for, a 2D Sidescroller...), I don't want these people to put their time in this, and it would end out boring as alot of other mmo's.
So, I'm going to give you a couple of suggestions, after experiencing alot of other MMORPG's.

The actual suggestions.

-Design your COMBAT carefully.

Don't make it repititve, don't make it boring, don't make it turn based. Looking back at Maple, they have a good concept of 2DCombat: you click, you hit.
But, as you would learn new skills, you'd be only using the same 2 or 3 skills. There never were real combo's. If you make skills, you should focus on chaining them. As in maple, you'd use your skill, maybe jump on the monster, use another skills, and so forth. It was boring like hell, you couldn't do any special moves or play in your own style, you'd just do the same as everyone else. You should be able to chain attacks, dodge (Not percentage based, but actually dodge) and block (with pushing a button, not an auto block or just a shield that gives you that extra bit of defense points). Making it fast paced(Maplestory isn't, it's slow, really!), will force the player to concentrate more, and actually be fighting with his character. Make monsters have different moves and blocks, so that the obvious attacks (Charge and hit'm) will receive damage penalties or result in a complete block, while a player that uses speed and moveability with a good timing (Right after a block or an attack that you dodged) will be rewarded with effects such as damage multiplier (after each succesful hit) or a short stun (after succesfully hitting after the enemies attack).
Give the enemy an actual AI, though it could be hard to code, it will vary the fighting styles.
In maplestory, monsters are all the same, just another skin and stats. Sometimes, just sometimes, they have a ranged attack or other ability.
Again, make it FAST PACED combat.
Buffs and Debuffs are also very important, and can give experienced players great benefits in combat.
All classes should also be able to toggle between ranged and melee fluently. Ranged combat often ruins the games.

Armor;
Sucks. The game should be played based on your skills, not on your armor rating or weapon rating. Over at www.tcos.com , they have a special system, read it whenever your interested. Basically, you wear anything you want, that means you could run around naked, it won't influence your stats. Your stats are rather set by items enchance your armor.

Ranged Attacking
Is it gonna be like in maple story? Autoaim to the nearest monster? Or will it be a bit more advanced, for example, use the mouse to aim, or use a couple of keys to toggle bewteen enemies? I think it would be better to make ranged combat a minor combat feature. (Nearly-) Every class should be able to use ranged combat (Minor damage) to approach their foe, and then toggle to melee combat to actually finish/battle the enemy.
Ranged combat as in maple often requires no skill, so that's why guns and magic should be a minor feature, and melee would require skill and movement, and deals for that alot more damage.
-PvP
Just do it.

Loki McAwesome
10-26-2008, 02:29 PM
My advice would be to not drop the whole project after a month or so.



ho ho ho ho

I'm here all week.

Congee
10-26-2008, 03:53 PM
^also loled

anyway, i dont think anything too complicated can really be done by the team, at least not until they have more practice/experience.

Qirn
10-26-2008, 06:06 PM
Then this is the best time to get some experience xD

@2 posts above me, sounds a tad bit like Rakion. Besides, it's not click&hit, it's pressabutton&hit. Oh, and I would love some 'fast-paced' action. If you can't get a AI right, just rely on PvP. Humans are imaginative.

Abbeh
10-26-2008, 07:50 PM
I don't know if this has been said already cause i skimmed through most of the posts. but the one thing that IRRITATES THE SHIT OUT OF ME with every online side-scrolling game i've played thus far except for MapleStory is it looks like it's flash-based. The characters walk TOO smoothly and kind of glide or float, everything looks and feels like it's on entirely different layers on the screen and that just bugs me. It's a lot more work but the thing I really loved about MapleStory was the near entirely pixellated world. Everything fit together and felt like it belonged where it was, character and monster motions didn't look awkward, etc etc.

I haven't played very many MMOs at all, so I don't have much input. The only other game I spent a significantly large amount of time on was Graal Online, which was originally pretty closely based off of one of the SNES Zelda games. One thing I liked about this game was in the end it was almost entirely player created--it came with a "level maker" where you could create your own area, send the files to a staff member assigned to strictly monitoring the levels, where they'd review it and if it didn't totally suck they'd upload it where you wanted it, to share with the rest of the players.

This could be a nice feature for guilds, to place a hideout almost anywhere in the world that can be customized however they like.

Thorgal
10-26-2008, 07:51 PM
1) Sorry, that's what I meant 'Buttonbash&Hit'

2) Rakion was 3D, a great game, and it required some skills.
Apart from that, it looked terrible and hacking was done by the biggest part of the community.

3)Fast Paced:

Real fast. Everything (A bit like Maplestory fast forward, only with more abilities to perform different attacks). 2D should stay though, I really like that feature, just don't make it messy 2D. Maples 2D Graphics are great and clear, but games like 'lunia' look messy and complicated.

Qirn
10-26-2008, 08:20 PM
2) Rakion was 3D, a great game, and it required some skills.
Apart from that, it looked terrible and hacking was done by the biggest part of the community. And there were a lot of people who could speak proper, understandable English. And the AI is crap.


I really liked pwning every one in 1~10 games and getting owned in anything higher than that. Mostly because they had a stat advantage, mind you.
Unfortunatly there's only 1 PServer out there currently, and there most people have 150ms+ to me. :<

Xylthe
10-27-2008, 11:20 PM
I know its early, but there should be some form of endgame to avoid the older players from completely being forgotten, as tends to happen when a large number of new players are joining. Boss parties that require timing and coordination, 'gems' that unlock late skills with high cool-downs for immense damage, etc. Something challenging and worth their time. -a thought, not something to put into alpha testing-

I agree with 'real-time' fighting, fast-paced to keep you involved, and characters who actually look like the background instead of 'floating' or too 3D. I'm liking the sound of what you have so far!

Sheapy
10-27-2008, 11:43 PM
You need to have weapon and armor actually influence the builds/strategy/stats that people choose. If armor is useless except for fashion, there's absolutely no where that money can go resulting in an overinflated economy.

The problem with all the element and weapon proficiency is that it's going to be extremely hard to balance out the paths that people choose. It's also going to be a bitch when people get higher level and realize that the build that they've chosen actually sucks ass and have to restart.

I honestly prefer light graphics that appeal to an entire age group instead of some post apocalyptic date like requiem online that only appeals to those who like large amounts of blood and robots. Maplestory/La Tale/Pi Story/ or Wonderking's graphics are the type of graphics I prefer

Ideas: Crafting System

Find the items you need to craft an item and then kill monsters to get "work" to achieve creating the item (Atlantica Online)

Thorgal
10-28-2008, 12:45 AM
I'd suggest a grand chase - like fighting system, with a revised skill system and one or 2 more regular attacking abilities.

Michael
10-28-2008, 02:51 AM
this is prolly overboard but wutever lol!!!!!!

-Basic game play? :S-
http://img.photobucket.com/albums/v499/eternalkhmer233/game.jpg

-Generic classes xd-
http://img.photobucket.com/albums/v499/eternalkhmer233/gameclasses.jpg

i'm sure you can't read what it says under , the "3-hit combo" thing

but basically, it's about if you use a combo or skill more then twice the 2nd time around it will be 25% weaker, and third time around it will be 25% more weaker.

Example : Archer does basic 3 hit combo, 100% damage, 100% damage, 100% damage; after threee hits hes done his basic 3 combos, once he does the three combo hits he will do 75% damage, 75% damage and another 75%, if he uses a skill that was never used in the combo, it will be 100% damage (normal) but if he uses it again somewhere in the combo it will be 25% weaker.


IDK xd hope u likan

Limes
10-28-2008, 03:05 AM
I agree with a lot of what Thorgal has to say. Lemme get into specifics.

Oh but first, a logo I made for lulz (though by the time it was done I thought it looked nice): http://img265.imageshack.us/img265/8561/flowsionlogobylimesys3.jpg (http://imageshack.us)
http://img265.imageshack.us/img265/flowsionlogobylimesys3.jpg/1/w864.png (http://g.imageshack.us/img265/flowsionlogobylimesys3.jpg/1/)

EDIT(10/28/08): Looking back at this logo, I actually like it alot, imput on it would be nice :O

Anyway, my suggestion.

System and General Gampelay
I strongly agree with a 2D - Keyboard'd - Sidescroller, preferably from the same POV as Maple. While the system set up for maple had potential, it also had many drawbacks, such as the fact that you could not move while attacking, and overall the general lack of any skill involved in the game whatsoever. Skills need to be involved
and not simply standing in one spot and holding a button for a an hour and a half while you level.

I also like the layout of Ghost Online, though I've heard bad things about the game itself.
http://img64.imageshack.us/img64/4629/ghostonline1month28day1yv2.jpg


Classes, Skills, and Leveling
I like the idea of everyone being able to pick an element, I'll repost here for convienience >_>
Posted by Flowsion:
Skill Distribution
Project MMORPG is centered on the basis of the Classic Elements: Earth, Fire, Wind, Water, Void and Aether. Users begin their adventure with a skill pool of 0 points and have the starting basis for each of the Elements. The user will then level up and as you level up, you will receive skill points. The user will then put a point into one of the Elements and increase the level of said Element. Each Element has a ‘starting skill’ and will reveal more skills once the level of the base skill is improved.

To explain better, all users can choose whichever Element Path they wish to go to. There are advantages to going Earth, advantages to going Fire and even advantages to choosing both. You can choose as many elements as you want or even concentrate on a specific one. There will be certain advantages to going multi-element as well as advantages to going single-element.

There will be proficiency ratings on the skills. Proficiency ratings will go up when using skills are used more often than others. Example would be that Earth is at a 100% Proficiency and Wind is at 100% Proficiency as well. For those who use Earth (Earthquake, for example) more often than Wind (Zephyr for example) will have their Earth proficiency goes up to 110% and their Wind go down to 90%. There will be a maximum and minimum for proficiencies.

Depending on the Elements you choose and the Elements you put yourself into, your ‘class’ rank or name will change. Those who choose Fire Only for example, may become ‘Fire Lords’ and those who choose Wind only will become ‘Airbender’ and those who go Fire and Wind may become ‘Flamethrower’ (?). These class names will only be for rankings and for distinguishing each other, it will not have a specific and/or important role.

I love the idea of skills based on elements. However, in addition to elemental skills, I think it would be beneficial to diversify even further by adding a job system, not totally unlike MS. This leads to skills being determined both on chosen Elements (2 max?) and Job.

For example, lets say we decide to go Warrior. I'll progress down the path of a Soldier and take Fire as my element. As I progress through the game, I'll gain skills as I gain levels in my job, and at the same time being able to add points to elemental skills.

Yay, more pictures: http://img49.imageshack.us/img49/8945/skillchartcopycm0.jpg (http://imageshack.us)
http://img49.imageshack.us/img49/skillchartcopycm0.jpg/1/w216.png (http://g.imageshack.us/img49/skillchartcopycm0.jpg/1/)

I'm still working on developing classes and a story, but here's somewhat vague feel of how I want the job/element system implemented into the story.

Elemental Magic is now a commonly practiced art, and with monsters everywhere many people are taking up arms to defend mankind...

Jobs should feel like actual jobs. You get your first basic job as a trainee position for whatever general field you want to go into... and are basically instructed by a general teacher such as the first job people in Maple. After passing their courses and achieving a certain level you can apply for a real job somewhere else, for example:

An aspiring Soldier (Spears, Poleaxes) would go to the local castle to find the captain of the guard, and would apply for a position in the army.

An aspiring Mercenary (Swords, Axes) would find a Mercenaries' guild and join it, hoping to rise through the ranks and make a good buck while youre at it.

A thief (Daggers, Throwing knives/stars) would get his basic training from some kind of shady figure... and then join up with a group of bandits. After proving himself, he's recruited by a shady figure to be an Agent (woahmg 3rd job) of an assassin's guild...

and so on and so forth.

I'll keep working on classes and maybe an actual plotline, but I hope my imput is useful as it is :D

xDarkreaperzX
10-28-2008, 03:06 AM
I like astonia 3, it has a very nice story line and the quests tell you the story line. Mages can "bless" a warrior so the warrior is stronger. There is a seyan class and an arch class. The arches get duration which makes certain skills such as warcry and lightning fire last longer. Seyans get to be both warrior and mage and get more of an effect off a bless. Try out the game to get an idea of what I'm getting at :P

Sheapy
10-28-2008, 04:27 AM
I'd suggest a grand chase - like fighting system, with a revised skill system and one or 2 more regular attacking abilities.

It's called ElSword. 2nd Generation Grand Chase only out in Korea. Maplestory did take skill, people just didn't know where to find it

sXmBHP9exJI

AquaSky
10-28-2008, 03:00 PM
I like astonia 3, it has a very nice story line and the quests tell you the story line. Mages can "bless" a warrior so the warrior is stronger. There is a seyan class and an arch class. The arches get duration which makes certain skills such as warcry and lightning fire last longer. Seyans get to be both warrior and mage and get more of an effect off a bless. Try out the game to get an idea of what I'm getting at :P

Wow dude, you play Astonia?

Me too!

I moved to 3.5, but I might end up paying my acc on 3.0 again, due to me spending so much time on 3.0.

Also, Astonia is THE most complex game in terms of stats and stuff. I challenge you to find a game that one stat can fuck you up for a while on.

Soruli
10-28-2008, 05:19 PM
I challenge you to find a game that one stat can fuck you up for a while on.

Maple Story

Atarxia
10-28-2008, 07:42 PM
I think it'll be so much easier to have a predetermined growth in stats through leveling in terms of designing a game. You always can adjust the stats values for a particular class whenever a need arises instead of revisioning the a lot of things in order to balance the gameplay from the endless variety of stats builds.

Of course, the con is that it removes the fun of customizing your character. However, I think there are many other ways to do this.

Sheapy
10-28-2008, 10:18 PM
I vouch for having predetermined stat growth depending on your job/proficiency/class/whatever you do. Just have an enhancing or customizing system where you can modify your weapons to have stat growth/decrease

Cesar
10-28-2008, 10:28 PM
It's called ElSword. 2nd Generation Grand Chase only out in Korea. Maplestory did take skill, people just didn't know where to find it

sXmBHP9exJI
That's not called "skill", that's called "getting used to a map".

Watch
10-28-2008, 11:16 PM
A better vid showing *maple* skill would be ken misting sharks without getting hit for about 2mins+. Best vid showing skills imo....then again, there's not many classes than you can be skilled at in maple.

Soruli
10-28-2008, 11:19 PM
I think the game needs ambiance and music, but that is usually a given. I think you should have a twist in the game, like in Phantasy Star III, where they are actually on a worldship where life has regressed back to medieval times, but with robots and mechanical dungeons along with natural dungeons and monsters.

DualCrusader
10-29-2008, 12:55 AM
Bullshit about this post (Scroll down a bit for the suggestion);


Might contain a bit strong language;
I've played MS (Global, Eu and several Private servers) for a long time, only to come to the conclusion that Nexon and MS in general is seriously getting fucked up. The game, which was new in it's genre and fun to learn at first, became boring after level30 +, it became grinding at lvl 40, and at lvl70+ it was just plain boring. They did some good things, and made combat in maple fun, but it didn't stay fun when you had to perform the exact same skills each time you battled a monster.
I've noticed Nexon has been shutting private servers down, trying to get the people back to play the real game. Now, Nexon is failing with the game. Now I've noticed some people are going to develop a game (with Maple influences, am I right? I mean, that's what your aiming for, a 2D Sidescroller...), I don't want these people to put their time in this, and it would end out boring as alot of other mmo's.
So, I'm going to give you a couple of suggestions, after experiencing alot of other MMORPG's.

The actual suggestions.

-Design your COMBAT carefully.

Don't make it repititve, don't make it boring, don't make it turn based. Looking back at Maple, they have a good concept of 2DCombat: you click, you hit.
But, as you would learn new skills, you'd be only using the same 2 or 3 skills. There never were real combo's. If you make skills, you should focus on chaining them. As in maple, you'd use your skill, maybe jump on the monster, use another skills, and so forth. It was boring like hell, you couldn't do any special moves or play in your own style, you'd just do the same as everyone else. You should be able to chain attacks, dodge (Not percentage based, but actually dodge) and block (with pushing a button, not an auto block or just a shield that gives you that extra bit of defense points). Making it fast paced(Maplestory isn't, it's slow, really!), will force the player to concentrate more, and actually be fighting with his character. Make monsters have different moves and blocks, so that the obvious attacks (Charge and hit'm) will receive damage penalties or result in a complete block, while a player that uses speed and moveability with a good timing (Right after a block or an attack that you dodged) will be rewarded with effects such as damage multiplier (after each succesful hit) or a short stun (after succesfully hitting after the enemies attack).
Give the enemy an actual AI, though it could be hard to code, it will vary the fighting styles.
In maplestory, monsters are all the same, just another skin and stats. Sometimes, just sometimes, they have a ranged attack or other ability.
Again, make it FAST PACED combat.
Buffs and Debuffs are also very important, and can give experienced players great benefits in combat.
All classes should also be able to toggle between ranged and melee fluently. Ranged combat often ruins the games.

Armor;
Sucks. The game should be played based on your skills, not on your armor rating or weapon rating. Over at www.tcos.com , they have a special system, read it whenever your interested. Basically, you wear anything you want, that means you could run around naked, it won't influence your stats. Your stats are rather set by items enchance your armor.

Ranged Attacking
Is it gonna be like in maple story? Autoaim to the nearest monster? Or will it be a bit more advanced, for example, use the mouse to aim, or use a couple of keys to toggle bewteen enemies? I think it would be better to make ranged combat a minor combat feature. (Nearly-) Every class should be able to use ranged combat (Minor damage) to approach their foe, and then toggle to melee combat to actually finish/battle the enemy.
Ranged combat as in maple often requires no skill, so that's why guns and magic should be a minor feature, and melee would require skill and movement, and deals for that alot more damage.
-PvP
Just do it.

I second this. But maybe you could do quests just for your job to upgrade the stats of the armor? Like if for example i have a warrior and i do my quest to upgrade the stats, it would raise strength by 2 for the armor

Atarxia
10-29-2008, 01:26 AM
Okay, I was brainstorming about a lot of things. But for now, I am just being vague.

1) Although this game's battle system is probably based on Maple Story, I would suggest something else. 2D version of Valkyrie Profile 2! Basically, whenever you move around in a battle (random battle), the enemies' movement will move, depending on how much in distance you have covered. It's hard to explain without seeing a video of gameplay on youtube. I think this will be a lot of fun especially when it comes to partying. If one member of a team takes action and moves, the mobs will move and take action depending on their locations. When nobody is doing anything, everything stays still. So, it's kind of fun to make a conversation and plan on what to do in battle.

http://www.youtube.com/watch?v=M14xzb3IXUE&feature=related

2) I don't really like the idea of selling and buying better weapons. There should be a sort of system where your weapon "evolves" by defeating enemies and absorbing their energies or whatever. Your weapon changes in appearance every time.

3) There should be a sort of temporary power up like DBZ's 4 SSJ Stages or Dragoon from Legend of Dragoon that plays a significant role in battle system, and this kind of thing should be fluid in terms of activating power up like Viewtiful Joe's transformation manual control

4) I honestly dislike how it seems so slow to walk in Maple Story after hasting. By remedying this issue, you should have the option of dashing AND it will take some skill to dash really quickly. Try to see how it works in Mischief Makers game.

5) I don't like how you have to depend on pots for healing in Maple Story either. You should just be able to regenerate after a short period of time away from battles.

6) Copying from WoW's idea, rested xp. When you put your character in an inn and log off, your character gains the rested experience. It's basically to double your experience when you log on until you run out of it. It's a great way for casual players to catch up, though not neccesarily enough.

7) Quests, tons of quests. In WoW, the whole grind consists of like... at least 50% of the questing. And quests are not really about number of kills required in WoW either.

8) Sharing party experience. Two players should get 120% boost, but any more will have no effect. This is to enourage the leveling partner, much more convienent than a party of 5.

9) Shadow of the Colossus alike bosses. Killing bosses do not neccesarily be about beating them up in one spot. In SoTC, you have to figure out where the weak spots are and scale the massive bodies of flesh while risking falling. I think this can work in 2D.

10) Getting rich should be something really really difficult to do, so the only way you can really make money is to collect interests from bank. This will emphasize saving and implementing things that are useful to players.

11) The rare drops system should be similar to Phantasy Star Online. Basically, you get a group and run one quest over and over until a particular monster drops what you look for.

12) I really, really emphasize that there should be no limit on number of buddies. And you don't need to ask for request either. This feature is how it works in WoW, and it makes commuciation a lot easier.

13) No buttonmashing, please. It's how it is like in Ragnarok Offline Battle, and it gets boring after a while.

14) There should be a comestic system like NX in Maple Story for people who like to look different. However, I think more elaborate looking equipment should be reserved for only higher level.

15) I am biased on this part, but graphic design... I really like Final Fantasy 8's backgrounds because they are based on both realism and somewhat futuristic themes. Very futuristic turns me off, however.

Radamanthys
10-29-2008, 02:28 AM
I don't know if anyone has suggested this but I guess there's no harm in saying it again.

Make the game possible for solo'ing, aka not having to rely on having a <X Class here> to want to do something like, iono, training or just exploring. In guild wars its annoying to not being able to do anything if you don't have a Monk in your party healing you.

I understand having to have a healer when you're gonna tackle a difficult zone that requires a party but for anything else make it possible to solo.

Sheapy
10-29-2008, 02:40 AM
Okay, I was brainstorming about a lot of things. But for now, I am just being vague.

1) Although this game's battle system is probably based on Maple Story, I would suggest something else. 2D version of Valkyrie Profile 2! Basically, whenever you move around in a battle (random battle), the enemies' movement will move, depending on how much in distance you have covered. It's hard to explain without seeing a video of gameplay on youtube. I think this will be a lot of fun especially when it comes to partying. If one member of a team takes action and moves, the mobs will move and take action depending on their locations. When nobody is doing anything, everything stays still. So, it's kind of fun to make a conversation and plan on what to do in battle.



Not trying to bash you personally but I have serious disagreements with some of your suggestions. It will take too long to kill a monster. Honestly who wants to spend 1 minute planning a way to kill a monster to only get 1%.


2) I don't really like the idea of selling and buying better weapons. There should be a sort of system where your weapon "evolves" by defeating enemies and absorbing their energies or whatever. Your weapon changes in appearance every time.

Absolutely no economy then based off of buying/selling equipment, where else would the money go?


3) There should be a sort of temporary power up like DBZ's 4 SSJ Stages or Dragoon from Legend of Dragoon that plays a significant role in battle system, and this kind of thing should be fluid in terms of activating power up like Viewtiful Joe's transformation manual control

No. Skill in battle not just spamming power ups in PvE/PvP


4) I honestly dislike how it seems so slow to walk in Maple Story after hasting. By remedying this issue, you should have the option of dashing AND it will take some skill to dash really quickly. Try to see how it works in Mischief Makers game.

I support this. Have something like Ghost Online's dashing except make the walking speed faster. If you need to get somewhere you can dash, but it takes MP.


5) I don't like how you have to depend on pots for healing in Maple Story either. You should just be able to regenerate after a short period of time away from battles.


No one wants to spend 10-30 seconds after every 3-5 monsters doing nothing. Pots were made to provide constant grind/questing instead of sitting/resting.


6) Copying from WoW's idea, rested xp. When you put your character in an inn and log off, your character gains the rested experience. It's basically to double your experience when you log on until you run out of it. It's a great way for casual players to catch up, though not neccesarily enough.


Just afk and you get xp? Really doesn't seem fair IMO. It's kind of like SotNW's auto combat system, but a bit too easy.


7) Quests, tons of quests. In WoW, the whole grind consists of like... at least 50% of the questing. And quests are not really about number of kills required in WoW either.


Support


8) Sharing party experience. Two players should get 120% boost, but any more will have no effect. This is to enourage the leveling partner, much more convienent than a party of 5.

I'd rather not force myself to talk to some people just to get some extra xp. This also highly discourages large parties for questing or bossing.


9) Shadow of the Colossus alike bosses. Killing bosses do not neccesarily be about beating them up in one spot. In SoTC, you have to figure out where the weak spots are and scale the massive bodies of flesh while risking falling. I think this can work in 2D.

Not sure how this could be made, but no negative or positive feelings on this


10) Getting rich should be something really really difficult to do, so the only way you can really make money is to collect interests from bank. This will emphasize saving and implementing things that are useful to players.
Getting rich should be hard, but not that hard.


11) The rare drops system should be similar to Phantasy Star Online. Basically, you get a group and run one quest over and over until a particular monster drops what you look for.

Have you ever played Lunia Online before? Repeating 1-10/2-10/3-10 stages got boring as fuck after the 4th time and you didn't get what you wanted.


12) I really, really emphasize that there should be no limit on number of buddies. And you don't need to ask for request either. This feature is how it works in WoW, and it makes commuciation a lot easier.

Buddy chat plz


13) No buttonmashing, please. It's how it is like in Ragnarok Offline Battle, and it gets boring after a while.

I could care less about button mashing


14) There should be a comestic system like NX in Maple Story for people who like to look different. However, I think more elaborate looking equipment should be reserved for only higher level.

I think that elaborate looking equipment should be granted to any level except that it should be Cash Shop to provide a source of revenue.


15) I am biased on this part, but graphic design... I really like Final Fantasy 8's backgrounds because they are based on both realism and somewhat futuristic themes. Very futuristic turns me off, however.

Meh

Crazycook728
10-29-2008, 03:32 AM
6) Copying from WoW's idea, rested xp. When you put your character in an inn and log off, your character gains the rested experience. It's basically to double your experience when you log on until you run out of it. It's a great way for casual players to catch up, though not neccesarily enough.

Just afk and you get xp? Really doesn't seem fair IMO. It's kind of like SotNW's auto combat system, but a bit too easy.


I dont play WoW but I think that the concept is to rest in an inn to gain some kind of points that will be used when you log back in, giving extra EXP in addition to what you get as you play/fight/do stuff. Then, when the points run out, you return to your regular EXP gain. By the way he described it, I see it as a 'Temporary EXP Booster' from resting.

You still have to work for the EXP, it's just so if you don't play everyday, you can still catch up. I think, though, that IF this was implemented, its minimum rest requirement should be at least 24-30 hrs or so so that it cannot be abused while you sleep, afk for few hrs, etc.

Radamanthys
10-29-2008, 04:30 AM
I don't know if anyone has suggested this but I guess there's no harm in saying it again.

Make the game possible for solo'ing, aka not having to rely on having a < X Class here > to want to do something like, iono, training or just exploring. In guild wars its annoying to not being able to do anything if you don't have a Monk in your party healing you.

I understand having to have a healer when you're gonna tackle a difficult zone that requires a party but for anything else make it possible to solo.


I think that elaborate looking equipment should be granted to any level except that it should be Cash Shop to provide a source of revenue.

I doubt flowsion will do this, one of the reasons we hate nexon

Sheapy
10-29-2008, 05:49 AM
How else would he make money? People honestly don't spend half of their day working on a MMO where they get no profit. Unless everyone who plays pays $10 per month, there really isn't any reason other than for lulz to make a MMO

2hearts
10-29-2008, 08:50 AM
Just afk and you get xp? Really doesn't seem fair IMO. It's kind of like SotNW's auto combat system, but a bit too easy.

Actually, the amount of boosted exp time you earn in WoW gains very slowly. After sitting in an inn for an hour, you might not even be able to see the shaded area on the exp bar yet. You don't get any exp until you sign back in, or come back from afk, and go kill stuff. All it does is boost how much exp you get from each kill a slight amount until the shaded area of the exp bar is filled. It's more useful for people who have to take a week or more off playing, and it doesn't give them any sort of advantage over someone who's been playing on a regular basis the whole time.

At any rate, I doubt the devs are going to implement something like this since it doesn't add much to the gameplay.


I'd rather not force myself to talk to some people just to get some extra xp. This also highly discourages large parties for questing or bossing.

I agree with you here. This sort of thinking reminds me of gMS and how hard it was to find a party at himes when that map came out, because every channel was taken by a priest/dk combo who didn't want anyone else to possibly screw up their exp.


I think that elaborate looking equipment should be granted to any level except that it should be Cash Shop to provide a source of revenue.

Umm.. here, let me introduce you to my acquaintance, Nexon, coz I think you guys will get along just great.

Isn't this sort of crap what private servers pride themselves on removing from the game? Revenue can be gotten just as easily, and more fairly, by charging a low monthly fee. Who can't afford five or ten bucks a month for unlimited hours of entertainment? New players could start out with two weeks free or something so they could make sure that they liked the game enough to spend money on it first. As for weapon covers, they could be monster drops like in fMS (which was awesome) or they could be given out during events (maybe ten winners per event). They could even come from some NPC or quest. Anything at all, as long as it adds to the playability of the game!

"Free to play" games also attract too many hackers and such. Maybe it wasn't so hard to remove hackers in fMS - I'm not sure, but the staff seemed to do a great job keeping on top of it; however, the more players there are, the harder it will be.


Meh

Why would you even bother quoting someone's post if all you had to add to it was "meh"? Usefulness... you're doin' it wrong. :o

Curtis
10-29-2008, 10:31 AM
I quite agree with the existence of a 'Cash shop' which is somewhat -bleep- style that offers looks and visual add-ons for your character with the exception that it will never offer anything that will give paying players an upper-hand stat wise or in terms of power/attack/etc like those biased 2X cards did.

About 'cash shop'
Isn't this sort of crap what private servers pride themselves on removing from the game?

No I think the main reason private servers are here is primarily to give players a chance to train and experience "full-fledged" characters and to focus on a smaller, less-crowded community thus reducing the amount of ks-ers and such since there's more training areas that are empty/less full.

It takes just too long for an average player with a life to reach the max/ultimate level. I tried a 600X private server, playing a sin, at level 18x it takes about 30 minutes to level up once. So imagine this: it'll take 300 hours to level up on GMS, about 40 days of 8 hours continuous playing daily just to level up ONCE. Thus, almost 'forcing' you to pay for time using real money, spending on 2X exp cards reduces the time needed to level up to [a still insane] 20 days of 8 hours daily playing. Taking into account the lower your level, the easier to level up and vice versa, do the math for the time needed to go from level 1 to 200 (I non-scientifically estimate around 2-3 years, daily 8 hours playing)

Same applies to drop rate. 3 ilbis per ZMM on a 600X server would mean approximately 1 ilbi every 200 ZMM, and assuming you do all 20 channels every hour, it would take 10 hours (about half your day) just to find ONE ilbi. Add time needed to level up and hunt for items (they're both separate things unless you happen to be training at a place which drops the item you want), and you get utter insanity aka no life.

Mesos rate on GMS is low too, unless you find a super rare item, you can barely make a decent profit after the equation: "loot drops minus pot cost". What do you do? Buy a pet to auto loot or buy gach to HOPEFULLY get a expensive item of sorts.

Thus the reason private servers are here is MAINLY to let you get a taste of a level 200 character you want within days and being able to have nice equips instead of grinding hours/paying $$$ to get mesarz to pay for that godly fs/sc gloves/etc, instead of years (for FMS it was less than 4 months to get to level 200, which is still better than 3 years or so)

Nobody really complained about wanting to become an "NX looks-whore"... the free NX clothing just came as a "side order" on private servers

Revenue can be gotten just as easily, and more fairly, by charging a low monthly fee. Who can't afford five or ten bucks a month for unlimited hours of entertainment?

Sure 5 bucks isn't much for nice entertainment but how about those who either:
1. Don't have PayPal
2. Don't have a credit card
3. Parent controlled (lulz)

I noticed on most online games that most of the players are around their early teens to twenty-somethings. When I was in 8th grade, I've seen classmates "secretly" sneaking to buy their monthly passes for pay-to-play games because their parents think that paying every month just for a game is 'ridiculous'.

Making the game with umm... an NX-like cash shop MINUS the 2X exp, gach and other paying-advantages, basically visual upgrades only, instead of pay-to-play will make more sense to attract more players. And out of these players, there are those (NX whore type) who will pay for those clothes and stuff, especially kids (i don't mean 12 year olds,I'm referring teens and stuff). Maybe make a "gach for clothes" system for 'limited edition attire', that'll make things more interesting and people will pay to get the CHANCE to get their attire of choice.

Yea and I realize whether this game is M 13/18 rated or not, there will STILL be an audience below that so-called minimum age playing. Nowadays people don't care much and parents don't really look much at the "rating sticker", they only look at price. ie My 14 year old cousin loves playing DMC, COD series, just bought Red Alert 3... and I do hand my phone to my siblings to play COD2 sometimes (yes with blood enabled).

Speaking from personal observation of friends and family, and talking to players online... mmm I love COD 4... (who aren't always as old as they sound ;-0 ), parents seem to treat buying "NX-cash" (or their equivalents) for kids as "buying a game title" as ridiculous as it sounds (either that or their kids told them that), which is more subtle than "paying for a game every month"

Hackers wise, every game, paid or free, will have hackers. There's always people around who have too much time on their hands, and 'skills' not put to proper use, and these are the people who hack games just "for teh lulz" or such. Even if you give them high rates or perks (ie FMS' 20X exp, others 1000X), there ARE still hackers who want more. Dealing with hackers and people who take advantage of game exploits are things that almost every game developer has to face.

gekophetweb
10-29-2008, 10:37 AM
My suggestion that i would like to see in the game:

1. No slow Grindfest or micropayments.(though if you are going to implement micropayment system please do not have a timelimit on the bought item like MapleStory)

2. Macro system that you can implement some action or combo of skills your own.

3. Obviously guilds, party, chat system.

4 some kind of PvP system

5. Job System(obviously, which MMORPG doesn't have a job system these days)

6. More party quest or party related things.

7. Unlockable content(special macro's, not just skills)

8. market place where you can auction or sell you items without actually being there.

9. Multiple Job systems like Maplestory.

10. Equipment that are upgradable

That's my list for now
hopefully you guys can do something with my list or at least bash it or something :P

D3ath
10-29-2008, 11:05 AM
Just wondering... is the general gameplay going to be like MapleStory? Is there going to be job advancements and stuff?

Thorgal
10-29-2008, 11:16 AM
Interfacce;

Not to bother you or anything, but I suggest being able to 'move' your interface items such a HealthBar, mp Bar, random buttons and stuff. This way, players can choose wether they want their health bar to be big, taking up the whole upper screen, or just a small bar in the left lower corner, etc...

It would be a handy feature that may make some players happy as myself. The reason I suggest this, is because the HUD of Maplestory has always been static, and after playing too long or being AFK in the market, I had a screenburn of the HUD. It's a pain in the ass, really.


From a PM I sent.

Curtis
10-29-2008, 11:44 AM
^^ Hmm sounds like a good idea/add-on to the in-game widget system Trunks was speaking of in the other thread (or maybe you were the contributor of the idea)


There will be a unique system in Project MMORPG that allows users an added feature of customization. The Dashboard will allow users to place shortcuts as well as ‘notes’ for themselves to remember IGN’s, NPC’s and even for simple guides so they do not have to minimize if in full-screen. You’ll be able to draw out ‘maps’ or plans for boss battles and send it to the other users via IGN Sending. This will allow users to carefully plan out boss battles and more! We have not decided on additional features to add to the Dashboard but it is centered on the theme of ‘widgets’ for INSIDE of the MMORPG.

FoolsLove
10-29-2008, 03:20 PM
It takes just too long for an average player with a life to reach the max/ultimate level. I tried a 600X private server, playing a sin, at level 18x it takes about 30 minutes to level up once. So imagine this: it'll take 300 hours to level up on GMS, about 40 days of 8 hours continuous playing daily just to level up ONCE. Thus, almost 'forcing' you to pay for time using real money, spending on 2X exp cards reduces the time needed to level up to [a still insane] 20 days of 8 hours daily playing. Taking into account the lower your level, the easier to level up and vice versa, do the math for the time needed to go from level 1 to 200 (I non-scientifically estimate around 2-3 years, daily 8 hours playing)
While I agree with your first initial statement, the rest isn't the least correct.

You base that off of private server received stats. What you don't (and can't really) take into account is the difference in equips and stats of those equips from a private server to gMS. Not to mention you don't know if the monsters you were training on had a buffed spawn rate, or the map had more monsters spawning on it than gMS does. I'm also assuming here that you didn't count bosses. As one of the primary ways to gain EXP and level up in the higher levels are bosses. Zakum and Horntail, to be exact.

Xylthe
10-29-2008, 06:27 PM
Instead of buying armor/weapons, get upgrades, like 'coloured clothe', 'blade handle', etc, that allow you to customize looks, and sometimes skills, while keeping any upgrades the weapon already has, such as experience and bonuses. Each player should have a basic armor and 1 of each of the weapons, un-upgraded, so that they're able to try out everything and pick their style in-game, not pre-game.

This way, people can sell items for your character, like a 'bowstring', but not a 'level 100 helm w/ +9999health'. Bonuses are earned, not bought. People will need ways to redistribute skills in case they want to switch or to have skills and weapons separate (I like this). (Someone with the fire element would have a fire sword, bow, etc)

341256
10-29-2008, 09:08 PM
I have some idea for your new game :P!! It would be fun to have a job like Farmer,Hunter.. etc farmer cultivate flower,wheat etc and hunter have to kill little monster or rats :P and u can gain Job lvl by doing a work. I think it would be a great idea or maybe Sword creator or dagger creator !! It could be awesome. TY !!:P

Thorgal
10-29-2008, 09:17 PM
Like this:

Congratulations MacPotato, you've just become a farmer!
You have a new skill set available: Farmers Super Growth!
Increases Onion Grow rate by 20%. YAY!

Also, interesting class. Who'd want a combat oriented character if you can plant cabbage?

341256
10-29-2008, 09:20 PM
O yeah and another think that would be awesome it 3 group of person: Rogue. They stole and kill merchant and there job is to stole , muger the merchant :P. and the other group is the Merchant . there job is to bring something to an other town. And the other group is : Bodyguard there job is to proctect the marchant and they all gain money if they finish their mission sucessfuly! :P TY for reading

Sheapy
10-30-2008, 12:26 AM
Umm.. here, let me introduce you to my acquaintance, Nexon, coz I think you guys will get along just great.

Isn't this sort of crap what private servers pride themselves on removing from the game? Revenue can be gotten just as easily, and more fairly, by charging a low monthly fee. Who can't afford five or ten bucks a month for unlimited hours of entertainment? New players could start out with two weeks free or something so they could make sure that they liked the game enough to spend money on it first. As for weapon covers, they could be monster drops like in fMS (which was awesome) or they could be given out during events (maybe ten winners per event). They could even come from some NPC or quest. Anything at all, as long as it adds to the playability of the game!

"Free to play" games also attract too many hackers and such. Maybe it wasn't so hard to remove hackers in fMS - I'm not sure, but the staff seemed to do a great job keeping on top of it; however, the more players there are, the harder it will be.

Umm.. here, let me introduce you to my parents, coz I think you guys will get along just great. I do not have a paypal, credit card, nor anyway to pay online. This gets rid a lot of children/adolescents/or adults who are just unsure about the safety of the internet.



Why would you even bother quoting someone's post if all you had to add to it was "meh"? Usefulness... you're doin' it wrong. :o

It was directed at his last point which I had no particularly negative nor positive feelings towards.

If you really want farmer classes go play Runescape or Mabinogi, they really don't fit much of a purpose into some games :|

I also doubt that this game is going to be a private server just for us to play. When they develop a MMO they're going to release it to the mass public. Flowsion isn't changing the rates of a previous MMO, they're creating an entirely new one.

Curtis
10-30-2008, 01:21 AM
Umm.. here, let me introduce you to my parents, coz I think you guys will get along just great. I do not have a paypal, credit card, nor anyway to pay online. This gets rid a lot of children/adolescents/or adults who are just unsure about the safety of the internet.

Ditto. I assume the "you guys will get along just great" part was being sarcastic?

Like I said on the previous page:
[QUOTE=Curtis]Sure 5 bucks isn't much for nice entertainment but how about those who either:
1. Don't have PayPal
2. Don't have a credit card
3. Parent controlled (lulz)

I noticed on most online games that most of the players are around their early teens to twenty-somethings. When I was in 8th grade, I've seen classmates "secretly" sneaking to buy their monthly passes for pay-to-play games because their parents think that paying every month just for a game is 'ridiculous'.

Making the game with an NX-like cash shop MINUS the 2X exp, gach and other paying-advantages...instead of pay-to-play will make more sense to attract more players.

...I realize whether this game is M 13/18 rated or not, there will STILL be an audience below that so-called minimum age playing. Nowadays people don't care much and parents don't really look much at the "rating sticker"...parents seem to treat buying "NX-cash" ...more subtle than "paying for a game every month"[QUOTE]

Crazycook728
10-30-2008, 04:34 AM
Yeah if this MMORPG were a pay-to-play game, I wouldn't play it because of the 3 reasons Curtis listed. I'd support a "Cash Shop-based" system as long as it's only cosmetic and not like 2x EXP card and gachapon and stuff.

Trunks
10-30-2008, 04:41 AM
We will not make it Pay-To-Play nor will there be a Cash Shop in which advantage is given to players. I would think that players of FMS would know that we were completely against that ;).

2hearts
10-30-2008, 01:08 PM
I'll concede that not everyone has access to a credit card, so pay-to-play isn't perfect even if it isn't that much each month. Even if they offered a pay-at once-and-get-a-discount plan, or a mail-in plan, etc., there are still people with excuses why they wouldn't be able to do it.

The reality is, if you make a F2P game, you have to rely on your paying customers to cover the costs of those who don't buy anything. How fair is that? Because Players A, B, C, and D are all eight years old and don't have access to credit cards, Player E gets charged thirty bucks just to buy himself a pixel outfit... and gets begged in-game by three out of four eight-year-olds for free money/cash shop items. *I* have a credit card. I make my own money. And I hate being begged for free stuff. That's why I am more in favor of a P2P game. I guess I could just go play WoW or something, but I really like the 2D side-scrolling style. It would play better on my crappy computer, and there are less people who take the game too seriously if the game looks cartoonish.

Btw, I doubt anyone ever assumed that the FMS team would offer advantage items in their cash shop. These guys know enough to make the normal training rates fast enough to not be torturous. That's one of the reasons private servers are so popular. For Nexon, adding 2x cards was just easier and more profitable than adding new maps with mobs that actually would give good experience. (They should have known taking that path would drive people away, but oh well.)


It was directed at his last point which I had no particularly negative nor positive feelings towards.

Yeah, exactly. So why bother quoting that point at all? Whatever it was in response to, it didn't add anything and you could have just left it out. Pointlessness is one of my pet peeves, I guess. :)

Limes
10-30-2008, 07:21 PM
There should still be a cash shop... if not just to raise funds to pay off all of the Dev's hard work. However these items shouldnt break the game or give advantages over other people. They should be extravagant items that arent really necessary to complete anything.

However, I think an NX system like Flowsion's should remain. NX-like cover items should stay as drops from monsters, but they could be sold in the Cash shop for those who are lazy and want the whole library open to themselves without hunting anything.

Watch
10-30-2008, 07:51 PM
There should still be a cash shop... if not just to raise funds to pay off all of the Dev's hard work. However these items shouldnt break the game or give advantages over other people. They should be extravagant items that arent really necessary to complete anything.

However, I think an NX system like Flowsion's should remain. NX-like cover items should stay as drops from monsters, but they could be sold in the Cash shop for those who are lazy and want the whole library open to themselves without hunting anything.

I don't want to sound like I support the whole *pay-to-enjoy* concept, but I think some of you guys are taking it too far making the whole concept of a cash shop useless. Especially with the idea I just quoted. A system like that is bound to fail , leaving the flowsion team with a debt, not even breaking even, resulting in....no game to play. I personally think the cash shop should give benefits to a certain extent to ensure that the game at least makes a profit to ensure its survival. Something comparable to shop permits, mushroom stores, pets, pet accessories, gachapon with a shitty rate, etc.

Qirn
10-30-2008, 08:11 PM
I dont think Gachapopno would be good, you can than basically buy your way through the game. I mean, even with a shitty rate you're bound to end up with good items if you keep on long enough. I wouldn't mind pets though, something that's cute to have, looks nice and does absolutly nothing to further you in the game. ^_^

I wouldn't mind paying for a game, but I dislike - well, I hate them - monthly fees. Pay for a game you don't own, you get nothing but a temporary right to play the game and if the server's shut down eventually you spent all that money on/for nothing. My opinion at least.

Sheapy
10-30-2008, 09:56 PM
2 week equips that give stat bonuses/some sort of refinement system? They could make a lot of money if they had 2 week equips since people would repeadetly buy it, but then again the stat bonuses shouldn't be as broken as Trickster's fucking myHax.

Limes
10-30-2008, 10:58 PM
I don't want to sound like I support the whole *pay-to-enjoy* concept, but I think some of you guys are taking it too far making the whole concept of a cash shop useless. Especially with the idea I just quoted. A system like that is bound to fail , leaving the flowsion team with a debt, not even breaking even, resulting in....no game to play. I personally think the cash shop should give benefits to a certain extent to ensure that the game at least makes a profit to ensure its survival. Something comparable to shop permits, mushroom stores, pets, pet accessories, gachapon with a shitty rate, etc.

That's pretty much what I was talking about with extravagant. I probably could've used a better term though <_<

2hearts
10-31-2008, 05:22 AM
I don't want to sound like I support the whole *pay-to-enjoy* concept, but I think some of you guys are taking it too far making the whole concept of a cash shop useless. Especially with the idea I just quoted. A system like that is bound to fail , leaving the flowsion team with a debt, not even breaking even, resulting in....no game to play. I personally think the cash shop should give benefits to a certain extent to ensure that the game at least makes a profit to ensure its survival. Something comparable to shop permits, mushroom stores, pets, pet accessories, gachapon with a shitty rate, etc.

Flowsion stated that no cash shop items will give an advantage to players. I'm not sure if that includes shop permits or gachapon-type items, but it seems to me that players who don't buy from the cash shop would be at a disadvantage if those were for sale. Pets would be fine to sell under these conditions, though I'd be curious to see if this project would sell pet pickup items as well, or just make them built-in to the pets. Also, I think it would create more fairness if there was a basic, cheap pet available from some quest, and only the fancy/cute pets were available thru the cash shop - similar to how the puppy and kitty were sold in pet park, but permanently.


2 week equips that give stat bonuses/some sort of refinement system? They could make a lot of money if they had 2 week equips since people would repeadetly buy it, but then again the stat bonuses shouldn't be as broken as Trickster's fucking myHax.

Yeah, they sure could make a lot of money doing things that go against their standards. -_-

I can't believe the greedy bastards behind MapleStory haven't copied Trickster on that idea yet. Btw, you said you don't have access to payment online so why would you suggest including something that would so blatantly hand an advantage to paying players - and thereby would leave you at a huge disadvantage? Didn't you ever wonder why they call it MyHax? Because it's not fair.


Pay for a game you don't own, you get nothing but a temporary right to play the game and if the server's shut down eventually you spent all that money on/for nothing. My opinion at least.

But the same thing would happen if you bought cash shop items that last for 90 days and then the game went under two days later. That's wasted money, there. If you paid five bucks per month for playing that game and you got a lot of enjoyment out of it, it doesn't seem as much like a waste of money to me.

They already said it's going to be F2P though, so I guess you're in luck. :]

Sheapy
10-31-2008, 05:29 AM
Yeah, they sure could make a lot of money doing things that go against their standards. -_-

I can't believe the greedy bastards behind MapleStory haven't copied Trickster on that idea yet. Btw, you said you don't have access to payment online so why would you suggest including something that would so blatantly hand an advantage to paying players - and thereby would leave you at a huge disadvantage? Didn't you ever wonder why they call it MyHax? Because it's not fair.


Because it's always fun to face challenges in PvP against people that have better equips than you. I'd rather not face people that I know I'd always win against. The stat bonuses wouldn't be as fucking huge as MyHax, but still an amount that would be worth buying. But whatever there aren't any advantage items in the CS

Qirn
10-31-2008, 02:39 PM
But the same thing would happen if you bought cash shop items that last for 90 days and then the game went under two days later. That's wasted money, there. If you paid five bucks per month for playing that game and you got a lot of enjoyment out of it, it doesn't seem as much like a waste of money to me.

They already said it's going to be F2P though, so I guess you're in luck. :]

I didn't ever,ever use the cash shop in MS, and I doubt I will in any other game. But that should not hinder anyone because there are some people out there who have/will.

5 $ per month are 60 $ per year if I enjoyed it, and that is more or less the full price of a new game I could play for years to come if I'm bored. Rip off?

But well, as one can see, there are a lot of ppl who do pay more than 5 $ a month to play WoW...

As I said before, I don't mind spending 60$ on a game if I'm free to play it indefinitly & I'm not restricted by a server shut-down or something.

Well, F2P, guess I am lucky :D

meltedmuffin
10-31-2008, 03:05 PM
perhaps you guys could look at advertisements in game or something similar to help support finances, (i.e. have a small window with an ad in as you log in , or maybe even in the character selection room you were talking about in the update thread)

Thorgal
10-31-2008, 04:07 PM
Ingame advertising, like those Maple TV screens, but then with adds of other games etc.

Good Idea Meltedmuffin, might not finance the whole thing but I'm sure it would help!
Besides, ads aren't that annoying.

Qirn
10-31-2008, 04:32 PM
for the sake of Flowsion I would even look at the ads :D
Ingame-advertisement would be nice to finance the whole project :)

Curtis
10-31-2008, 04:37 PM
We will not make it Pay-To-Play nor will there be a Cash Shop in which advantage is given to players. I would think that players of FMS would know that we were completely against that ;).

Brilliant! That's the way.

There should still be a cash shop... if not just to raise funds to pay off all of the Dev's hard work. However these items shouldnt break the game or give advantages over other people. They should be extravagant items that arent really necessary to complete anything.

However, I think an NX system like Flowsion's should remain. NX-like cover items should stay as drops from monsters, but they could be sold in the Cash shop for those who are lazy and want the whole library open to themselves without hunting anything.

I agree with you on the cash shop part, to pay developers for their effort... however I disagree on the part that NX clothing should be dropped for the general (non-paying) public, because this will put people off from buying from the cash shop and instead try to hunt them, even if they are aware it would take some time, they know they WILL eventually find NX. Not a very good idea as the cash shop is essential for re-couping costs of running/maintaining the game - after all this isn't a charity organization and people can't be spending their time and I'm sure LOTS of effort making a game for free right? And what about web hosting, that isn't free either, especially when running on dedicated server(s)...




------- My 2 cents

For keeping the game up and running, sponsorships and adverts are a great plan. But I was thinking more on the lines of "in-game product placement". For example, if Pepsi decides to advertise, you'd see Pepsi logos on billboards/shop signs/even Pepsi-themed monsters/random but appropriate places inside the game. Not many games do this product placement and I'm sure advertisers will be thrilled at this form of subliminal advertising as well

PowerC
11-02-2008, 10:22 PM
Brilliant! That's the way.



I agree with you on the cash shop part, to pay developers for their effort... however I disagree on the part that NX clothing should be dropped for the general (non-paying) public, because this will put people off from buying from the cash shop and instead try to hunt them, even if they are aware it would take some time, they know they WILL eventually find NX. Not a very good idea as the cash shop is essential for re-couping costs of running/maintaining the game - after all this isn't a charity organization and people can't be spending their time and I'm sure LOTS of effort making a game for free right? And what about web hosting, that isn't free either, especially when running on dedicated server(s)...




------- My 2 cents

For keeping the game up and running, sponsorships and adverts are a great plan. But I was thinking more on the lines of "in-game product placement". For example, if Pepsi decides to advertise, you'd see Pepsi logos on billboards/shop signs/even Pepsi-themed monsters/random but appropriate places inside the game. Not many games do this product placement and I'm sure advertisers will be thrilled at this form of subliminal advertising as well

Thats totally an excellent idea! And Since its a 2d mmo, couldnt you make it so that it has a joystick/controller option on it? And there are always ways to disable auto clicking capibilities. I am really looking forward to see where this game heads.

Sheapy
11-03-2008, 03:25 AM
Whoa corporate sponsorship in the game. That's a pretty big step to take. I dont think that'll happen until they become as successful as Maplestory

Waterboy
11-03-2008, 04:20 AM
<@MoveBITCH> OMG CAN THE RPG
<@MoveBITCH> ZAKUM
<&Bui> Yes.
<@MoveBITCH> BE AN 8ARMED ELEPHANT?
<&Alysha|afk> no
<@MoveBITCH> LOLLLLLLLLL
<@Congee|AFK> lol
<&Bui> VISHNU?
<@Congee|AFK> do i
<@Congee|AFK> it
<@MoveBITCH> PLEASE XD
<@MoveBITCH> YES
<@MoveBITCH> LOL
<@MoveBITCH> it can rape everyone
<@Congee|AFK> and have like trunks be its hostage
<@Congee|AFK> and then later on
<@Congee|AFK> you find out that it was staged
<@Congee|AFK> and that trunks was actually a villain
<@Congee|AFK> planning to blow up the rpg

YES, PLEASE.



Bui suggested a music world where you can share playlists [with consent]
and be able to customize songs that play in each map [or something like that]

TheNinja
11-04-2008, 02:03 AM
In case you are still looking for an engine to use, I highly recommend DX Studio. It has great interface for both 2D and 3D layouts, and is very easy to use.

If the MMO were 3D I'd be more interested in helping, but I can provide a few ideas and logic for programming.
I'm really horrible with 2D.

Limes
11-04-2008, 02:22 AM
I agree with you on the cash shop part, to pay developers for their effort... however I disagree on the part that NX clothing should be dropped for the general (non-paying) public, because this will put people off from buying from the cash shop and instead try to hunt them, even if they are aware it would take some time, they know they WILL eventually find NX. Not a very good idea as the cash shop is essential for re-couping costs of running/maintaining the game - after all this isn't a charity organization and people can't be spending their time and I'm sure LOTS of effort making a game for free right? And what about web hosting, that isn't free either, especially when running on dedicated server(s)...

Hmm....

I think what I was trying to say earlier was that I'd like there to be options other than just the set level equipment and what you can buy in the Cash Shop for money. Non-payers could have some kinds of cosmetic covers available to them, but not many, and not totally flashy like the cash stuff will probably be. One of the things I hated in GMS (primarily before cash shop was even out) was that everyone looked exactly the same at a given level, and I think that alternatives to the ONE required armor is something that should be built into the game to SOME extent, even if its just a different type of armor with the same stats and level.

Sheapy
11-04-2008, 06:27 AM
Give people a taste of Cash Shop with the worst it has to offer, eh?

wat3rcycl3
11-04-2008, 06:58 AM
maybe make weapons with different requirement?
For example for
gigantic bow can have 54str req~58str req
this will bring more variation to players! as some ppl might add more str :P, causing lesser to dex= lower damage.

seth1134
11-11-2008, 04:34 AM
In case you are still looking for an engine to use, I highly recommend DX Studio. It has great interface for both 2D and 3D layouts, and is very easy to use.

If the MMO were 3D I'd be more interested in helping, but I can provide a few ideas and logic for programming.
I'm really horrible with 2D.


They already stated that it will be 2d, and they will be making an engine from scratch.

Salguod
11-13-2008, 11:40 PM
I'd love in game ads or outside of it. I have never used Adblock or anything like that because if they take the effort to keep up information that helps me, I should help them by letting them get whatever cash revenue they get by having ads there. As long as they're not those annoying pop ups, then I'm fine with them.

For the actual gameplay, I support the skill-based system like you are aiming for. It is really hard to execute, but I hope you guys can do it. [Like the others, I don’t want a grind-heavy game that depends entirely on levels, since I don't really have that time anymore.] Guilds are a definite yes (I loved my guild in ms, until we all quit) and I really like ms’s chat system which has a clear and simple box that doesn’t get blended into the background, unlike a bunch of 3d games. I believe that you should be able to have one type of weapon that you can set as you main (to be changed if you want a new main weapon), whose mastery % won’t go down as you use other weapons, unlike your non-main weapons. Basically, you have 100% you can devote to your main weapon and another 100 to be split among the others. Of course, I don’t really have an idea how to implement these, but I’ll try to think of some ideas for plot.

ihatehalo
12-07-2008, 06:18 PM
just wondering and i speak for every one (i think) but how much progress you have?