Would you play an MMO where the main goal was exploration?

Would you play an MMO where the main goal was exploration?

Like, instead of getting loot from drops, you were able to just delve into a fuck huge forest, come across a cave, and at the end of the maze-like cave you found a "Helm of Night Vision."

I'm picturing something in the traditional fantasy setting, but combat isn't the main focus. You can still go and fight a world boss if you want, but that just gets you gold.

To actually get gear you need to find it in hidden places around the world.

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How the hell would you balance that?

>Loot locations are leaked
>People camp these locations to get the loot as soon as it respawns

Nah

You wouldn't need to if combat isn't the main focus.

I don't think it would work or be successful. You need to have at least some direction guiding the player, and I don't even know how you would design an mmo like that.

WoWbabbies would be like WHERE'S THE RAIDS REEEEEEEEEEEEE

You'd just need to randomize it.

>Hey, here's this world
>Go find some shit

That's not enough direction?

I ended up playing Guild Wars 2 like this. I had the most fun looking for the vista points and the skill point markers more than going through the story. I'd play something like that, where do I sign up?

How can someone so dumb be so fappable?

So just MMO minecraft?

No, it's not enough.

>You'd just need to randomize it

That either changes absolutely nothing or it makes it entirely luck-based. Or worse, it makes it luck-based while still essentially changing nothing. That's bullshit.

if the focus isnt on combat then what use is the gear?

Pretty much, but take away the ability to craft, build, and the procedurally generated world and add in good exploration, world bosses to hunt down, a class system, and a detailed world.

So, no. Not at all like MMO Minecraft.

>Helm Night Vision
>Boots of feather fall
>Amulet of water breathing
>Gloves of magic detection

You'd just make the gear an effect-based system instead of a stat-based system.

>So you want to travel to those wonderful places full of treasure. Guess what bitch, you need to pay. Otherwise feel free to explore our generic landscapes where only a color is predominant (green and brown) and you can only loot 3 items per day.

I don't feel sexually attracted to this women but I feel like she's very cute and beautiful and I could stare at her for a long time, but have 0 sexual thoughts.

youtube.com/watch?v=urNyg1ftMIU

Also I heard she got some nasty cancer.

>world bosses to hunt down

This is arguably the only thing I like about the idea. Instead of quest-based, location-based or instanced raids, you actually have to find the fucker to kick its ass and take its phat loots.

>Also I heard she got some nasty cancer.

That was just her guest appearance on House M.D., yah dingus.

imdb.com/title/tt1273723/

you can't have a mmo without a skinner box and people striving for snowflake pixels.

No I saw a video of her, a vlog where she talked about her cancer.

>tv is flooded with pics of camels so I'll check out what up with v
>even more camels

Jesus.

you're the crossposting cancer that killed Sup Forums

So MMO 3d terraria then?

>and people striving for snowflake pixels

So, add in a crafting system that allows you to change how each part of your gear looks.

>Want to dye your robes a different color

Find the dye out in the world and then take it to a crafting station.

>Want to change a helm's model

Do some blacksmithing

>Want to change some light armor to heavy armor

Learn some alchemy

>But what use is a leveling system attached to crafting, then!?

When you level in a crafting skill, you unlock new skins/models to change your gear into.

That's closer

I could see this working more as an experiment or as a programming aid than as a new game.

Come up with a generic game where loot is randomized and players are free to search wherever they want, and track who gets what and how quickly according to the patterns of searching and use that to program space probes/satellites or robots that search for survivors within wrecked buildings or the like.

okay.

>YOU CANNOT ESCAPE FROM DESS

>expecting people to not force combat as the main focus and keep people from exploring

I play Dark Soul just for the exploration

Every time I get stuck at a boss for the whatever'st time and actually beating him, I dont feel joy for overcomming the battle, I just feel happy to carry on through the world

So thats why I dont give a shit to beat the last boss in most Souls games and why I would totally buy a game like that

Theres probably something wrong with me but eh, guess thats why we're all here

I'd prefer for exploration to just be an integral part of the game rather than the main theme. In other words, exploration should be a byproduct of a game that gives you an interesting, open world with a lot of choices. Ragnarok Online did this pretty well as the game didn't tell you shit and you had to figure out where everything was just by walking around and gathering information.

>tfw no MMO set in Zendikar
>emphasis on exploring, dungoneering, traps, magic
>combat an occasional thing

You need to have clues to where you can find shit. Otherwise people will just be like "What do i do?" and quit.

Black Desert is as close as it gets right now.

EQ Next was canned. Nothing around the corner that looks worth a shit.

>so I explore so I can...?
People would get tired of it very quickly.

I just want a worthy successor to Ragnarök Online.

You would be exploring in order to find cool shit.

>Hey, have you seen these new boots I found!? They have a water walking enchantment! Now I can make it all the way to the ice fort in the middle of the ocean!

And what would stop someone from swimming? If the game doesn't have swimming that really limits exploration.

People won't want to explore just to explore.

An exhaustion/stamina mechanic?

Mobs in deep water?

Underwater travel pretty much always needs an air mechanic, so water breathing gear items would be useful.

Exploration is what I want in an MMO. But there still needs to be more to it than just aimless walking. Having enemies to fight, quests to do and NPCs to talk to are all needed as well. The game developers just need to design the game so the player actually finds them through exploration, rather than 'go to the flashing red arrow on the map'.

A game like Ragnarok Online kind of did what I want. But while you have a totally open world and ability to find things yourself, there's nothing but enemies to find in the world. There needs to be more NPCs/items to find on the main world and not just from killing enemies. In other words, I want to play Dragon Quest X.

Possible, but you'd have to randomize the shit out of world, possibly making it shift and change for exploration to be meaningful. You'd have to sacrifice graphics in order to be able to do that.

I NEED HER HAIRY PUSSY IN MY FACE RIGHT NOW

Would you?

Why not just make each cave/fort/ruin/etc. a procedurally generated instance?

>MMO
>instances
kill yourself

Shit's basically how I treated Black Desert because the endgame was gay.

Thought it said exploitation
tfw no rpg where I can sell and train sex slaves

Walking simulator

>Western females
>hairy pussy
Only the fatties. Most have adopted the Asiatic custom of pubic grooming unfortunately.

Then they're worthless whores, fuck that shit.

Can't make a world big enough and detailed enough for that to work,.

>Would you play an MMO where the main goal was exploration?
thats literally all i want in an mmo

The only shitty part about exploring is if you can't discover anything because it's all been spoiled and that's the first thing that happens with mmo's nowadays.

>I want to play Dragon Quest X
And they will never let you.

Except that's not true if you have a proper dynamic world. If a troll makes a hideout in a cave and you're the first one to find him and kill him and then there's no more troll, or a mage builds a tower by the ruins of an ancient stone circle and you stumble upon it when he's out collecting herbs and steal his ethereal orb that's an experience that can't be replicated by anyone else.

OP, except for the MMO thing, you are describing No Man's Sky.
And yes, I would paly it.

>a proper dynamic world
Easier said than done. Name an MMO that achieved this.

>guest appearance
Isn't that literally all she ever does
what is this person
what does she do

Toss in some powerful social elements that give people a reason to explore too. Player-owned shops, guilds, etc, which would require people to explore and hire other players/NPCs to collect resources and junk.

tfw you will never be as cute as her

feels bad man

What if:
>cities are hub areas, everyone on a server can see each other there.
>exploration zones outside cities are instanced
BUT
>sometimes instances merge with each other like in Journey, so you might meet another player or two eventually
>they un-merge after players are out of sight for a few minutes, and re-merge with another instance after another few minutes

That's the problem - you can't rely on instances. You have to create a believable and MASSIVE MULTIPLAYER world.

exploring something like hxh dark continent? 10/10 would play

>game client needs to update to take into account these changes
>now everyone knows there was a change and those that were logged in and forced out due to the update get to land rush first and experience these little drips of content while you are sleeping or at work or whatever and when you finally get back all you hear is a story, maybe

Ultima Online, SWG in some of its gameplay elements, those stupid zombie survival/building games in some other gameplay elements, a shitload of P2W abortions like Garriot's Shroud o the Avatar that sells castles for $12000 in very few gameplay elements, EVE in some, etc.

Mostly UO in terms of a fully living world and SWG in terms of player interaction, including PvP, bounties, cities, etc.

It's nothing impossible though, but the problem is that it's sooooo much easier to just make a McBurger that's just good enough in one or two of important gameplay elements to make retards pay for shit and then jew the fuck out of the players before you put the whole thing on life support.

>main goal is to walk around aimlesssly

fuck that minecraft teir shit

...

I think you misunderstood something here. Why would there be a "client update" for perfectly normal PC and NPC behavior?

I don't really fuck with MMOs so I only know of those games through hearsay. I think the last MMO I played was Tibia like ten years ago. Is Ultima Online good? If I was going to play one, I would want pretty much everything to be player-driven in a dynamic world.

Glitch was a really fun, non-combat game with lots of secret areas to explore. It didn't force you to be social and it was all put together with a small team of people. I'm sure Sup Forums would shit on the hipster art, though. I also think that 2D exploration is kinda shitty but it's reasonable if you're a small team and want to put out tons of locations in a small amount of time.

The devs ran out of money and it died.

What's the point of getting gear?

The impetus for exploring was that you'd collect little flying bugs that gave you a) money b) stamina and c) EXP. Money was obviously for buying shit, mostly stamina boosters or wardrobe items. Stamina obviously kept you exploring. Crafting also used up stamina. And finally, the EXP could be used to learn new shit instead of leveling up. Jump higher, craft better food, and crafting housing items. The one gimmick to the game was a system of praying to gods, where you'd get certain boosts depending on which god you regularly donated money to.

The only way the devs made actual cash was selling non-craftable housing items and wardrobe items. I don't know exactly where they went wrong in terms of money. I guess a lot of people also thought the art style sucked.

Wildstar tried this and failed.

Eve has great exploration, and you need a brain for it

>You will never experience this world for the first time again in its glory days
>You will never kill wolves again while walking from the starter town to the logging camp south of the town on the way to the major city
>You will never get curious about the giant spiral hill on the path to the town and turn left, climbing the hill
>You will never come across a 3 man party fighting off wolves and wisps again
>You will never save the party leader from being killed by a lighting bolt from a wisp again
>You will never fight your way up that hill with that party again, taking heavy injuries yourself because defense in the early days was a joke
>You will never reach the top of the hill, and start up bantz with your new-found friends
>You will never sit by the tree at the top of the hill, starting up a campfire and licking your wounds again
>You will never watch other players walk past the hill and just soaking in the atmosphere again

FUCK I MISS THE OLD DAYS AAAAAAAAA

>Devs spend a bunch of time developing a game that will appeal to 25+ year olds
>Marketing team scams them out of every penny and starts marketing it to 12 year olds

What about exploration-related gear? It'd be an entire metroidvania world.
Or basically terraria.

>all you hear is a story, maybe
>implying this is a bad thing

user this sounds pretty damned cool

the events that everyone wants to talk about attracts people to the game, because they want those things to happen to them too

take Eve's Battle of b-r5rb, everyone fucking talks about it, newbies get attracted to the fact that a war of this scale happened, it becomes lore metawise.

I want to play EVE, but
>subscription fee
>probably just doing spreadsheets
>will be a dirt-poor nobody in the game, just like real life

MMO's are inherently poisonous to gaming as a whole.

...unteralterbach?

>50% tax on pardoner shop sales

WHAT THE FUCKKKKKKKKKKKKKKK

for this to work youd need reasons to actually travel across the map instead of abandoning your starting town immediately after hitting level 10 and moving on to the next quest hub

Unfortunately today's EVE is pretty much a RMT game. It was really good in the first few years, but if you're not paying thousands to replace ships or buy character/skills/etc. you're nothing now.

It's completely ass-backwards now, if you want to play a pirate, you literally have to finance it out of your own RL pocket (because you need a steady stream of ships since you get killed more often than you kill someone and you lose more in-game cash than you get from the "victims") so it's basically paying to LARP.

So basically what you're want is Guild Wars, wish Souls style of player joining and leaving.

Just like real life.

nope

>To actually get gear you need to find it in hidden places around the world.
would be instantly ruined by online guides

Well, yes. The entire genre went from escapism and in-game meritocracy into mirroring real life and out-of-game>in-game plutocracy, it's fucking disgusting.

Well I did specifically say like Journey, as in unannounced multiplayer. But yeah, sure. Why not. Dragon's Dogma and Dungeons&Dragons Online (the old one, not the new) also have instanced exploration areas.

Initially I had that thought for a dungeon crawling game, so rather than meeting outside in the world players would meet up and lose track of each other inside dungeons and mazes. Maybe instead of bloodstains you'd actually find corpses of players who died there.

Same thing happened with comics too, Marvel is especially guilty. Everything I love dies.

Thats all i ever wanted in an mmo

What about this:
- make monster spawns act as an ecosystem
- give the ability to players to found a small outpost
- the more players join an outpost and invest in it, the more it grows
- players need to constantly build outposts farther and farther as every monster near an outpost will end up exterminated by players at some point
- the farther you go away from civilization the bigger and meaner the monsters
- small outposts regularly attacked by monsters to control outpost population and let smaller monsters repopulate for the noobies

Thoughts?

I would kill for a 2D MMO. But one that played more like Muramasa and not like Maple Story.

Having elements of Terraria would be great. Actually going out and having to harvest items to make gear, build your own house or complete objectives. It could have a multi tier world where the top overworld area is like a typical MMO. Fighting enemies, talking to NPCs, completing quests and etc. But you could also dig into the ground and find unique caves, dungeons, waterways, etc. And then you could dig even further and enter another Server.

>need to kill monsters to expand outpost
>monsters go extinct
Lots of pitfalls like this await.

Weak monster population is controlled by the frequency and conditions of big monster attacks on player outposts

Tbf my afve thing about WoW was in vanilla. i had a Rogue and wanted to get from night rlf lands to human lands. And i didn't figure out how to get to the boat because I'm retarded enough to go. I'll WALK!!! and i walked all the way to theramore at level 14 exploring every bit of the map I could in stealth. By the time achievements came out i had all of the map completed achievements on startup.

You can do that in Tera

Ultima online tried this.

Monsters went extinct in hours.

Ya all need The Secret World.