(03-12-2014, 10:39 PM)TheLastCandle Wrote: Good luck finding the perfect game for you.
The perfect MMO...
Take Final Fantasy XIV and give it:
TERA's active-avoidance full-collision combat
GW2's living story and gear-agnostic PvP
SWTOR's heavy story emphasis in questing (dialogue options plz)
WoW's exceptional raiding/end-game design
RIFT's... well, everything cool from RIFT, but especially its costuming.
plus...
- rebalance for a six-player party size.
- add a true support/hybrid role and rebalance bard for this purpose (more MP, cross-classes from CNJ and MSK, songs have greater effectiveness, lower overall damage).
- add musketeer/MSK and its associated jobs, corsair/COR (damage) and machinist/MCH (pet-based support).
- add fencer/FNC and its associated jobs, mystic knight/MYS (tank) and red mage/RDM (support).
- add nomad/NMD and its associated jobs, thief/THF (damage) and blue mage/BLU (support).
- add more alternate role jobs to other classes...Â
marauder: berserker/BSK (damage)
gladiator: dark knight/DRK (damage)
pugilist: dancer/DNC (healing)
archer: ranger/RNG (damage)
lancer: defender/DEF (tank)
thaumaturge: necromancer/NEC (support)
conjurer: geomancer/GEO (damage)
- allow classes much more freedom in what they can use as cross-class actions in order to bring them more in line with jobs in terms of power. remove cross-classing from jobs entirely, and instead give them five job-specific actions to replace those missing actions; i.e. ensure that all tanks have a Provoke equivalent, all casters have a Swiftcast equivalent, for example, such as giving Scholar a spell that allowed their fairy to cast a spell for them while they cast other spells, or White Mage a spell that allowed them to cast a spell at half the cast time while moving.
- scalable raid/trial sizes, 6-24 players, encounters scale in difficulty/complexity with larger raid sizes and more loot drops with more people present.
- dynamic raid/trial difficulty. every wipe makes the fight just a little easier by slightly lowering enemy HP, damage, defense and attack/cast speed.
- "story" mode difficulty setting. much easier, very forgiving, mechanics akin to Hydaelyn's healing on Ultima SM, drops no loot but completes quests and yields gear vendor tokens, instead of using the Echo buff.
- "time-attack" mode difficulty setting for all dungeons, trials and raids. fixed raid size (6 for dungeons, 12 for Coil, trials etc, 24 for CT etc), timed runs, gear is level synced to the recommended level, no dynamic raid difficulty, yields achieves and cosmetic rewards for clearing and other challenges, all runs are scored at the end.
- completely rebalance crystal tower/labyrinth of the ancients as a reasonably-challenging mid-level endgame experience, rather than the utter faceroll it currently is. dynamic difficulty will ensure nobody gets stuck on it too long.
I could probably sit here all day and do this but I think I'll stop here. Suffice to say that the perfect MMO will never, ever exist because companies seem completely unable to learn from the successes and mistakes of their predecessors.
Why do they all think they have to reinvent the wheel from scratch? :/
attractive enmity device