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"... is there anything you would like to be implemented in modern MMO and is technically possible?" I don't play any games like this anymore but I did play a l
by rsync 6y ago
"... is there anything you would like to be implemented in modern MMO and is technically possible?"
I don't play any games like this anymore but I did play a lot of MUDs and, later, years of UO.
What I always wanted were procedurally generated items - like weapons and armor and so on.
roguelike games randomize the names and colors of items, but we all know what they all are and there are a fixed set of them. UO was even worse - you knew exactly what every item was and what it did and that was that.
It seems obvious to me that a very enjoyable and delightful aspect could be added to games like this if every time you picked up an item you had no idea what it might be, or what it did, or how it could be used.
Obviously there would be some kind of templating involved and a number of attributes that could be randomized, etc., and perhaps even some kind of generalized discovery mechanism where you could divine exactly what this plain looking sword does.
Bottom line: I, as a brand new player, just outside the beginner town, should get a plain old short sword off of this dead orc 99 times out of 100. But 1 time out of 100 I should get a short sword that glows blue when I get close to undead creatures and has +X against wolves. Or whatever.
To put it another way, there should be an infinite number of different items I can run into throughout the game and they should do lots of unexpected and fascinating things (albeit rarely).