Ixtellor wrote:Totally wrong, its about the Gear. Thats why City of Heros sucked at max level. Non gear to go for..
You could accumulate TONS of titles(badges) but who cares.... Your level 50 scrapper was exactly like my level 50 scrapper except the costume which any one could get at level 1 (aside from a few special pieces - that generally just looked comical)
There are only like 4 rewards that make MMO's worth it.
1) Levels
2) Gear
3) Skills
4) Prestige (badges, titles, guilds)etc.
This is kind of my point: the next MMO should be 'worth it' without the need for additional levels, gear, or skills. There are plenty of multiplayer games with massive followings that don't have these elements. Why exactly does adding extra players on screen require this?
Lets imagine a hypothetical TF2 MMO. The PvP is the same, in that its instanced. There is already an in game economy and crafting. There are already classes.
The plot? Two sides, are fighting for control of Australia. You are a mercenary who can sign up for either side. By doing this, you gain in-game currency that can be used to buy hats and badges that are designed by the community, as they are now. For each of your weapon slots there are several classes of weapons, each of which has a bit of a different flavour (like the demomans sword and axe) but play in a similar manner. Since both sides of the war are being controlled by the same woman, she gives larger rewards to the team with fewer players, maintaining population balance. Each side has a large base where you can meet with others before scurrying of to various battlefields. PvE is done with Valve Bots, who are coming along fairly nicely.
I think this is all quite feasible. Hell, it seems like Valve is slowly incorporating these elements into the game.
People already pour dozens of hours into TF2 because the
gameplay is excellent. Any game that relies on increasing power to keep you playing is doing it poorly.