A “legacy” game, where your contributions to the game continue even if you’re logged off, meted with an mmorpg
It could be anything, but my idea is something like cities:skylines. Interconnected cities or areas each with a mayor or admins that direct the goals of the area..
Then the 2nd aspect of the game is more like GTA, where people interact with the areas.
The areas could be like San Andreas, but then you could walk to the edge and it becomes more like a village from Warcraft. Or maybe an area is filled with ghosts and most of the goals in the area are delivering packages. Or maybe there’s an area like Sanctum 2, fallout, or any other idea. It would be up to the admins/mayors to figure out how to design it.
The game would fill in gaps in city creation for random encounters, etc. the in-game players actions would have some effect on the area itself.
I would expect the game to support itself through a combination of ads and subs. Companies could pay to have more control over what advertising exists in their area.
I've been thinking about an ARPG based around World of Warcraft's mythic dungeons.
Scalable, multi-player, enhanceable instances where completion of more difficult versions of the instance rewards in better gear and crafting options.
The idea is that the content is created for a 5-man party (1 tank, 1 healer, 3 dps) but you can try solo it, or bring up to 20 people to massively increase the difficulty and the rewards. Instances would follow WoW dungeon's formula of trash mobs (which drop crafting materials and have rare drop chances for certain gear) pathing you towards a succession of bosses with very different, complex mechanics with stages, signaled abilities, and skill requirements.
This would include a character levelling system to unlock new class abilities and mechanisms, a party finder system, certain dungeons locked behind character level and the completion of other dungeons at a certain difficulty level. Perhaps you could extend it to add in "world bosses", massive 200-man bosses with a chance at particularly unique loot, but of course that would require a certain level of infrastructure and a game population making it justifiable.
I don't think so, the ARPG I have in mind wouldn't be open world, would have no campaign and much less focus on story overall, a much more detailed crafting system akin to Path Of Exile but perhaps less punishing, and much more focus on stacking up as many extra modifiers as possible rather than being limited, push your team to get the best rewards.
No timegating, no daily/weekly quests you must log in for, the only limitation is your skill.
Yes similar, but not entirely. SimCity is more macro-economics, I was thinking more about micro-economics, like the demand and supply within the city, similar to Factorio where one factory needs resources from another to work, but in this case prices would fluctuate depending on the supply and demand of certain resources within the city, then you could use these differences to make money for your sims, or create a business to fill an unsaturated market, for example producing sweaters in the winter to fill the clothing demand while having to repay a loan you took to begin the business without going bankrupt. This has always been what I wished I could do in the sims, Sims 3 came close with shop ownership, but it didn’t really simulate the accompanying economies.
I want Stellaris or something similar but in VR. I want to spin the galaxy around and resize it to zoom in and out with my hands and pluck cruisers and point them to the right place, I want big tactile sliders and stuff for controls, spaaaaaace
A hybrid of dagger fall and Minecraft. Open procedural generated world rpg with npcs that give quests but a semi hand designed main quest. Crafting with loot found in dungeons to either kit out my character or sell for profit. Sell me a plot of land in town I can build on or a house I can modify. With real rpg mechanics
I want Master of Magic but modern. I want all the same style of gameplay (squares, not hexes) with similar art style (not grimdark browns) but uprez to modern resolutions (still pixel, but tiiiiny ones). I don’t think turn based strategy with tactical combat is popular enough right now to justify it.
I want World of Warcraft but it’s an actual role playing game. It’s not. It’s got roller coaster dungeons and the main characters are putting on a stage play, not actually there. They hide main characters when they’re not needed or inconvenient. There are so many Plot-By-Stupid writing mistakes. I don’t know if it’s possible to create a world that actually seems plausible (not realistic, but plausible). I want to love the story of Warcraft again, but it’s been years.
I want a game that doesn’t get corrupted by rich executives trying to squeeze every last dime out of people, but has the fidelity that large resources allow. I hate microtransactions, even if I don’t use them. I play games to get out of the world and its disparity of incomes and being poor. People running around with things I’ll never buy just reminds me that rich people are there.
this is my first Lemmy post and I’m still not sure if there are spoiler tags and such, so I’ll try to avoid spoilers as much as possible.
anyway, I don’t like this game.
I initially found the combat very fun but mostly flashy. Later on as I got more eikons and I slowly found something that was efficient for me towards the end, I had very little reason to go back and switch up but I appreciated the flexibility. The problem was that all fights essentially went the same way, and it ended up feeling like the combat system wasn’t deep enough. I really liked the hunts, however. And there was a particular boss battle that I think was truly executed perfectly.
Outside of combat, gameplay is dire. It’s not really worth exploring outside of the critical path - the loot is worthless. Way too many “talk to this person”-style sub quests with, more often than not, little payoff.
The plot is, I think, abysmal. The whole slave story is handled extremely poorly, and seeing how dumb the approach to this theme is, it’s not surprising that they flat out refused to include any black people. The outrage would’ve been too much. Fortunately (?) this whole slave stuff is forgotten halfway through, so you won’t really see more of it unless you focus on the side quests. Which… yikes. Some of the worst writing in the game can be found on the side quests. I initially was excited when Vivian was introduced, as I love me a good Map with Floating Heads of Key Players Where I Learn about the State of the World Sequence… but my god it all amounts to nothing but very convoluted ways of saying stuff like “the army moved to this location”. Incredibly tedious, and disappointing. As much of a bummer as this whole world is imo.
And speaking of bad writing, all the female characters of the main cast were done a disservice here. Jill during the Iron Kingdom boss fight was especially done dirty.
I have played every single FF from IV till XV (excluding the XIII series), and I don’t think this series will be for me anymore if it continues on this direction. I wish this game hadn’t disappointed me as much as it did. Spectacle isn’t enough to carry a game for me, and while I was not expecting something extraordinary I did expect something more thoughtful than this.
A strategy/management sim where you are a Madam running a brothel. Lots of ways to take it-- set it in different places/eras to signify how far under the radar you have to be, change your regime from harsh to compassionate, build out the brothel itself, recruit talent (ethically or unethically), decide if you want to theme the establishment to attract a certain clientele-- lots of interesting things you could do with the setting!
I want a Persona game but with the characters in college instead of highschool.
Maybe Shin Megami Tensei has older characters? But the problem is the vibe is so different. A lot of anime/manga with older characters go for a completely different tone. The friendship and family theme heart of the Persona games, and the hopefulness, is essential to me. I just want some of that hope for but targeted at adults for once.
Imo “adult” aimed media often has a real problem with conflating maturity with misery and sex. I know I’m not the only one who feels this way because it’s gotta be part of why so many adults still read YA books and play games with precocious teenage protagonists.
Ever since I was a kid I have wanted a Pokémon game with real-time action combat that approximates the fight scenes in the anime, not only incorporating movement and dodging but also counter-moves like using fire attacks to nullify Razor Leaves.
I really like XVI, but could do with a different combat system. I’m really not great with super fast-paced, twitchy button mashers, so combat in XVI has been kind of frustrating for me. I might need to step back and revisit XII for a breather when I finish this game.
I’m still playing through it, but am nearing the end. I like the combat system. At least for bosses and mobs that can be staggered, it’s not just button mashing. I’ve been playing with the various Eikonic abilities to find combinations and “rotations” that I like or are appropriate.
I will say, I think FF7R’s combat system is better. FF7R actually keep a vestige of the old turn-based system – which I’m a fan of – where you can at least pseudo-pause and think about what spell or ability to use, or whether to switch to another character, or just think about what the next move should be.
That said, right away, I thought FFXVI is middle of the road as well as others are saying. Is it my favorite entry in the series? Absolutely not. But is it my least favorite (FFXV)? No way.
I think I want a game featuring Aztecs, Mayans, Incas and / or Olmecs (hell, any “New World” civilization) in a city building, RPG or RTS setting. Not enough focus is paid to what happened in South America or American southwest
bin.pol.social
Aktywne