josh_manga wrote:How about a triple thread cord?
The world would have to be a World to be sure, and not just the small kingdom of Hyrule. In the games we've seen other worlds, parallel dimensions, and subterranean realms, so i don't see a problem regarding world content.
josh_manga (post: 1353597) wrote:One of the things i've always enjoyed about Zelda is the adventure/exploration aspect, and i think the game should put just a little more focus on that than most Zelda games have, and certainly more than most MMO's.
CrimsonRyu17 (post: 1354362) wrote:So yeah, if you're looking for something close to what I've been reading, I believe Mabinogi is something you should check out. Or, y'know, you can sit and ponder about how an MMO that will probably never be made will work?
TriezGamer (post: 1354520) wrote:I've played Mabinogi. And spent nearly $300 on it. It's fun, don't get me wrong, but it really doesn't take that long to explore.
CrimsonRyu17 (post: 1354526) wrote:It does when you're on foot, even as a giant who are slightly faster than humans. xD
I only just recently spent $10 on a white cotton ostrich so if you have a mount, I'd imagine it doesn't take as long.
josh_manga wrote:Dungeons could be populated with players from both sides, the good side trying to infiltrate the dungeon to retrieve some valuable artifact while the bad side tries to defend it.
Small tunnels and caves that are peppered all over the place in nearly every Zelda game could be randomly generated, both the location of the entrance (like Mabinogi) and the shape of the cave/dungeon (Rogue-like).
If you travel through a dungeon and get to the boss room at the wrong time of day, you'd have to wait till the boss gets back, and maybe set up an ambush.
(assuming we're not using a mouse, think typical Zelda controls)
Make them work as an AOE, all the party has to do is stand near you and they are affected.
Maybe even not show the party's health on your screen
It's not a perfect system, but it is something different.
Nate (post: 1498692) wrote:I'm going to assume you mean "when the game is created" as opposed to stuff like Pokemon Mystery Dungeon, because having dynamically placed/designed dungeons is pretty much impossible for an MMO to pull off, due to the fact that there would likely always be someone in the cave.
Nate (post: 1498692) wrote:A steering wheel made out of cheese is something different, but it's an awful idea and no one should do it.
josh_manga (post: 1498736) wrote:The night/day cycle was just an idea i'd had for a while, and it wouldn't be based on real time anyway. But i agree, the anticlimactic boss room entrance would be very deflating and probably kill the game.
Zelda has always had an alarm for low health, and some games i've seen give visual cues regarding a character's health. If not showing an ally's health is such a bad idea, can you come up with a better, different way of doing it than having floating health bars? Personally i detest them, they clutter the screen, get in the way of targeting, and serve as a block to my suspension of disbelief in the game. Placing them on the side as part of the HUD is better, but still clutters, leaving less of the screen available to actually play on.
Nate (post: 1498692) wrote:Then the game is already doomed. MMOs do not control like single player games for a reason.
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