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Oh my fricking god why has no MMO ever done this??? Random locked affinities

I just thought of this. Why isn't there any mmo where your magic or class affinity is locked at character creation? Like an Isekai but an mmo. Imagine this, anti cheat is made somehow so you can only make ONE account and everything is random. No rerolls, ip switching doesn't work, etc. You have like 15 magic types or something and some are more random than others. Some people even get 2 but each are slightly weaker to compensate and combine like a naruto kekkei genkai. You might be born with the rare dark type affinity or wind and water so you get special ice abilities from having both. That would so fricking cool. Each would be useful but the gimmick is just like real life. You can be born a handsome guy with shit magic and great at stealing or an ugly guy with a tri magic affinity to create storms. Idk I just like the idea. Call it Magic Lock or something.

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This should be /h/drugs

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this would be interesting for sure but only hardcore mmo nerds would play it and with budget bloat and retention issues due to other games just not financially viable

maybe as a 2D platformer or something extremely simple? but then again mmos need a critical mass of players to retain or die

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ip switching doesn't work

:#marseysmughips:

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This actually fixes the overpowered class thing too. Imagine if you made healers intentionally rare like in most fantasy settings. That way healers are actually treated well.

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I thought Star Wars Galaxies did that with force affinity. I think they opened it up later because people are terrible

https://www.swgemu.com/archive/scrapbookv51/data/20080205174235/index.html

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Constant unbending bitching about balance.

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I think it's because of people bitching about balance like people said, and also that MMO design philosophy is to pad out the content for as long as you can, which means doing your hardest to make most content in the game accessible by all players. This is why most MMOs either let you take all the classes, or streamline levelling into grinding a bunch of quests in a row until you max in about a month, at which point you'll actually be able to play the 'endgame' content.

Basically it just wouldn't gel with MMO design. The reason why this is the one and only design all MMOs share is because it's the only profitable design. It's near impossible to make an MMO as consistently fun as a match-based or singleplayer game because part of the gimmick is always having something for the player to reach and yearn for.

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Rust does this with your :#marseymonstercocklaugh:

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Did you know that the bathtub was first marketed in north america as a horse trough and hog scalder?

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