Originally Posted by The_Werewolf_Arngeirr
im definitely aiming to make something different then the current status quo.
Mindset of "gamers\players\clients\users" must also be changed - ask someone what is mmo - you'll get answer about RPG " third person, loot, raids, guilds, pvp, guild wars, auction, achievements etc.".
Maybe Star Citizen will change something , or survival mmo like DayZ.
What i want in new mmo's is to raise my skill, not lvl of my character (like knowing secret combo-wombo in old console-fighter games, and using it to defeat friends) - when knowledge of game is better than character stats. When you win battle not because you have huge axe +1000dmg, but because you know where and when to hit, and where block or run away.
I want see different equipment, not crap what looks cool and unbreakable, but can be penetrated by rusty 1lvl-noob knife . I want hammer blow deal damage to it, break and crack it depending from how my enemy stroke me and how much energy he used. I want that damage to affect my movements and fighting capabilities.
Or something like game physics what affects my ship\plane when i fly with burned engines and half-broken wing. And when knowledge of maneuvers can save my life (i think WarThunder is good in this, interesting and fresh).
And i played a lot of bad mmo's, but good guild sometimes made game 100% better despite all negative experience. So ther must be more interaction between players, but without need of that - like in LoL\dota - where in team is :You, your friend, another one, and two dumb-feeders who break your game. Or Planerside2, where you can play alone , joining random squads.
Being part of alliance, rivalry, sieges, server-scale dramas is always awesome.
MMO also needs new business models p2p, p2w, and f2p are like 3 old whales(maybe f2p is not so old and desperate) that hold all industry. Valve's Community-Market is interesting thing - you can play different games, gain items and sell it there for real money - they only take small %.