one of the greatest intruductions to a video that i ever seen and so many grat ideas , how i would love to see a idea like this come alive . congrats man you are a genius
@TOMB_Digital7 ай бұрын
Wow thank you so much Marcos! I really appreciate that! Thank you for watching and your comment, it means a lot. I'd love to hear from you again in my next video!
@marcoscorreiamarcos73937 ай бұрын
@@TOMB_Digital u sure will mate , i really liked how u got into the subject and it really got me hyped , because i aways get myself thinking a lot about rpg`s and what would be really cool to see and play , like darker stories kinda berserk like , true consequences for decisions , companions that could become worst enemies and completely change the path of the history , situations witch no clear right decisions , reality checks that would bring the player the sense of helplessnes that even reloading the save u would not get the disney ending or outcome , where ur not the savior of the world but just a caracter doing the best possible , im kinda extending myself a little too much but u get the point kkkkk but whe are lacking this kinda stories in games that bring us a diferent experience from everything else
@TOMB_Digital7 ай бұрын
I completely agree, I love worlds where I’m not the main character. It makes the world feel so much bigger and more immersive. Consequences should be impactful, and change the way you play the game. There is incredible value in making players come from nothing, because in order to become something great, they have to learn and grow
@JohnDoe-bl6xx7 ай бұрын
For that intro and story u got my like and follow.Keep up great work.90 followers dont do u justice.It will happen,just keep being interesting.
@TOMB_Digital7 ай бұрын
Thank you so much for your comment @JohnDoe! It means the world! I'd love to hear from you again in my next video!
@bommelol7 ай бұрын
Great vid, hope the channel gains traction!
@TOMB_Digital7 ай бұрын
Thank you so much! I really appreciate it! I hope to hear from you again for my next video!
@Ides3857 ай бұрын
I've been wanting to see a good classless MMO since Ultima Online. I don't think we'll see it with AoC. They might pivot eventually but I doubt it. It's not a deal breaker for me so I'm not too stressed about it. Doesn't sound like they will be too "on-rails" with their classes. We'll see.
@TOMB_Digital7 ай бұрын
Yeah I'm still very excited for AOC. I think they will have the honored seat for being the first serious look at an MMO with current era game design. I think they're going to set the new bar. Thank you so much for watching!
@SkullcandyEdit7 ай бұрын
Unsure how I found the vid, but I think the ideas here are very interesting. I also like the idea with basic and stable items, but the appeal of new raids/dungeons etc is usually HEAVILY motivated by getting new items, they are usually the carrot on a stick in front of the player, not the actual dungeon/raid. And having an economy based on just crafting is also dangerous as power-users control the market extremely hard and make competition difficult to impossible without strong regulation/mechanics. Example being active gold goblins in WoW that cancle-auction & 1c undercut permanently and effectively beat their competition completely. The class system is also a spooky idea, that works in single player games, where the game is made in a way for it to be beaten even if you are extremely underpowered (Soulslike games being able to be beat with naked characters etc) if you're good enough, while MMO's have almost always certain stat-checks, be it damage, healing, defense etc, which is why MMO's usually have classes, as specialization is so so so much more effective in group content (also economy). So you would just by design create fixed classes one way or another in the end, unless the devs would allow for the player to create scuffed builds that are objectively bad. The claim that "there’s theoretically no rules as to what spells you can or cannot have access to." is as said "theoretically" true, but practically not at all. Example, you could in WoW play a rogue that only uses spirit items & fights with their fists, that is theoretically possible, but practically doesn't exist as these players don't actually make the choice to play this way, but lack the knowledge of how bad their way of playing is and would/will change once they understand the game better/be reminded by other players/excluded from group gameplay. Similarly, the idea that: "You could have as many different abilities at lower power as you like- or- focus your points to delve deep into a specific archetype. Classes would then be entirely defined by the playerbase. And even players who fall into certain archetypes, like fire mages, or paladins, would all be somewhat unique from one another, choosing different spells to suit their playstyles. Like real adventurers in a fantasy world." Unless the content is extremely faceroll, being a jack of all (low level) trades is just terrible and won't happen. Classes wouldn't "really" get defined by the playerbase as the spells/abilities will/should be somewhat balanced by the devs to make certain specializations not many times better than others, while still being rewarding when you do. So the devs would have to absolutely design the spells/skills with defined classes/archtypes in mind & wouldn't get entirely defined by the playerbase, but found/discovered/calculated by them, just like current MMOs. If throughput/value is important then "choices" don't really become "real" choices, and the decisions are a calculated flowchart with actual decisions only being open to flavor/cosmetic things, or people in a group discussing who of them picks X talent for Y mechanic of a boss/raid/dungeon. So even point allocation will then also not be free as certain archtypes/builds will have a certain & most likely overwhelmingly amount of mandatory points, like X amount of Int as a fire mage to use up to Y spells of Z level, while the remaining (if any) points would go into almost as mandatory stats like stamina/int instead of strength as they will have have a significantly higher value or any value for them IF the content demands any real kind of power & the difference between specialized and non-specialized is significant. That all sounds almost doomer when put like this, but is highly important as specializations usually demand teamwork to cover weaknesses. You could be the craziest cleric and have restoration magic that is insane, but if you die after one smack by the boss then that doesn't matter if you cannot 100% negate it like Soulslike dodges/parries, and would require you to find a tank-ish player that specialized in that role, but both will most likely not be able to fight indefinitely as mana/ressources will more or less run out over time and your damage won't be enough, which is why you need someone that is specialized in that role... and so on. Actual "freedom" cannot exist in an MMO unless you cut back on other aspects heavily. It is just like in a character creator where you get a triangle-shaped diagram (ternary diagrams) where you have to decide between a certain balance of things, or certain things you cannot have at the same time.
@TOMB_Digital7 ай бұрын
Hey SkullCandy! Thank you so much for watching and for all your thoughts, it's awesome! You bring up some really good points. I totally agree with you that generally, players will do everything they can to "find the meta." To find whatever are the most powerful choices, and play that way, rather than really caring about being unique. I think the solution is not to fight this, but lean into it. Since it's impossible to avoid meta culture in an MMO, maybe it's best to try to make as many different metas as viable. A large selection of different play styles that are all strong or necessary for group content- forcing players to work together. So in a way yes- most content would be quite easy, but I think it should be. It's proven that when endgame content is easy, the playerbase flourishes. Plus I think for a more epic MMO, grinding away at the same raid every week shouldn't really be the core of endgame. Wars between guilds over resource filled areas, building settlements, and many other things will take up most of a players time. Thanks again for all your thoughts! I'd love to hear from you again in my next video!
@SkullcandyEdit7 ай бұрын
@@TOMB_Digital Ah okay I see, I guess the message seemed a bit more unrealistic in the video, but reading your response I guess we then totally agree. Great vid my dude! 🫱🏻🫲🏻🫱🏻🫲🏻
@Azeroh7 ай бұрын
Loved the video! I just wanted to give my agreements/disagreements and just talk about what my “Perfect MMO” would be. Starting from gameplay scheme, in a perfect world I think most if not everybody would like a SAO type 100% immersion VR system (full dive vr). Obviously PC is also really good. Adding on, I would like one gigantic server across all regions playing on one gigantic map. On Combat, with the VR scheme before you would only be dealing with the weapons. The combat would just be IRL combat basically. But for PC, I think it’s a lot easier to say what combat scheme wouldn’t mesh well then what combat scheme would mesh the best. All of this meaning what I can say is a Souls style combat system will not be good if you want these gigantic battles between many different players. The single target only targeting style is not gonna be good at all, same with tab target. Some sort of Action style combat system when you aim all of your attacks would work better imo. On stuff like the AI governor there isn’t much to discuss. If that was to happen it would obviously be really good. One thing I think is lost talking about UI is that it really just depends. If the game needs lots of information on screen, a cluttered UI is what you’d call a “good” UI for that game. All I would hope for is a UI that “isn’t bad”, aka doesn’t have any drawbacks such as overbearingness or just being ugly. It works how it’s supposed to, and gives you the info you need perfectly. I agree with the stats system and the spell system. For gear I would take more of the spell system approach instead of the essence approach, meaning special gear would be created through finding crafting reagents in the same fashion you would find spells. But instead of finding a rare spell up on a mountain, you’d see some shiny rare ore that can be smelt into bars which craft the best of the best gear. I don’t like the “essence falling off over time” system, and think it could be done better. You’d also have the same type of rarities as your spells, not just in chance but also in population (only x amount of specific reagents in circulation). Gem Sockets on gear, possibly stuff like Enchantments etc. Obviously with the gems you’d have a whole new system of mining and blah blah blah. Vertical progression is trash and only exists because games try to be RPGs across an infinite game lifespan when RPGs are meant to have an end. Community content is where it’s at. What do I mean? Ashes of Creation. Community conflict, alliance, events, everything. Stuff like gear can’t simply be kept on you and must be stored in order to keep durability, whilst the storage holding these things can be broken and ransacked through things such as massive sieges of cities. Welcome to the fun gameplay that can keep going forever. No need for gear updates when people’s incentive to play is no longer to get better gear, but is instead to succeed in some overarching conflict. Lastly, one important concept that should be thought about when talking “dream games” is scope and time commitment on the players side. If a game asks for 10 hours a day from the player, there will obviously be people who can do it but the possible playerbase drops massively. The dream 1k v 1k battles are just no longer possible anymore because the playerbase is only the highly committed. People have lives and will value their life higher than the game (most of the time). You could call that a happy or sad reality, but it does harness back a bit on the feasibility side of things. Not like that side of things is being discussed but it should be known. Anyways, I really enjoyed the video. Very good and high quality productions coupled with a masterpiece of an intro creates a banger of a video. I’m interested in what you think of my opinions. Keep doing stuff bro
@TOMB_Digital7 ай бұрын
Wow! Thank you so much for this awesome comment! I really enjoyed reading your thoughts. I strongly agree with your argument that weapons and gear should be lootable for enemy players, and that supplies could be ransacked. I had the same thought, but it would have really made that segment long winded, so I cut it out. I think that if players could steal your inventory, or some parts of it, upon death in open world pvp- that would really create a unique world. Players would try to travel in groups out of fear of player bandit parties waiting on the roads, and wars would have a material cost to them for guilds, because it will require replacing gear all the time. So much immersion just by incorporating a material immersion to the game. WoW Classic did it too, with a big need to purchase or create consumables for raiding every week. Something as simple as that creates a huge economy around it. Thanks again for watching! I'd love to hear your thoughts again on my next video!
@Shwonkz7 ай бұрын
Great video very underrated. Great part about there being a good and evil AI. Or the AI making a great weapon through a questline for the best player.
@TOMB_Digital7 ай бұрын
Hey Shwonkz! Thank you so much, comments like this mean a lot, so I really appreciate it. I’m glad you enjoyed the video, I’d love to hear from you again in the next one!
@justinmb147 ай бұрын
Where do I sign up to ruin my life? I want in.
@TOMB_Digital7 ай бұрын
Thanks so much for watching!
@TheChadcena7 ай бұрын
Great Video- One thing id like to make reference to though is your thought process around "selling the essence on trading houses", "epic spells dropping from raid bosses". How does one avoid the same issues we have now in almost every mmo- Pay to win features or Gold sellers/buyers. If these don't get addressed we run into the same issues we currently have such as GDKP runs, Guilds selling boosts and people buying gold to get "express" game play.
@TOMB_Digital7 ай бұрын
Hi Chadcena! Thank you so much for watching and for your comment! Specifically with regards to selling essence on auction houses, the essence will expire over time, like over 7 days or so (or any other arbitrary number of days.) This would force essence to be relatively cheap, and it will also be plentiful, most monsters will drop essence, so really any player can get essence. I know I didn't provide any of these details in the video, but it would have been way too much information for people to digest. My general thinking with essence is that it's meant to be a unique idea to stimulate the foundations of a player economy based on consumption, not inflation. Many MMO's have the problem, particularly with a vertical gear system, of a highly inflationary economy. Enemies drop items and gear. I'd like an MMO where gear is removed from the loot table for the most part. Player gear should be crafted by players, and the essence is meant to incentivize players to kill high level targets so that their gear is more powerful. With spells, I think they would be bind on pickup, and can't be sold outside of the raid. As for GDKP and boosting, honestly I have no idea what the solution for that is besides banning it and heavily enforcing those bans with a moderation team. I'm unfortunately not clever enough to come up with an automated or gameplay solution to that problem. Thanks again for watching! I'd love to hear from you in my next video!
@tftexe7 ай бұрын
Great video and so much effort must of went into making this. I have to ask what motivates you to put so much effort into this video? I know its a few motives but at such a current small viewer base are you hoping to go the long run and make consistent, high quality videos? or hoping to make one viral video to go large quickly? or is it not growth on youtube that interests you? thanks for the high quality content
@TOMB_Digital7 ай бұрын
Hey @tftexe! Thank you so much for watching and for your comment! Yeah I'm looking to make content long term, this is my passion and I love doing it, so it means a lot to me that you liked it and found it to be high quality! Obviously I'd love it if a video went viral, but I think that it's an unlikely scenario, so for now I'm just going to keep going and put as much high quality content out as often as I can. One of my biggest motivations actually comes from the comments, especially comments like yours. It inspires me to know that somebody found enough value in the video to comment and share their thoughts. So thank you again @tftexe, your comments hold more power than you know. I'd love to hear from you in my next video!
@MadOwlMurphy7 ай бұрын
Bro what 🤯 Great Video! I hope the Gods *ahem* i mean Devs ... find this and take ✍notes
@TOMB_Digital7 ай бұрын
Thank you so much! That's so nice of you!
@Snopey17 ай бұрын
Numbered to separate thoughts more effectively. 1. I think essence decay while offline would be the dumbest thing to add. Oh I have to go away for a month for some reason? guess I'll be severally weakened when I come back...guess I won't go back. 2. The idea of having spendable stats on paper sounds really cool, and I think for a single player game it can work out well. But for a MMO in modern days were people just want to optimize the fun out of the game, if you don't have set stats and abilities you just won't be invited to parties or raids. Sure you can make your own, and you might be able to down the content, but it would probably be significantly harder then w/e meta strat. I get some groups would form and do this, but isn't what most people want. Or the common problem that WoW has, "You have to be this geared to join the raid." "But...I physically can't get that geared without doing that raid." "Tough." This is under the assumption of parties being 5, dungeons done by a single party, and raids probably 2-4 parties. Death having any penalties, which by adding durability and essence to equipment that decays you are adding a direct and indirect penalty for failure in any fight, either money for repair or time. As Asmon has said "If you punish the player, they will figure out how to minimize any punishments." This MMO might not start off like WoW, but it'll get there unless strict controls are in place like in FF online, but I don't like that since it's to restrictive. As someone who played EVE Online and thinks it's partially on you if you get scammed in obvious ways; not being able to tell someone to look up a guide if they constantly stand in the fire for the fear of being banned is stupid. 3. I do think an AI controlled director can be a fun to add thing (see Left 4 Dead) but you'd still be hitting bottle neck of the human element if the AI can't generate and use assets as needed on its own. But how to regulate something like that? idk thats for the company/government to figure out. 4. Horizontal vs Vertical progress has always been a debate on which is better. WoW's problem isn't that it does Vertical progress it's that each raid release invalidates almost all gear from the last raid released entirely. But as I am playing Path of Exile currently, and that game does more Horizontal progression were once your a certain level all affixes to gear are available, and just require the luck and (sometimes) knowledge to get the gear, power creep still feels like it exist from over the years, some of that is simply new mechanics, new systems, and new uniques. But, another part of that is just the community getting better, and that is been shown to happen pretty quickly due to how rapidly information can be spread. 5. I think you have interesting ideas laid out in this video and that the MMO to ruin our lives forever will probably have a lot of AI involvement, but any more ideas you have added just add to cacophony of noise that is the "best MMO ever". But then I remember Genshin has ruined peoples lives forever, and while I'm not sure that is an MMO I think the correct answer is just add more waifus and gambling... 6. As I was re-reading this and rewording this, I just keep feeling, while you've put thought into this, it also feels like it's all half baked. How does this fix the problem of new players not being overwhelmed? the skill/stat system actually sounds like it makes it 100x worse. How does this fix the current problem of "Got best gear guess, I'll log on once a week for x reason." that turns to "It's such a chore to log on to do that one thing while maintaining my gear. guess I'll not anymore." How would the game handle your faction being completely dominated by the other? People have repeatedly shown they do not like open world pvp unless it is extremely favored for them, so how does the perfect MMO handle players being able to influence story events that will have direct and negative consequences on other players? But if that isn't available then my actions have no real consequences in this world. Make it a collective "X number helped A and Y number helped B? then while it might be a collective it still same thing. The "Best MMO Ever" may only be that way to one person, but for every person that loves it, 100 will not. So I don't think we'll ever see a new WoW (2005) since it was so ahead of its time with so many ideas that it drew in a critical mass and effectively ate the entire market. A lot of people have played a variety of games and know a lot more of what it is that they like and don't like, so the future of MMOs to me seems like no single game will ever dominate again, but a number "smaller" games that fill their niche will exist. All these ideas sound much more interesting for the craziest single player game that'll ruin all our lives though. Imagine playing "The MMO Experience. Single player Edition." and deciding you want to play a blacksmith for a few days. you start getting bored? load a save or unspend stat points somehow and go take another profession. Would make talking with your friends about what your doing in that game a lot more interesting. "Yea I went on a quest to kill a dragon!" "Oh cool, I didn't know space had dragons in it." "YOU'RE IN SPACE?! HOW?!" "Uh....I built a spaceship?"
@TOMB_Digital7 ай бұрын
Hey Snopey1! Thank you so much for watching and for all your thoughts! I think you raise a number of good points, and really my only general response to it all is that if I talked about all those caveats, the video would have to be about 4 hours long haha. I think overall, pushing premade ability buttons is a hallmark of outdated game design. It comes from a time when that was the only feasible method of combat to program into a game, especially one so large in its multiplayer scope. I think 20 years later, we can do better. There has to be more immersive methods. As for essence decay, I didn't dive too deep into this in the video, so your hesitation makes sense. But I think that with a system like this, essence would be very easy to get, just go kill some monsters in the open world. I think a player who has crafted top level gear that will never be outdated will be more motivated to play than a player who has missed a month of raiding and a new raid has come out, and now they're 4 weeks behind. That really sucks. In an epic new MMO, raiding should honestly only be about 1/3rd of the content. Battles over land against other factions, building your settlements, and so many other things (see FF14), should be the bulk of what players spend their time doing. Thank you again so much for watching! I'd love to hear your insights again in my next video!
@Snopey17 ай бұрын
@@TOMB_Digital I will also bring up this concern you might or might not know about. Look up Black Desert Online and how its pvp scene was effectively destroyed. The game was marketed as a open world pvp game and yet now the risk to doing that is so absurd most will not willingly partake in it. To those wondering, imagine spending 100s of hours (legit 100s) grinding to be able to get your gear to the best it can be, someone comes along and you smoke them and go negative karma since the gear delta is so huge it only takes 2 people dying to set you negative from the cap positive karma (same person twice or 2 separate people). While negative karma if you die to any mob, you have a chance of EVERY piece of gear you have equipped being rolled for being leveled down, this doesn't destroy the gear, but it effectively undoes all the grinding you did to RNG it up in the first place. You get no assistance from the game since you were a very naught boy and pvp'd in the open world. The alternative effect to dying to a monster is you can have your gems shatter, you can buy these from other players, but usually cost a few hours of grinding silver to do so. However, people are skilled at stun locking people long enough after getting them low to let monsters get the final blow and thus even if you're not negative karma, your gems can shatter anytime a monster kills you, thus pvp directly caused you to loss hours of work. Just dying to a player normally has no penalty but if you're red you gems can shatter just as if a mob killed you and you weren't red. Even with all of that the devs still have to keep giving more systems to let people opt out of pvp entirely. You can go to a completely isolated realm were no other players can interact with you (think a dungeon) for 1 hour out of every 2 hours. People still complain "too much open world pvp." This came about since most people do not like open world pvp even though the game is advertised about it. Original WoW had more balanced servers and open world pvp, but most people hated it even then unless you could win the fights. sure you get a couple close fights and have fun, but usually just camped by opposite faction till you rage quit area or have friend help you and then they get camped. This isn't a thing since the servers are not basically 99% Horde or Alliance unless Blizzard hard forces people to keep balance. Yes if the game is popular enough a pvp scene will emerge if it's possible, but most data shows that the average person doesn't want to deal with it at all. Will be very hard to pitch a game were pvp is meant to be a core game element that makes up about 1/4-1/3 of content. Assuming 1/3 dungeons and raids, 1/3 crafting social non-fighting stuff, and 1/3 pvp for control of areas. Not saying it can't be done, but it'll be a lot harder to draw in a lot of people if pvp is a forced element either directly or indirectly. Thinking about how you said a player who crated top gear would be more motivated to return, my question for this is, what do I do I am a player that gets to top gear, then gets bored since I have nothing to grind for anymore? You said essence would be tradable, so farming money would probably be the fastest way for me to get what I needed back if I couldn't store some before I left, but what if I return and money has inflated so much that I can't afford to get back to where I was? Any game that has an economy has the perk of being able to avoid doing what you don't want to do, but it also has the disadvantage of something will always be the most profitable thing to do. If mindlessly grinding for 10hrs a day is the most rewarding thing to do, what does the AI governor do? nerf income to so low people just stop? raise other things to be more profitable? sadly there is not "correct" answer to this and inflation will always be in this kind of game unless prices are hard capped, but then you run into the problem BDO has, some items will never be put onto the market since the capped value for them is not worth the effort required to acquire those items. Mindlessly grinding gets boring, but not doing optimal feels bad and like you're wasting your time. I'm playing a video game to have fun, and time is very much the most precious resource we have so wasting it feels bad. I am someone who finds getting to peak get to be the fun part, once there I usually get bored with a game extremely quickly, simply maintaining it as I do other things would probably not keep me to interested. And then I return to the game to play with a friend, realize it's been a year and while I might have the base of top tier gear, and I can probably afford to re-essence up once or twice np, what about the next time I come back? If someone wants to ask me for my help then I simply have to say "Yea if you give me this much essence sure." but then I'd feel obligated to play until I can repay them, and that sounds like crap. I don't want to be emotionally forced into playing a game so I can pay off a debt. Even if not the whole thing, partially since they are asking for help as a friend, not hiring a mercenary. I know this is a personal problem, but this is not just a me problem. I do look forward to you next video since you at least give food for thought, but I can't agree with all the ideas in this video as stated. It just comes down to fundamentally we desire different things. This might be the best MMO for you, and you're right that it could be the best MMO for me, but I don't like the sound of this, and it would be a lot harder for friends to press me to give it a try to begin with.
@ZenturionXYZ6 ай бұрын
Excellent video! Very well done. I'm glad I came cross it. I hope your channel gains traction quickly because if you make videos this good, they deserve to be seen.
@TOMB_Digital6 ай бұрын
Wow thank you so much Zenturion! That’s very kind of you, I really appreciate it. I’d love to hear your thoughts again in my next video!
@barrettdeyoung96737 ай бұрын
Great video!!
@TOMB_Digital7 ай бұрын
Thank you sir!
@aleksubnet68367 ай бұрын
I wish an studio investor would watch this video randomly and think "I will follow this exact guide and ruin millions of lives"
@TOMB_Digital7 ай бұрын
Thank you so much Aleksubnet! It means a lot, thank you for watching and for your comment. I agree, I wish studios took bigger leaps in their thinking when it comes to multiplayer games. I’d love to hear from you again in my next video!
@aleksubnet68367 ай бұрын
Flawless video mate. I really like your way thinking, I agree with 100% of these ideas. You earned a new sub and I am waiting for a new vid! One important things to mention: imo fliying mounts killed Wow because it killed players physical interaction. Ground mounts are ok but they need to stay at 100% speed bonus max, not more. Everything should be focused toward player-to-player interaction, always.
@FrankDavis-zz8wj7 ай бұрын
Ok, dude. I don't know how I found this video, but it was spectacular. I hope Asmo and many others react to it because this is a special video that needs to be seen. AI will close the gap in development time and allow developers to create games for the times. Not like WildStar, which I love, but came out 5 years after the point where it was needed. AI will take the repetitive coding tasks and make this easier. Your comments on gameplay, loot progression, etc were terrific. I love the idea of having the base weapon require materials and professions and then being imbued with abilities and power from achievements. My only point of huge disagreement is the class system. You need defined classes that specialize and in many ways can be the only one to do certain things. Like in TBC, you had druid tanks for large physical damage absorption but they couldn't stop crushing blows or mitigate magic that well, warriors were the best main tank with their cooldowns for survival, and paladins for off-tank/AOE tank. Healers, priests for AOE/damage reduction, shamans for AOE/buffs, resto druids for HOTs, and paladins for single-target main tank healing. Having a priest go shadow damage for a particular fight like kiting Lady Vashj adds is critical. You need specialists. If everyone can do everything, like in Rift, classes are not special. Talents are critical and stats for min-maxing. It should require skill to build your character right for each situation. Anyway, great video. You're 100% right that a few people, like 10 people or so, can make the next evolution in MMOs, with the help of AI doing the redundant, repetitive, boring coding. Game studios will still have advantages in whoever can customize models the best and will still have some sort of IP that differentiates them from other game studios. So, if a particular game studio can train and customize models better than another, they will have superior products. It still requires the humans at the top. But all of your ideas except classes were brilliant and I hope you end up working on the next big MMO.
@TOMB_Digital7 ай бұрын
Thank you so much for all your insight and your kind words! You make some really great points - I should absolutely have talked about how classes should remain unique from one another, with their own strengths and weaknesses. It's important for building a player's identity, with a distinct role to play in group settings that differs from others. When you force players to need each other, you create a better game. Thank you again so much for watching! I'd love to hear your thoughts again on my next video!
@justalpha91387 ай бұрын
This was darn solid! On another note, one could also add certain elements like this game concept you have here to a game like VTOL VR for example (a game might I add that is deservingly rising in popularity). Instead of having the player control every single aspect of the multiplayer server they create, why not have an AI that's unique to the scenario they created? Certain scenarios surrounding China invading Taiwan in that game are quite popular, so why not have the AI create challenges that are unique and specific for those who would fly for either the Chinese or the U.S (I know that in these scenarios in VTOL VR the Chinese forces are just AI enemies more times than not, but you get what I mean)? Heck, we already HAVE adaptive battlefield gameplay in games! Just look at Battlefield 1 and it's Operations game mode. The battlefield and its objectives, as well as what Behemoths you use change dramatically if the defenders or attackers win! 😊
@TOMB_Digital7 ай бұрын
Thanks so much!
@justalpha91387 ай бұрын
@@TOMB_Digital Not a problem! 😊
@Eraldos7 ай бұрын
very very good video, I want an MMO like this 😫
@TOMB_Digital7 ай бұрын
Wow thank you so much @Eraldos! Thank you for watching and for your comment, I'd love to hear from you again in my next video!
@Eraldos7 ай бұрын
@@TOMB_Digital Subbed, hope you have more in store!!
@nmxsz7 ай бұрын
maybe you should take a look at Project Ascension
@TOMB_Digital7 ай бұрын
Hey @nmxsz, thank you for your comment! I just looked into it, you're totally right! I'm surprised I had never heard of it before. I think it's proof that, while niche, there is a demand for changing our approach to classes in MMOs. Thanks again for watching and for commenting, it helps a lot. I'd love to hear from you again in my next video!
@mithicash14447 ай бұрын
The next generation MMO is wow with skill system like Last Epoch.
@TOMB_Digital7 ай бұрын
Thank you so much for watching and for your comment! I just looked into it, as I’ve never played the game, and it looks amazing! I wish I had known more about it before making this video, I probably would have talked about it, or it would have likely influenced my thinking. Thanks again for watching! I’d love to hear from you again in my next video!
@ProgrQWow7 ай бұрын
There should be a way to stop min maxing and keep the sense of wander alive
@TOMB_Digital6 ай бұрын
Yeah I think the internet really inflates min maxing, because you can just look up the optimal strategy. I was toying with the idea of an MMO who’s open world changes regularly outside of key locations, randomly generated like 4 times a year or something, with procedurally generated dungeons and such, but it was such a long and strange idea that I cut it from the video. Thanks for watching! I’d love to hear from you again in my next video!
@MagicpipeMagnificent5 ай бұрын
You just listed half of Ashes of Creations systems/world mechanics. Its has everything mentioned above plus a lot more.
@Nobody-dc8dp7 ай бұрын
We need w-pvp to be the back bone of mmorpgs. PvE content just gets old and then players complain.
@TOMB_Digital7 ай бұрын
I totally agree, world pvp is so much more fun, and I’d love for there to be political and economic reasons to engage in world pvp on a mass scale. Thanks for watching! I’d love to hear from you in my next video!
@itswhzly7 ай бұрын
Great video goddam let’s get asmongold to get you channel up!!! lol he needs to see this so more people see this
@TOMB_Digital7 ай бұрын
Hey itswhzly! Thank you so much for watching and for commenting! I couldn’t agree more haha, I would love it if he saw this. I hope to hear from you again in my next video!
@brunorodriguesborelli57217 ай бұрын
Great content and Ideas. Now we just need to destroy capitalism, so i wouldnt have to work 12h and actually have time to play
@TOMB_Digital7 ай бұрын
Haha if only it were so easy. I think eventually we will be forced into a system of universal basic income due to automation, but that is likely many years away still. Thank you so much for watching and for your comment, it really helps a lot. I'd love to hear from you again in my next video!
@Lebroish6 ай бұрын
Can someone explain why anybody thinks ashes will be anything but a flop ? Does it do anything better than other mmos? Every update reveal they do is very bland, graphics bland, class skills generic (especially wizard and hunter).
@TOMB_Digital6 ай бұрын
Hey Lebroish! I’ve had similar fears. I think Ashes has very ambitious ideas that are muddled in very old school ways of MMO game design. I think ashes has a good chance of being successful if they focus heavily on player agency and the guilds / open world war system. But I agree that beyond that, not much of the game is very new. That being said, I think we should hope it’s good, and if it’s not, express our feedback and hopefully the devs and other studios learn from the mistakes
@desnebula56997 ай бұрын
Too verbose. Let your ideas speak for themselves they dont need an essay to back them up
@TOMB_Digital7 ай бұрын
Hey @desnebula! Thank you for watching and for your feedback! I was actually thinking the same thing, I think the last 1/3rd of the video is a little too dense with information, and a little too fast. I plan to improve that for future videos. I'd love to hear from you again in my next video!