Although I'm interested in the concept of a levelless MMO (it could be great for pvp equality and characters with different numbers of hours put into them being able to pve together) and although I'm generally interested in crafting, the game described in the first post doesn't really interest me. For one thing the experimental crafting system and monster tracking system would be solved and documented in a wiki within a few months. For another thing, being forced to carry only one set of gear when each set of gear is of extremely restricted use just sounds obnoxious. For a third thing it sounds like even though you are removing leveling, characters that have had a lot of time put into them will still be able to kick the butts of those that haven't, which IMO defeats the who point of a levelless MMO.
I dont see how the experimental crafting system could be cracked if it was random. Again, think D2. While the ingredients would play some role into what your getting (and this would be documented IN GAME, no need for outside resources), the majority of the stats woudl be randomized, just like finding an armor on the ground. My idea is that in the mini-game created to make crafting fun (and this idea is without limit...use your imagination to make it as fun as you'd like), would have some effect on the final outcome. For instance, how long you leave it in the furnace down to the milliseconds (as i said in the OP).
The monster tracking system....I dont know if you ever played SWG, but each quest was always in a different place, and spawned in relation to your character. On top of that, the quest would involve a tier system and working with other players. For instance, tier 1 tracking would simply require easy fetch quests, or having to run through the woods and finding randomly spawned items. tier 2 quests would require items from the monsters you tracked down in the tier 1 quests. For example. T1 you track down a Giant Bird. One of the items it drops is a "Smelly Gland" which you buy from a Monster Hunter. You then use the smelly gland to finish up the tier 2 quest, which might randomly spawn an instance entrance somewhere. My thought was that thanks to the fact that players have to interact with each other to complete quests, it would help break up the monotony. Plus, you are inevitably doing it to make money, and thats always fun...as is getting a really rare monster.
I just described my 'Octopus' concept for a levelless MMO in the Community Brainstorm thread, so I won't repeat that. But overall I'd like to see an MMORPG progression, whether you call it levelling or not, which does not overall make the character stronger/faster/etc, but instead allowed the character to obtain a variety of alternative combat skills which enable different fighting styles. You can equip a limited number of them at a time (8 or 10), but can change them around for free whenever you are not in combat. You are intended to change them around all the time experimenting with different tactics. Different combinations of skill would effectively change your class - Place Trap is a classic assassin/thief/hunter skill, but whether you combined it with Short-term Invisibility, Archery, Ice Bolt, Mind Control, Statue (take reduced damage but you can't take actions either), Speed Burst (lowers defense), etc. would result in a wide variety of different possible play styles that would be roughly equally powerful.
That sounds a lot like Guild Wars. Sure they have levels, but only 20, and you level pretty much solely to enjoy the story. GW had classes, but you could change the subtype of your class by changing abilities.
Crafting on the other hand I'd like to see aimed at crafting a lot of tings which each player crafts once for themselves (backpack, house, appliances which enable crafting processes, stable for pets, and breeding pets/mounts is a form of crafting) as well as items mainly intended for aesthetic use (clothing, ornamental weapons (equipping a sword might be necessary to use a sword skill but all swords have the same stats so the reason to get a different one is looks) and especially dye to change colors of everything (hair, skin, eyes, tattoos/clothing/jewelry, clothing/weapons, house walls and roof, pets, mounts).
See, this idea seems fun on the outside, but to me, it seems to just be a lot of requirements you have to get out of the way before you can do anything. While aesthetics is fun, and certainly something players care about...it just seems too much like a farmville game, and i feel an MMO can be much more. I don't see any reason not to include this, but there would have to be more to it than simply changing the looks. Look at the SIMS. You can customize every facet of your world and characters, but there is still a game behind it all.
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The other thing I'd really really like to see in an MMO is more of an interactive fiction experience. The goal would be for the game to feel more like being the main character of a good science fiction or fantasy novel. Some of the mechanisms used to accomplish this would be a more in-depth and fleshed out system of building reputation with NPC factions and a dating sim like system of building relationships (positive or negative) with individual NPCs. Overall the game would have a lot fewer NPCs and the player would interact a lot more times with each one; questgivers would not be throwaways used for one thing and then never spoken to again.
Sounds like what Oblivion tried to do. Each NPC had a daily routine, and walked around during specific hours of the day. It was a nice start imo. They also reacted differently to you depending on your notoriety. I personally would like to eventually see NPCs completely done away with in the MMORPG genre, and replaced by players. Whereas players can come up with quests and other players can finish them. I feel like the first step to that is making players more dependent on each other in the economy and in the accomplishments they can finish throughout the game.