If Baldur's Gate was an MMO
AendaeronBluescale
Member Posts: 335
in Off-Topic
Every player would be a Bhaalspawn. Death would be permanent and a new character had to be created.
PvE: Do some local quests or uncover the artifacts of deep dungeons. Beware though from danger for many it's deadly alone.
PvP: Hunt other Bhaalspawn to gather their divine essence and become the new God of Murder.
It would mainly fit in a sandbox style world, but how would you imagine BG as an MMO?
PvE: Do some local quests or uncover the artifacts of deep dungeons. Beware though from danger for many it's deadly alone.
PvP: Hunt other Bhaalspawn to gather their divine essence and become the new God of Murder.
It would mainly fit in a sandbox style world, but how would you imagine BG as an MMO?
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So sorry, had a "Barrens chat" flashback from early WoW days.
Consider the amount of revenue the following project would bring in to whomever owns the rights to DnD these days and the game developers, whomever they may be:
*A MMORPG, with rules based servers. 1st through 4th edition servers.
*Create the main Forgotten Realms continent, and create an new and original epic quest line.
*Modules, modules, modules. Pull from a bottomless well of creative genius that has the DnD name on it. Players can follow the epic quest line or just shrug their shoulders and go do the Pool of Radiance quest line instead. Literally endless possibilities.
*Here's the clincher. Baldur's Gate style, turn based combat. Crazy, right? Topical view.
Half the DPS had Minsc syndrome, going berserk and then wondering why they and half the raid were dead. Every healer needs to be constantly reminded that they're valued and appreciated, despite the scarred wing-stubs on their back.
And just as much as BG you need to individually tell half your group to stop standing in the fire/void zones/whatever. At least in BG you just click them and walk them away.
*Edit* Not that I'm bitter and scarred by the experience or anything.
DPS feel undervalued because they make up such a large percentage of any raid and are replaceable. Tanks never get a night off because they're usually the rarest specialist role.
I think I quit because trying to convince your healer to get his homework done before the raid and your Warlock that he should probably wait until after the first boss to start drinking was a lot of work.
I would rather herd rabid cats than lead a raid nowadays. Thanks for taking me back :-p
Ye.
Gods.
Factions would be interesting, since there are already so many. Clerics could travel around, attempting to gain converts from PCs and NPS alike, in order to strengthen their patron deity and gain buffs to their skills, whilst nerfing rival gods' clerics by depriving them of faithful.
One day though I was so tired I litterally fell asleep during a boss fight but woke up before the fight was over and accidentally said over the voicechat "I'm awake, I'm awake!" before I realized what I was doing. They hadn't realized I was asleep because my finger was still on my macro. Since then they always teased me that they should just replace me with a bot.
After that I switched over to tank role. And let me tell you it was a lot more fun and a lot harder. The tanks deserve the praise they get. (if they actually do their job well.)
But the endgame raiding was more about "This is serious business. Stop having fun, guys."
I actually like that mechanics much more than old WoW.
People tend to externalise control as soon as they start losing in PvP, leading to a lot of "X is OP" threads on forums and endless calls for various nerfs. I wouldn't really expect a cleric to be able to beat a fighter in no-holds-barred combat. The clues are in the names. Fighters are good at fighting, but not good at rituals associated with worship and healing.
Thankfully we have only cooperative multiplayer, and the game doesn't have hardmodes that force everyone to optimise and powergame from day one.
Barrens chat would be................ 'Swords! not WORDS!'
at the original poster. CCP is working on a World of Darkness mmo that pretty much will have those features you described I believe. Permanent death, players who can become 'kings and endbosses' and such.
Seeing how they already did it splendidly with EVE-online, it might be really something. Though WoD would be something totally different, with vampires.
With the current state of things, I don't think any company would take the risk these days to make something D&Dish on a really grand scale.
(Ah thinking about EVE always makes me want to play it again, but when I start it up I always think 'man this game is a lot of work')
The game would be called Baldur's Gate Online, BGO for short, it would be free to play, but pay to win.
Imoen or Boo would be in the help menu, and Xan would be in the logout menu, crying 'We're all doomed,' whenever you try to quit the game.
Also, all of the famous NPC names would be reserved for Game Masters or GMs, i.e. GMDrizzt, and GMElminster.
Every death would give you an exp and item durability penalty, leading to a horridly boring progressive grindfest from gibberlings and tazloi, to kobolds and hobgoblins, to bandits and dire wolves, etc.etc.etc. but you would never be able to solo anything of great power.
Also, Carsomyr would be random loot in Firkraag's treasure horde raid chest, with a 0.5% chance to drop, just to cause agonizing grief to all of you people who love playing paladins. Of course, when you get it, you'd also find out that it's only a +3 weapon with no dispel on hit, only 20% magic resistance, and 1 charge of dispel magic...but that's because you could only manage to beat Firkraag on normal mode!
You'd also be given a point buy system at character creation that only allows you to make really weak, stat-starved PCs, but you would be able to buy additional stats for real money, and tomes of training, etc. would be rare loot.