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Eternal Conquest (My Ideal MMO- With Maps and Pictures :D)

Gamingtodaynews1g - Eternal Conquest (My Ideal MMO- With Maps and Pictures :D)

Table of Contents:

  1. Background
  2. My Ideal MMO
  3. TLDR
  4. Characters/Factions
  5. Professions
  6. Aptitudes (Talents)
  7. Gear
  8. World Systems
  9. Maps


My MMO Experience

Hey all. As I sit at work on lazy days, I often think about random fantasy worlds or what game I plan on playing next. It seems that for a while now, no MMO has held my interest for more than a few weeks at a time (with the rare exception of Classic WoW and OSRS). With Archeage Unchained being the most recent edition to my chopping block, I decided to take a step back and analyze why I like or dislike games; why I was so excited to play Archeage again and why it failed to meet my expectations, let alone my hopes.

I have come to the conclusion that MMO games fail (at least in my eyes) if they lack a sense of progression, rely too heavily on RNG elements, lack unique and stylized ways to build a character and a story, lack a meaningful open world, and most importantly, lack player driven events, player communities, and player identity.

So, what games have I played that really got these aspects right? Well, for one, I think Albion (in its early days) had a great sense of progression. Your character would level up through the destiny board and be able to both craft and wear higher tiered gear. Obviously, the best gear was also the rarest and most expensive, but the sense of progressing and specializing your character was really great. Another great aspect of Albion (and of OSRS), is the diverse player-driven economy.

Secondly, I think Classic WoW has a great community. Although some people can be toxic, the community is very alive and vibrant, with player interactions having real weight to them. And, although Guilds have perks and levels in modern WoW, it feels like the Guild system in Classic WoW has more meaning because of the communal aspects of the game.

Old Archeage had an amazing open world with player driven events, such as Kraken, trade runs, and pirating. Getting a group of friends together and hunting for merchant ships near Freedich, was honestly some of the most fun I’ve had in any game. Both Rift and Archeage also had a unique talent system, where you choose 3 trees out of a limited list. Rift went one step further, having both “Branches” and “Roots.” You would advance through the branches, spending your points where you please, while simultaneously unlocking new spells in the roots.

Lastly, GW2 and SWtOR had the foundations for creating personalized story-quests. However, I don’t think they pushed it far enough. Maybe it was a result of too little time-investment or technology, but I believe that player decisions should have real weight on the story of your character and the world your character inhabits.


My Ideal MMO

My ideal MMO would combine successful elements from a variety of games.

Firstly, an immersive economy with an in-depth profession system is a must. Being able to establish yourself as a blacksmith with rare recipes, a scribe with regrading scrolls, or an alchemist with the best potions, is not only important for a healthy economy but also for establishing a unique identity to your character.

Secondly, a completely open, non-instanced world, with REAL dynamic events, would keep the game feeling alive. Dynamic events should not be linear and easily repeated, but occur through random triggers, with a variety of outcomes, and are determined through the player’s interaction with content. Let these dynamic events also have a real impact on the world, spawning new NPCs, new quests, and new resources.

Thirdly, allow players to establish an independent identity for themselves through the selection of a biography and a history that has real effects in-game. Also, players should be able to wear the armor and use the talents of their choice. The combination of your talents would determine your playstyle and allow for unique builds.

Lastly, both PvP and PvE would focus largely in this game. Starting zones would remain in a state of peace, allowing players to progress their characters early without fear of PvP. However, neutral zones would fluctuate between war and peace, allowing for intense PvP content as well as momentary respite for questers. Traditional delves, dungeons, and raids would exist (in an open world format), but so would small scale and large scale PvP raids. Veluca is a good example of this, being something akin to Cyrodiil in ESO.


TLDR: My ideal MMO would feature a deep economic system, open-world dynamic events, unique ways to create an identity for your character, and both small and large scale PvE and PvP events. This game would focus more on crafted gear with horizontal progression, as opposed to the traditional vertical gearing path. This would allow new content to not completely invalidate older content and older gear. Each zone will continue to have meaning throughout the late endgame.



When first creating your character, you have a choice between three possible factions; The West (represented by Alderan), the East (represented by Rehkam), and the North (represented by Zarkul). Each of the three factions has different story lines, strengths, and weaknesses, that augment both noncombat and combat skills. In most MMOs, these would be akin to “racial skills”.

  • For instance, trade with distance continents across the Eastrise Sea, has given the Rehkami an increased sense of commerce. This allows members of the East faction to yield higher returns from successful trade-runs. Furthermore, the blistering desert that surrounds Solizat has strengthened the resolve of all Rehkami. As a result, out-of-combat regeneration is increased.

But beyond choosing which faction to join, you will also create a biography and history for your character. Where was your character born? Was your character of noble birth? Was your character an apprentice blacksmith?

Depending on these choices, you will gain another secondary set of biographical skills that are similar to the “racials” of your faction. These skills, however, can be changed later in-game by completing specific achievements, earning high proficiency in professions, or through various rewards.

  • For instance, my character was born in Snakebite, the capital of the Asabrahi Dynasty. Snakebite is an oasis town of assassins and dark magic. Having been orphaned as a young child and raised on the streets, my character gained an appreciation for poisonous concoctions. As a result, my proficiency in Alchemy is at +3 from what it would normally be. However, if while I play my character, I choose to focus on Tailoring, I can switch out my biographical skill for a new one.

This essentially means that you can shape your character’s story not only by choosing their past, but also by living in and playing the game.

Aside from the biographical skills, your character’s unique history also has an effect on in-game interactions, stories, and quests. Each choice you make in-game could potentially lead to a new outcome on your character’s progression. And, by leading a certain path or by engaging in enough criminal activities, your character can become an unaligned Mercenary or even join a new faction.



Professions are a character’s noncombat abilities that are divided into gathering, crafting, and support skills. Professions are vastly important for maintaining and increasing wealth and can often times be related back to your combat skills. Each profession has a separate experience bar that can only be increased by performing tasks related to that specific profession. As you gain levels in a profession, you unlock new proficiency points to be used as you please. These proficiency points can only be used in the specific profession for which they were earned.

  • For instance, let’s say my Eastern character from before has just gotten to level 2 Alchemy. Along with the +3 Alchemy that was received from my character’s biography, I now have 5 proficiency points to use as I please. In this case, I decide to go 3/3 Chemical Efficiency (which has a chance to return materials when creating potions) and 2/3 in Alchemical Resistance (which has a chance to ignore the effects of poison). This allows me to choose how my character progresses in his professions.

In most cases, not all of the proficiency slots will be filled with your proficiency points. As you level your professions, each threshold at 10, 20, and 30 must be unlocked for further progression. However, only 3 professions can be level 30 and only 6 can be level 20, meaning that 9 (half) of your professions can only be raised to level 10.

You may choose which professions to unlock to the higher tiers, with the option of changing them later. Note that this means that although your character can gain skill and experience in all professions, they will only gain full expertise in a few professions. This helps create a stable market for cross-profession goods by forcing players to interact with other players that have differing maxed professions.

  • For instance, my Eastern character can now create Solar Flare potions (which requires level 30 Alchemy) but cannot create Brilliant Earth Stones (which requires level 30 Jewelcrafting). Therefore, my character earns a profit by selling high-end potions. This profit is then translated into Brilliant Earth Stones, which I buy from another player.

The professions are as follows:


  • Mining: Focuses on extracting metals and precious gems from rocks.
  • Logging: Focuses on harvesting wood, fruits, and fibers from trees.
  • Skinning: Focuses on removing furs and skins from slain beasts.
  • Herbalism: Focuses on harvesting herbs and flowers from bushes.
  • Fishing: Focuses on catching fish from fresh and ocean water.


  • Blacksmithing: Focuses on refining raw metals and forging plate armor and weapons.
  • Leatherworking: Focuses on tanning hides and producing leather armor and bags.
  • Tailoring: Focuses on weaving fabrics and producing cloth armor and bandages.
  • Woodworking: Focuses on carving wood into staves and ranged weapons.
  • Enchanting: Focuses on creating magical transmutations and upgrading gear.
  • Jewelcrafting: Focuses on cutting gems and producing valuable jewelry.
  • Inscription: Focuses on creating magical scrolls and glyphs.
  • Alchemy: Focuses on concocting potions and consumables.
  • Cooking: Focuses on combining edible ingredients into food.


  • Commerce: Focuses on trade contracts, the sale of goods, and escorting caravans.
  • Farming: Focuses on growing crops and raising animals.
  • Thievery: Focuses on the unlocking of doors, chests, and lockboxes
  • Engineering: Focuses on creating various gadgets and unique items.



Aptitudes represent a character’s combat specialization. Aptitudes would be akin to “talent trees” in many other MMOs. At the start of the game, a character will choose 1 primary and 2 secondary aptitudes to level with. After choosing these aptitudes, you automatically gain each aptitude’s basic ability as well as your primary aptitude’s ultimate ability. By fighting NPCs or other characters, you gain experience in your aptitudes. As your character’s combat level increases, you will unlock new aptitude points that function similarly to profession points.

There are however two major differences between aptitudes and professions. Firstly, when spending aptitude points, you must use at least half of your points in your primary aptitude tree. Secondly, as you spend aptitude points to gain new passive abilities, you will also gain new active abilities at different thresholds. These active abilities will offer you a choice between 3 spells, of which you select one. The active abilities are located in the “roots” of the tree.

  • For instance, my Eastern character is specialized in Stealth, Dueling, and Shadow, making my character something akin to a dark rogue. My primary aptitude is stealth, meaning that I must spend at least half of my aptitude points in the stealth tree. Having spent 5 points in stealth (3 with Subterfuge and 2 in Ruthlessness), I now gain another active ability (Heart Seeker) to place on my UI Bars.

Although a character will choose 3 aptitudes in the beginning, these aptitudes may be changed in-game at any point. However, new aptitudes will have to be releveled and will not automatically be equivalent in power to the aptitudes that you switched from (unless previously leveled).

The aptitudes are as follows:

  • Defense: Focuses on tanking, support, and crowd control mitigation.

Shield Slam: Swings your shield at the enemy target, dealing Physical damage and dazing them for 6 seconds. If the target is struck by another Shield Slam before the daze wears off, they are instead stunned for the duration.

Shield Slam’s cool down is reduced by 2 second for each successful Block.

  • Combat: Focuses on two handed melee damage and engage.

Crippling Strike: An instant attack that deals Physical damage and reduces the effectiveness of healing on the target by 50% for 10 seconds.

Crippling Strike’s effectiveness is reduced by 10% every 2 seconds.

  • Dueling: Focuses on dual-wielding and speed.

Marked for Death: Marks an enemy for 12 seconds, increasing the caster’s damage and critical strike chance against them by 10%. After Marked for Death wears off, the targeted enemy receives additional Magic damage equivalent to 50% of the total critical damage dealt to them by the caster.

  • Stealth: Focuses on being mobile and ambushing.

Illusion: Creates 2 additional copies of the caster, which mimic abilities and attacks for 20 seconds at reduced effectiveness. When an Illusion is killed, a Smoke Bomb is dropped at its location.

Smoke Bomb silences all enemies within 5 yards for 4 seconds.

  • Ranged: Focuses on ranged damage and disengage.

Endless Assault: Fires 5 consecutive projectiles over the course of 5 seconds, dealing Physical damage and decreasing the target’s movement speed by 20% during the assault.

Movement will not interrupt Endless Assault’s channel.

  • Arcane: Focuses on hard hitting magic abilities and area of effect.

Arcane Blast: Hurls a bolt of arcane energy at the enemy target that deals Magic damage and applies 1 stack of Clarity to the caster.

After 3 stacks of Clarity, the next spell with a casting time less than 5 seconds becomes instant and deals increased damage or healing.

  • Control: Focuses on crowd control and magic defense.

Mental Tear: Deliver a shock to the enemy, dealing Magic damage and interrupting any spell casting. If Mental Tear is successful, the ability can be reactivated to allow the caster to instantly cast the enemy’s interrupted spell.

  • Devotion: Focuses on healing and shielding.

Light’s Shield: Places a Magical shield on an ally for 15 seconds that absorbs damage. After the shield is broken or wears off, the ally is healed for 100% of the damage absorbed.

  • Nature: Focuses on supporting allies and debuffing enemies.

Life Bloom: Heals the target over 15 seconds and increases movement speed by 5% every 5 seconds. When Life Bloom wears off or is purged, the target is instantly healed for a large amount and gains 30% movement speed for 3 seconds.

  • Shadow: Focuses on damage over time effects and curses.

Twin Souls: Curses an enemy target for 10 seconds, dealing Magic damage each time they cast an ability or attack. The caster is healed for 200% of the damage dealt. Twin Shadows deals more damage the lower the enemy’s health.



Gearing up in any MMO is super important. For many, it is the most important aspect of the game. Gear represents your character’s achievements manifested on your person. Gear can be divided into weapons, armor, and accessories.

With weapons, you have ranged weapons and melee weapons. Each character can be equipped with both simultaneously. A warrior-esque character would therefore be able to wield a sword and a shield in their melee slots and a bow in their ranged slot. Or, a mage would be able to wield a staff in their melee slot and a wand in their ranged slot.

Really, the weapons you choose to wield will be determined by the weapon-type. Melee weapons are divided into slashing, crushing, and piercing, while ranged weapons are divided into physical and magical. Each weapon-type will determine the weapon’s secondary effect.

  • For instance, on my dark rogue, I choose to wield daggers because they are fast and are considered a slashing weapon-type. Slashing weapons have a chance on hit to increase your haste for a short duration.

Armor is also divided into three types; plate, leather, and cloth. Plate armor has the highest resistances of any armor, leather has middle-ground resistances, and cloth has the lowest resistances. If you wear a full set of the same armor type, you also gain a unique passive effect. Plate armor increases maximum health and reduces the effectiveness of crowd control on you. Leather armor increases movement speed and skill damage. Cloth armor decreases cast time and reduces the action point cost of abilities.

Acquisition of Gear

Not only is the functionality of gear important, but so is its acquisition. In my perfect MMO, crafted gear would be the best gear to obtain. However, this would not make gear acquired through other means useless. Gear would be considered at a basic level when first crafted, and must be enhanced through professions and combat rewards. This would allow non-crafted gear to augment your crafted pieces until you can make the crafted gear viable enough to equip. Furthermore, all gear can be broken down into component parts, where the materials can be used to further enhance your other armor and weapons.

There would be seven levels of item grade that span from basic (white), to uncommon (purple), to rare (blue), to heroic (green), to legendary (yellow), to immortal (orange), and finely to divine (red). By increasing the grade of an item, you increase its quality. Increasing the grade of an item is done through a combination of open world rewards or with enchanting. Note that it takes an increased amount of materials and components to upgrade higher levels of gear. Gear may fail to upgrade on its own, however through the inscription profession you can create Grading Scrolls that augment or eliminate the chance to fail. After each failed attempt, your next attempt has an increased chance to succeed.

Furthermore, after a piece of gear is crafted, if you do not like the stats associated with the gear, you may attempt to reroll the stats with enchanting. As with grading, rerolling has a chance to fail but may augmented with inscription.

Gear is not locked to the player upon crafting or equipping, meaning that gear, grading materials, and rerolling materials may be traded from player to player.

Stats on Gear:


  • Stamina: Stamina acts as the primary source of increased health.
  • Strength: Strength acts as the primary source for all physical damage abilities and attacks.
  • Intellect: Intellect acts as the primary source for all magical damage abilities and augments.
  • Spirit: Spirit acts as the primary source for all healing abilities and regeneration.


  • Critical: Critical acts as the primary source for critical strike chance and critical strike damage.
  • Haste: Haste acts as the primary source for attack speed, cast speed, and action point regeneration.
  • Hit: Hit acts as the primary source for getting successful attacks against an enemy.
  • Penetration: Penetration acts as the primary source of mitigating an opponent’s toughness and resilience.
  • Toughness: Toughness acts as the primary source for all armor and physical defense.
  • Resilience: Resilience acts as the primary source for all resistance and magical defense.


World Systems

Having an open world game is one thing, but having an open world game that feels alive and has systems in-place to promote player interaction, is completely different. In my perfect MMO, no zone or region would be fully “left behind” and voided. By placing a heightened emphasis on horizontal progression, through professions and aptitudes, as opposed to vertical progression, all zones would continue to have meaning throughout the late endgame. Resources for professions, trade-runs, housing, dynamic events, and open world raids and dens would ensure that each zone will feel alive.


Leveling professions and acquiring materials to advance your gear, construct a ship, or supply your faction with combat materials, will mean traveling through multiple zones to harvest and craft. Furthermore, each region will have specific specialty goods that can be crafted and escorted to other regions for a profit. However, if other players spot you in the open world, they can attack you and steal your trade goods.

  • For instance, suppose my Eastern character is within the jungles of Champur and has a variety herbs and spices that are only found locally. Let’s also say there are NPC merchants in Borgrim looking to buy Champur spices. Considering Borgrim is a northern region of snow-covered mountains and deep fjords, these merchants don’t have easy access to Champur. This means that creating a trade-pack in Champur (Champuri Mixed Spices) and traveling to Borgrim would yield a higher return than if you were to trade it to Preyasa or Jadesong (neighboring zones). This price is not only related to the type of trade pack, but also the distance and dangers between two zones.

Commerce doesn’t only involve the creation of personal trade packs, but can also be implemented through Trade Contracts. At various trade zones throughout the world, NPCs may offer Trade Contracts to help escort a caravan. These caravans will then travel to a predetermined city, with the possibility of being attacked by hostile NPCs and players. Once the caravan reaches the desired location, all players who were hired through the use of a Trade Contract will be paid.


Player housing would be non-instanced, with each city, town, and hamlet providing ample opportunity for players to purchase buildings and homes. Each player would have access to a variety of housing types, from small single-room apartments to large estates. Housing allows players to claim residency in that specific town or city, granting unique quests, achievements, and trade packs. Certain buildings can also be refurbished into artisan workshops, crafting stations, warehouses, and stores.

Each week, taxes must be paid in order to retain the player’s property.


Dynamic world events would occur across all zones and regions, the outcome of which may trigger more world events. This would help make the world feel alive and immersive, instead of being an obstacle to other content.

  • For instance, Akmar the Red (an NPC) has begun training his warband to attack nearby settlements in Silentsand. If players do not respond and destroy Akmar’s camp, these warbands will grow stronger. At full strength, Akmar may decide to attack Saltshine or Awazim. If the invasion is successful, this would trigger a new set of dynamic events that are randomized (to a certain extent). One option may see Akmar plan future attacks on other nearby settlements, another option would be having the Eastern faction respond with a counter attack, and a third option may involve the North and West factions attempting to gain favor with Akmar.
  • A fourth option would also see Akmar’s event triggering a completely different event on a completely different continent. For instance, seeing the success of Akmar in the East, a northern warlord from Borgrim decides to overthrow Ironpeak and establish himself as the new Mountain King.
  • All the while, each player’s involvement (or lack of involvement) would help push the dynamic events along different paths. If Akmar is seeking investment from the North and West, these factions would gather caravan fleets to send supplies to Akmar. However, if the Eastern faction responds by attacking and pirating the trade routes, Akmar would fail and retreat.

Each stage of a dynamic series could also spawn new NPCs, quests, and resources in those regions.


Unlike other regions of the map, Veluca has no peace period and remains in a constant state of war. Aside from the three static cities of Meridus, Solarum, and Arvenus, each castle, town, and farm can be captured and used by any faction. Controlling these points gives various benefits and resources, including high end crafting materials, specialty PvP currency, and unique vendors.

By pushing objectives and establishing a beachhead with NPC supply-lines, the victorious faction will have a chance to besiege Eterna, the shadowed city. This is an open world siege and raid encounter, where if the end boss is defeated, a faction wide buff (Imperator Supreme) presides until the next conflict on Veluca emerges.

Aside from PvP and PvE objectives, Veluca also offers lucrative trade zones and high tiered dynamic events.



Any and all feedback is welcome!

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