I was tinkering with some gear in a smaller MMO, and a weird thought hit me. Enchanting is such a staple that nobody really questions it anymore. But what if a game launched without it entirely? No glow slots, no stat scribing, no fail stacks, just the raw item.
On one hand, I think we'd lose...
I loved the old scattered shops too, it gave cities character, but these days I just want to offload my junk, quickly check the exchange rate, and get back to the dungeon. Warvox putting the vault and currency swap in the same bank window feels like the perfect balance. No shady third party...
I’ve been looking at how some MMOs handle banking. One system I came across works like this:
Banks are available in every city.
Players can store items safely in vaults.
They can also exchange in-game currency for cash shop currency through the same interface.
The idea is to make it simple and...
Yeah, that's exactly what we're going for. Heavy armor should feel heavy, not just look heavy. We want players to actually think about trade-offs, speed vs. protection, and agility vs. tankiness. Glad that kind of realism clicks with you. It's a tricky balance to get right, but we're pushing to...
Appreciate that! Yeah we're putting a lot of work into the skins and want them to feel worth showing off. No pay-to-win is a hard line for us. Glad to hear it matters to you too.
We're a small team working on an action MMORPG. We're planning Founder Packs for beta access. The packs include cosmetic skins, badges, titles, in-game currency (for cosmetics only), and an emote or visual effect.
We want to avoid any pay-to-win. No stat boosts, no gear advantage, nothing that...
Yeah, you nailed the hard part. Just slowing someone down never feels like weight—it feels like lag. We've been wrestling with that too. The goal is to make heavy armor feel impactful, not sluggish. So you're slower, but you can actually tank hits and hold ground. We're not there yet, but...
Totally fair point. Some players just want to pick up a new piece of gear and keep playing the same way—no relearning timings or adjusting muscle memory. That's valid. Our approach with Warvox is definitely more about risk/reward and adapting your playstyle, so it might not be everyone's cup of tea.
The team and I curious about player perspectives on a core design element. In our game, gear does more than boost your stats. For example, a stealth-focused armor set will make your footsteps quieter and increase your movement speed when you're not in direct combat. A heavy tank set, on the...
Nice. I hope they focus more on immersive sim elements—let us actually feel like a student with schedules, friendships, and consequences for sneaking around at night. The first game had a great castle but felt empty outside quests.
Hey! I found you through Google while hunting for new MMORPG forums to join. I'm part of a small indie team working on Warvox, and I wanted a place to talk about it with fellow MMO fans and just be part of a good community. This place looked promising, so here I am! Looking forward to chatting.