[citation][nom]alidan[/nom]just an absolute massive landscape. im talking over 1000x1000 miles, it doenst need to be all hand crafted, you could take the mine craft world generator, generate a 1000x1000 land mass, and just cherry pick areas to expand on and hand craft.[/citation]
I'm not even sure you could comprehend how large that would be in a game. To date, the only game that can THEORETICALLY reach that scale has been
MineCraft, and AFAIK no one has actually generated a world that size; it's just been pointed out that THEORETICALLY, the worldsize is only limited by that of 32-bit integers.
The largest contiguous map in any game was that for
The Elder Scrolls II: Daggerfall, which was staggering: depending on how it was calculated, it comes up to 60-220,000 square miles or so, which still falls notably short of the 1 million you propose. Such a massive world would be impractical for an MMO, even if you made it a "one shard" design like
EVE Online. Supposedly
Lord of the Rings Online's map was 30,000 square miles, placing it in second. (my own examination suggests it's less than a thousandth that size, though)
If you'd played
Ultima during the older days, you'd know that player-created cities existed even there, in spite of the map being much smaller; the Britania facets (Trammel & Felucca) only came up to a mere 5.4 square miles each: folding in the other facets, the modern game has perhaps 15 square miles of territory or so.
A "massive" world doesn't need be such horrendous. Depending upon the desired player-count, the density of actual CONTENT in the world, (an acre of hand-crafted territory is still worth well more than an acre of randomly-generated land) and the speed of travel, one can make do with a vastly smaller piece of land. Many games you think of as "huge" are likely vastly smaller than you're thinking. I'd recommend
taking a look at this image just to see. It's also worth noting that, barring
Daggerfall, a lot of the supposedly "huge" maps are actually nowhere near that size: judging by structure size of
Nightfall, for instance, 1.5 square miles is more reasonable than 15,000. (at that sort of scale, cities should NOT be showing up as anything other than single pixels, like they do in DF) Similarly, the
interactive map for LotR Online likewise suggests much less than 30,000 mi².
The largest land-based fantasy MMO is still likely
World of WarCraft, which does approximately fit its ~100 mi² claim.
[citation][nom]alidan[/nom]set the world up for a 3-5 year cycle. as in the devs make real events that change the landscape of the world on the fly[/citation]
Ultima Online has already done this: I can name two cities off of the top of my head (Haven and Magincia) that were destroyed; while the latter's now been gradually rebuilt into New Magincia, the former, last I checked, remains a ruin, and the entire island's landscape was radically changed; much of it was completely obliterated, with nothing but water there. Similar, if less-cataclysmic, changes have happened elsewhere, and even in other MMOs. (WoW's elf/park district in Stormwind comes to mind) With UO, there's a constant state of flux due to storyline events, that not just change the landscape, but the NPCs and, say, monster spawns.
[citation][nom]alidan[/nom]there would be no absolute evils in this world, every one/ every race/ every npc could be on your side. as for combat. make it something meaningfull, like a demon souls / dark souls like, with some skyrim class defining, i dont want to invest time into a game that is click, wait 3 seconds and click again till things dead. i want slow, methodical combat. outside of the few main cities in the game, controled by developers, players are tasked with makeing their own cities, getting npcs to come, and players.[/citation]
The combat doesn't need to be slow to be methodical. Again, take a look at UO's, which is very fast-paced, but much more involved than other MMOs. As for the open-world PvP... That's also standard for a lot of MMOs.
EVE Online pops to mind there: most of the game's galaxy is "zero security," with no permanent NPC presence. Control and construction in them is left entirely up to the players, and there's a constant war to take control over as much territory as possible. And in plenty of MMOs (even WoW-like ones that aren't WoW) avoid a contrived "good race vs. evil race" scenario, letting players pick whatever side they want as they see fit. (and the good games let them make up their own sides, such as
EVE)
[citation][nom]alidan[/nom]and for the love of god, no the "best" weapons the game, i cant discribe the system, but i have a way to make the the game about what you want to look like, want to ware rags, fine, can be just as good as gear that you find in a kings vault.[/citation]
This really already exists in current games: WoW's transmogrification system is a good example. (as it allows you to take high-level equipment, and switch its appearance to anything else you can find)