1. Raidmode. ----This is a great way to turn a past time into a job.
2. Factions in general.------Seriously, i remember back when eq1 first put factions in game. I killed a mob nowhere near anyone else and all of a sudden i am hated by the rest of their race??? Seriously???
3. John Smedly. I mean Cash shops. Smedly is a tool and should not be in charge of the lunch order let alone an mmo.
4. money sinks. Mmo's put them in to get money out of the system. I can understand why they do this but it goes a step closer to making the game a job when you have to earn money to upkeep housing/guild halls/etc.
5. Forced content. I.e. forced grouping, forced soloing, forced raiding. Really chaps my butt when you are cruising along in your goals when you are forced into a mode that you don't want. (example, quest line that is solo through several steps all of a sudden putting you into a situation where you must have a group or raid)
6. Class balance. If developers would just erase it from their mind that all classes must be ballanced it would be much easier to maintain their game without pissing people off.
How else would you suggest a story/character to progress?
I like questing, but know quite a few people that like to progress by PvP or just grinding mobs. Questing is not a must, actually
Or just not get the progress as your main target?
For me worst mechanic in MMO is guided and predefined game play that is typical for standalone and especially console games.
Where themepark games try to hide that they are copying WOW, games like Mortal Online and Darkfall make no attempt to hide their inspiration ______\m/_____ LordOfDarkDesire
How else would you suggest a story/character to progress?
a story is made by the devs.... and character progress is varied by the player i would assume.
Force questing, is a crappy way of adding content to a game. If someone would like to lvl another way they should be able 2.
Not forced to kill 500 lizardmen to get a quest item then 500 oorcs and ect... The problem is with most games released now if you dont do these quest you cannot move up in class ect. They are no longer a option but a mandatory part of the game play. Its a pretty gay way to make the content last several months.
I think making games so simple has destroyed the genre. Hell the BF series and AA2 are getting more advance mechanics and not to mention more challenging then 99% of mmo's being released.
Must agree here this is one of the most gay and annoying mechanics possible right up alongside any combat system that requires alot of button mashing (AoC being the worst button masher I've played to date).
I hate WoW's stealth, which is ridiculously OP, but Warhammer did it okay.
Go play EQ2 some time In EQ2 if you are stealth nothing is going to notice you no matter how many times you run through them :O They 'balance' it by having some MOBs see invis.
1) Death penalties that go beyond the point of not being able to retrieve your previous equipments.
There was game that used to allow players who freshly died (and drop EVERYTHING in inventory) a grace period of twenty four hours to go back to their corpse to retrieve everything they dropped.
That was OK
But then games that allowed full-loot of all your efforts? Ehh, it's a big turn off for me.
Stuns. I don't know who the hell thought it was a good idea to add a TON of stun abilities to the game, let alone start basing classes entirely around it, but whoever did needs to be "stunlocked" to the testicles.
1) Death penalties that go beyond the point of not being able to retrieve your previous equipments. There was game that used to allow players who freshly died (and drop EVERYTHING in inventory) a grace period of twenty four hours to go back to their corpse to retrieve everything they dropped. That was OK But then games that allowed full-loot of all your efforts? Ehh, it's a big turn off for me.
Its called risk vs reward. Aslo such games are designed so you loose your equipement soon or later as it is broken with the time. It force you to think more before act. As example in such games you equip your best armor only when it most necessary (in wars as example).
In general Full Loot mechanics is opposite to the item grind mechanics like it is in most Theme Park games where equipement is main target. Full loot force you to act smart.
Where themepark games try to hide that they are copying WOW, games like Mortal Online and Darkfall make no attempt to hide their inspiration ______\m/_____ LordOfDarkDesire
Must agree here this is one of the most gay and annoying mechanics possible right up alongside any combat system that requires alot of button mashing (AoC being the worst button masher I've played to date).
I hate WoW's stealth, which is ridiculously OP, but Warhammer did it okay.
Go play EQ2 some time In EQ2 if you are stealth nothing is going to notice you no matter how many times you run through them :O They 'balance' it by having some MOBs see invis.
Not true really considering that in EQ2 not only do several classes have a see stealth ability, but all classes can see stealth by using certain items. if everyone/everything could see stealth at all times.... that would kind of defeat the purpose wouldnt it?
And Warhammers stealth was horrible the majority of the time. sure it has its usefulness, but it barely functions at all in most situations, most classes can see you when stealthed due to it being based on the enemy's initiative stats (but yet your own does absolutely nothing to increase your stealth ability, in fact there isnt anything you can do to increase your stealth capability, its all just one flat rate for everyone resulting in no variety between players), random aoes knock you out of stealth, pets stay on you even after stealthing instead of de-aggroing like they should making the wh/we nearly useless against classes with pets, not to mention the broken skills of the stealth classes that still over a year later dont function as intended. Unless youve got pocket healers and tanks who actually know how to use their Guard abilities keeping you alive, in most RvR situations your stealth is only good for getting the drop on 1 enemy, taking them out, and then getting slaughtered by everyone else around you, meanwhile you have aoe dps classes just leveling the field untouched.
It kind of sounds more to me like the people complaining about stealth mechanic simply dont like playing those classes, but constantly get ganked by them and so its a "bad" mechanic, because they dont know how to defend against it or cant stand the fact that while they have so many advantages to their class, the 1 thing that makes assassin classes viable in pvp shouldnt be allowed.
Anyway back on topic, IMO the worst mechanic in MMOs is basically the way tanking classes tend to work. Mainly the whole theory of "taunt". i mean seriously, in the middle of a battle, are you really going to suddenly stop attacking say a mage or archer who can drop you in a matter of seconds, to focus on a heavily armored target simply because they "taunted" you? no youre going to focus on either the most immediate threat to your life, or a healer keeping the others alive. IMO tanks should be built more around having special VERY high burst dps skills (or perhaps just very severe ailments), which would suddenly make them a threat to your life resulting in them pulling more hate/aggro in a more logical way. To balance it out, rathe rthan having tanks be constant tough bastards to kill, they would be more limited in the tanking aspect by having short term temporary buffs/barriers/etc allowing them to take massive beatings, but only for a short time.
Lack of harsh death penalties. followed by a close second, instances.
By all means. Impose a harsh death penalty on yourself.
Reroll your toon. I dare you.
You will of course not do this.
Or I can play an MMO with a harsh death penalty which I do.
which is? i seek a game with adrenaline too, share your pleasure
and as for subject, penalty for pk ij Last Chaos was retarded idea: u got your stats lowered for killing ppl
Totaly just shooting in the dark, but I bet its FFXI.
(They had the perfect mix IMO, wasn't extreamly harsh {aka you lose you gear or perma death} and it wasn't weak like WoW { oh noes I have to walk back to my body!!!}
When you died they took 12% of your over all XP, which means if you where level 2 and you had 100xp and you died you would lose 12xp (wich is like....3 mobs) at that level, but when you where lvl 75 and had 100,000XP 12% meant you deleveled, which means no one was safe. And then when you died you had a "death sickness" that stayed for around half an hour.
Easy call for me.......marriage/dating. Reserve this kind of crap for eHarmony.com. You wanna date and get married? How about turn off your computer and go out and meet some REAL people.
God forbid MMORPGs replicated real life stuff to allow people to do stuff in a game that they've never done in real life thus allowing people to enact some sort of "role-play."
If anything, I don't think enough MMORPGs put this sort of social mechanic into their games. Modern MMOs are essentially combat simulators with no other gameplay elements that provide depth. This is known as the "amusement park style" game and it was pioneered with World of Warcraft. If my paladin logs out in WoW, where does he go? I guess he stands around the streets of a town for 8 hours or so, he has no home.
This type of game has become so prevalent that Cryptic wasn't even going to include bridges in Star Trek Online, a game based on a show where 90% of the action took place in said bridges. It was only after 9 billion "why no starship interiors" threads and criticisms that they finally figured out that it would be a huge mistake to skip something so essential and fundamental.
In other words, one of my very least favourite MMO mechanic is the entire "amusement park" style game. You don't like marriage/dating? I wasn't aware the devs visited your home and forced you to engage in that mechanic at the point of a gun. Most of the mechanics mentioned in this thread are forced on the players, they either have to use this mechanic or not play the game. Your complaint about something you'd never be forced to worry about in game is shallow and whiny by comparison.
Monsters dropping money or items that they would never normally have on their person.
Same. My first big MMO was UO. All loot had relevance. More importantly, all loot was useful. There was no pristine rat hair or flimsy spider toenails.... no "junk loot." You got cheese and tinkering items from ratmen, spellcasting components (reagents) from magic casters, orc helms and chainmail from orcs, spears and daggers from the spear/dagger-wielding lizardmen.
But you also got gold from regular ole rats.... What hole did that come out of I wonder?
Comments
1. Raidmode. ----This is a great way to turn a past time into a job.
2. Factions in general.------Seriously, i remember back when eq1 first put factions in game. I killed a mob nowhere near anyone else and all of a sudden i am hated by the rest of their race??? Seriously???
3. John Smedly. I mean Cash shops. Smedly is a tool and should not be in charge of the lunch order let alone an mmo.
4. money sinks. Mmo's put them in to get money out of the system. I can understand why they do this but it goes a step closer to making the game a job when you have to earn money to upkeep housing/guild halls/etc.
5. Forced content. I.e. forced grouping, forced soloing, forced raiding. Really chaps my butt when you are cruising along in your goals when you are forced into a mode that you don't want. (example, quest line that is solo through several steps all of a sudden putting you into a situation where you must have a group or raid)
6. Class balance. If developers would just erase it from their mind that all classes must be ballanced it would be much easier to maintain their game without pissing people off.
7. John Smedly. F John Smedly. He is a turd.
Btw as a counter argument to those who abhore stealth and invisibility, this area is one where you need to suspend disbelief and just roll with it.
Agree...:P
Which is the real reason for the one character limitation. More accounts = more money.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
How else would you suggest a story/character to progress?
I like questing, but know quite a few people that like to progress by PvP or just grinding mobs. Questing is not a must, actually
Or just not get the progress as your main target?
For me worst mechanic in MMO is guided and predefined game play that is typical for standalone and especially console games.
Where themepark games try to hide that they are copying WOW, games like Mortal Online and Darkfall make no attempt to hide their inspiration
______\m/_____
LordOfDarkDesire
How else would you suggest a story/character to progress?
a story is made by the devs.... and character progress is varied by the player i would assume.
Force questing, is a crappy way of adding content to a game. If someone would like to lvl another way they should be able 2.
Not forced to kill 500 lizardmen to get a quest item then 500 oorcs and ect... The problem is with most games released now if you dont do these quest you cannot move up in class ect. They are no longer a option but a mandatory part of the game play. Its a pretty gay way to make the content last several months.
I think making games so simple has destroyed the genre. Hell the BF series and AA2 are getting more advance mechanics and not to mention more challenging then 99% of mmo's being released.
Must agree here this is one of the most gay and annoying mechanics possible right up alongside any combat system that requires alot of button mashing (AoC being the worst button masher I've played to date).
I hate WoW's stealth, which is ridiculously OP, but Warhammer did it okay.
Go play EQ2 some time In EQ2 if you are stealth nothing is going to notice you no matter how many times you run through them :O They 'balance' it by having some MOBs see invis.
The Holy Trinity.
1) Death penalties that go beyond the point of not being able to retrieve your previous equipments.
There was game that used to allow players who freshly died (and drop EVERYTHING in inventory) a grace period of twenty four hours to go back to their corpse to retrieve everything they dropped.
That was OK
But then games that allowed full-loot of all your efforts? Ehh, it's a big turn off for me.
Stuns. I don't know who the hell thought it was a good idea to add a TON of stun abilities to the game, let alone start basing classes entirely around it, but whoever did needs to be "stunlocked" to the testicles.
Bans a perma, but so are sigs in necro posts.
EAT ME MMORPG.com!
Sitting down and staring at my spellbook for 10 min.
Its called risk vs reward. Aslo such games are designed so you loose your equipement soon or later as it is broken with the time. It force you to think more before act. As example in such games you equip your best armor only when it most necessary (in wars as example).
In general Full Loot mechanics is opposite to the item grind mechanics like it is in most Theme Park games where equipement is main target. Full loot force you to act smart.
Where themepark games try to hide that they are copying WOW, games like Mortal Online and Darkfall make no attempt to hide their inspiration
______\m/_____
LordOfDarkDesire
The dumbest mechanic ever imported to mmos was the holy trinity mechanic.
It's pretty easy for me, Levels.
I have to go with the quest floaties. kills me
Next the Holy Trinity
Say hello, To the things you've left behind. They are more a part of your life now that you can't touch them.
Must agree here this is one of the most gay and annoying mechanics possible right up alongside any combat system that requires alot of button mashing (AoC being the worst button masher I've played to date).
I hate WoW's stealth, which is ridiculously OP, but Warhammer did it okay.
Go play EQ2 some time In EQ2 if you are stealth nothing is going to notice you no matter how many times you run through them :O They 'balance' it by having some MOBs see invis.
Not true really considering that in EQ2 not only do several classes have a see stealth ability, but all classes can see stealth by using certain items. if everyone/everything could see stealth at all times.... that would kind of defeat the purpose wouldnt it?
And Warhammers stealth was horrible the majority of the time. sure it has its usefulness, but it barely functions at all in most situations, most classes can see you when stealthed due to it being based on the enemy's initiative stats (but yet your own does absolutely nothing to increase your stealth ability, in fact there isnt anything you can do to increase your stealth capability, its all just one flat rate for everyone resulting in no variety between players), random aoes knock you out of stealth, pets stay on you even after stealthing instead of de-aggroing like they should making the wh/we nearly useless against classes with pets, not to mention the broken skills of the stealth classes that still over a year later dont function as intended. Unless youve got pocket healers and tanks who actually know how to use their Guard abilities keeping you alive, in most RvR situations your stealth is only good for getting the drop on 1 enemy, taking them out, and then getting slaughtered by everyone else around you, meanwhile you have aoe dps classes just leveling the field untouched.
It kind of sounds more to me like the people complaining about stealth mechanic simply dont like playing those classes, but constantly get ganked by them and so its a "bad" mechanic, because they dont know how to defend against it or cant stand the fact that while they have so many advantages to their class, the 1 thing that makes assassin classes viable in pvp shouldnt be allowed.
Anyway back on topic, IMO the worst mechanic in MMOs is basically the way tanking classes tend to work. Mainly the whole theory of "taunt". i mean seriously, in the middle of a battle, are you really going to suddenly stop attacking say a mage or archer who can drop you in a matter of seconds, to focus on a heavily armored target simply because they "taunted" you? no youre going to focus on either the most immediate threat to your life, or a healer keeping the others alive. IMO tanks should be built more around having special VERY high burst dps skills (or perhaps just very severe ailments), which would suddenly make them a threat to your life resulting in them pulling more hate/aggro in a more logical way. To balance it out, rathe rthan having tanks be constant tough bastards to kill, they would be more limited in the tanking aspect by having short term temporary buffs/barriers/etc allowing them to take massive beatings, but only for a short time.
By all means. Impose a harsh death penalty on yourself.
Reroll your toon. I dare you.
You will of course not do this.
Or I can play an MMO with a harsh death penalty which I do.
which is? i seek a game with adrenaline too, share your pleasure
and as for subject, penalty for pk ij Last Chaos was retarded idea: u got your stats lowered for killing ppl
Totaly just shooting in the dark, but I bet its FFXI.
(They had the perfect mix IMO, wasn't extreamly harsh {aka you lose you gear or perma death} and it wasn't weak like WoW { oh noes I have to walk back to my body!!!}
When you died they took 12% of your over all XP, which means if you where level 2 and you had 100xp and you died you would lose 12xp (wich is like....3 mobs) at that level, but when you where lvl 75 and had 100,000XP 12% meant you deleveled, which means no one was safe. And then when you died you had a "death sickness" that stayed for around half an hour.
It was IMO the best DP in any MMO EVER!
Please check out my channel. I do gaming reviews, gaming related reviews & lets plays. Thanks!
https://www.youtube.com/user/BettyofDewm/videos
God forbid MMORPGs replicated real life stuff to allow people to do stuff in a game that they've never done in real life thus allowing people to enact some sort of "role-play."
If anything, I don't think enough MMORPGs put this sort of social mechanic into their games. Modern MMOs are essentially combat simulators with no other gameplay elements that provide depth. This is known as the "amusement park style" game and it was pioneered with World of Warcraft. If my paladin logs out in WoW, where does he go? I guess he stands around the streets of a town for 8 hours or so, he has no home.
This type of game has become so prevalent that Cryptic wasn't even going to include bridges in Star Trek Online, a game based on a show where 90% of the action took place in said bridges. It was only after 9 billion "why no starship interiors" threads and criticisms that they finally figured out that it would be a huge mistake to skip something so essential and fundamental.
In other words, one of my very least favourite MMO mechanic is the entire "amusement park" style game. You don't like marriage/dating? I wasn't aware the devs visited your home and forced you to engage in that mechanic at the point of a gun. Most of the mechanics mentioned in this thread are forced on the players, they either have to use this mechanic or not play the game. Your complaint about something you'd never be forced to worry about in game is shallow and whiny by comparison.
Bind on pickup.
Not only do cash shops suck, but they'll contribute to the death of the MMO industry if too many publishers implement them in monthly payment games.
I'll take the risk that this is taken out of context but....
I hated a simple reduced xp for dying.
Part of Runes of Magic I love is the xp debt on death
You gain a percentage of debt based on your level, and then 70% of gained xp goes toward paying off that debt.
I feel it does a great job of adding "fear" of death, without too much annoyance.
Yes you "lose" xp, but you can still gain as well, so it makes you not want to die, but not get super annoyed either.
Just One MMOre
Same. My first big MMO was UO. All loot had relevance. More importantly, all loot was useful. There was no pristine rat hair or flimsy spider toenails.... no "junk loot." You got cheese and tinkering items from ratmen, spellcasting components (reagents) from magic casters, orc helms and chainmail from orcs, spears and daggers from the spear/dagger-wielding lizardmen.
But you also got gold from regular ole rats.... What hole did that come out of I wonder?
I'll go with this, and no drop. I also hated seeing the first Required Level stuff. Twinking is so fun.
Classes. Utterly ridiculous. Just because your good at one thing does not mean you cannot be good at another. Stupidest Idea EVER.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky