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If we all list one aspects of a MMO that we have played and liked , hopefully by adding all these up, we might come up with what might work in a new MMO. Of course what One likes might not be what everyone likes. But I figure it could be a start.
Let me start with FFXI - Named Mobs
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
Comments
A random selection of features will not make a good mmo.
I liked it when monsters would not reset / lose agro in the old MMOs. Specifically EQ.
CoH--sidekicking.
I'm limited to just one?
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
But it might paint a better picture on what feature sticks with the players as they move from MMO to MMO
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
I really liked the Control Points battles in Tabula Rasa.
There is NO miracle patch.
95% of what you see in beta won't change by launch.
Hope is not a stategy.
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"This kind of topic is like one of those little cartoon boxes held up by a stick on a string, with a piece of meat under it. In other words, bait."
Open, non-instanced housing like UO/SWG.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky
The Patron / Vassel system in Asheron's Call.. rewarding those who prefer to spend their time helping others.
No other game has done something like this as far as I know and I think it was the main feature that caused the excellent community it had (or has, havn't checked in out in a looong time).
This won't work, since most of these forumers seem to think that the less features a MMO has, the better. So if I say, "Dungeon Finder" I know I will be flacked for it, although I do like the feature. I understand the point of why people think Dungeon Finder is bad, though, and I would like to add a feature that allows LFG chat and features to be implimented on cross-servers, in order to create an intimacy that is currently lacking there now. Something like a chat feature for pre-grouped parties in dungeon finder.
I will name a smaller feature, that I have not seen used, except in Vanguard, it may be in others, but haven't seen it....Group Harvesting...Its not huge, but it was just one of the many features I thought they did right.
UMmmmmmmmmmm yeah, it's Dungeon Finder, admittedly.
If I could not say full systems such as 'crafting' for example I would have to say:
In Xyson you can make your own quests and make the accessible to anyone. Such an easy feature to create with huge impact
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
If only someone told Bioware
SWG: Permadeath
Open stat / skill point allotting; ala Shadowbane.
A lot of games allowed it, and the trend is to not let players decide for fears of balance / gimping themselves.
But I miss it!
I used to play MMOs like you, but then I took an arrow to the knee.
RvR
not War's crapshoot wanna be rvr.
DAOC rvr.
The way mmo's were: Community, Exploration, Character Development, Conquest.
The way mmo's are now : Cut-Scenes,Cut-Scenes, solo Questing, Cut-Scenes...
www.CeaselessGuild.com
Runescape: Wealth of side activities/ mini- games.
Atlantica online: Strategic combat
DCUO: No need to go back to NPC's to complete quests.
Wow: Fluidity/ feel of combat was great
The only feature that sticks in my head is Multiplayer ships from SWG. A feature so ahead of its time, and apparently so mysterious, that no gaming devs have been able to reproduce it.
EVE Online's contract system. I really enjoy playing merchant/trader type characters and thw contract system allows me to customize trades, make specific arrangements with other players and manage the entire transaction relatively securely.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Don't remember what game it was, but MOB's level off the death of players. At least I think that was in an MMO I once played. AC2 maybe?
UO: Vendor System
Shadowbane: Character progession and pvp and clancitys
EvE: economy and nullsecwarfare and politics
WoW: the atmosphere of the world in vanilla
DaoC: Grinding in a group, RvR
Dark and Light: Flying (the only thing that worked in that game)
Of all games EvE and Shadowbane had the most features i really loved.
Its a shame shadowbane had so many other bugs and ugly things.
Being able to see on the mob what item it will drop. I remember in EQ you could see on a mob if it dropped a certain weapon.
UO - being able to put things on the ground
Economy of Eve
3D aerial PVP of AION
Classes of FFXI
Taru-Gallante-Blood elf-Elysean-Kelari-Crime Fighting-Imperial Agent
Definitely AC, don't know if that was in AC2. UO was another one with mobs levelling off of players.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre