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For some time now, there have been general concepts that we as the masses of players have accepted without much thought. And while it is completely necessary to suspend disbelief to a degree in order to play in our little fantasy worlds, there still are a some quite nagging parts of the games that just, frankly, don't jive.
I'll start this list of my personal pet peeves, but I ask all of you in the MMO community to please add your own. This is not a bashing session of particular games, but rather an opportunity to voice our opinions to each other and to the developers in hopes of eliciting future improvements.
1) NPC's that stand in the same spot for all of eternity
2) Mobs that are so crowded together that it loses all semblance of reality - even that of the theme-parked suspended disbelief realty.
3) Zones that cannot be traversed without weaving through mindless mobs
4) Quest objectives that are right next to the quest giver. For the love of God, he could do it himself.
5) Class specific weapons and gear. As if a human mage could not pick up a sword if she had to.
Comments
A "quest" is any old menial task, and there are thousands of them.
My favorite quest sytem to this day is Runescape's, because there are a select number of quests, and they feel like real adventures most of the time. They take time and effort to complete.
Quests in general. I should say WoW Quests in general.
Oh you created a character... pick your reward.
Wow, you picked your first reward, choose another reward.
You took your first step, pick a reward.
You equipped your reward, choose a reward.
You leveled from doing nothing, choose your reward.
You opened your inventory, choose a reward.
You opened another menu by pressing a button, take a reward.
You leveled again, take a reward.
You typed a message in chat, have a reward.
You spoke to a NPC, heres a reward.
You took your first quest, have a reward.
You spoke to the person standing next to the person who have you the quest, choose a reward.
PVP with essentially/truly infinite deaths has always bothered me.
No consequences; no lawman nicking you off to jail if you're caught in town, no bounty hunters hunting your butt in groups, no stocks with villagers hurling fruit, no hangman, no military justice....etc. It's not even minimally "realistic", not even within the limits of the genre.
Also MMO "generals" faction leaders etc. allow their "soldiers" to operate as completely independent vigilantes, something no sane commander would ever tolerate. We have the balls to call the chaotic result a "War".
PVP is instead just an 8-bit fighting game, Street Fighter with infinite quarters.
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.
That raiding is the "end game" for MMORPG's
That there even is a concept such as end game.
That MMO's should be mostly soloable because socialiazation takes too much time and not worth the time
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Instances and BG's.
Makes no sense to me to have this vast amazing world to not have content in it.
Other than that it would be the easy mode these games have become. No consequence and giving in to the mostly younger audience to make it even easier for them.
Questing as well
"In the immediate future, we have this one, and then weve got another one that is actually going to be so were going to have, what we want to do, is in January, what were targeting to do, this may or may not happen, so you cant hold me to it. But what were targeting to do, is have a fun anniversary to the Ilum shenanigans that happened. An alien race might invade, and they might crash into Ilum and there might be some new activities that happen on the planet." ~Gabe Amatangelo
two biggest
1 questing=experience
2 markers over npcs
Neither one have anything to do with the genre.... ROLE PLAYING,yet they both exist in 99% of the games.The ONLY game that never had either and still doesn't is FFXI,pretty easy to see why it is the game i have always respected the most.
If i added a 3rd it would be the lamest notiomn that people think RPG=Raiding/End-game.
Never forget 3 mile Island and never trust a government official or company spokesman.
Spawning. Very unrealistic. I think we should have mobs that have to mate and breed in dens players cannot infiltrate; farms to raise them and reintroduce them if they've been killed off. Obviously I don't like quests that say kill 10 bunnies. Skinning is fine but mobs dropping armor and coins is ridiculous. Where was that bunny hiding that chain mail? Chests in caves, at the end of instances, in random places, buried underground (for game that digs things up from underground see Mabinogi) sounds good to get items and coins instead of dropping off mobs. Make sure their are plenty. Quests that solve mysteries simple, moderate, and complex instead of go here deliver this pie to npc Johnny.
Player characters need yet ever more real animations. Being able to sit in a chair (WoW) or lay on a bed (Runes of Magic) is not enough.
Game makers need to build their games on low end PC's or create a game station in the shape of a computer that they sell with their game. No one should be left out of gaming because they did not have enough money to buy the best and latest hardware.
I can't stand quests, quest hubs or anything quest driven/related.
10 years of my mmorpg life has been comprised of M59, UO, EQ1, AC1 and DAoC, and I think i ran a grand total of 40 quests between all of them. These games lasted me a long time! I play Wurm these days and love that it's not quest driven.
Quest driven games never last for me. The more story-like or movie-like they become, the more I dislike the game.
You know, you don't have to quest, even in the quest-heavy games, right?
I mean, those muds, the earliest mmos--what's a quest? Grind is the name of the game. Only game in town, actually.
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.
Let me start by: "Mmorpgs must adhered certain concepts because its an mmorpg" - why?
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
Language gets confused quickly when the conversation participants can't agree on the symbols.
If this bothers you, perhaps desisting from acronyms (for the sake of clarity) would be a serviceable answer for you.
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.
If this bothers you, perhaps desisting from acronyms (for the sake of clarity) would be a serviceable answer for you.
yeah yeah, typos.
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
Mobs standing around in a field to be killed. Espeically if they are sentient beings.
Mobs every 10 feet so you can't even ride across a field.
"!"
The auction house
leveling to an "end game"
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
These bug me:
How a quest can be any small task instead of being a QUEST. Frodos journey to destroy the one ring is a quest not picking flowers for a pot.
Classes In a real world people arnt shoehorned into being one particular thing. In many stories a soldier finds his true potential and becomes some grand wizard.
Worlds seem lifeless. Animals and npcs stay in a static position or route.
In all recent mmos we are the "hero" Well what if I dont wanna be the hero?
Just some of the top of my head.
Playing: FFXIV, DnL, and World of Warships
Waiting on: Ashes of Creation
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.
All standing around looking blankly into space? A la LOTRO?
A bit too Zen for me then.
even in a public park there are people talking to each other, congregating as well as those who are jogging alone or playing the guitar.
essentially "living".
Not just standing there moving a few feet every so often.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Level 42 spiders that drop Heroic Soldered Helm of Greatness.
What's a spider doing with a high level helmet?
Quests that are menial errands rather than true adventures
Quests that require no thinking whatsoever and tell you exactly what to do
Games that encourage power leveling to the exclusion of all else
Dungeon finders instead oif tools to help you get to know people and group up like real people do
The idea that a zone is for levels 1-10, never to be seen again after finishing
To add onto that...
lvl 1 wolf, yadda yadda yadda lvl 52 wolf etc...
dont' get me started on the lvl 60 birds...
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Swimming across the ocean with a quarter ton of ore in your backpack...
Naw, drifting off into the 'inherent silliness gamers just accept' topic, covered so many times before.
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.