1: Forced open world PvP in all zones without penalty for newbie killers, doubly so if it's full loot. Sorry, but if level 100 Blast Hardcheese over there wants to curb stomp level 10 Wimpy McWeakerson and his party 15 times for fun, there needs to be some form of risk or meaningful penalty.
2: Excessive forced grouping. Quests and dungeons which require grouping up with others are fine, and often enjoyable. But being forced into a group just to be able to accomplish anything, a la Everquest or FFXI? No thank you.
3: Singular leveling paths. Leveling alts can be hard enough sometimes, but making people play through the exact same content and areas all over again? No thanks. Though I guess since I enjoy FFXIV (which more or less has this problem) it's not a true 'deal breaker', but it is an extreme annoyance.
AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!
We are born of the blood. Made men by the blood. Undone by the blood. Our eyes are yet to open. FEAR THE OLD BLOOD.
1. Trinity Combat. Not so much that people shouldn't be able to specialize their characters in various directions as long as roles are fairly flexible, but I can't stand any PVE combat system that are based on the Artificial Unintelligence system of hate/aggro management. Let monsters and NPCs make combat decisions based on their intelligence and background.
2. PvP systems that try to please everyone. Decide from the start if you want to be PvP oriented or PvE oriented. If you go with PvE leave out PvP alltogether. If you go with PvP make it the center of the game and make it matter. Preferably a game of territorial control and a vicious struggle for resources.
3. Immature and insufferable community. Any game where your ignore list is full on day one is pretty much a nono for me.
1) Solo Based Gameplay: If I'm wading my way through mobs and regenerating any lost health in a couple of seconds, and I have absolutely no need to be involved with the rest of the player base, then I'm playing a single player game online. Unless you have something amazing going on, you've lost me straight away. I have plenty of single player games, I don't need to go online to play one thanks.
2) Linear Gameplay: Am I moving from location A to location B then to location C with no options of going anywhere else? Then you can forget it. I like a bit of freedom in my MMO's, I don't want to be stuck on a train track being told where to go and what to kill. Give me choices! This also ties in with linear stories, where I'm the chosen one - just like the 100,000 other players in the starter zone I just entered. Take your story to a single player game, it's not welcome here.
3) Instances: EverQuest had the right design, massive dungeons with plenty of space for everyone, where the mob you were after wasn't always there. It may sound odd to the themepark crowd who think they should be able to bash through a dungeon and defeat the boss at the end, but that's what you'd expect to find in a single player game. In an MMO the world continues when you're not there, other people might be in the same area as you, or the mob you're looking for might have gone somewhere else for the day.. deal with it.
1. Instant gratification - Get some good gear for anything you do. I'd much rather work for my gear and craft it if possible. Just made a Dragon Glider in ArcheAge and I'm damn proud to have worked to get myself one!
2. Instances - Open world exploration FTW!
3. Battlegrounds - Any form of 'instanced' and 'balanced' PvP is a no-go for me when it comes to a (PvP) game and most of the times I won't enter them unless it's part of a quest that I need to do to progress further.
No themepark gameplay here because I think neither themepark or sandbox is superior. If the game is designed well, then either system will work for me ;-)
This destroys immersion completely for me. It is so annoying to go back to a starting area to find how weak that 'serious threat' you dealt with is now. Or the other around, you dealt with some dangerous bandit chief only to get killed by a badger in the next area (LOTRO, I hated the repeated common animals you had to fight in every new zone, especially the long snouted rodent types. Talk about uninspired enemies:/ ) And then the silly large hp and dmg inflation in some MMO's.
- Lineair gated content.
You have to finish that questline, or become that level to venture into the next area. Goodbye replayability and goodbye exploration.
- Gimmicky achievement bars everywhere
How some MMO's translate just about everything into achievement bars. Daily, Monthly, Account based, every bloody thing is translated in some achievement bar.
Just an example : 'In our game exploring the world matters!' == travel to the objects/locations to fill your exploration achievement. Conveniently placed around your quest locations or otherwise in pointless remote areas where there is no other content except for that clicky. Enjoy the cardboard backdrops while you're at it.
1. A bland world - from the quests to the environment nothing puts me off an mmo faster than boring quests/zones. (i now use swtor personal story and the secret world quests as a measure)
2. Gear progression - not bad in itself but if it's the only thing to do at endgame it gets boring really fast. (gw2 had a good idea but didn't nail it precisely)
3. Instances - I actually like instances, it allows for an average player like me to do special quests/areas, however it's being overdone in most recent mmo's. Instance raids, some instaced quests is ok but instance everything (or almost) is going overboard.
4. World pvp - If i want pvp i play pvp, if i don't i don't, few things pisses me off more than being forced to play something i don't want to because there's not an option.
1. Theme park - Level up (grind out 99% of the content to get to the "REAL" endgame) and then grind gear to level up more. There is nothing else, just your personal grind(gameplay) experience to get to a higher "powerlevel" no group goals apart from 2-5 man arenas which are terrible compared to games that actually focus on the 5v5 organized gameplay.
2. Cash-shop - even if just cosmetics items available since all the cool stuff will be in the shop instead of normal ingame items. Kills immersion since game is at least partially designed around the cash shop. Rewards wealthy players etc..
3. Marketing hype VS the real state of the game - lots of examples and pretty self explanatory.
I"m so with you on this post.. Those are exactly the 3 main game breakers for me as well.. Especially those end game instance grinds.. WTF? It's a shame that WoW chose to have LOCKED factions.. I would of enjoyed having my dwarf play and group up with a Tauren..
Originally posted by Matticulous
Really?
Instance: Oh yeah I just love camping bosses and fighting for tap So fun! Now that was just selective choosing of bad programming.. There are numerous ways to avoid camping target mobs nowadays..
Theme Park Design :It is soooo fun to have nothing to do when you hit max level.Or have a variety of things to do while you're leveling yes please take that out of my MMOs. And you think it's fun grinding the same instance dungeon over and over for tier badges? Most of us are tired of the pre-programmed connect the dots quest system.. That is so old and worn out..
Factions:An ongoing and persistent war of factions makes for too many world PvP situations take that out pleeeaaase! Hate that world PvP. Who said anything about world PvP?
I"m still waiting for EQ and WoW to mate and produce a child that is worth playing.. Opps.. might have to toss in a little GW2 and SWG in there as well.. LOL
Focus on soloplay over groupplay (questing vs dungeons)
MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.
Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?
1. F2P, if there is one thing i hate its being nickel and dimed, i want to compete with my personal abilties, not my wallet.
2. Megaservers, i think they spoil too much in their attempt to cut operating costs, when you have dedicated servers you often get to know many of the players, and vice versa, with mega servers and heavily instanced worlds, that just isn't possible, just faces in an ever changing crowd.
3. Involuntary PVP, i keep my gameplay seperate, there are times when i just want to chill out and play PVE and there are times i want to jump in there and PVP, if the game does not support this, then i am totally not interested.
1. Action Combat - if i want aiming and button mashing, i go look for a FPS game
2. Shallow linear systems - Every level, every piece of gear just adds +1 or +2 to stats, you do a little more damage while mobs are a little tougher to kill. You auto-learn things. There's no way around it. I want to have the tools to sacrifice damage for toughness or the other way around. I want to be able to combine spells. In older MMO's i was able to add my own points into stats and i had gear choices - i actually ran a character with 1 (one) hitpoint in Anarchy Online. Now, I actually prefer ARPG's like PoE or Diablo or whatever, because there if i want to run a glass cannon build or a tough snail speed build, i am able to do so.
3. Cash grabs and uninspired pricing ideas. I find this new wave of "pay 150$ for alpha access" disgusting. Companies just seem to extend alpha and beta periods for months or even years, so that they can fish all the monkeys before they launch F2P. Also, there's the "box plus sub plus cash shop at launch, grab as much as you can, then go free to play in 6 months". There's the sub price - 15 bucks for (almost) every game. It's either 15 bucks or free to play. Why does not anyone try anything in between?
from reading these makes me wander 1 thing ,why are some of these people playing mmorpg. my favorite is i hate quests,really so don't do them.but i want massive xp,and hate grinding. my guess they want to find little chest of xp laying around,that they don't have to do anything to get.i know they start a char at max level. basically people hate what they are not good at.
Comments
1: Forced open world PvP in all zones without penalty for newbie killers, doubly so if it's full loot. Sorry, but if level 100 Blast Hardcheese over there wants to curb stomp level 10 Wimpy McWeakerson and his party 15 times for fun, there needs to be some form of risk or meaningful penalty.
2: Excessive forced grouping. Quests and dungeons which require grouping up with others are fine, and often enjoyable. But being forced into a group just to be able to accomplish anything, a la Everquest or FFXI? No thank you.
3: Singular leveling paths. Leveling alts can be hard enough sometimes, but making people play through the exact same content and areas all over again? No thanks. Though I guess since I enjoy FFXIV (which more or less has this problem) it's not a true 'deal breaker', but it is an extreme annoyance.
AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!
We are born of the blood. Made men by the blood. Undone by the blood. Our eyes are yet to open. FEAR THE OLD BLOOD.
#IStandWithVic
1. Loading screens, a not open world
2. Ganking
3. Pointless quests
4. Instanced soloquesting, without poss. to invite a friend
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1. Trinity Combat. Not so much that people shouldn't be able to specialize their characters in various directions as long as roles are fairly flexible, but I can't stand any PVE combat system that are based on the Artificial Unintelligence system of hate/aggro management. Let monsters and NPCs make combat decisions based on their intelligence and background.
2. PvP systems that try to please everyone. Decide from the start if you want to be PvP oriented or PvE oriented. If you go with PvE leave out PvP alltogether. If you go with PvP make it the center of the game and make it matter. Preferably a game of territorial control and a vicious struggle for resources.
3. Immature and insufferable community. Any game where your ignore list is full on day one is pretty much a nono for me.
My three absolute dealbreakers:
- "free to play". I think people should archieve their toon status through their gameplay, not through reallife money.
- Enforced first person perspective. I always play third person, except for short interruptions (aiming a bow, taking a screenshot).
- Permanent item decay. I dont do treadmill gaming.
For everything else, I'll have to evaluate the game. How far away is it from my own idea of having fun ?
1) Solo Based Gameplay: If I'm wading my way through mobs and regenerating any lost health in a couple of seconds, and I have absolutely no need to be involved with the rest of the player base, then I'm playing a single player game online. Unless you have something amazing going on, you've lost me straight away. I have plenty of single player games, I don't need to go online to play one thanks.
2) Linear Gameplay: Am I moving from location A to location B then to location C with no options of going anywhere else? Then you can forget it. I like a bit of freedom in my MMO's, I don't want to be stuck on a train track being told where to go and what to kill. Give me choices! This also ties in with linear stories, where I'm the chosen one - just like the 100,000 other players in the starter zone I just entered. Take your story to a single player game, it's not welcome here.
3) Instances: EverQuest had the right design, massive dungeons with plenty of space for everyone, where the mob you were after wasn't always there. It may sound odd to the themepark crowd who think they should be able to bash through a dungeon and defeat the boss at the end, but that's what you'd expect to find in a single player game. In an MMO the world continues when you're not there, other people might be in the same area as you, or the mob you're looking for might have gone somewhere else for the day.. deal with it.
1. Instant gratification - Get some good gear for anything you do. I'd much rather work for my gear and craft it if possible. Just made a Dragon Glider in ArcheAge and I'm damn proud to have worked to get myself one!
2. Instances - Open world exploration FTW!
3. Battlegrounds - Any form of 'instanced' and 'balanced' PvP is a no-go for me when it comes to a (PvP) game and most of the times I won't enter them unless it's part of a quest that I need to do to progress further.
No themepark gameplay here because I think neither themepark or sandbox is superior. If the game is designed well, then either system will work for me ;-)
1. Thats not the developers fault (duh).
2. Just stay and wait. Those immature people will move on. After a while, pretty much all MMOs turn more civilized.
1. Efficiency: Such as instances, dungeon finder, quest hubs, and over involved party finders
2. Rush to End Game
3. Ease. Every mainstream MMO is ridiculously easy. Haven't played Wildstar but I strongly suspect I'd find it easy.
1. cash shop based game design
2. cutscenes and voiceovers
3. errand based leveling
- Worlds seperated in level brackets.
This destroys immersion completely for me. It is so annoying to go back to a starting area to find how weak that 'serious threat' you dealt with is now. Or the other around, you dealt with some dangerous bandit chief only to get killed by a badger in the next area (LOTRO, I hated the repeated common animals you had to fight in every new zone, especially the long snouted rodent types. Talk about uninspired enemies:/ ) And then the silly large hp and dmg inflation in some MMO's.
- Lineair gated content.
You have to finish that questline, or become that level to venture into the next area. Goodbye replayability and goodbye exploration.
- Gimmicky achievement bars everywhere
How some MMO's translate just about everything into achievement bars. Daily, Monthly, Account based, every bloody thing is translated in some achievement bar.
Just an example : 'In our game exploring the world matters!' == travel to the objects/locations to fill your exploration achievement. Conveniently placed around your quest locations or otherwise in pointless remote areas where there is no other content except for that clicky. Enjoy the cardboard backdrops while you're at it.
1. Leveling via Questhubs.
2. Asian Lore, Grafics - ( i.e. Characters with Kitty cat ears)
3. ingame F2P elements killing the immersion. (Out of game F2P cosmetic stuff is no problem)
If you are holding out for the perfect game, the only game you play will be the waiting one.
1. Bad clunky combat.
2. Bad graphics.
3. Lack of unique features that differ it from other MMOs
1. A bland world - from the quests to the environment nothing puts me off an mmo faster than boring quests/zones. (i now use swtor personal story and the secret world quests as a measure)
2. Gear progression - not bad in itself but if it's the only thing to do at endgame it gets boring really fast. (gw2 had a good idea but didn't nail it precisely)
3. Instances - I actually like instances, it allows for an average player like me to do special quests/areas, however it's being overdone in most recent mmo's. Instance raids, some instaced quests is ok but instance everything (or almost) is going overboard.
4. World pvp - If i want pvp i play pvp, if i don't i don't, few things pisses me off more than being forced to play something i don't want to because there's not an option.
1) mobs that are on rubber bands
2) unsociable mobs that don't agro when being pulled
3) free to play
damn there is hundreds of thing I dislike about modern MMOs.
1. Theme park - Level up (grind out 99% of the content to get to the "REAL" endgame) and then grind gear to level up more. There is nothing else, just your personal grind(gameplay) experience to get to a higher "powerlevel" no group goals apart from 2-5 man arenas which are terrible compared to games that actually focus on the 5v5 organized gameplay.
2. Cash-shop - even if just cosmetics items available since all the cool stuff will be in the shop instead of normal ingame items. Kills immersion since game is at least partially designed around the cash shop. Rewards wealthy players etc..
3. Marketing hype VS the real state of the game - lots of examples and pretty self explanatory.
1-people whining
2- people whining about the game not being as they want
3- people calling bad names for the people who take the game as it is
after thinking about it (TOP 3 FEATURES THAT MAKES ME SICK)
MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.
Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?
1. F2P, if there is one thing i hate its being nickel and dimed, i want to compete with my personal abilties, not my wallet.
2. Megaservers, i think they spoil too much in their attempt to cut operating costs, when you have dedicated servers you often get to know many of the players, and vice versa, with mega servers and heavily instanced worlds, that just isn't possible, just faces in an ever changing crowd.
3. Involuntary PVP, i keep my gameplay seperate, there are times when i just want to chill out and play PVE and there are times i want to jump in there and PVP, if the game does not support this, then i am totally not interested.
1. Action Combat - if i want aiming and button mashing, i go look for a FPS game
2. Shallow linear systems - Every level, every piece of gear just adds +1 or +2 to stats, you do a little more damage while mobs are a little tougher to kill. You auto-learn things. There's no way around it. I want to have the tools to sacrifice damage for toughness or the other way around. I want to be able to combine spells. In older MMO's i was able to add my own points into stats and i had gear choices - i actually ran a character with 1 (one) hitpoint in Anarchy Online. Now, I actually prefer ARPG's like PoE or Diablo or whatever, because there if i want to run a glass cannon build or a tough snail speed build, i am able to do so.
3. Cash grabs and uninspired pricing ideas. I find this new wave of "pay 150$ for alpha access" disgusting. Companies just seem to extend alpha and beta periods for months or even years, so that they can fish all the monkeys before they launch F2P. Also, there's the "box plus sub plus cash shop at launch, grab as much as you can, then go free to play in 6 months". There's the sub price - 15 bucks for (almost) every game. It's either 15 bucks or free to play. Why does not anyone try anything in between?
1) useless polls about what i hate or like.
2) useless polls about what i hate or like.
3) useless polls about what i hate or like.
from reading these makes me wander 1 thing ,why are some of these people playing mmorpg. my favorite is i hate quests,really so don't do them.but i want massive xp,and hate grinding. my guess they want to find little chest of xp laying around,that they don't have to do anything to get.i know they start a char at max level. basically people hate what they are not good at.