Gear that drops from monsters. I hate it. Gear should be craftable-only in any decent (meaning that it has good crafting) MMO. This is one of the main reasons I have no desire to play WoW ever again - the design of monsters dropping gear and especially bosses dropping gear that can't be crafted and can't be surpassed by crafted gear, just totally disrespects crafting and crafters.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Gear that drops from monsters. I hate it. Gear should be craftable-only in any decent (meaning that it has good crafting) MMO. This is one of the main reasons I have no desire to play WoW ever again - the design of monsters dropping gear and especially bosses dropping gear that can't be crafted and can't be surpassed by crafted gear, just totally disrespects crafting and crafters.
I agree crafted should be as good or better, but I love and miss AC style random loot. Made killing mobs fun and meaningful. Never know what you re going to get.
I would say the inflexibility of being able to adjust how I approach combat and my role. So games like Tera, Aion, which offer nothing in terms of class customization. They both have minor things, but nothing major. Cookie Cutter builds are another dislike of mine.
That, and huge power gaps on gear or levels (ie no max level)
Now Playing: Bless / Summoners War Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
I agree crafted should be as good or better, but I love and miss AC style random loot. Made killing mobs fun and meaningful. Never know what you re going to get.
Not knowing what you are going to get might be fun in a gambling way, but I don't see how it would be meaningful. If anything it should be the opposite - if you want, say, extra thick hide to craft armor with, that should come from the monsters that look like rhinos, not any monster that's level 45-55 and especially not any monster at all. Similarly, gems and jewels might be dropped by a lizard or fish which has gem-like scales, maybe even by a gopher who might have dug one up, but they should definitely not be dropped by zebras or ostriches.
I really prefer non-randomness, where every player kills the exact same number of monster X in order to get one of each unique drop that monster X can produce. Unique drops being things like pet eggs and crafting recipes. Then after the player has one of each unique drop they afterward get only regular drops from that monster if they choose to farm it. Admittedly this system makes way more sense in a themepark or sandpark than in a sandbox though.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
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
Gear that drops from monsters. I hate it. Gear should be craftable-only in any decent (meaning that it has good crafting) MMO. This is one of the main reasons I have no desire to play WoW ever again - the design of monsters dropping gear and especially bosses dropping gear that can't be crafted and can't be surpassed by crafted gear, just totally disrespects crafting and crafters.
You know what bothered me about WOW? No treasure chests. I love them. Gear can be in a chest but for some reason WOW decided to not really have them.
WoW used to have treasure chests littered about here and there. Some in camps with monsters guarding them, some in "out of the way" places. Now they are gone, like so much about I enjoyed about WoW.
More specifically MMOs that have their game play mechanics heavily designed around them.
This is my personal most hated "mechanic." Instead seeing something neat in-game from another player and finding out how to acquire it, you now just simply open up the handy-dandy in-game store and buy it. What's the point if one can just buy anything?
Gear that drops from monsters. I hate it. Gear should be craftable-only in any decent (meaning that it has good crafting) MMO. This is one of the main reasons I have no desire to play WoW ever again - the design of monsters dropping gear and especially bosses dropping gear that can't be crafted and can't be surpassed by crafted gear, just totally disrespects crafting and crafters.
I like both honestly. Good loot and good crafted gear.
Oh I forgot over itemization. Must we change gear ever two steps?
Gear that drops from monsters. I hate it. Gear should be craftable-only in any decent (meaning that it has good crafting) MMO. This is one of the main reasons I have no desire to play WoW ever again - the design of monsters dropping gear and especially bosses dropping gear that can't be crafted and can't be surpassed by crafted gear, just totally disrespects crafting and crafters.
You know what bothered me about WOW? No treasure chests. I love them. Gear can be in a chest but for some reason WOW decided to not really have them.
I question whether you even played WoW before... they have always had treasure chests.
Lockboxes. I can not even begin to talk about how much I hate trying a game out and getting a frickin lockbox as loot that requires me to pay a dollar to open.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
Lockboxes. I can not even begin to talk about how much I hate trying a game out and getting a frickin lockbox as loot that requires me to pay a dollar to open.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire: Start with a billion dollars and make an MMO.
Probably all gear for currency mechanics (aka venders with gear you can buy with badges, karma, gems, pvp points, etc). Gear should drop or be crafted with dropped/harvested components, and to some extent rewards from quest (real quests) preferably involving drops from the world.
I actually hate player-owned shops more than cash shops. I know a lot of people like them but I really detest them. Player-owned _businesses_ can be interesting, if they are factories or farms or something crafting related, but please do not ask me, as a player, to physically walk to other players' shops or even tab through them and be forced to browse random collections of goods rather than being able to search the whole world's offerings for what I want to buy. x_x Even in a game that has both player owned shops and an auction house the game may pressure you to use shops by putting oppressive taxes on the auction house. Player-to-player trading is one of the activities most important to the health of an MMO, so why do so many MMOs oppress it with poor trading systems and cash-sink taxation?
Cash shops on the other hand can add interesting things to the economy as long as players who buy cash currency can sell and trade it to other players for currency or items earned in game, and the cash-shop items themselves aren't strictly superior to what's craftable in the game or immersion-breaking due to not fitting the lore (like joke costumes and mounts).
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Quests, when present, should be something interesting and meaningful. A few Witcher 3 style quests is better than a few hundred "collect 10 wolf hearts" quests. Besides, we all know that only 1 in 3 digital wolves has a heart.
Gear that drops from monsters. I hate it. Gear should be craftable-only in any decent (meaning that it has good crafting) MMO. This is one of the main reasons I have no desire to play WoW ever again - the design of monsters dropping gear and especially bosses dropping gear that can't be crafted and can't be surpassed by crafted gear, just totally disrespects crafting and crafters.
You know what bothered me about WOW? No treasure chests. I love them. Gear can be in a chest but for some reason WOW decided to not really have them.
I question whether you even played WoW before... they have always had treasure chests.
Yes they do but not like other MMOs. EQ and EQ2 had treasure chest drops from elites and not just dungeon runs. I played WOW to level 73 EQ2 I have been subbed to for 10 years It is not the same at all.
Treasure chests were all over the world... not just in the dungeons. Everything from epics to rares to be had...
They changed over time... but they still exist... hell WoD is just full of the damn things by comparison to vanilla.
RNG Loot Global Markets Non-Living worlds (if I cut down this tree, this tree is... still here?) Cash Shops and all things associated with cash shops (lockbox/costume/boosters/etc) Scripted Quests Convenience mechanics/systems (fast travel, account unlocks) False Environments (chairs you can't sit in/buildings you can't go inside of/beds you can't sleep in/etc) The idea that difficulty = more HP
Comments
I agree crafted should be as good or better, but I love and miss AC style random loot. Made killing mobs fun and meaningful. Never know what you re going to get.
거북이는 목을 내밀 때 안 움직입니다
I would say the inflexibility of being able to adjust how I approach combat and my role. So games like Tera, Aion, which offer nothing in terms of class customization. They both have minor things, but nothing major. Cookie Cutter builds are another dislike of mine.
That, and huge power gaps on gear or levels (ie no max level)
Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
I really prefer non-randomness, where every player kills the exact same number of monster X in order to get one of each unique drop that monster X can produce. Unique drops being things like pet eggs and crafting recipes. Then after the player has one of each unique drop they afterward get only regular drops from that monster if they choose to farm it. Admittedly this system makes way more sense in a themepark or sandpark than in a sandbox though.
More specifically MMOs that have their game play mechanics heavily designed around them.
"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
This is my personal most hated "mechanic." Instead seeing something neat in-game from another player and finding out how to acquire it, you now just simply open up the handy-dandy in-game store and buy it. What's the point if one can just buy anything?
VG
Filler task.
Lack of purpose outside of loot and progression.
Worlds designed to be paths for questhubs.
Lack of fun, utility, community spells.
Lack of interdependency and single player gaming(outside of solo combat.)
I like both honestly. Good loot and good crafted gear.
Oh I forgot over itemization. Must we change gear ever two steps?
Earn your items in game, cash shops are the worst of the worst...
I will never last long in a game where I have to go around doing quest to level up.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
Cash shops on the other hand can add interesting things to the economy as long as players who buy cash currency can sell and trade it to other players for currency or items earned in game, and the cash-shop items themselves aren't strictly superior to what's craftable in the game or immersion-breaking due to not fitting the lore (like joke costumes and mounts).
거북이는 목을 내밀 때 안 움직입니다
Quests, when present, should be something interesting and meaningful. A few Witcher 3 style quests is better than a few hundred "collect 10 wolf hearts" quests. Besides, we all know that only 1 in 3 digital wolves has a heart.
They changed over time... but they still exist... hell WoD is just full of the damn things by comparison to vanilla.
거북이는 목을 내밀 때 안 움직입니다
Global Markets
Non-Living worlds (if I cut down this tree, this tree is... still here?)
Cash Shops and all things associated with cash shops (lockbox/costume/boosters/etc)
Scripted Quests
Convenience mechanics/systems (fast travel, account unlocks)
False Environments (chairs you can't sit in/buildings you can't go inside of/beds you can't sleep in/etc)
The idea that difficulty = more HP
Probably more but that's my list for now