The quests to kill and deliver probably wouldn't be as tedious if the GPS was removed, there was a chance to die/fail, and the consequence for failure was meaningful in some way. Basically something to make it more immersive and meaningful (even if it's just an illusion)
On thing I really dislike is how these worlds are so populated with npcs. I like the idea of traveling alone or in small groups through no mans land. Cities are for populations in most cases.
another thing I dislike is focus on equipment and getting upgrades rapidly. I'd like to have more basic gear with upgrades at a really slow pace. Having to check gear upgrades repeatedly in a short time is tedious. Especially if it's not really needed. It makes equipment feel worthless IMO.
I just dislike seeing products designed only to be abandoned because the way they were designed was for short time game play.
Why would someone deliver a content dependent theme park that they cannot keep up delivering it to their player base?
Why would someone deliver incomplete game? Why would someone embark on a project, ideas that they cannot accomplish with the resources they have at disposal?
It's been way too long (5 years and 1 month and 4 days) since I've spent $ on a new product...because people out there simply don't know how to gather up their budgets, to combine their forces or come up with the right ideas to deliver the best of what they can.
The quests to kill and deliver probably wouldn't be as tedious if the GPS was removed, there was a chance to die/fail, and the consequence for failure was meaningful in some way. Basically something to make it more immersive and meaningful (even if it's just an illusion)
On thing I really dislike is how these worlds are so populated with npcs. I like the idea of traveling alone or in small groups through no mans land. Cities are for populations in most cases.
another thing I dislike is focus on equipment and getting upgrades rapidly. I'd like to have more basic gear with upgrades at a really slow pace. Having to check gear upgrades repeatedly in a short time is tedious. Especially if it's not really needed. It makes equipment feel worthless IMO.
It's not kill quests that bother me, it's running somewhere, killing/collecting 5 things and running back. One spends more time running than fighting.
I'd rather that type of quest be a "job" from some npc and they will offer me x amount of money per "y" from a particular mob. I can then just go and kill to my heart's content and bring it back.
And I agree, I'd rather look for my objectives than have a glowing bit on a map.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
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.
If they really wanted to make cash, why not offer me 10 keys for a dollar, with an occasional sale of 15 or 20 bundles? I might consider opening a lock box at $0.10 US. I know me, if I were in a game full-time that had lockboxes, I would probably jump all over a 15 keys for a buck deal.
That leads me to something that's always bugged me. Why can't Cash Shops have items for less than $1? Can't they program decimal amounts?
Logic, my dear, merely enables one to be wrong with great authority.
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.
Players, not Devs hate relying on other players for gear. Unless you mean you prefer a system like WoW, where each player has 10 Alts each with a different crafting professions crafting that players wants and needs. But I don't think you do. I think you mean a system where 10% of the gaming population crafts, so the other 90% have to come to you for all their item and gear needs. Then the law of supply and demand are in the crafters favor and they can charge whatever they want, or what ever the game devs will let them.
But those 90% don't like that kind of system and they will leave, and the crafters will have no one to sell to. Or they will buy a second crafting account, join a guild and share resources. Become a Commune and again by pass the crafters.
The lesson learned from Diablo 1 & 2 is that players get a loot orgasm whenever a colored loot item drops. And they stay and play the game for that loot orgasm to happen again. You take that orgasm away, and there is no reason to play. It's such a truth, they carved it in stone and made it rhyme.
I'm not here to tear your idea down. But when you say, "I want to introduce the third most hated system back into MMO gaming." You must add how you intend to keep all those gamers from fleeing your favorite game mechanic.
Let's see if you come up with a system less pathetic than I did. Replacing the gear grind with a tiered crafting component loot drop to 40 person raids.
Pardon any spelling errors
Konfess your cyns and some maybe forgiven Boy: Why can't I talk to Him? Mom: We don't talk to Priests. As if it could exist, without being payed for. F2P means you get what you paid for. Pay nothing, get nothing. Even telemarketers wouldn't think that. It costs money to play. Therefore P2W.
The quests to kill and deliver probably wouldn't be as tedious if the GPS was removed, there was a chance to die/fail, and the consequence for failure was meaningful in some way. Basically something to make it more immersive and meaningful (even if it's just an illusion)
On thing I really dislike is how these worlds are so populated with npcs. I like the idea of traveling alone or in small groups through no mans land. Cities are for populations in most cases.
another thing I dislike is focus on equipment and getting upgrades rapidly. I'd like to have more basic gear with upgrades at a really slow pace. Having to check gear upgrades repeatedly in a short time is tedious. Especially if it's not really needed. It makes equipment feel worthless IMO.
It's not kill quests that bother me, it's running somewhere, killing/collecting 5 things and running back. One spends more time running than fighting.
I'd rather that type of quest be a "job" from some npc and they will offer me x amount of money per "y" from a particular mob. I can then just go and kill to my heart's content and bring it back.
And I agree, I'd rather look for my objectives than have a glowing bit on a map.
I don't mind either type of quest if it feels immersive.
Id probably like a delivery quest if it sent me on a long journey around the world and through dangerous territory. Usually the kill and delivery quest are fairly trivial to complete and don't give you any sense of an exciting adventure.
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 agree not having treasure chests is a bad game mechanic. But here is the thing, in most games you are not looting a body of a defeated mob. Because you battled a mob in an area, loot that was hidden in the area is now findable. It may have been unearthed or dug up by the fight. Yeah it may have fallen out of someone's bag. An animal may have eaten it, been playing with it, or just carrying it around for something to do. The point being that in none of these cases does it make sense for there to be a chest. I agree in a quest there should be chests. But test show that if chests are not highlighted by glowing particle effects they tend to be ignored. Or some unscrupulous player will ninja loot it.
How would you make treasure chests a viable game mechanic? Remember if the game has to load a model, texture, effects, and translations for an object that pops into game after a mobs dies and then out later after that chest is looted that is considered a terrible waste of game resources. Sorry for the run on sentence. But what will you do?
Pardon any spelling errors
Konfess your cyns and some maybe forgiven Boy: Why can't I talk to Him? Mom: We don't talk to Priests. As if it could exist, without being payed for. F2P means you get what you paid for. Pay nothing, get nothing. Even telemarketers wouldn't think that. It costs money to play. Therefore P2W.
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 agree not having treasure chests is a bad game mechanic. But here is the thing, in most games you are not looting a body of a defeated mob. Because you battled a mob in an area, loot that was hidden in the area is now findable. It may have been unearthed or dug up by the fight. Yeah it may have fallen out of someone's bag. An animal may have eaten it, been playing with it, or just carrying it around for something to do. The point being that in none of these cases does it make sense for there to be a chest. I agree in a quest there should be chests. But test show that if chests are not highlighted by glowing particle effects they tend to be ignored. Or some unscrupulous player will ninja loot it.
How would you make treasure chests a viable game mechanic? Remember if the game has to load a model, texture, effects, and translations for an object that pops into game after a mobs dies and then out later after that chest is looted that is considered a terrible waste of game resources. Sorry for the run on sentence. But what will you do?
The old school way was to have a thief who picked the lock.
Useually chests have have the same mechanic as killing a mob. Basically automatic dice rolls depending on if your class can use it.
I find that that mechanic rather dull. The fact that every piece of equipment is for specific classes only is fairly boring. I'm sure it's done to remove possible conflicts and drama.
I played mmos before such mechanics, but I recall WoW implementing them.
The quests to kill and deliver probably wouldn't be as tedious if the GPS was removed, there was a chance to die/fail, and the consequence for failure was meaningful in some way. Basically something to make it more immersive and meaningful (even if it's just an illusion)
On thing I really dislike is how these worlds are so populated with npcs. I like the idea of traveling alone or in small groups through no mans land. Cities are for populations in most cases.
another thing I dislike is focus on equipment and getting upgrades rapidly. I'd like to have more basic gear with upgrades at a really slow pace. Having to check gear upgrades repeatedly in a short time is tedious. Especially if it's not really needed. It makes equipment feel worthless IMO.
It's not kill quests that bother me, it's running somewhere, killing/collecting 5 things and running back. One spends more time running than fighting.
I'd rather that type of quest be a "job" from some npc and they will offer me x amount of money per "y" from a particular mob. I can then just go and kill to my heart's content and bring it back.
And I agree, I'd rather look for my objectives than have a glowing bit on a map.
I don't mind either type of quest if it feels immersive.
Id probably like a delivery quest if it sent me on a long journey around the world and through dangerous territory. Usually the kill and delivery quest are fairly trivial to complete and don't give you any sense of an exciting adventure.
Yeah but it never is. It's usually run down the map on the path, collect 3 of something and run back. Or worse, the quest auto updates and you get a message to now go to the next glowy area and talk with "x".
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Tank 'n' spank combat and aggro manipulation. It makes combat formulaic and easy. You'd think that after 20 years we'd be done with this system already, but no; some people don't know any other form of combat and they get confused when there's no tank or healer.
Respawning mobs. I really, really don't like this one. This really put me off of the newest Dragon age.
Because if you were attacked on the street,you would not aggro that person you would bounce around other people on the street attacking them? It is a staple of game design because it not only works it make SENSE and that is good enough for me.
We have already been leaning far too off the edge with a lot of no common sense ideas in gaming,we don't need to take a long lasting staple and ruin the genre anymore.
Never forget 3 mile Island and never trust a government official or company spokesman.
Tank 'n' spank combat and aggro manipulation. It makes combat formulaic and easy. You'd think that after 20 years we'd be done with this system already, but no; some people don't know any other form of combat and they get confused when there's no tank or healer.
Respawning mobs. I really, really don't like this one. This really put me off of the newest Dragon age.
Because if you were attacked on the street,you would not aggro that person you would bounce around other people on the street attacking them? It is a staple of game design because it not only works it make SENSE and that is good enough for me.
Actually, while gameplay convenient, it doesn't make sense at all. Any fighter with a brain would attack the weakest accessible member of the enemy group, and not the most armored one who is just emitting taunts.
Agreed. There is no logic to the tank & spank system. It only exists for mechanical reasons. And I would be intrigued in seeing the non-trinity system evolve to a point of effective implementation. That's unlikely to happen in the near future, unfortunately.
Most gameplay mechanics are fine if they're done well and fits the game.
Escort quests can be fun if i care about the person/group/whatever i'm escorting and i get some action while escorting. AND if the stupid npc's dont walk on oblivious to me beeing in combat, walking into the next ambush before first wave have been dealt with. At the same time Escorts can be boring as hell if it's just an escort from one end of a map to the other ending with maybe a simple fight after a 10 min hike, with a high risc of failure because npc only have 5hp and the mobs all have agro on the npc when they spawn.
Basicly it's not so much the mechanic, it's the execution and how well it fits the game. I like trinity games, but still healers are more fun in some games than in other games, same for tanks and dps. That doesn't mean there's something wrong with the trinity system.
My pet peeve in an MMO is the fetch quest and escort quests.
What mechanics do you dislike and want to just go away?
I luv the basic RPG quest types. I'm watching the "Shannara Chronicles." I read the books when they first came out. Here is my thing, I never remember names, so bare with me. Last week the prince was killed by a Deamon, with a sword he was sent to "fetch." Meanwhile the Half-Elf is "escorting" the Elf Princess and the Human Rover girl.
I think what you don't like is the pointless feel to fetch quests. Even though the "Text" may say I need this item for a very important reason, it is just not that important to you. Or it may require you to travel 9 feet or less to get the item, but I really don't think distance is an issue for you. Escort quests are a pain because of the vast difference in speed of the NPC and the intelligence of the AI. All of which have to do with lag and player movement prediction complexity.
I'm not going to ask you how or with what you would replace them. Not knowing you. I feel your answer may be twitch combat and FPS game mechanics.
What game mechanic do I hate most? Support for a wide range of graphic cards. I've had a 8800gt, and a 440gt in modern history. I can't even remember the AMD cards I had. I now have a 960GTX, the closest I've ever been to the top of the line. Anyway IRL I have the best gear of anyone I know at work.
I really want to say that all games under development should target the Nvidia 900's gtx series & the AMD equivalent and nothing less. I've always been a value shopper, the 960 is the best performance per cost. But now I feel that supporting such a wide range of hardware is more trouble than it's worth. If a game can run on your present hardware, congrats. Most likely it won't, and a large segment will have to upgrade. I'm not saying that every dev should turn around and invest in the CryEngine, which is designed beyond the limits of present hardware. I'm saying games must be free to use the present hardware and not be held to limits of old hardware.
Pardon any spelling errors
Konfess your cyns and some maybe forgiven Boy: Why can't I talk to Him? Mom: We don't talk to Priests. As if it could exist, without being payed for. F2P means you get what you paid for. Pay nothing, get nothing. Even telemarketers wouldn't think that. It costs money to play. Therefore P2W.
The lesson learned from Diablo 1 & 2 is that players get a loot orgasm whenever a colored loot item drops. And they stay and play the game for that loot orgasm to happen again. You take that orgasm away, and there is no reason to play. It's such a truth, they carved it in stone and made it rhyme.
I'm not here to tear your idea down. But when you say, "I want to introduce the third most hated system back into MMO gaming." You must add how you intend to keep all those gamers from fleeing your favorite game mechanic.
Let's see if you come up with a system less pathetic than I did. Replacing the gear grind with a tiered crafting component loot drop to 40 person raids.
already fixed. Just drop random gear from any gameplay like D3.
30 years of gaming and easily the dumbest shit I've ever seen from this industry.
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
1. Balance, I don't care if someone does some better than me or I get less groups, I want to be better at one thing in certain situations and worse in others, please stop the nerfing and boosting.
2.No thanks to One experience bar to govern all things. I don't want level sync, I don't want to gain level 50 and be more powerful than anything lower than me. It should be on a monster vs player per basis. In other words, the world's greatest lvl 100 rat slayer shouldn't be slaying any dragon's easy and the dragon slayer shouldn't be proficient at slaying minotaurs if he rarely kills one.
That would extend the life of a game world instead of being overpowered to everything but raid centric endgame.
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
The fact that nothings really changed in 16 years other than graphics and how easy and fast it is to get to the content sparse endgame.
The lack of satisfaction while playing because you know youll never make a mistake, never be punished, never have a difficult time, making progression feel more like a pointless roadblock between you and a repetitive endgame that offers nothing new and will get boring after a few weeks anyway.
I honestly wish the mmorpg genre the best of luck though, I hope the dryspell of mmorpgs isn't the end. I know in asia they'll keep making them since their audience still likes what they are doing, and well get some downwind mmorpgs after they are out for a few years.
I cant think of a mmorpg coming out from the NA/EU market for the NA/EU market, unless you count Everquest Next which has been silent for the better part of a year. That makes me sad.
I feel like the whole industry catered to the wrong people since 2005, and those they catered to found exactly what they wanted in MOBA games, leaving the RPG fans with watered down games and no mass of players willing to stick around for more than a few months.
/bitterrant
sorry I just downloaded blade and soul and its going to sit on my harddrive until I get around to deleting it with two characters under level 5, and I think...this is it? The new game for 2016? a 5 (or was it 7?) year old import that's going to make me participate in boring questing for however many levels until cap so I can play what the game was meant to be, a action based pvp ladder game? Where is my RPG in the mmo? Why cant I be a damn summoner without having to be a sexually dressed female child? Combat has potential but I mean FFS what happened to mmorpgs?
I really think that if Everquest Next actually exists and launches, and flops like I think it will, that we wont see anything other than imports half a decade after they launch for mmorpgs moving forward...and ill never get to be a grimy male necromancer with testosterone in a modern mmorpg, though ill get to be a skinny boy with a six pack exposed through man-kini armor twirling a baton as he yelps in combat. #THEENDISNEAR (that's not a real link I hope)
The lack of satisfaction while playing because you know youll [...] never be punished
*cough*masochism*cough*
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.
Comments
On thing I really dislike is how these worlds are so populated with npcs. I like the idea of traveling alone or in small groups through no mans land. Cities are for populations in most cases.
another thing I dislike is focus on equipment and getting upgrades rapidly. I'd like to have more basic gear with upgrades at a really slow pace. Having to check gear upgrades repeatedly in a short time is tedious. Especially if it's not really needed. It makes equipment feel worthless IMO.
Why would someone deliver a content dependent theme park that they cannot keep up delivering it to their player base?
Why would someone deliver incomplete game? Why would someone embark on a project, ideas that they cannot accomplish with the resources they have at disposal?
It's been way too long (5 years and 1 month and 4 days) since I've spent $ on a new product...because people out there simply don't know how to gather up their budgets, to combine their forces or come up with the right ideas to deliver the best of what they can.
I'd rather that type of quest be a "job" from some npc and they will offer me x amount of money per "y" from a particular mob. I can then just go and kill to my heart's content and bring it back.
And I agree, I'd rather look for my objectives than have a glowing bit on a map.
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
¯\_(ツ)_/¯
That leads me to something that's always bugged me. Why can't Cash Shops have items for less than $1? Can't they program decimal amounts?
Logic, my dear, merely enables one to be wrong with great authority.
But those 90% don't like that kind of system and they will leave, and the crafters will have no one to sell to. Or they will buy a second crafting account, join a guild and share resources. Become a Commune and again by pass the crafters.
The lesson learned from Diablo 1 & 2 is that players get a loot orgasm whenever a colored loot item drops. And they stay and play the game for that loot orgasm to happen again. You take that orgasm away, and there is no reason to play. It's such a truth, they carved it in stone and made it rhyme.
I'm not here to tear your idea down. But when you say, "I want to introduce the third most hated system back into MMO gaming." You must add how you intend to keep all those gamers from fleeing your favorite game mechanic.
Let's see if you come up with a system less pathetic than I did. Replacing the gear grind with a tiered crafting component loot drop to 40 person raids.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
Id probably like a delivery quest if it sent me on a long journey around the world and through dangerous territory. Usually the kill and delivery quest are fairly trivial to complete and don't give you any sense of an exciting adventure.
I agree not having treasure chests is a bad game mechanic. But here is the thing, in most games you are not looting a body of a defeated mob. Because you battled a mob in an area, loot that was hidden in the area is now findable. It may have been unearthed or dug up by the fight. Yeah it may have fallen out of someone's bag. An animal may have eaten it, been playing with it, or just carrying it around for something to do. The point being that in none of these cases does it make sense for there to be a chest. I agree in a quest there should be chests. But test show that if chests are not highlighted by glowing particle effects they tend to be ignored. Or some unscrupulous player will ninja loot it.
How would you make treasure chests a viable game mechanic? Remember if the game has to load a model, texture, effects, and translations for an object that pops into game after a mobs dies and then out later after that chest is looted that is considered a terrible waste of game resources. Sorry for the run on sentence. But what will you do?
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
Useually chests have have the same mechanic as killing a mob. Basically automatic dice rolls depending on if your class can use it.
I find that that mechanic rather dull. The fact that every piece of equipment is for specific classes only is fairly boring. I'm sure it's done to remove possible conflicts and drama.
I played mmos before such mechanics, but I recall WoW implementing them.
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
It is a staple of game design because it not only works it make SENSE and that is good enough for me.
We have already been leaning far too off the edge with a lot of no common sense ideas in gaming,we don't need to take a long lasting staple and ruin the genre anymore.
Never forget 3 mile Island and never trust a government official or company spokesman.
Escort quests can be fun if i care about the person/group/whatever i'm escorting and i get some action while escorting. AND if the stupid npc's dont walk on oblivious to me beeing in combat, walking into the next ambush before first wave have been dealt with. At the same time Escorts can be boring as hell if it's just an escort from one end of a map to the other ending with maybe a simple fight after a 10 min hike, with a high risc of failure because npc only have 5hp and the mobs all have agro on the npc when they spawn.
Basicly it's not so much the mechanic, it's the execution and how well it fits the game. I like trinity games, but still healers are more fun in some games than in other games, same for tanks and dps. That doesn't mean there's something wrong with the trinity system.
I luv the basic RPG quest types. I'm watching the "Shannara Chronicles." I read the books when they first came out. Here is my thing, I never remember names, so bare with me. Last week the prince was killed by a Deamon, with a sword he was sent to "fetch." Meanwhile the Half-Elf is "escorting" the Elf Princess and the Human Rover girl.
I think what you don't like is the pointless feel to fetch quests. Even though the "Text" may say I need this item for a very important reason, it is just not that important to you. Or it may require you to travel 9 feet or less to get the item, but I really don't think distance is an issue for you. Escort quests are a pain because of the vast difference in speed of the NPC and the intelligence of the AI. All of which have to do with lag and player movement prediction complexity.
I'm not going to ask you how or with what you would replace them. Not knowing you. I feel your answer may be twitch combat and FPS game mechanics.
What game mechanic do I hate most? Support for a wide range of graphic cards. I've had a 8800gt, and a 440gt in modern history. I can't even remember the AMD cards I had. I now have a 960GTX, the closest I've ever been to the top of the line. Anyway IRL I have the best gear of anyone I know at work.
I really want to say that all games under development should target the Nvidia 900's gtx series & the AMD equivalent and nothing less. I've always been a value shopper, the 960 is the best performance per cost. But now I feel that supporting such a wide range of hardware is more trouble than it's worth. If a game can run on your present hardware, congrats. Most likely it won't, and a large segment will have to upgrade. I'm not saying that every dev should turn around and invest in the CryEngine, which is designed beyond the limits of present hardware. I'm saying games must be free to use the present hardware and not be held to limits of old hardware.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
30 years of gaming and easily the dumbest shit I've ever seen from this industry.
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
I am sure many companies would LOVE that money making "dumbest shit".
2.No thanks to One experience bar to govern all things. I don't want level sync, I don't want to gain level 50 and be more powerful than anything lower than me. It should be on a monster vs player per basis. In other words, the world's greatest lvl 100 rat slayer shouldn't be slaying any dragon's easy and the dragon slayer shouldn't be proficient at slaying minotaurs if he rarely kills one.
That would extend the life of a game world instead of being overpowered to everything but raid centric endgame.
I know they are here to stay, but they depress me...
"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
The fact that nothings really changed in 16 years other than graphics and how easy and fast it is to get to the content sparse endgame.
The lack of satisfaction while playing because you know youll never make a mistake, never be punished, never have a difficult time, making progression feel more like a pointless roadblock between you and a repetitive endgame that offers nothing new and will get boring after a few weeks anyway.
I honestly wish the mmorpg genre the best of luck though, I hope the dryspell of mmorpgs isn't the end. I know in asia they'll keep making them since their audience still likes what they are doing, and well get some downwind mmorpgs after they are out for a few years.
I cant think of a mmorpg coming out from the NA/EU market for the NA/EU market, unless you count Everquest Next which has been silent for the better part of a year. That makes me sad.
I feel like the whole industry catered to the wrong people since 2005, and those they catered to found exactly what they wanted in MOBA games, leaving the RPG fans with watered down games and no mass of players willing to stick around for more than a few months.
/bitterrant
sorry I just downloaded blade and soul and its going to sit on my harddrive until I get around to deleting it with two characters under level 5, and I think...this is it? The new game for 2016? a 5 (or was it 7?) year old import that's going to make me participate in boring questing for however many levels until cap so I can play what the game was meant to be, a action based pvp ladder game? Where is my RPG in the mmo? Why cant I be a damn summoner without having to be a sexually dressed female child? Combat has potential but I mean FFS what happened to mmorpgs?
I really think that if Everquest Next actually exists and launches, and flops like I think it will, that we wont see anything other than imports half a decade after they launch for mmorpgs moving forward...and ill never get to be a grimy male necromancer with testosterone in a modern mmorpg, though ill get to be a skinny boy with a six pack exposed through man-kini armor twirling a baton as he yelps in combat. #THEENDISNEAR (that's not a real link I hope)