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What MMO Game Mechanic Do You Dislike The Most?

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  • KyleranKyleran Member LegendaryPosts: 44,059

    The lack of satisfaction while playing because you know youll [...] never be punished

    *cough*masochism*cough*
    Nonsense. If there is nothing to lose, then you really can't win anything either, you are just going thru the motions.

    "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






  • Gaming.Rocks2Gaming.Rocks2 Member UncommonPosts: 531
    Single pre-defined path of progression. 
    Gaming Rocks next gen. community for last gen. gamers launching soon. 
  • aleosaleos Member UncommonPosts: 1,943
    I do not like being bottlenecked into buying items that are justified obtainable in game by spending 50+ extra hours to obtain them.

    I do not like being unable to jump over an environmental blockage. Such as a rail or a cliff i should clearly be able to jump over but for some reason can not.

    I do not like following the same path everyone else is > wearing the same armor at said tier > doing the same objectives > not feeling unique

    I do not like purchasing beta access to games which are then not tested and released with the same bugs testers requested to be fixed.

    I do not like beta access games that merely hold a beta just to find out which auction house items are more popular so the $$ can be raised on those items after release day.

    I do not like dead worlds where the mobs are static, stand around and do nothing but waiting to die for XP gain.

    Those are what immediately come to mind..
  • KonfessKonfess Member RarePosts: 1,667
    Konfess said:

    You take that orgasm away, and there is no reason to play.  
    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. 
    I'm not sure what you are meaning.  Remove random gear loot, as was done in D3?  I think this is what you said.  But if the loot drops are class specific, yes they will stay.  But why will they seek out Crafted gear?

    Another mechanic I don't care for Level-less game play.  This goes hand in hand with action combat where you take near fatal damage and take a squat for 500 milliseconds and all damage is recovered miraculously.  The idea behind level less is no stat differentiation.  Where the poor skilled FPS gamers believe that levels are the only thing standing between them and the high level RPG gamers and not the skill, effort, determination, and work.  In a level less game the same poorly skilled gamers under perform and then bitch about their poor performance being caused by face roll game mechanics.

    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.

  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    edited February 2016
    Aeander said:
    Wizardry said:
    Quirhid said:
    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. 
    When MMORPGs started, collision detection was nigh impossible.  Tank & Spank became the way an armored knight could "defend" the others in the party.  Not best, for sure and certainly illogical.  But I have yet to see a combat system that allows for a heavily armored player to interpose themselves between a weaker and their attacker.  That would be my first choice for and action combat system.

    But I still prefer that my character do the fighting instead of myself.  So logic could be thrown out the window to achieve that, for me.  Not everyone agrees, of course.

    VG

  • H0urg1assH0urg1ass Member EpicPosts: 2,380
    BoE/BoP

    My first two MMO's were Planetside 1 and EVE Online.  When I finally got around to playing a mainstream MMO, which I think was WoW, I was absolutely amazed that I could not give the stuff I was collecting to other players, or sell it.

    My mind is still blown that this is not only considered acceptable, but is still a staple in modern MMO's.

    Burn this stupid crap with fire.  

    Stop lobbing magical scimitars at players just because they killed a monster.  What, was that monster hiding a sword in his wiggly bits the whole fight that he never tried to use?  How about have bosses/monsters drop crafting bits used to make said items, at which time said crafter can give or sell it any way they like?

    Have items permanently degrade through use!  This way crafters need to keep making and selling them and players need to keep killing monsters to get the materials to craft them!

    Holy shit, the ciiiiirrrrrcle of liiiiiiife!  A vibrant economy suddenly appears!
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Gorwe said:
    It's actually leveling for me. Most of the time it serves no distuingushable purpose whatsoever. Not only that, but it's sometimes detrimental to the complete understanding of the game. If you want a tutorial, devs can make mobs scale up to their full strength in the first [20, 33]% of a game. But old school leveling...why...just why?

    But I dislike every form of outdated, redundant mechanics. Past should stay where it belongs...in the past.
    I agree with leveling.  Its not even leveling its just the power progression associated with leveling.  Many times the leveling process is so trivial that and questing is generic that its almost pure filler outside of a few gem quest.  

  • Flyte27Flyte27 Member RarePosts: 4,574
    Aeander said:
    Wizardry said:
    Quirhid said:
    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. 
    When MMORPGs started, collision detection was nigh impossible.  Tank & Spank became the way an armored knight could "defend" the others in the party.  Not best, for sure and certainly illogical.  But I have yet to see a combat system that allows for a heavily armored player to interpose themselves between a weaker and their attacker.  That would be my first choice for and action combat system.

    But I still prefer that my character do the fighting instead of myself.  So logic could be thrown out the window to achieve that, for me.  Not everyone agrees, of course.
    I remember in Everquest they had collision detection for a bit, but it was removed because people were blocking doors, tunnels, and npcs.  This was especially true for large races like troll and ogre.  I believe that is what the shrink spell was intended to resolve, but didn't.
  • k61977k61977 Member EpicPosts: 1,526
    PVP put into a PVE game to try and bring in more people.  The reason I say this is that as soon as you introduce PVP into the game you can no longer have unbalanced classes.  And having to redo your class every month because they change it because something was unbalanced is ridiculous for people that wanted the PVE aspect of the game.

    If a game was based around PVP from the start it is a go.  But throwing an instanced arena version in at the last minute to get more players is always a bad thing.
  • SirAgravaineSirAgravaine Member RarePosts: 520
    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 don't mean to sound harsh, but I wish opinions like this didn't exist.
  • heerobyaheerobya Member UncommonPosts: 465
    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 agree - the "quests" in general.

    I simply cannot play a game where you are expected to level up with the majority of "content" in the game being the same old kill/fetch quests WoW has been doing for almost 12 years.

    You know what I'd like to see?

    An MMO with a storyline that played and felt like a single player RPG, and then a wide open sandbox world outside of this main storyline.

    GW2 kind of got close with the whole personal story thing, and then the world felt fairly open outside of that, but really the poor dungeons (IMO due to lack of trinity) and map task lists with heart "quests" and PoI etc. really killed my immersion, turned the game into a series of checkboxes.
  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Kyleran said:
    Cecropia said:
    Put me down for cash shops as well.

    30 years of gaming and easily the dumbest shit I've ever seen from this industry. 
    ..... you mean the "dumbest shit" that means tens of millions? Blizz sold 4-5 millions of those $25 sparkling ponies, didn't it?

    I am sure many companies would LOVE that money making "dumbest shit". 
    Yes, I'm sure they do enjoy separating the weakest from their money. Robber barons usually do. :p
    by "weakest" you mean whales ... of course. That is the game in town right? Fleece the whales, and then subsidize the masses. Seems to work out great.

    - most players got free games
    - whales spend to their hearts content and show off to free players
    - devs roll in dough.
  • nariusseldonnariusseldon Member EpicPosts: 27,775

    heerobya said:


    An MMO with a storyline that played and felt like a single player RPG, and then a wide open sandbox world outside of this main storyline.

    You can get the first part easy. 
  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    edited February 2016
    Nilden said:
    DMKano said:
    How you aquire a game mechanic is something else entirely. 


    It doesnt changa a fact that cash shops are a monetization tool and not an actual game mechanic. 



    Sure you are correct they are not game mechanics but if you are in fact acquiring game mechanics by purchases in cash shops I'm sure you can understand the point being made.


    It's not so much the game mechanics as the fact that they are selling them. From inventory, to appearance, to economy, to progression and items it's all being sold in cash shops. I mean come on you would have to be blind not to see the affect cash shops have on game mechanics.

    A lot of these games are designed to drive people to the cash shops.
    Either way, it's still paying the publisher to play your game for you.......or to be able to play the game better than others.
  • KilrainKilrain Member RarePosts: 1,185
    DMKano said:
    Forced downscaling - example GW2.

    Any game that gimps my character to keep lower level content "challenging" - no thanks.

    I quit GW2 when I maxed out in first month at launch - never went back.


    My 2nd most hated game mechanic is quest based progression - aka what WOW introduced. Horrible, the idea of doing 100's of quests (which are completely inconsequential) to level up is something I deeply abhor.


    Agree 100% and add that I also hate it when one can be maxed out within a month. 
  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    Flyte27 said:
    Aeander said:
    Wizardry said:
    Quirhid said:
    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. 
    When MMORPGs started, collision detection was nigh impossible.  Tank & Spank became the way an armored knight could "defend" the others in the party.  Not best, for sure and certainly illogical.  But I have yet to see a combat system that allows for a heavily armored player to interpose themselves between a weaker and their attacker.  That would be my first choice for and action combat system.

    But I still prefer that my character do the fighting instead of myself.  So logic could be thrown out the window to achieve that, for me.  Not everyone agrees, of course.
    I remember in Everquest they had collision detection for a bit, but it was removed because people were blocking doors, tunnels, and npcs.  This was especially true for large races like troll and ogre.  I believe that is what the shrink spell was intended to resolve, but didn't.
    I seem to remember that.  Thanks for the memory jog.

    VG

  • sunandshadowsunandshadow Member RarePosts: 1,985
    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 don't mean to sound harsh, but I wish opinions like this didn't exist.
    Eh *shrug* it's pretty normal to wish opinions opposite one's own didn't exist.  It's easy to see how advantageous it would be if everyone agreed, and naturally each person wants their own opinions to be the ones that everyone comes to agree with.  The important part is to not get mad at each other because everyone having different opinions is essential to human nature.  Is that human nature actually a good thing?  Who knows but trying to force an unnatural agreement is worse.
    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.
  • ArchlyteArchlyte Member RarePosts: 1,405
    Disposable level based Zones that are useless after you do all the quests in the zone. Played a lot of games where I liked the look of a land but knew I would only be there for 10 levels, and then it would be a useless appendage of the level 50 PvP land.
    MMORPG players are often like Hobbits: They don't like Adventures
  • yaminsuxyaminsux Member UncommonPosts: 973
    Party EXP penalty, basically if you solo you get 100% exp. When you party, for example four-man team, exp spread out to 25% for each member. This is stupid, this is why MMO becoming too solo-centric over the years.

    Forming party should benefit you rather than punish you for playing together.
  • AntiquatedAntiquated Member RarePosts: 1,415
    edited February 2016
    Kyleran said:

    The lack of satisfaction while playing because you know youll [...] never be punished

    *cough*masochism*cough*
    Nonsense. If there is nothing to lose, then you really can't win anything either, you are just going thru the motions.
    Nonsense. Binary thinking, bifurcation.

    See: Pascal's Wager and its critiques.
  • AeanderAeander Member LegendaryPosts: 8,061
    DMKano said:
    Forced downscaling - example GW2.

    Any game that gimps my character to keep lower level content "challenging" - no thanks.

    I quit GW2 when I maxed out in first month at launch - never went back.
    I think that making your character completely invincible for anything a few levels lower than you is even more nonsensical.

    Even a Karate world champion can be back stabbed by a teenager with no combat knowledge and die.

    GW2 but also AC1 and UO have way more "realistic" progression systems where you don't suddenly become a god, and that level 10 orc with an axe still hurts you when he hits you even when you are level 50, which makes sense, which is logical.
    That and downscaling helps make a game with more relevant content, as opposed to a crappy themepark experience which must repeatedly one-up itself with each consecutive release to stay relevant.


    Downscaling is by far the best thing to happen to this genre in years. 
  • josko9josko9 Member RarePosts: 577
    F2P MMOs can't survive without cash-shops, and that's sadly the reason why these games turn out to be P2W. Nothing sells better than the items that let you skip progression.

    B2P MMOs have generally the friendliest Cash-Shop, especially if you look at ESO, which I think has the most fair cash-shop of all MMOs to date. Nothing absolutely necessary or P2W at all. The pets, mounts and costumes are done on such a high quality that I often wonder why are they selling them so cheap (other MMOs would sell them at a 2x-3x higher price).

    I find Cash-Shop to be the most disgusting thing in P2P MMOs. If I'm paying monthly for an MMO, I for sure don't expect that MMO to have a cash-shop. I expect to earn EVERYTHING ingame, after all that's why I'm paying monthly. In that case, WoW's cash-shop has to be the worst in this genre, not only is it a P2P MMO, but it's also turned out to be a P2W cash-shop (level boosts).
  • SteelhelmSteelhelm Member UncommonPosts: 332
    Fire elementals taking fire damage.
    Talking about games where thousands of players exist simultaneously in a single instance and mechanics related to such games.
  • KyleranKyleran Member LegendaryPosts: 44,059
    Kyleran said:

    The lack of satisfaction while playing because you know youll [...] never be punished

    *cough*masochism*cough*
    Nonsense. If there is nothing to lose, then you really can't win anything either, you are just going thru the motions.
    Nonsense. Binary thinking, bifurcation.

    See: Pascal's Wager and its critiques.
    Fact: For "ME" there is no third option, sometimes things actually are either black or white.

    For "YOU" is completely irrelevant to the discussion.

    Speaking of irrelevant, Pascals wager is more of a religious debate and I don't see any relationship to this situation.

    "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






  • WarlyxWarlyx Member EpicPosts: 3,368
    losing exp when dying , i always despised it....
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