I hate the fact that you can solo all the game and play alone... i'm not playin any mmo atm but i see my friends playing GW2 and they are playing alone... raising chars to max level in a month or less...
Over instancing. Instanced housing. Kill x for chance to find this drop quest item. Kill x amount of a mobs for a chance to spawn an elite mob. Raid gear grinding so you can do the next raid to gear grind for the next harder raid.
- Fast travel: it removes immersion and empties the game world. - Cash shops. - A game world split up into many small instanced areas. - Auto-walking: not the one where you walk straight ahead, but where you can tell the game that you want to go to a quest or whatever and it walks you there on rails.
Er..then you are in the wrong genre, could I interest you in a good MOBA?
Grinds aren't required.
In a MOBA no, in a MMORPG it is a defining characteristic and all have them.
Just matter of what flavor you prefer, and in what proportion.
Levels, gear acquisition/enchanting , money, achievement, faction, crafting and more, they are fundamental and at the core of every progression based MMO out there, inescapable really.
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
Since a dungeon is an instance it doesn't really matter where it is placed. You could have 500 dungeon entrances hidden under 500 trees. So why not? Instead of walking half way around a virtual planet to find your next dungeon just make them hidden doors every 50 pixelated feet.
Each dungeon should be a potential raid with well over six members. Funest dungeons I ever played was Turbine DDO's raid dungeons. It wasn't easy. We had to work harder at our roles. Raids mean less chance someone gets left out. And they're funner. Small parties are boring or in your face with people you don't want to get to know irl.
No party cutscene! All cinema should activate only when not in a party.
I hate speed runs. Perhaps set aside a few not interesting dungeons for the speed runners? But otherwise employ penalties for speed running. Like chest drops decrease if: every party member does not make it to the end in one piece, if the healers do not deploy the majority of group healing (self heal and potions allowed but penalized if only healing used), if the dungeon was finished in less time than what a newb party would take, and if your exact party ran that dungeon more than once without member changes.
I'm pro dungeon finder tho I think it should be confined to an object. I would use a pillar you can touch at the dungeon entrance. For hidden dungeon entrances pillar wouldn't spawn until after entrance was discovered. Dungeon pillar would appear inside and outside entrance. Pillar would add people in order of who touched it first. Once party leader used a pillar they could no longer not use it for rest of the day. Avoid touching pillars and leaders can form own party inside
and outside a dungeon. Reset 12hrs.
Party leader touching the pillar who does not have a full party would get their party filled for them by whoever was next (no chosing). Party leader and members ARE NOT ALLOWED TO KICK for ANY reason! Automated idle kicking would flash a popup to only the party leader saying, "Your party member Boobo Rogue was idle for 3 minutes, would you like to kick and replace?" That way no one can be falsly accused of being idle. You are stuck with whoever joins. Idle kick replacements would be added via the pillar only to dicourage bringing in friends/guildies to replace a stranger or trolling party members until they quit. Party leader would have to walk back to dungeon entrance to add.
Disbanning a party would incur monitary penalty on the party leader. Giving up a dungeon would incure monitary penalty to all members including anyone who left in the last 12hrs via idle kick. Idle kick itself would incur monitary penalty. Leaving/disbanning a party BEFORE entering the dungeon procures none of these penalties.
Guild Exceptions: If a guild leader touched the dungeon pillar guildies would be teleported to his position. Only guild leaders have teleporting power and only over guild members. No other form of teleport in the game. Restrict guild leader to using a pillar for teleport once every 6hrs (to avoid speed running guilds). If even just two people in a party are in the same guild no dungeon penalties can occur on any party member except speed run penalties. Not even idle kick penalty.
Allow small parties. If three players want to try a 15 player raid dungeon then let them. There is no point in blocking people out of a challenge.
Vary mob strengh. A single dungeon could have easy, medium, hard, and extreme mobs throughout. Change weekly. One week you could clear one branch but the next week its another branch that is not hard.
In a MOBA no, in a MMORPG it is a defining characteristic and all have them.
Just matter of what flavor you prefer, and in what proportion.
Levels, gear acquisition/enchanting , money, achievement, faction, crafting and more, they are fundamental and at the core of every progression based MMO out there, inescapable really.
well .. may be the core of mmorpg can change. Now personally i love fun combat grind, otherwise i would not be playing D3.
But, i don't see a program if people want a mmorpg without grind. Just make a single player campaign to level up, and have some pvp at the end. No grind whatsoever.
Comments
- Cash shops.
- A game world split up into many small instanced areas.
- Auto-walking: not the one where you walk straight ahead, but where you can tell the game that you want to go to a quest or whatever and it walks you there on rails.
Let's play Fallen Earth (blind, 300 episodes)
Let's play Guild Wars 2 (blind, 45 episodes)
Just matter of what flavor you prefer, and in what proportion.
Levels, gear acquisition/enchanting , money, achievement, faction, crafting and more, they are fundamental and at the core of every progression based MMO out there, inescapable really.
"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
More party members. More variety. More.
Since a dungeon is an instance it doesn't really matter where it is placed. You could have 500 dungeon entrances hidden under 500 trees. So why not? Instead of walking half way around a virtual planet to find your next dungeon just make them hidden doors every 50 pixelated feet.
Each dungeon should be a potential raid with well over six members. Funest dungeons I ever played was Turbine DDO's raid dungeons. It wasn't easy. We had to work harder at our roles. Raids mean less chance someone gets left out. And they're funner. Small parties are boring or in your face with people you don't want to get to know irl.
No party cutscene! All cinema should activate only when not in a party.
I hate speed runs. Perhaps set aside a few not interesting dungeons for the speed runners? But otherwise employ penalties for speed running. Like chest drops decrease if: every party member does not make it to the end in one piece, if the healers do not deploy the majority of group healing (self heal and potions allowed but penalized if only healing used), if the dungeon was finished in less time than what a newb party would take, and if your exact party ran that dungeon more than once without member changes.
I'm pro dungeon finder tho I think it should be confined to an object. I would use a pillar you can touch at the dungeon entrance. For hidden dungeon entrances pillar wouldn't spawn until after entrance was discovered. Dungeon pillar would appear inside and outside entrance. Pillar would add people in order of who touched it first. Once party leader used a pillar they could no longer not use it for rest of the day. Avoid touching pillars and leaders can form own party inside and outside a dungeon. Reset 12hrs.
Party leader touching the pillar who does not have a full party would get their party filled for them by whoever was next (no chosing). Party leader and members ARE NOT ALLOWED TO KICK for ANY reason! Automated idle kicking would flash a popup to only the party leader saying, "Your party member Boobo Rogue was idle for 3 minutes, would you like to kick and replace?" That way no one can be falsly accused of being idle. You are stuck with whoever joins. Idle kick replacements would be added via the pillar only to dicourage bringing in friends/guildies to replace a stranger or trolling party members until they quit. Party leader would have to walk back to dungeon entrance to add.
Disbanning a party would incur monitary penalty on the party leader. Giving up a dungeon would incure monitary penalty to all members including anyone who left in the last 12hrs via idle kick. Idle kick itself would incur monitary penalty. Leaving/disbanning a party BEFORE entering the dungeon procures none of these penalties.
Guild Exceptions: If a guild leader touched the dungeon pillar guildies would be teleported to his position. Only guild leaders have teleporting power and only over guild members. No other form of teleport in the game. Restrict guild leader to using a pillar for teleport once every 6hrs (to avoid speed running guilds). If even just two people in a party are in the same guild no dungeon penalties can occur on any party member except speed run penalties. Not even idle kick penalty.
Allow small parties. If three players want to try a 15 player raid dungeon then let them. There is no point in blocking people out of a challenge.
Vary mob strengh. A single dungeon could have easy, medium, hard, and extreme mobs throughout. Change weekly. One week you could clear one branch but the next week its another branch that is not hard.
But, i don't see a program if people want a mmorpg without grind. Just make a single player campaign to level up, and have some pvp at the end. No grind whatsoever.