If you could change something in your favorite MMORPG, what would it be? I'm not very experienced in MMORPGs, so please say what you want to change, maybe I will get some ideas too then.
Mmmmm... well to be honest having seen the devs plans I can't think of much I'd change with EVE.... maybe more story oriented missions from the agents but other than that the game suits me fine as is. RMR fixed most of the issues I had with it originally.
"A ship-of-war is the best ambassador." - Oliver Cromwell
1.) Solo Quests that actually require varying skill and strategies. ( I dont think watching for that one mob that might be an add counts as a quest that uses skill or strategy.) Its gotta be more than that.
2.) more ways to get around the game world and travel that include interaction, instead of, sit here for 5-10 minutes.
3.) more character customization and ways to change your characters look throughout the game.
4.) individual and guild housing.
5.) PvP that changes the world environment.
6.) More professions. Including some that are purely for fun; like weapons designer, pet trainer & music teacher.
Originally posted by Bebopp 1.) Solo Quests that actually require varying skill and strategies. ( I dont think watching for that one mob that might be an add counts as a quest that uses skill or strategy.) Its gotta be more than that. 2.) more ways to get around the game world and travel that include interaction, instead of, sit here for 5-10 minutes. 3.) more character customization and ways to change your characters look throughout the game. 4.) individual and guild housing. 5.) PvP that changes the world environment. 6.) More professions. Including some that are purely for fun; like weapons designer, pet trainer & music teacher.
For City of Heroes MMORPG, i would like to see some kind of Retro server, where it is set back to Issue#4 status. A server does not implement changes from Global Defense and Enhancement Diversification from recent issues. I want to relive the glory days, when a fire controller could have 15+ fire imps in-play, and have AoE attacks effect over 90+ targets at the same time.
I'd like WoW to give up on the endless, hardcore raiding endgame since it initiates its players with relaxed, soloable/small group friendly content for 1-50. That and gives us some group dynamics to work with other than more DPS.
* bring back creature handler and/or bioenginerr to swg * introduce housing in wow * FOR ANY: DO LESS NERFS THAT MAKE MORE PEOPLE QUIT THAN BRINGING IN NEW!
I haven't played many MMORPGs, so I would change my favorite (Hero Online) to Guild Wars or WoW, but than totally free. And better graphics, more quests, more items, more, more!
Originally posted by Edsel For City of Heroes MMORPG . . . I want to relive the glory days, when a fire controller could have 15+ fire imps in-play, and have AoE attacks effect over 90+ targets at the same time.
Heh, the combat in that game was so much fun. Training hundreds of mobs through Perez Park . . . leading 100s of Sky Raiders into the dumpsters in Terra Volta (I think that was the zone) and burning them down. They were just starting to nerf everything further when I left.
Had 3 controllers in that game, and the last one was a fire controller. I loved my imps, but they were nerfed hard (apparently they've been nerfed more, since CoV came out).
I wish there was a more traditional MMORPG (with loot, crafting, etc.) with that sort of combat system.
My favorite MMORPG is the Saga of Ryzom. What I would change in it would be, to add creature handling like they had in the original SWG, and a new skill line for that. If they did that, I would be in gamer heaven.
Originally posted by jimmyman99 One change, huh? Id change it so my fav game would be totaly unplayable, thus forcing me to quit and concentrate on my RL.
Well I play too many mmos to specificly mention it here. However I would like to see big changes in the overall mentality of how designers design an mmo.
- Reduction of XP grind as a means of player advancement. Using story based system as a means of character advancement. Explanation: Player can choose to do specificly themed story missions which when successfully completed would increase a character's vital statistics. Example if the player decide to use more brute force in completing a storyline his character becomes stronger and his ability to use a weapon becomes better, if he instead use stealth or strategy he becomes wiser/smarter, etc.
- Player involvement in the politics of the world. Example: Traditionally humans and orcs hate each other in most games. However there should be some sort of reason other than racial difference that humans and orcs hate each other. Did the humans brutalized the orcs or the orcs raided the humans in the early years of contact? Players should be more involved in the politics of the world as well as have the ability to influence it instead of simply a static unchangeable condition set by the game designer.
- Customizable spells and their effects. Let the player design their own spells and skills (but with limits) using a point buy system.
- Planned Player created housing and player made villages. A Village founder can design an over all layout plot for a village which becomes publicly buyable/rentable plot of lands that can be build upon (not the chaotic unplanned urban jungle that UO has become).
I would like the grind changed to a more adventure feel. The game world seems stagnant, the monsters stand around with a sign on them that says, "Me beastie, come and kill me". Never do you enter a room, zone, or whatever, and have something sprung on you, or a floor give way and plunge you into an abyss that you have to figure out how to get back from, or a water trap start filling up a room as you work to free yourself. The entrance to the zones is right there in front of your face, no swim under outcropping and find the hidden zone entrance.
Take Star Wars, with the "into the garbage chute flyboy". There's a sense of adventure/suspense, same with the Indiana Jones movies. Or Moria in Lord of the Rings, you hear the drums and think "Oh my god what did I stirr up?" There is no sense of adventure/suspense in "kill 10 of these", "kill 10 of those", quests. There is no reason for Gandalf to say "run you fool". There is no overall theme, or story line to bind a zone. The purpose of the game becomes to level, and gather phat loot. It's not the journey, but rather it's the race to the end. There's no reason to stop and smell the roses, cause there's no roses.
The old paper and pencil roleplay games were only as limited as the GMs time and imagination, these companies pay people to think up cool things, instead we get little imagination. The games feel very assembly line.
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well to be honest having seen the devs plans I can't think of much I'd change with EVE.... maybe more story oriented missions from the agents but other than that the game suits me fine as is. RMR fixed most of the issues I had with it originally.
"A ship-of-war is the best ambassador." - Oliver Cromwell
I find it amazing that by 2020 first world countries will be competing to get immigrants.
1.) Solo Quests that actually require varying skill and strategies. ( I dont think watching for that one mob that might be an add counts as a quest that uses skill or strategy.) Its gotta be more than that.
2.) more ways to get around the game world and travel that include interaction, instead of, sit here for 5-10 minutes.
3.) more character customization and ways to change your characters look throughout the game.
4.) individual and guild housing.
5.) PvP that changes the world environment.
6.) More professions. Including some that are purely for fun; like weapons designer, pet trainer & music teacher.
For City of Heroes MMORPG, i would like to see some kind of Retro server, where it is set back to Issue#4 status. A server does not implement changes from Global Defense and Enhancement Diversification from recent issues. I want to relive the glory days, when a fire controller could have 15+ fire imps in-play, and have AoE attacks effect over 90+ targets at the same time.
No longer visiting MMORPG.com.
* introduce housing in wow
* FOR ANY: DO LESS NERFS THAT MAKE MORE PEOPLE QUIT THAN BRINGING IN NEW!
the stuff right now looks like done on dope.
Pi*1337/100 = 42
Amen! Playing as a creature handler/bioengineer was wonderful, running around getting dna and stealing baby animals.
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Had 3 controllers in that game, and the last one was a fire controller. I loved my imps, but they were nerfed hard (apparently they've been nerfed more, since CoV came out).
I wish there was a more traditional MMORPG (with loot, crafting, etc.) with that sort of combat system.
C
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
Well I play too many mmos to specificly mention it here. However I would like to see big changes in the overall mentality of how designers design an mmo.
- Reduction of XP grind as a means of player advancement. Using story based system as a means of character advancement. Explanation: Player can choose to do specificly themed story missions which when successfully completed would increase a character's vital statistics. Example if the player decide to use more brute force in completing a storyline his character becomes stronger and his ability to use a weapon becomes better, if he instead use stealth or strategy he becomes wiser/smarter, etc.
- Player involvement in the politics of the world. Example: Traditionally humans and orcs hate each other in most games. However there should be some sort of reason other than racial difference that humans and orcs hate each other. Did the humans brutalized the orcs or the orcs raided the humans in the early years of contact? Players should be more involved in the politics of the world as well as have the ability to influence it instead of simply a static unchangeable condition set by the game designer.
- Customizable spells and their effects. Let the player design their own spells and skills (but with limits) using a point buy system.
- Planned Player created housing and player made villages. A Village founder can design an over all layout plot for a village which becomes publicly buyable/rentable plot of lands that can be build upon (not the chaotic unplanned urban jungle that UO has become).
Anarchy Online...I would change the engine...give it the Unreal engine 3 or the Crytek 2.
Favorite Game= Warhammer Online
What I would change= That it was actully out
Modjoe86- Gambling is a sin.
Laserwolf- Only if you lose.
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Waiting for= PSU, WAR
Planetside would have about 1 million subscribers...
I would like the grind changed to a more adventure feel. The game world seems stagnant, the monsters stand around with a sign on them that says, "Me beastie, come and kill me". Never do you enter a room, zone, or whatever, and have something sprung on you, or a floor give way and plunge you into an abyss that you have to figure out how to get back from, or a water trap start filling up a room as you work to free yourself. The entrance to the zones is right there in front of your face, no swim under outcropping and find the hidden zone entrance.
Take Star Wars, with the "into the garbage chute flyboy". There's a sense of adventure/suspense, same with the Indiana Jones movies. Or Moria in Lord of the Rings, you hear the drums and think "Oh my god what did I stirr up?" There is no sense of adventure/suspense in "kill 10 of these", "kill 10 of those", quests. There is no reason for Gandalf to say "run you fool". There is no overall theme, or story line to bind a zone. The purpose of the game becomes to level, and gather phat loot. It's not the journey, but rather it's the race to the end. There's no reason to stop and smell the roses, cause there's no roses.
The old paper and pencil roleplay games were only as limited as the GMs time and imagination, these companies pay people to think up cool things, instead we get little imagination. The games feel very assembly line.