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In your opinion: What was the most fun/interesting mechanic you've ever seen in an MMO?

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Comments

  • AngorimAngorim Member Posts: 466

    Asheron's Call randomly generated loot system where a monster's level gave a rough estimation of the general quality of the loot, but would drop completely randomized items to where you would almost never find two of the same item truly identical.  This allowed for some fantastic hunting and looting trips, as well as an item trading market where people actively sought specific items and would value them accordingly.

  • SuperXero89SuperXero89 Member UncommonPosts: 2,551

    Factions in Everquest.  Some hate it due to the number of timesinks involved with it, but the idea that even the most hated race could be welcome amongst the side of good with enough work on behalf of the player has always appealed to me.  Gives the player a bit more control over how they want their character to be viewed as players aren't forced into making a permanent choice between the "good races" and the "evil races."

  • IlliusIllius Member UncommonPosts: 4,142

    DAoC's 3-way Realm versus Realm system they had implemented.  I don't think I'll ever see something like that... well at least not in the near future.

    No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-

  • ikyle620ikyle620 Member Posts: 41

    As for an actual mechanic, I'd say cooldowns (or at least the 6 - 30 second cooldowns). I think cooldowns were an indirect creation from older games, but having them in MMO's creates this small element of mind strategy.

    Close second, I'd think public quests, given their nature to take the best elements of solo play and throw those next to cooperative play.

  • CeridithCeridith Member UncommonPosts: 2,980

    Hmm, I can't really pick a single mechanic. I guess if I go broad enough, it was SWG's player run economy, which included the in-depth resource system, crafting, player housing, player cities, vendors, etc. I know it's cheating, but it's the combination of all those things that made it so great.

  • mindw0rkmindw0rk Member UncommonPosts: 1,356

     1. Combat system in Spellborn

    2. Diplomacy system in Vanguard

    3. Phasing system in WoW: WoTLK

  • SuperXero89SuperXero89 Member UncommonPosts: 2,551
    Originally posted by ikyle620


    As for an actual mechanic, I'd say cooldowns (or at least the 6 - 30 second cooldowns). I think cooldowns were an indirect creation from older games, but having them in MMO's creates this small element of mind strategy.
    Close second, I'd think public quests, given their nature to take the best elements of solo play and throw those next to cooperative play.

     

    Don't mind cooldowns at all as long as there isn't thirty second to one minute cooldowns for the majority of my skills when fights only last about 10 -15 seconds. 

  • KalvasflammKalvasflamm Member Posts: 48

    Ultima Online:

    1. IDOCs: Houses from player accounts that are no longer paid for, are going through different stages ("Like new", "slightly worn", "greatly worn" etc.) until they finally reach their last stage "In Danger of Collapsing". Other player knew about these stages by clicking on the door sign (imagine you could make the same system today with changes in graphics too...). People also knew about the length of each stage. So a few minutes before the house actually crumbles to dust a lot of player recalled to that house and fought about the items. Yes, once the house was destroyed, every item simply dropped to the ground, free for loot for anyone.

    2. Rares: In Ultima Online some player seek a special profession: They collect rares. These rare hunters do nothing else than collecting rares and showing them inside their houses. Some even decorated their house like a museum. There are lots of different rares in the game. Server born rares for example sell for several million, while daily rares for exampel sell for less. I had a lot fun getting into the game each morning, shortly after server up, trying to collect these dailys. There are alyways some other player trying to do exactly the same thing.

    I can not understand why neither of them was integrated into another game yet (as far as I know).

  • MMO_DoubterMMO_Doubter Member Posts: 5,056
    Originally posted by Ilvaldyr


    My favourite ever game mechanic was SWG's shifting resource system.
    It's the only game I've ever played where exploration was a useful playstyle.

    Could you describe it?

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Love the Public Quest idea, but the execution is tricky. They are SO reliant on having the right number of players/levels. So often they are either too easy or way too grindy/difficult.

    I'm going to take some flak and say that PQs belong in instances, where levels and numbers can be controlled.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • AzurealAzureal Member UncommonPosts: 235

    1. SWG's crafting/resource system. These guys fucking nailed it.

     

    2. UOs treasure maps. Tons of fun.

     

    3. DAoCs 3-way RvR.

    PAST: UO-SWG-DAOC-WOW-DDO-VG-AOC-WAR-FE-DFO-LOTRO-RIFT-GW2
    PRESENT: Nothing
    FUTURE: ESO

  • AzurealAzureal Member UncommonPosts: 235
    Originally posted by MMO_Doubter

    Originally posted by Ilvaldyr


    My favourite ever game mechanic was SWG's shifting resource system.
    It's the only game I've ever played where exploration was a useful playstyle.

    Could you describe it?

    There were tons of resource types in SWG. Each type would spawn with a set of random statistics that were used in the crafting process. Each resource would only last a certain number of days, I think it was wholly dependant on how much was being harvested on the server. Every few days, old resource types would phase out to be replaced with newer ones, that were sometimes better, sometimes not.

     

    A good crafter would always search out new resources on a daily basis, as the best resources equalled the best crafted items.

     

    Add in the fact you had 9 or so planets to check up on every day, and it was a game in and of itself.

     

    Theres nothing else even close.

    PAST: UO-SWG-DAOC-WOW-DDO-VG-AOC-WAR-FE-DFO-LOTRO-RIFT-GW2
    PRESENT: Nothing
    FUTURE: ESO

  • alakramalakram Member UncommonPosts: 2,301

    Housing. The one in SWG is the nest. the best



  • busdriverbusdriver Member Posts: 859

    Full loot is always fun. Or, to be more precise, PvP with full looting is always extremely fun/exciting/addictive.

  • KyleranKyleran Member LegendaryPosts: 44,060

    Flying, as implemented in Shadowbane.

     

    "True friends stab you in the front." | Oscar Wilde 

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    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

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