Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

What's your favorite feature in a MMORPG?

RasukeRasuke Member Posts: 362

Like the topic says. I just want to know what everyone's favorite feature is in a mmorpg. I would make a poll but I'm expecting answers to vary too much for that.

Or, if you prefer, tell me what you would most like to see in a MMORPG.

-------------------------------------------
image image image

«1

Comments

  • PhrequencyPhrequency Member Posts: 314

    cooking... in detail, baking stuff.... if not... farming.... if not than perhaps making potions of armor/weapons

    Main character in Pure Pwnage, Jeremy as himself and Teh Pwnerer...

    image
    Free File Hosting at Origin Now - 100 Megabyte Max Upload Per File
    http://www.OriginNow.com
  • Personally I deem a game good when I see a Giraffe.

  • mandaymanday Member Posts: 291

    Crafting and an Auction House.

    Crafting - Must be hardcore, the majority of players must be turned off by the complexity, or it's no longer worth my time :p

    Auction House - Most of the time, I don't like to interract with those whom I do business with. Friends/guildies, yes, strangers, no.

  • noobletnooblet Member Posts: 2,274


    Originally posted by soad_nathan
    Personally I deem a game good when I see a Giraffe.


    This man is a genius

  • ShadrakShadrak Member Posts: 375

    Soloability-
    Customizable UI-
    Consentual PVP-
    Crafting No being required ::::02::

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    A reason to do ANY activity you put the time to developp  &  no obligation to do any activity beside what you care for.

     

    In order to do so, quite simple, solo uberness need to be completely and totally earned soloing, group uberness while grouping.  If I need to do tradeskilling to be a better soloer or grouper, this aspect is tedious and not fun at all.  If I need to raid or PvP to be a better soloer or grouper, I just quit the game.  Any activity need a REASON to be done, but that reason must be linked with the activity in question, not with another activity in the game.  So tradeskillers getting grouping edges = shitty concept at best(just like someone who earn levels in groups or solo becoming a better tradeskiller is a shitty concept...).

    - "If I understand you well, you are telling me until next time. " - Ren

  • angel_craftangel_craft Member Posts: 41
    More of a hated feature are unfair PVPs. Favorite feature i guess would have to be intensity.
  • SideSwipeSideSwipe Member Posts: 44
    A mature and friendly community of players
  • killerTwinkiekillerTwinkie Member CommonPosts: 1,694

    From top to bottom.

    1: Social Enviornment. Star Wars Galaxies cantinas, where you must relax, it builds a great atmosphere, and a lot of the time, I enjoy the dance moves as well.

    2: Crafting: I.E. the crafting system that EverQuest II has is completely on par with skill and time. The animations work well also.

    this one will be a little hard to explain.
    3: Trading Areas: The original EverQuest had this perfected.

    Pros: The EastCommons were traveled frequently by freeport and neriak, along with a few that come from the grobb section. Making the East Commons a great place for traders and keeping a lot of the game on the newb friendly sections, making it seem populated

    Cons: When the developers create a SELL HERE station. (Like the Bazaare on the Luclin) To me, that killed the game completely. To get there you had to go far, and to be in that position, it lagged entirely.

    So, let the players themselves decide where they would like to trade, dont force them, or give them a choice on where to go, let the masses decide on their own where they feel the best place to trade is. And also, keep the "NPC trading" out of the game. It eludes itself to having content, but thus reducing social contact.

    KillerTwinkie - That one guy who used to mod mmorpg.com's forums.

  • vintageonevintageone Member Posts: 60


    Originally posted by soad_nathan
    Personally I deem a game good when I see a Giraffe.
    This guy obviously knows what a good mmorpg is.
    I'll have to go with him.

    Now. Mine.

    I like to see cool spell effects. and weapon effects.
    I like to adventure and explore. and see mass worlds.
    I like to adventure into intricate. *NOT DUPLICATED* Caves.
    *aka: Caves with meaning*
    I like to do the occasionall Tradeskill.
    I like to Interact socially.
    I like to look at the monsters when i'm fighting them.
    Basicly. I milk mmo's for all they're worth.

    once again though. That man is a genius.

    ---------------------
    I Do Whatever My Rice Krispies Tell Me To.

  • shaeshae Member Posts: 2,509

    Hmmmm... I don't know if this quite qualifies as a feature, but a really really in depth character custimization process is what I look for first, the more power I have over making my character unique, the better.

    This includes everything... Height, wheight, eye-hair-skin-nail color, hair styles, makeup, tattoo's, absolutely everything and anything I can change, give it to me :) Oh and I see a wide variety of clothes (or armor if you like) appart of this also. I can't stand the fact that most MMO's have these noobie areas with all the poor young souls running around with the same get-up... how very lame.

  • XanothXanoth Member UncommonPosts: 116

    In order of importance :-

    1) Identity:  I really need to feel like i have an identity in a MMO, the more customisation choices the better, especially if it lets you blur racial boarders to potentially create the look of a half bread. allowing custom colours on clothing, weird hair colours.  yeah you get a few people looking a bit weird, but that's life, give people a choice to find themselves.  but for me, being able to make a character i can relate to and feel is at least close to unique (and not simply by making a character so hideous due to a bad character customisation system that no one else in the game could possibly have made those choices).

    2) Community:  I love the feel of player made communities, player housing and planned how the community wanted it. I find it important to get a true feel of a MMO that players live together as part of a community, not forced to reside in some NPC city that they have no control over, but to make their own, decorate their own houses, visit their neighbours, or chill in the town pub.

    3) Progress: I hate feeling like I'm not going anywhere, if I'm going to dedicate my time to a game then I would hope to see some sort of time line, and a consequence to the actions of players, if the game centres around a war, and the players are taking part in it, then surely this war should progress, and come to a possible conclusion, or more logically, if one side is winning, then the developers of the game need to add something to throw the balance back into order. If the game doesn't have this sort of time line, then it should really have lots of new things for players to be doing, and make sure they are not limited by their profession or career choice, and can fully experience the game, if this is indeed the games selling point.


    ____________________________________________


    Pretty much if the game has the above, then it will have me, regardless of other factors, but I'll add some personal preferences to more game play specific aspects.


    Combat if a main bread and butter of a game should be fast paced and not drag on fight for fight (unless the game has some state of the art combat system that would make you want to fight it out for a lengthy battle every time, aint seen it, and i doubt it going to happen any time soon the way MMORPG AI goes).


    Career choices should be flexible and in depth, to allow player customisation and to fit everyone's needs. The system ideally should be quick to learn, slow to master, but if you have to go for one of the other, pick slow to master, its no good having a game system that you can learn in a day if your then stuck and limited by your quest to delve deeper by the fact that it just doesn't go any deeper than your average puddle.


    Other than that just good content, quests with more to them than just going from A to B and back again, possibly killing X, Y and X while your at B. Puzzles, good ideas, story twists.


    _________________________________


    Well that's about it for me really, at the minute I'm back playing SWG simply for my first 2 reasons, its not ideal, but its the best I've found so far in my gaming travels.


    There are a few hopefuls on the horizon, and I'll keep my eyes on them, and test drive them when i can, but I'll not hold my breath, i think MMORPGs are still in their infancy, as they cant mature till the computer industry that fuels them does so too. But I'll not go on about such things, they do what they can with what they have, and we all find what we like in a game somewhere.

    EDIT: oh yeh and a giraffe would be great, but a picket will do.

    o/
  • ElnatorElnator Member Posts: 6,077

    The things I look for:
    Community... as long as there's a good community the game will usually be fun. A good community can make up for weakness in multiple other areas. Unfortunately most games don't provide well for a good community to grow.
    Identity... I don't like being a duplicate of everyone else...
    Variety... the more different things to do the better
    Deep Skill System... I don't like pure level based systems where as you level you get specific skillsets. I like to customize my character. I don't like the typical "ok you're a fighter you get xyz skills and need xyz gear to level up"
    Player Housing... With today's technology not allowing players to own their own houses is just inexcuseable. EQ2's "rent an apartment" is a really good example of lazy player housing. SWG & UO have the best player housing solutions.

    Currently Playing: Dungeons and Dragons Online.
    Sig image Pending
    Still in: A couple Betas

  • zethcarnzethcarn Member UncommonPosts: 1,558

    As a newbie I have to be able to kill rats and snakes with a rusty pitchfork in my farmers tunic or it's just not a good MMORPG.  image

    But on a serious note, it needs to be challenging and give a feeling that you earned what you possess and who you are.  And as a massive mulitplayer game, there needs be a strong incentive to group with other people but not force grouping.

  • PsikorpsPsikorps Member Posts: 39

    Crafting is bar none one of my favorite features in any MMOG.

    The ability to take a break now and then from the primary part of the games and just sit back and build things that are useful in some way either to yourself or to others has great appeal to me.

    The grind in many games is one of the things that tends to push people away, having a excellent crafting system can provide a much needed break from that grind and save the subscription of a player who was going to quit. (For myself anyways)

    If I was to look for a single feature in in a new or upcoming game that would sway me into getting the game it would be the depth and uniqueness of its crafting system.

     

    On a side note, I rather enjoy fishing in MMOG's aswell lol.

  • NFWolfDudeNFWolfDude Member Posts: 304

    Community is the #1 thing. It is what makes or breaks a game, I mean if we don't fit the community, we would all be playing stand alone games, right?

    Second, for me, is the ability to explore. I hate canned worlds with no depth and no suprises. I avoid spoilers and get bored to tears with power-leveling. That's just me though. ::::02::

    -=-=-=-=-=-=-=-=-
    NFWolfDude

  • LaserwolfLaserwolf Member Posts: 2,383

    1.)More social interaction. In my view this means chat is person to person and not (talk to anyone anywhere). A MMORPG with only voice chat would be nice but I can see how it would nor work for RP purposes. A man playing a woman or a 10 year old playing an orc. Maybe when tech improves and they have smooth voice augmentation this will be a reality.

    2.)Like someone said above, an extremely hardcore crafting system. One that doesn't just rely on you getting skill and material, but rather one that relies on you actually knowing how to craft a particular item. Where you get tools to actually shape hunks of metal or wood into frames and then have to solder and wire yourself. Where making a vehicle, for instance, can take a week of 2-3 hour sessions. The first time you work a blueprint it gives you a How-To and then every time afterward it is up to you. With extreme variations being possible like: as long as you make a complete and sturdy frame, it can be any shape or size. Then you can work from there choosing wing placement for flying vehicles or spoilers and such for ground vehicles. Any size, any shape, any color. Working out of your own player bought garage where orders can be placed for materials that are dropped of by PC or NPC delivery boys as you work. Technology may be a few years away for this, but I can wait. Think American Choppers by the way.

    3.) Fear of death, loss, or embarrassment. I have never enjoyed gameplay more than when dying actually meant something. Everyone knocks open looting as something terrible and as one of the more primitive death penalties long since left behind for xp debt and such. Personally I see loss of xp or skills to be a heck of a lot more damaging to gameplay while having much less of a "fear-factor". Smart players never lose major on open loot systems anyway. They knew to take with them only things they could eventually recover to spots that were obvious PK(Player-Killer) hangouts. If you had just mined a large amount of ore and needed to get to a safe city, you avoided roads and crossroads. It also helps and supports crafter way more than any insurance system does. Instead of players putting money into insurance they are putting it into other players who sell weapons and armor. As for embarrassment, I think those who play CS or BF1942 would agree that dying or loss does not play a major role in stimulating gameplay since it is bound to happen. But being knifed(Bitch-Slapped) is something that can really get your blood pumping. I never played CS, so I am guessing there are knives in it. Anyway, I see fear of death, loss, and embarrassment as being the backbone of any MMORPG or MMOFPS. It is what makes quests, teamwork, soloing, and even crafting that much more profitable and enjoyable.

     

    These are the 3 things I take a hard look at before deciding to play a MMORPG/MMOFPS. They are not really in any particular order because I believe 3.) to be the most important while I might still play a game with absolutely no crafting. However, if a game doesn't have all 3 of these, I doubt I'll get more than a few months out of it.

     

    image

  • Bama1267Bama1267 Member UncommonPosts: 1,822



    Originally posted by Laserwolf

    1.)More social interaction. In my view this means chat is person to person and not (talk to anyone anywhere). A MMORPG with only voice chat would be nice but I can see how it would nor work for RP purposes. A man playing a woman or a 10 year old playing an orc. Maybe when tech improves and they have smooth voice augmentation this will be a reality.
    2.)Like someone said above, an extremely hardcore crafting system. One that doesn't just rely on you getting skill and material, but rather one that relies on you actually knowing how to craft a particular item. Where you get tools to actually shape hunks of metal or wood into frames and then have to solder and wire yourself. Where making a vehicle, for instance, can take a week of 2-3 hour sessions. The first time you work a blueprint it gives you a How-To and then every time afterward it is up to you. With extreme variations being possible like: as long as you make a complete and sturdy frame, it can be any shape or size. Then you can work from there choosing wing placement for flying vehicles or spoilers and such for ground vehicles. Any size, any shape, any color. Working out of your own player bought garage where orders can be placed for materials that are dropped of by PC or NPC delivery boys as you work. Technology may be a few years away for this, but I can wait. Think American Choppers by the way.
    3.) Fear of death, loss, or embarrassment. I have never enjoyed gameplay more than when dying actually meant something. Everyone knocks open looting as something terrible and as one of the more primitive death penalties long since left behind for xp debt and such. Personally I see loss of xp or skills to be a heck of a lot more damaging to gameplay while having much less of a "fear-factor". Smart players never lose major on open loot systems anyway. They knew to take with them only things they could eventually recover to spots that were obvious PK(Player-Killer) hangouts. If you had just mined a large amount of ore and needed to get to a safe city, you avoided roads and crossroads. It also helps and supports crafter way more than any insurance system does. Instead of players putting money into insurance they are putting it into other players who sell weapons and armor. As for embarrassment, I think those who play CS or BF1942 would agree that dying or loss does not play a major role in stimulating gameplay since it is bound to happen. But being knifed(Bitch-Slapped) is something that can really get your blood pumping. I never played CS, so I am guessing there are knives in it. Anyway, I see fear of death, loss, and embarrassment as being the backbone of any MMORPG or MMOFPS. It is what makes quests, teamwork, soloing, and even crafting that much more profitable and enjoyable.
     
    These are the 3 things I take a hard look at before deciding to play a MMORPG/MMOFPS. They are not really in any particular order because I believe 3.) to be the most important while I might still play a game with absolutely no crafting. However, if a game doesn't have all 3 of these, I doubt I'll get more than a few months out of it.
     


    .....have you found one with all 3 yet?

  • LaserwolfLaserwolf Member Posts: 2,383

    No, and good point. UO had 1. and 3., but of course the crafting was no where near 2. 

    I guess 2. is more of a wishlist answer, but as long as a game tries I'll be content to wait for the proper tech.

    image

  • ianubisiianubisi Member Posts: 4,201

    The ability to solo is the paramount feature I seek in any MMOG.

  • CactusmanXCactusmanX Member Posts: 2,218

     

    1. Combat that is actually fast and fun for more than 5 minutes
    2. in-depth character creation, both visual and skill wise
    3. a crafting system that has depth not complexity, something that allows me to get creative but won't take me 3 day to gather the needed supplies, and 40 failed attempts before I actually make it
    4. rewards for exploration, and a sizable land to explorer as well
    5. open RvR based PvP

     

     

    Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit

  • GungerFangGungerFang Member Posts: 68

    I personally love Leveling, skills and multiplayerness

    image
    image
    image

  • EnemyN666EnemyN666 Member Posts: 3


    Originally posted by nooblet
    Originally posted by soad_nathan
    Personally I deem a game good when I see a Giraffe.


    This man is a genius


    This man is an even greater genius realizing that that man is a genius!

    But what i think would make a great MMORPG is if more control was given to the players. For example if the position of the king would be a player position and everything would be controlled by players. It would require a greater amount of players but a real life accelerated simulation would be every fun.

    ::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::::::23::

  • anarchyartanarchyart Member Posts: 5,378

    A game that lets me go toe to toe with country music artist Faith Hill would be nice.

    Just breathe b!tch! Die just a little! Sorry they're playing Faith Hill in the mallimage

    image
  • WillJones420WillJones420 Member Posts: 263

    First and foremost is the multiplayer aspect and grouping with other players to do things.  This is the point of MMORPG's, isn't it?  It's just done on a more grand scale, and it's just sad to me that some games are catering more to those who solo than grouping (it's one of the reasons I'm considering going back to EQ2).  If someone were to give friends who group a lot together the option of making named adventuring groups who get certain benefits (xp bonus, higher chances for better treasure, etc), that would be swell.

    Second I love the immersiveness.  Not many games out there give the feeling of being part of these worlds, or at least try and come up short.  It takes more than just running around and killing things to get xp to give this fact.  It might be fun for a while, but this is one of the major things that keep MMORPG players coming back.

Sign In or Register to comment.