Independently of the suggestion in this thread, I have purchased Starbound. I get more play from Civ V, CCGs on my phone, and old Roguelikes. It has all the elements I'm looking for except "3D RPG" or "MMO".
Rust and Nether looked interesting, but the PvP issues could be glossed over - server size cannot. I should state that "MMO" is emphasized over every other thing I ask for in this thread, if it wasn't enough that I state my disdain for instances of any kind.
I'm on the mailing list for ToA, but their Kickstarter doesn't look like something I'd touch, for entirely different reasons I won't go near Star Citizen (and I'd put money that I'll never have the chance to, to go totally off topic. ) I did the Kickstarter for OGRE from Steve Jackson Games because I knew they'd finish the project even if they lost money at it.
I will peek at the few other suggestions so far, as well as anything on the game list on the site that launched recently. Since my last post, I've played Football Superstars maybe twice in as many weeks, and any reason I had to play it is largely dying off. I've played Planetside 2 even less. Rocksmith is still at least a daily thing, to the point that I'm now recording myself playing so people can see why I smash up their scores (and pretending that some local band will see them and decide they want me to join, of course!)
As much as I like many of the concepts introduced in ArcheAge, it has too many things that definitely put me off of paying to beta it early, and maybe enough to keep me from trying it at all. I really, really do not like "second hand" MMOs, where it is licensed in my region, usually behind its native region by some months, and little or no feedback from my region's players actually reach the developers or have an impact on design. Also, why ruin a great leveling and "class" concept by allowing unlimited switching in real time. Travel back to a hometown each time you want to switch? I could have lived with that. Just seems like they're talking a novel combination of features that exist in other games, but not fully implementing any of them.
Wildstar is right out. I got maybe to level 4 and uninstalled it between vomit bags.
Still mostly looking for D&D style stat systems or classes systems like you'd find in Diku MUDs where having more abilities makes it take longer to level. As much procedural generation as possible, as open world as possible (few or no instances), and meaningful crafting.
Would settle for a game where people still play it, together, from level 1 to whatever. If they're selling a service of leveling a character to "catch up" to the game's content, it is probably not going to be my choice.
I didn't read the whole thread but TSW might appeal for: MMO, fantastic roleplay, build-your-own-class, solo friendly til endgame and you don't want to miss the dungeons, incredibly deep lore that magically sucks you in, and very simple crafting that's needed to upgrade your gear or sell on the AH.
Looked at TSW too. It's only an MMO as much as SWTOR is, which is "not entirely". It's a single player game with multiplayer tacked on. Your description of its crafting doesn't help sell it any. Also, I know it's almost entirely instance, if not entirely. That's the primary reason I don't go back to DDO. (That, and they got hold of the Forgotten Realms license and managed to use it *worse* than Neverwinter. That's not easy.)
Comments
Independently of the suggestion in this thread, I have purchased Starbound. I get more play from Civ V, CCGs on my phone, and old Roguelikes. It has all the elements I'm looking for except "3D RPG" or "MMO".
Rust and Nether looked interesting, but the PvP issues could be glossed over - server size cannot. I should state that "MMO" is emphasized over every other thing I ask for in this thread, if it wasn't enough that I state my disdain for instances of any kind.
I'm on the mailing list for ToA, but their Kickstarter doesn't look like something I'd touch, for entirely different reasons I won't go near Star Citizen (and I'd put money that I'll never have the chance to, to go totally off topic. ) I did the Kickstarter for OGRE from Steve Jackson Games because I knew they'd finish the project even if they lost money at it.
I will peek at the few other suggestions so far, as well as anything on the game list on the site that launched recently. Since my last post, I've played Football Superstars maybe twice in as many weeks, and any reason I had to play it is largely dying off. I've played Planetside 2 even less. Rocksmith is still at least a daily thing, to the point that I'm now recording myself playing so people can see why I smash up their scores (and pretending that some local band will see them and decide they want me to join, of course!)
This thread is 7 years old lol...
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
I'm well aware of that. Sad that I haven't found a game that I can stick to like I did to EQ1 in as many years as I played EQ1.
Main Game: Eldevin (Plat0nic)
2nd Game: Path of Exile (Platonic Hate)
As much as I like many of the concepts introduced in ArcheAge, it has too many things that definitely put me off of paying to beta it early, and maybe enough to keep me from trying it at all. I really, really do not like "second hand" MMOs, where it is licensed in my region, usually behind its native region by some months, and little or no feedback from my region's players actually reach the developers or have an impact on design. Also, why ruin a great leveling and "class" concept by allowing unlimited switching in real time. Travel back to a hometown each time you want to switch? I could have lived with that. Just seems like they're talking a novel combination of features that exist in other games, but not fully implementing any of them.
Wildstar is right out. I got maybe to level 4 and uninstalled it between vomit bags.
Still mostly looking for D&D style stat systems or classes systems like you'd find in Diku MUDs where having more abilities makes it take longer to level. As much procedural generation as possible, as open world as possible (few or no instances), and meaningful crafting.
Would settle for a game where people still play it, together, from level 1 to whatever. If they're selling a service of leveling a character to "catch up" to the game's content, it is probably not going to be my choice.
I didn't read the whole thread but TSW might appeal for: MMO, fantastic roleplay, build-your-own-class, solo friendly til endgame and you don't want to miss the dungeons, incredibly deep lore that magically sucks you in, and very simple crafting that's needed to upgrade your gear or sell on the AH.