It looks like you're new here. If you want to get involved, click one of these buttons!
Mine...
1) Instances (all flavors and varieties....BGs, arenas, housing, raids, dungeons, etc etc etc)
2) 100% themepark. design.
3) splitting the playerbase by race/factions.
Comments
ok, here we go: -
Really?
Instance: Oh yeah I just love camping bosses and fighting for tap So fun!
Theme Park Design :It is soooo fun to have nothing to do when you hit max level.Or have a variety of things to do while you're leveling yes please take that out of my MMOs.
Factions:An ongoing and persistent war of factions makes for too many world PvP situations take that out pleeeaaase! Hate that world PvP.
1. ! or ? or any other markers over npc heads or on maps.
2. ALL hand holding
3. content that has nothing to do with the game's LORE or immersion,example jump puzzles or timed races or any kind of nonsense like that.
4. Quests that offer xp and any other lame xp hand out like discovering a new area for xp.
Never forget 3 mile Island and never trust a government official or company spokesman.
1. Lack of instances. perfect example ESO. Dungeons are all empty and bosses are all camped. Instances are the best invention in MMO's ever. They allow me to play with a group when i want to and by myself when i don't. They allow a real dungeon crawl, not a goofy, completely safe dungeon with 200 people in it where you have to wait in line to kill something.
2. Uncontrolled open world PVP. It's just not fun being ganked constantly by high levels with no chance to retaliate. There has never been an MMO with meaningful consequences for being a psychopath and until there is open world pvp just won't be fun.
3. Restricted abilities. This seems to be a trend lately that i thought we got past after everquest. Where you only have 5-8 active abilities and that's it. This just gets old. When you only have 5-8 actives you probably actually only have 2 or three you use repeatedly and i always find myself wishing i just had 1 or 2 more slots. Also it just gets boring with this few abilities. GW2 is a prime example of this. The lack of abilities in this game just bored me to tears. ESO was also guilty of this but at least you could switch weapons, albeit unrealistically. I'd rather just have 12 abilities for one weapon that switch between 2.
No 2 made me laugh.
This. ^
(1) Must have voice overs (wasn't always the case, but really is now -- I don't need stars doing the voices -- joe and sally and jimmy down the street will do fine).
(2) In-game Chat (ok -- only DDO has ever really used this and they only did in groups. I want this for guilds and groups).
(3) Must have a lot of races and a lot of classes that are distinct advantages / disadvantages -- quit this skill set crap (skills open to all at least) and quit this hybrid crap (unless it is a true hybrid class -- i.e. has plenty of weaknesses). DDO-style skills are fine.
I am not Uproar -- I am his I-really-have-six-I-want-to-post-twin,
(1*) Open world -- no TUNNELS / no rails (at least not more than EQ originally had)
(2*) I am not the hero -- I do not want to be the hero. I want to join the faceless, hopeless, glorious, fearless, but not well known. I do not want to be told I am special. I do want to prove I am unique and special!!
(3*) Complexity. Thought. Intelligence. Twitch in the right places and not in those that should require strategy. I want to validate not be validated.
1) Twitch Combat
For me, this indicates a huge departure from the "RPG" aspect of the game that enjoy much more than just "killing stuff."
2) PvP
While I may play an MMO with PvP in it, I know off the bat that there is a good chunk of the game I will be missing out on (avoiding). This also gives me a good indicator of the kind of players that will be playing.
3) Solo Instances
Each player gets a little chunk of the world to mess about it in, in a MASSIVELY MULTI-PLAYER game? What's the point? "Let's make the game what is NOT!" lol
Honorable Mention
4) Mega-Servers
I understand why companies use this, I just do not like it (terrible alt-o-holic here). Mega servers cut down the time I stay with a game significantly, as I usually do not wish to delete an old character in order to create a new one, or simply try something new/different. Mega-Servers also make everyone play the same game, PvP, PvE, and RP players all lumped together.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
1. Any game with a subscription model. The days of renting a game that I already paid for are over. I'm not funding your kid's college fund anymore, you have something new to put out, put in in a box, label it an expansion and I'll buy it. If ArenaNet can do it, so can every other developer out there.
2. Fast travel. If I can't be bothered to walk to some destination, it's not worth getting to in the first place. The days of instant travel should be burned in the hell that it was spawned in. There's no point in even having a world if you never go out in it... ever.
3. Fast leveling. If I can get max level in a week, then you failed and you failed in epic proportions. If you expect me to grind gear in a dungeon for the better part of a year whilst you work on the expansion, you've got another thing coming. The hamster wheel is officially over.
So what games does that leave... absolutely none. Amazing how that worked out.
1. Payment models - I don't want to make business decision, I just want to pay and play.
//
2. Gear progression walls - don't limit me according to my dps or healing or damage mitigation, let me explore and be able to handle anything that comes at me, let it be difficult but not impossible based on my gear.
//
3. Lack of tools for player created content - gives us everything we can handle to make the game as magic and unique as we can make it. Think outside the box here , player created isn't just vox else and player created instances.
On lineage 2 if you killed a player that didn't fight back you get marked and if you get killed there is a very high chance you'll drop some of your gear. Losing gear on L2 was not a joke considering the awful grind the game had for everything.
1. Sub Fee. (LOL JKIN.)
2. Slow gear progression to get into raids. (I wanna get a full set to raid in atleast 2-3 days. Not 2 weeks.)
3. Flying Mounts. (It just destroys PVP immersion for me. Unless it's airships.)
4. Raids that are nerfed and have a group finder tool that makes the raid even more nerfed with worse gear.
Quest based leveling.
Instancing.
EQ/WoW style raiding.
Lack of death penalty.
What? You do know world PVP can occur without an NPC faction system, right? Like, people can freely kill who they want and decide whose team they're on through guilds and such? You've played MMO's that aren't WoW, correct? If anything, factions restrict world PVP.
My list -----
1. Group Finders
2. Easily-soloable/puggable content that takes up the majority of the game
3. Themepark world design
Basically, MMO's that are essentially singleplayer experiences with a lobby-based multiplayer mode.(so, really, like every MMO to come out since WoW hit it big)
1. Gender Locked Races/Classes
2. PVP Only (Love PVP but I enjoy a PVE server to chill on every so often)
3. The whole let's give everyone heals thing that GW2 tries to do....
1. Raiding as the only means to get the best gear. Usually pvp gear can come close, but almost always ends up losing to raid gear. At least it seems that way.
2. Quest hubs. I don't like grinding mobs either. Eve has the best form of progression for someone like me. Unfortunately I despise the rest of that game lol.
3. There really isn't a three for me.
"If I offended you, you needed it" -Corey Taylor
1. Pvp / pve split .. For gods sakes just learn to rely on each other and get help, protection .. Hell, if your a bunch just mining, just watch out for each other. We did it waaay back in UO and we got by ok when it was a full pvp game.
2. Split servers .. Mega server is fine, if you like alts there is nothing stopping you making one, just your brain not noting the extra servers and you STILL make alts on the same damn server so why not on a mega server, it's just moaning for meanings sake.
3. Lack of community .. Kills a game, people log in and see so little they think it's a dead/dying game and log out
Themeparks have the primary progression part right for the most part (at least in principles), , which could be handled the same way with skill based systems as well. There should be substance there that brings one into the world and what is happening there. Where they fall flat is in their worlds, the only connection is typically story, there could be far more done there.
While I would agree some aspects of themeparks are outdated. What I get confused about (based on your normal posting habits) is how you think the older progression designs aren't just as outdated, as that's exactly why they were left behind. "mob grinding being the chief culprit. Xp loss being another, as it wasn't much more than an extra time sink. Old school PVE content was archaic, the community systems were great, the PVP implementations not too bad (SWG especially).
What needs to be done is a proper fusion of systems bringing the best of both worlds together in a coherent way. Strategically cutting out what's unneeded to cut down on bloat.
Moving forward means looking forwardly, old school designs are a regression, not progression. I think it is high time for something new to come along. WHile I'm no GW2 fan, I can say at least they were thinking in terms of progression, where PVE content is concerned. The shared world ideal is exactly where devs need to be putting their minds. Bring the community into focus, while also telling a greater story...a overarching story about the world.
Make PVE content that does both well and you have something new.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
1. Broken economy do to duping and broken mechanics. Perfect example ESO (instant jute spawns and motif duping)
2. Good games that are completely ruined by sloppy Devs and customer support. Perfect example ESO ( GMS had no idea what they were doing and were duping people's gold by accident with out realizing lol. like how ridicules is that?) (Skill points worst idea ever, things like professions and sprinting should have nothing to do with combat.) (They also never gave me my free month had to open 10 tickets and call them to receive it.)
3. Repeatable end game content. Perfect example ESO. ( What's the challenge in obtaining loot when you can farm the trails? Also incredibly boring and annoying.) Eso was being straight lazy. They also messed up bad by letting ER get to test it before everyone else completely ruining the world 1st competition.
The possibility of the universe collapsing into a singularity is higher than the birth of a perfect MMORPG.
1 Tab target/ No skill combat. you gonna be doing it for the most time u play the game make it fucking fast fun and skillbased.
2 No openworld / meaningful pvp
3 Instanced zones/different channels of the same zone.
1) repetitive boring gear progression treatmill as endcontent
2) payment model - p2p or b2p, fine with me, but all these f2p variations and the majority of them are anything but free.
3) mixed pve/pvp - pvp limits the pve experience in such many ways, but this goes the other way around too. seperate them and you certainly can boost the funfactor of a game.