Originally posted by sunandshadow Lol! I thought there'd be a popular MMO that was like eharmony mixed with Literotica - adults only matchmaking, focus on appearance flexibility, support for cybering including the ability to tie-in iBrators and that kind of thing.
This got me rolling! Thanks sunanandshadow
iBrators... ROTFLMAO
Glad it was entertaining. iBrators were a meme several years ago, there were some hilarious photoshopped ads pretending to sell them... probably still floating around the internet somewhere.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Originally posted by AlBQuirky I dreamed of better graphics than EQ had. Their Luclin models were tons better.
I dreamed of more quests, never imagining how that would come about
I dreamed of gameplay that did not require grouping. I should be careful what I wish for, eh?
my wishes from yesteryear (pre 2004)
- better mob AI
- less dependence on gear grinds
- more team activities (beyond grinding mobs)
- team quests (public quests did happen later)
- better ways to group with friends, regardless of their level
mmos being solo friendly is the worst trend to happen
i miss the days when groups were required to be effective (with exception to a few solo classes)
i recognize that LFG is no fun but it's a lesser evil to everyone soloing to level
I should clarify my "solo" comment
I enjoy grouping, when I'm in the mood to do so. I enjoyed EQs many, many group activities. I had many great times in Blackburrow and Crushbone, then later in Kedge Keep and the Velious areas. I met some great people in those areas. I met quite a few people getting into "language groups", where I learned new languages in exchange for the languages I had already learned. One guy in my guild and I would sit in a body of water and level our languages AND swimming
Unfortunately, to make any headway in crafting, I needed to group to get "parts" from mobs to craft. Dungeons should be group activities, in my opinion. But there should be things that I can do without relying on someone else for my time online.
The way EQ made grouping better was that the XP gained through grouping was many times faster than trying to solo. You get through mobs faster, even though the XP was divided up between the players. Downtime for recovery went faster, too. So, the point in this paragraph is that soloing should take longer, but still be do-able.
I'm not going to expect the ability to solo "The Sleeper", but fighting mobs that are just below to me (dark blue cons) should not be so deadly that I need a group to face them.
I bet you're wondering why log in if I do not "feel like" grouping. Well, the other players create "spontaneous content." Run by healing is one of my favorite pastimes. Jumping in to lend a hand to a player in trouble is fun for me. I had my Bard help a Monk deliver his "load" to Sol A (I think it was) by grouping with him and Selo Accelerando-ing us both there
Just my thoughts, is all. I know others differ
- 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
I was hoping for more in depth NPC interaction, such as factions and missions/quest.. A more robust crafting / economy that really matters similar to SWG.. We got more casual dumbing down instead.. TY
Originally posted by Bladestrom Mm d3 is pretty much a spam fest, tou spam your attacks and pop you defenses under pressure, tactics = pull as much as you can safely pull. The new patch that rewards rushing emphasis this.
You obviously are not very good, and probably not very high on the GR ladder.
You need to use cc + debuff effectively to keep yourself long enough, and dps high enough, if you want to do high greater rift. Just spamming without a strategy will get you killed.
Originally posted by iixviiiixAction combat that allow you to do more than just stand in one place and spam skill
You get that in action RPGs, you don't need a MMO to have fun action RPG combat.
Wow...that was just, dumb.
He is right though. When I think of MMORPG combat I tend to think of turn based combat like in pen and paper RPG. I think this is why most of the action based combat systems have ultimately failed, they just don't feel right in a MMORPG. To me the combat should be about using your abilities in the most intelligent way, definitely not about who clicked the fastest.
Action mmo combat ultimately failed ? like as in mmos that make millions failed ? I have a hard time keeping up with what failed means on this site. TERAs combat is probably the best mmo combat out there ( imo) and the game does very well money wise....did that fail under your definition ? GW2 again very popular and very successful and it's fans seem to love it's' combat. Has that also failed ?
Action combat has never been about button spam. It shares the same global cool down mechanic tab target does. So I have to wonder if you've ever even played an action combat mmo before...
Ironic however that in a thread about the future people argue that mmos should stick to the past.
Tera's combat is just awful. Spam AOE all day long and exploit poor BAM AI. No thanks. That is not the solution at all. Tera went F2P in under a year so yeah it failed to find a true American audience. Age of Conan pretty much failed as well. The closest we've seen to a really successful action combat MMOPRG is GW2 and that is pretty borderline calling it action combat. It is still tab/target at its base.
I would love to see MMORPG combat become more complex. Why not add realistic wound system, get hit in the leg and you move slower, get hit in the arm and your hit rate goes down etc. Why not give bonuses for elevation. Have real physics so you can't cast through your own team. Add a balance system where you are juggling balance vs damage to try to get the upper hand etc. There are so many ways to make mmorpg combat better and just trying to make it more arcade like isn't really a good one. Leave that to the arcade games.
Originally posted by iixviiiixAction combat that allow you to do more than just stand in one place and spam skill
You get that in action RPGs, you don't need a MMO to have fun action RPG combat.
Wow...that was just, dumb.
He is right though. When I think of MMORPG combat I tend to think of turn based combat like in pen and paper RPG. I think this is why most of the action based combat systems have ultimately failed, they just don't feel right in a MMORPG. To me the combat should be about using your abilities in the most intelligent way, definitely not about who clicked the fastest.
Action mmo combat ultimately failed ? like as in mmos that make millions failed ? I have a hard time keeping up with what failed means on this site. TERAs combat is probably the best mmo combat out there ( imo) and the game does very well money wise....did that fail under your definition ? GW2 again very popular and very successful and it's fans seem to love it's' combat. Has that also failed ?
Action combat has never been about button spam. It shares the same global cool down mechanic tab target does. So I have to wonder if you've ever even played an action combat mmo before...
Ironic however that in a thread about the future people argue that mmos should stick to the past.
Tera's combat is just awful. Spam AOE all day long and exploit poor BAM AI. No thanks. That is not the solution at all. Tera went F2P in under a year so yeah it failed to find a true American audience. Age of Conan pretty much failed as well. The closest we've seen to a really successful action combat MMOPRG is GW2 and that is pretty borderline calling it action combat. It is still tab/target at its base.
I would love to see MMORPG combat become more complex. Why not add realistic wound system, get hit in the leg and you move slower, get hit in the arm and your hit rate goes down etc. Why not give bonuses for elevation. Have real physics so you can't cast through your own team. Add a balance system where you are juggling balance vs damage to try to get the upper hand etc. There are so many ways to make mmorpg combat better and just trying to make it more arcade like isn't really a good one. Leave that to the arcade games.
Ah I didn't know f2p = fail. Becoming popular and making lots of money doesn't count once they changed because they got disqualified once they changed over ? /rolleyes
I think after my 500th wound of the day or having to constantly "balance" myself through thousands of battles I'd hate action combat too. So that would be one way to drive it back into the stone age again. That was the idea right ?
This is going to sound strange but I always wanted player controlled mobs. A tougher fight. Maybe using a ladder system to choose what players go to what mobs.
It would work like this:
Player P encounters a group of lower ranked mobs. Player P kill one or more of them. The game calls in Player M from the ladder queue. Player M takes control of larger mob.
This is going to sound strange but I always wanted player controlled mobs. A tougher fight. Maybe using a ladder system to choose what players go to what mobs.
It would work like this:
Player P encounters a group of lower ranked mobs. Player P kill one or more of them. The game calls in Player M from the ladder queue. Player M takes control of larger mob.
Originally posted by iixviiiixAction combat that allow you to do more than just stand in one place and spam skill
You get that in action RPGs, you don't need a MMO to have fun action RPG combat.
Wow...that was just, dumb.
He is right though. When I think of MMORPG combat I tend to think of turn based combat like in pen and paper RPG. I think this is why most of the action based combat systems have ultimately failed, they just don't feel right in a MMORPG. To me the combat should be about using your abilities in the most intelligent way, definitely not about who clicked the fastest.
Action mmo combat ultimately failed ? like as in mmos that make millions failed ? I have a hard time keeping up with what failed means on this site. TERAs combat is probably the best mmo combat out there ( imo) and the game does very well money wise....did that fail under your definition ? GW2 again very popular and very successful and it's fans seem to love it's' combat. Has that also failed ?
Action combat has never been about button spam. It shares the same global cool down mechanic tab target does. So I have to wonder if you've ever even played an action combat mmo before...
Ironic however that in a thread about the future people argue that mmos should stick to the past.
I wish someone would evelop an mmorpg that uses both action based and a slower more tactical based combat system. I wouldnt mind seeing a steam punk faction that uses more action based, aiming based abilities. Then another faction, lets go with a classic fantasy faction, where mages are less about movement and more about casting spells at the proper time on the proper location.
In my opinion mmo's need to evolve by taking concepts that are usually kept separate and finding ways to have them co-exist.
My first MMO was UO. It was a pretty advanced sandbox world, fluctuating economy, so many things you could do. I couldn't help but think ahead to how advanced future games would be by giving you more options, etc. Unfortunately the next big thing was Everquest (which I also loved) and its success morphed the genre into a different direction. Not to say that there weren't advantages or reasons for it to go that way, but it wasn't what I anticipated.
I liked your list, but had to comment on this one. Didn't UO try this and the players borked it all up, basically killing everything in sight with no regard to the ecosystem? I could be wrong on that, but I thought I recall reading that somewhere.
Yeah, players did that. So what? That is not a reason to give up on whole idea completly.
Well, UO figured they wasted good resources on something enough players did not appreciate. I guess if players interacted with the ecosystem in the way intended, an MMORPG could bring it back. Looking at players, though, I do not see that happening. Again, wasted resources that could be more enjoyed elsewhere.
- 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
Originally posted by DamonVile Ah I didn't know f2p = fail. Becoming popular and making lots of money doesn't count once they changed because they got disqualified once they changed over ? /rolleyes
I think after my 500th wound of the day or having to constantly "balance" myself through thousands of battles I'd hate action combat too. So that would be one way to drive it back into the stone age again. That was the idea right ?
I don't know how anyone can consider Tera a success. /shrug. It isn't driving it back to the stone age, it is adding depth to it instead of making it spam 3 buttons in a pattern like we have now.
Well it is very hard to remember exactly what I was thinking back then, however:
1. More Quests and easier leveling! ( This is what got me excited about Wow initially, however how that turned out over the 6+ years I played that game, I find it very ironic what I look for now, A.K.A. Less quests, harder leveling)
2. Better Graphics
3. More control over the game world (Very excited about all the new Sandbox games and the prevalence of the sandbox style games in todays industry)
4. Better AI (EQN may finally be going in the direction I've been looking for since EQ1 in terms of this)
5. Action Combat ( I actually enjoy some of this, however sometimes it goes a bit over board. Revisiting Tera ATM and enjoying the combat with friends)
6. More options in terms of progression/gear (Highly enjoying the focus of many new games on crafting and horizontal progression of characters and gear)
7. A true space MMO (Star citizen may be this, but I want a space MMO much like Jumpgate... Actually flying your ship (joystick), not clicking with a mouse. More Decent style rather than Eve style)
Action mmo combat ultimately failed ? like as in mmos that make millions failed ? I have a hard time keeping up with what failed means on this site. TERAs combat is probably the best mmo combat out there ( imo) and the game does very well money wise....did that fail under your definition ? GW2 again very popular and very successful and it's fans seem to love it's' combat. Has that also failed ?
Action combat has never been about button spam. It shares the same global cool down mechanic tab target does. So I have to wonder if you've ever even played an action combat mmo before...
Ironic however that in a thread about the future people argue that mmos should stick to the past.
I wish someone would evelop an mmorpg that uses both action based and a slower more tactical based combat system. I wouldnt mind seeing a steam punk faction that uses more action based, aiming based abilities. Then another faction, lets go with a classic fantasy faction, where mages are less about movement and more about casting spells at the proper time on the proper location.
In my opinion mmo's need to evolve by taking concepts that are usually kept separate and finding ways to have them co-exist.
Having different classes use different targeting mechanics to allow both action and tab in the same game would be an interesting spin on mass appeal. You'd always get the people who are unhappy because they have to play something built for the "other side" but done right you should be able to make both sides happy if they're reasonable.
Well, UO figured they wasted good resources on something enough players did not appreciate. I guess if players interacted with the ecosystem in the way intended, an MMORPG could bring it back. Looking at players, though, I do not see that happening. Again, wasted resources that could be more enjoyed elsewhere.
"intended"? Really. That is the problem of the whole design philosophy. Games should be designed to get rid of bad/unintended behavior, not assuming that players will play as "intended".
Assuming players will do what you intended is the biggest recipe for disaster. The only way to limit unwanted behavior is to program it out of the game (like if you don't want ninjaing, roll individual loot for players, don't let the loot interacts).
I expected a faster content cycle, when I was younger I found it impossible to finish everything there was to do because new stuff constantly got added before I could finsh what I was currently on.
I expected megaservers to be a 'thing' ages ago. Splitting up populations between shards just felt silly to me. I don't know why games even consider multi-shard servers anymore, regardless of cost.
Better virtual worlds, in the sense of "If logic says it should be there, it's there and waiting for me to find it." Dig down into the ground, find minerals, ruins, dungeons, etc. Fly up into the sky and find space, other planets, limitless exploration.
Most of all however, I expected the majority of the game companies to merge into fewer, larger ones each supporting different virtual reality simulations, such as those from the book "Ready Player One".
Originally posted by Harafnir Combine SWG with UO/AO skill system, Skyrim quality graphics, and when you travel between planets, you actually go into your ship, liftoff, sweep up out of atmosphere and engage the hyperdrive to the next planet, seeing other ships around you as you go, going into kind of an EVE environment. Not a built world, but a built universe. Possibilites seemed endless with bigger better computers. Instead we got... less possibilities, smaller worlds and close to no freedom.
I want this game. Nao.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky
Originally posted by Harafnir Combine SWG with UO/AO skill system, Skyrim quality graphics, and when you travel between planets, you actually go into your ship, liftoff, sweep up out of atmosphere and engage the hyperdrive to the next planet, seeing other ships around you as you go, going into kind of an EVE environment. Not a built world, but a built universe. Possibilites seemed endless with bigger better computers. Instead we got... less possibilities, smaller worlds and close to no freedom.
I want this game. Nao.
I don't. The first time doing the lift off, out of atmosphere may be fun. But after the 10th time? I want a button just to teleport to the next planet.
Originally posted by Harafnir Combine SWG with UO/AO skill system, Skyrim quality graphics, and when you travel between planets, you actually go into your ship, liftoff, sweep up out of atmosphere and engage the hyperdrive to the next planet, seeing other ships around you as you go, going into kind of an EVE environment. Not a built world, but a built universe. Possibilites seemed endless with bigger better computers. Instead we got... less possibilities, smaller worlds and close to no freedom.
I want this game. Nao.
I don't. The first time doing the lift off, out of atmosphere may be fun. But after the 10th time? I want a button just to teleport to the next planet.
Even on the Enterprise, they sometimes had to take shuttles instead of teleporting down to the planet's surface.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Originally posted by Harafnir Combine SWG with UO/AO skill system, Skyrim quality graphics, and when you travel between planets, you actually go into your ship, liftoff, sweep up out of atmosphere and engage the hyperdrive to the next planet, seeing other ships around you as you go, going into kind of an EVE environment. Not a built world, but a built universe. Possibilites seemed endless with bigger better computers. Instead we got... less possibilities, smaller worlds and close to no freedom.
I want this game. Nao.
I don't. The first time doing the lift off, out of atmosphere may be fun. But after the 10th time? I want a button just to teleport to the next planet.
Even on the Enterprise, they sometimes had to take shuttles instead of teleporting down to the planet's surface.
and thankfully, they do not show the full ride every time, and only the interesting moments.
Originally posted by Harafnir Combine SWG with UO/AO skill system, Skyrim quality graphics, and when you travel between planets, you actually go into your ship, liftoff, sweep up out of atmosphere and engage the hyperdrive to the next planet, seeing other ships around you as you go, going into kind of an EVE environment. Not a built world, but a built universe. Possibilites seemed endless with bigger better computers. Instead we got... less possibilities, smaller worlds and close to no freedom.
I want this game. Nao.
I don't. The first time doing the lift off, out of atmosphere may be fun. But after the 10th time? I want a button just to teleport to the next planet.
It's weird how many times you see a request from people, that when put to the mmo test of doing it hundreds of times it just makes it seem tedious rather than neat or innovative. Things that work in real life or movies often fail that mmo test.
This is going to sound strange but I always wanted player controlled mobs. A tougher fight. Maybe using a ladder system to choose what players go to what mobs.
It would work like this:
Player P encounters a group of lower ranked mobs. Player P kill one or more of them. The game calls in Player M from the ladder queue. Player M takes control of larger mob.
I remember playing as a mob in EQ on one of the PvP servers. You would spawn as a level 1 spider or rat outside Quenos and try to find a lvl 1 player that was engaged in combat and then you could try and pile in to the fight. Couldnt really have a fair fight as lvl 1 mobs were just too weak. Dont recall if I ever managed to level up as a mob. But I think it was possible. But I dont think you could keep your level if you logged out.
This is going to sound strange but I always wanted player controlled mobs. A tougher fight. Maybe using a ladder system to choose what players go to what mobs.
It would work like this:
Player P encounters a group of lower ranked mobs. Player P kill one or more of them. The game calls in Player M from the ladder queue. Player M takes control of larger mob.
I remember playing as a mob in EQ on one of the PvP servers. You would spawn as a level 1 spider or rat outside Quenos and try to find a lvl 1 player that was engaged in combat and then you could try and pile in to the fight. Couldnt really have a fair fight as lvl 1 mobs were just too weak. Dont recall if I ever managed to level up as a mob. But I think it was possible. But I dont think you could keep your level if you logged out.
Didn't lord of the rings do something like that called monster play ? How did that work out ? ( serious question )
Comments
Glad it was entertaining. iBrators were a meme several years ago, there were some hilarious photoshopped ads pretending to sell them... probably still floating around the internet somewhere.
I enjoy grouping, when I'm in the mood to do so. I enjoyed EQs many, many group activities. I had many great times in Blackburrow and Crushbone, then later in Kedge Keep and the Velious areas. I met some great people in those areas. I met quite a few people getting into "language groups", where I learned new languages in exchange for the languages I had already learned. One guy in my guild and I would sit in a body of water and level our languages AND swimming
Unfortunately, to make any headway in crafting, I needed to group to get "parts" from mobs to craft. Dungeons should be group activities, in my opinion. But there should be things that I can do without relying on someone else for my time online.
The way EQ made grouping better was that the XP gained through grouping was many times faster than trying to solo. You get through mobs faster, even though the XP was divided up between the players. Downtime for recovery went faster, too. So, the point in this paragraph is that soloing should take longer, but still be do-able.
I'm not going to expect the ability to solo "The Sleeper", but fighting mobs that are just below to me (dark blue cons) should not be so deadly that I need a group to face them.
I bet you're wondering why log in if I do not "feel like" grouping. Well, the other players create "spontaneous content." Run by healing is one of my favorite pastimes. Jumping in to lend a hand to a player in trouble is fun for me. I had my Bard help a Monk deliver his "load" to Sol A (I think it was) by grouping with him and Selo Accelerando-ing us both there
Just my thoughts, is all. I know others differ
- 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
You obviously are not very good, and probably not very high on the GR ladder.
You need to use cc + debuff effectively to keep yourself long enough, and dps high enough, if you want to do high greater rift. Just spamming without a strategy will get you killed.
Tera's combat is just awful. Spam AOE all day long and exploit poor BAM AI. No thanks. That is not the solution at all. Tera went F2P in under a year so yeah it failed to find a true American audience. Age of Conan pretty much failed as well. The closest we've seen to a really successful action combat MMOPRG is GW2 and that is pretty borderline calling it action combat. It is still tab/target at its base.
I would love to see MMORPG combat become more complex. Why not add realistic wound system, get hit in the leg and you move slower, get hit in the arm and your hit rate goes down etc. Why not give bonuses for elevation. Have real physics so you can't cast through your own team. Add a balance system where you are juggling balance vs damage to try to get the upper hand etc. There are so many ways to make mmorpg combat better and just trying to make it more arcade like isn't really a good one. Leave that to the arcade games.
Ah I didn't know f2p = fail. Becoming popular and making lots of money doesn't count once they changed because they got disqualified once they changed over ? /rolleyes
I think after my 500th wound of the day or having to constantly "balance" myself through thousands of battles I'd hate action combat too. So that would be one way to drive it back into the stone age again. That was the idea right ?
This is going to sound strange but I always wanted player controlled mobs. A tougher fight. Maybe using a ladder system to choose what players go to what mobs.
It would work like this:
Player P encounters a group of lower ranked mobs. Player P kill one or more of them. The game calls in Player M from the ladder queue. Player M takes control of larger mob.
A similar game exists called Dungeonland but it is not an MMO; http://store.steampowered.com/app/218130/
TB Video: http://www.youtube.com/watch?v=lVNS38h9k5U
I do find it amusing that people on this thread are upset that we still don't have the holodeck or aren't living like 'the Jetsons' but /shrug.
Gdemami -
Informing people about your thoughts and impressions is not a review, it's a blog.
I wish someone would evelop an mmorpg that uses both action based and a slower more tactical based combat system. I wouldnt mind seeing a steam punk faction that uses more action based, aiming based abilities. Then another faction, lets go with a classic fantasy faction, where mages are less about movement and more about casting spells at the proper time on the proper location.
In my opinion mmo's need to evolve by taking concepts that are usually kept separate and finding ways to have them co-exist.
https://www.therepopulation.com - Sci Fi Sandbox.
- 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
I don't know how anyone can consider Tera a success. /shrug. It isn't driving it back to the stone age, it is adding depth to it instead of making it spam 3 buttons in a pattern like we have now.
I envisioned customization, in skills, builds, gear, and visually.
A kind and helpful player community.
Numerous distinct classes and many ways to solo.
Advanced and multi-classing.
Ways to combine spells/abilities in solo and group settings.
Have crafted items be equivalent to raided items.
Combine items to gain rare effects.
Allow pet classes to evolve pets multiple times and ways. Let them be more than just dots.
Better graphics.
Well it is very hard to remember exactly what I was thinking back then, however:
1. More Quests and easier leveling! ( This is what got me excited about Wow initially, however how that turned out over the 6+ years I played that game, I find it very ironic what I look for now, A.K.A. Less quests, harder leveling)
2. Better Graphics
3. More control over the game world (Very excited about all the new Sandbox games and the prevalence of the sandbox style games in todays industry)
4. Better AI (EQN may finally be going in the direction I've been looking for since EQ1 in terms of this)
5. Action Combat ( I actually enjoy some of this, however sometimes it goes a bit over board. Revisiting Tera ATM and enjoying the combat with friends)
6. More options in terms of progression/gear (Highly enjoying the focus of many new games on crafting and horizontal progression of characters and gear)
7. A true space MMO (Star citizen may be this, but I want a space MMO much like Jumpgate... Actually flying your ship (joystick), not clicking with a mouse. More Decent style rather than Eve style)
These are what I can remember for now
Having different classes use different targeting mechanics to allow both action and tab in the same game would be an interesting spin on mass appeal. You'd always get the people who are unhappy because they have to play something built for the "other side" but done right you should be able to make both sides happy if they're reasonable.
"intended"? Really. That is the problem of the whole design philosophy. Games should be designed to get rid of bad/unintended behavior, not assuming that players will play as "intended".
Assuming players will do what you intended is the biggest recipe for disaster. The only way to limit unwanted behavior is to program it out of the game (like if you don't want ninjaing, roll individual loot for players, don't let the loot interacts).
I expected a faster content cycle, when I was younger I found it impossible to finish everything there was to do because new stuff constantly got added before I could finsh what I was currently on.
I expected megaservers to be a 'thing' ages ago. Splitting up populations between shards just felt silly to me. I don't know why games even consider multi-shard servers anymore, regardless of cost.
Better virtual worlds, in the sense of "If logic says it should be there, it's there and waiting for me to find it." Dig down into the ground, find minerals, ruins, dungeons, etc. Fly up into the sky and find space, other planets, limitless exploration.
Most of all however, I expected the majority of the game companies to merge into fewer, larger ones each supporting different virtual reality simulations, such as those from the book "Ready Player One".
I want this game. Nao.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky
I don't. The first time doing the lift off, out of atmosphere may be fun. But after the 10th time? I want a button just to teleport to the next planet.
Even on the Enterprise, they sometimes had to take shuttles instead of teleporting down to the planet's surface.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
and thankfully, they do not show the full ride every time, and only the interesting moments.
It's weird how many times you see a request from people, that when put to the mmo test of doing it hundreds of times it just makes it seem tedious rather than neat or innovative. Things that work in real life or movies often fail that mmo test.
I remember playing as a mob in EQ on one of the PvP servers. You would spawn as a level 1 spider or rat outside Quenos and try to find a lvl 1 player that was engaged in combat and then you could try and pile in to the fight. Couldnt really have a fair fight as lvl 1 mobs were just too weak. Dont recall if I ever managed to level up as a mob. But I think it was possible. But I dont think you could keep your level if you logged out.
Didn't lord of the rings do something like that called monster play ? How did that work out ? ( serious question )