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Dartanlla

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Dartanlla
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  • mmolou said: Crafting wise, no MMORPG has done it better than SWG, either before, or since, I would even go further and claim that nobody has implemented gathering resources for crafting better than SWG did either, and the best items in the gam…
  • Scot said: Are you still playing in your/a guild, that's the most important thing, many of the changes which have made MMOs a different genre are mitigated by that. After my guild left WoW in 2010, we played EVE Online for a year, then SW…
  • Jean-Luc_Picard said: Dartanlla said: In WoW, prior to LFG you often spent hours trying to find a group of 5 or 10 players to run a dungeon/raid with. Which was a terrible mechanic, which resulted in people mostly running onl…
  • Scot said: For me it raises the issue, why even have a multiplayer game if you don't have to play it multiplayer? But I reject the idea that MMOs have some how failed us, or that the current big hitters are second rate. It is just way past time w…
  • Panther2103 said: The LFG has ruined the feeling of finding a dungeon group and raid group, but I don't think you completely remember how annoying it was to have to carve out a section of your day trying to find a group for something in chat. Even…
  • LFG/LFR is what ruined MMO's for me and has made me stop playing them completely.  If players know they can easily replace the current group they are in then they place very little value on their current group and become toxic. In WoW, prior to LFG…
  • Mendel said: Rather than calling for the removal of stories from our MMORPGs, as the thread topic seems to advocate, why don't we ask for BETTER stories in our MMORPGs? Write the stories behind quests not directed at an individual player, but …
  • Eronakis said: *QUESTIONS FOR THE THREAD* Would you consider giving such a system like this a chance? Do you feel like the problems I have described above would impeded the fluidity of gameplay for melee combat mechanics? Do you feel like …
  • AlBQuirky said: Even feeling anti-social, I could solo monsters and still "see" other players in the game. I could help them out if they called for help. On my Bard in EQ, I was asked by a Monk to help him deliver a load of metals to Sol A(?) for…
  • Great thread with tons of great ideas.  So much I can agree with here.  But here is the real question: If I made an MMO that wasn't a single player experience and required you to group up for MOST of the content, would you play it or complain about …
  • I wonder if action type combat is to blame or just lazy game programmers.  I have never played an MMO with action type combat, but I think it could be interesting.  What you said about action combat being all about DPS is troubling as I don't like D…
  • MMOExposed said: Lets discuss the effects FFA Full Loot and/or Perma Death effects the PvE Community in whatever game utilizes these features. First I must ask, can a PvE community exist under these certain conditions? If So, how challenging …
  • @Scot  Thanks for the welcome.  You bring up a good point about MMO's not being very creative with the methods they use for storytelling.  I love the idea of having books in game that you can read.  I like games where the more you put into it the mo…
  • For me I feel like it is in the $1 to $2 per hour range.  I expect a $60 game to provide between 30 to 60 hours of gameplay.  Anything less and it seems like a bad purchase.  WoW was the best for hours to dollars ratio.  I played around 12,000 hou…
  • donjn said: When did MMOs become more about the story?  When MMO's became single player experiences.  I noticed the same change as you did in WoW. With the release of WotLK it felt like games were focusing more on creating a single …
  • It needs to be challenging.  Most MMO's are made for trained monkeys.  If it is possible to create a bot for a game, then it isn't a game.  Quests should not have arrows pointing you in the right direction (or worse, a button you click to walk your …