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The staff of MMORPG.com gets together to bring you some behind the scenes insights on stories, the industry and the site itself.

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Contributors: BillMurphy,MikeB,garrett,SBFord,Grakulen,

Community Spotlight: What Commonly Accepted MMO Concepts Bug You?

Posted by MikeB Sunday January 20 2013 at 1:28PM
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In this week's Community Spotlight, we focus on the thread, "What Commonly Accepted MMO Concepts Bug You?" by allendale5.

For some time now, there have been general concepts that we as the masses of players have accepted without much thought.  And while it is completely necessary to suspend disbelief to a degree in order to play in our little fantasy worlds, there still are a some quite nagging parts of the games that just, frankly, don't jive.  

I'll start this list of my personal pet peeves, but I ask all of you in the MMO community to please add your own.  This is not a bashing session of particular games, but rather an opportunity to voice our opinions to each other and to the developers in hopes of eliciting future improvements.

1) NPC's that stand in the same spot for all of eternity

2) Mobs that are so crowded together that it loses all semblance of reality - even that of the theme-parked suspended disbelief realty.

3) Zones that cannot be traversed without weaving through mindless mobs 

4) Quest objectives that are right next to the quest giver.  For the love of God, he could do it himself.

5) Class specific weapons and gear.  As if a human mage could not pick up a sword if she had to.

Read on for the community's thoughts!

Raiding and soloing top Kyleran's list:

That raiding is the "end game" for MMORPG's

That there even is a concept such as end game.

That MMO's should be mostly soloable because socialiazation takes too much time and not worth the time

Jemcrystal isn't a fan of spawning:

Spawning.  Very unrealistic.  I think we should have mobs that have to mate and breed in dens players cannot infiltrate; farms to raise them and reintroduce them if they've been killed off.  Obviously I don't like quests that say kill 10 bunnies.  Skinning is fine but mobs dropping armor and coins is ridiculous.  Where was that bunny hiding that chain mail?  Chests in caves, at the end of instances, in random places, buried underground (for game that digs things up from underground see Mabinogi) sounds good to get items and coins instead of dropping off mobs.  Make sure their are plenty.  Quests that solve mysteries simple, moderate, and complex instead of go here deliver this pie to npc Johnny.

Player characters need yet ever more real animations.  Being able to sit in a chair (WoW) or lay on a bed (Runes of Magic) is not enough.  

Game makers need to build their games on low end PC's or create a game station in the shape of a computer that they sell with their game.  No one should be left out of gaming because they did not have enough money to buy the best and latest hardware.  

AlBQuirky offers an exhaustive list of his own:

01) Cash Shops. Nothing brings me back into the real world like a cash shop.

02) A group of monsters standing around. One gets shot at. Only that ONE comes after the attacker.

03) Tanks that "taunt" monsters into attacking them when they don't even speak the same language.

04) Dragons that lower themselves into being a mount for some tiny player character they could eat whole in one bite.

05) As some have mentioned before, animals that drop gear. A coin or two I can see them swallowing, but plate mail and greatswords?

06) Monsters that use weapons and armor that you do not get to loot when they die. They just... vanish...

07) Crafting systems where you cannot break down items, especially those you have crafted, into raw materials.

08) Action combat. Everyone's a black belt in jujitsu, it seems. Or highly acrobatic in their armor.

09) Being able to run, full speed, for endless hours in full gear with multiple backpacks loaded with kilotons worth of loot.

10) Sneaking in full sunlight with no cover or shadows nearby.

11) Time does not matter. You get a quest to save someone's kidnapped daughter. Three weeks later you decide to clear the quest and go save her. There she is, all fine and dandy. Monsters are the same in an area day or night.

12) Seasons don't happen. You can harvest food anytime of the year. Zones don't change with the seasons.

13) Instanced dungeons.

I better stop. I could go on :)

Archaic antisocial mechanics such as having to be concerned about others stealing your quest NPCs, resource nodes, and the like. MMOs are all about being social. I shouldn't be worried that a new player in my quest area is going to make it harder for me to complete a quest. Instead, the game should emphasize cooperation amongst other players. Guild Wars 2 took the right approach in this regard and I'd like to see other MMOs follow suit.
hraeth writes:

Always light; no matter where you are; no matter the time of day.  I'm ok with needing to carry a torch or lantern to go dungeon delving.  I want that added realism.  A glowing fungus here or there in a cave is fine.  Caves that just happen to be bright enough to see in no matter how deep you go are silly.

 

Sun Jan 20 2013 4:05PM Report
FelixMajor writes:

What hraeth said.  I just did sharkmaw caverns in GW2 and there is a part where you need to pick up a torch to see your way through and I wish there was more of that in the game.

 

Also, my biggest hands down is the way characters are created.  Why is it so common for games to give you a character select screen where you choose your class/race and all that jazz then you are auto plopped into the world from thin air?  I was shocked to see how the Skyrim creation worked, that was surprisingly impressive to me even though it is basically the same thing, but tied into the gameplay and story.

 

My second one would be there is rarely dynamic environments anymore.  The weather doesn't change, and if it does it is always a light spit or tiny flakes of snow.  I want to see a real dynamic weather system where natural disasters have a chance to occur, where you can see tornadoes brew in the sky, touching down tearing stuff up, lighting cracking down at the earth, rain so hard it comes sideways, splashing your screen.

 

Worlds all feel the same after you get passed their asthetics, they are all so static.

Sun Jan 20 2013 10:57PM Report
TheAncient writes:

Holidays  -  I'm all for seasonal celebration in the real world but Easter, Halloween, Christmas etc make no sense in MMOs that strive to make their own lore. And why snow at Christmas anyway, haven't the rest of the world heard of Australia?

Small worlds - Elite Dangerous hopes to follow in its' own trailblazing path of having procedural worlds, why hasn't this method been used more often to create huge varied world with tons to explore?

It's all Earth 2.0 - We have a massive imagination, why is everything like Earth? Wolves, horses, rats, humans (albeit with subtle variations) etc. More variety world be great.

Tue Jan 22 2013 12:47AM Report
g0m0rrah writes:

Statistics

Why does a majority of a characters statistics come from the items they wear?

Why are the few stats that you get from leveling, are spent automatically with no player input.

Why are most abilities/spells static. What If I want my fire spell to be green, Why cant i choose if my fire spell is melee or ranged. Why am I stuck with this static ability...

 

Wed Jan 23 2013 2:28PM Report

MMORPG.com writes:
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