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JackDonkey 4/23/08 6:33:50 PM
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Apprentice Member
Joined: 4/21/04 |
I think the sucky part of todays MMO's is that they don't take advantage of being an MMO, I could spend hours playing WoW even if not a single other person was online, like if I had my own personal private server. Hell I could play that for months to be honest, the same way I play the same level of advance wars every time I take a crap. |
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Illius 4/23/08 6:48:19 PM
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Elite Member
Joined: 4/12/06
I intend to live forever -- So far so good! |
Originally posted by LordRelic
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Illius 4/23/08 6:49:47 PM
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Elite Member
Joined: 4/12/06
I intend to live forever -- So far so good! |
Originally posted by JackDonkey Not much else really needs to be said... |
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Mylon 4/23/08 8:54:24 PM
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Hard Core Member
Joined: 2/02/06 |
Levels give achievement based players only one thing to work towards. That singular level that takes forever to arrive. Plus, it divides the player base in horrible, horrible ways. I can't play with my friends because I'm the wrong level? Sorry, I'll pass. Soul bound items tie in to crafting. What's the point of crafting if only you can use the stuff you make? Likewise, what's the whole point of crafting if better loot exists on monsters? Remove soulbound items and remove loot from monsters. Well, okay, monsters can still have loot, but the absolute best item should only be like 75% as good as what a grandmaster player crafter could do. It's not human death that's the bother, but it's stupid monsters in general. MMOs are centered around the idea of skills to make monsters attack the least efficient target. That they don't aid their buddies is mere insult to injury of their rampant stupidity. Gear and stuff, well that ties back in to crafting, doesn't it? As a side note, crafting shouldn't be a click-done process. If players told their avatar to make a sword, then require them to log out for a day and come back before it's actually done (and give players other things to do while offline, too), people might have a lot more respect for crafting instead of everyone ending up as a master of something. And for #1... Well, that's because you've grown and seen the treadmill for what it is. Once we get more dynamic/sandbox style games into the mix like, say, Eve Online, we might see games where killing those monsters means your kingdom will have access to mithril so that you can finally push back the other kingdom creeping up on your borders. And suddenly clearing that lair out isn't trivial. |
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brostyn 4/23/08 8:59:42 PM
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Hard Core Member
Joined: 1/29/04
Cynical? Me? Never. |
I can only agree with #4.
Mine would be:
3) No one groups through the leveling experience. More XP given to soloing, no sharing loot, there is almost zero interdependence through the leveling treadmill. 2) Grouping is penalized in most games. Sharing loot means someone gets nada, XP is reduced. 1) Raids. Everyone wants to be max lvl, so they can raid. Raids are setup with a DKP system that feels too much like getting paid instead of playing a game. Most raids are not lore based, therefore, just making the game a big loot whore fest. |
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xplororor 4/23/08 9:09:35 PM
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Hard Core Member
Joined: 11/27/03
The wanning starship, a glowing pallid white, |
Originally posted by ShanniaOriginally posted by nariusseldon Also, for a quick summary of WoW's story one just needs to complete the dungeon called "Uldaman". At the very, very, very, end of this incredible dungeon.... a holograph appears which gives a quickie summary of WoW, the creator's plans, colonizing the planet, etc... A party of minimum 5 players level 45-55 can complete it. But for an easier time better if everyone is around level 55. IMHO having 1 high level hunter, who knows what they are doing, makes things much easier. |
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Illius 4/23/08 9:24:21 PM
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Elite Member
Joined: 4/12/06
I intend to live forever -- So far so good! |
Originally posted by brostynI'm not quite sure what you're saying here. You want more exp for soloing? That kind of defeats the purpose of playing a multi player game don't you think? However I could have understood that all wrong. for your #2 I'd say make stuff crafted, that way when you're out there fighting in your group you're not focused on "phat lewt" and just on furthering your skills with whatever you're practicing and getting things you can sell to the crafters for gold or for actual things they might make. I think Raids, well at least the way they were done in WoW are a major setback for the genre. Shoehorning people into an instance is a terrible idea if you ask me. This however was all bread due to the dependence of dropped items. I never understood WoW's model where you can solo all the way to max level and then all of a sudden the gameplay shifts from a more or less solo experience to a forced group experience. I'm sure at least some people went from "well that was pretty good I got all the way to max level with no dependence on others" and then get hit with "wtf I have to group now?". The way I see it is that they should keep it consistent. If it's solo to max level then make the rest of it solo. Otherwise if your endgame is heavily group dependent then keep the theme throughout the game. This way there is no shock when you get to the end where you feel like you jumped into a tub of ice water. Continuity is a good thing. Once again, your post somewhat confuses me so I'm not sure if what you stated was what you're asking for or if you're pointing out the faults of current games. |
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Ascension08 4/23/08 9:37:30 PM
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Hard Core Member
Joined: 3/12/08
Behold! Rash of the Itch King comes in November! Quake in fear! |
I think they way WoW did Raiding was too technical. (I have no problem with it except it does exclude people. Can only have so many DPS eh?). If I go in a raid or major instance, I want it to feel that way...for example, if it's raiding some kind of demon-controlled tower, I want swarms of them coming at me and my group. I'm okay with intermitten resting periods and such, but WoW is "Mark this, CC this, make sure you aggro this..." It's too technical. Bosses always go down the same way generally and they're too gear dependant. If your gear sucks then you'll have a hard time bringin 'em down. As for the other stuff, I think there'll never be a perfect MMO because everyone is never satisfied. If a company wants one to be the best though, they need to look at what WoW did right (NOT COPY THEM) and figure out how to expand on it with their own ideas. Should be easy to get in groups (no LF healer, LF tank!!) and also easy to solo. Soloing should feel like you're accomplishing something for some higher faction or making a difference, no rep grinding. Combat and things like that I think take a backseat, unless it's PvP, and also level 10 mobs should not drop phat lewt. And one last thing: Gear with level requirements is stupid. What, I can't put on a piece of armor because I'm not a high enough "level"? This goes especially for weapons. I can't grab this axe because it's too "powerful" for me. Give me a weapon skill, 1-10, and that makes ALOT more sense. The more I use a weapon, the better my skill...that's one thing about WoW that I actually agree with. Level restrictions for gear is just a way to give a false sense of accomplishment in my opinion. |
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Mylon 4/23/08 9:48:48 PM
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