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General Discussion 

The Pub at MMORPG.COM  » What exactly in a MMOPRG feature list make you interested?

21 posts found
  daarco

Apprentice Member

Joined: 12/19/06
Posts: 4473

I have Darkfall now!
Caution: Game May Cause Care Bears To Populate Forums
__________________

 
12/02/08 3:20:05 PM#1

Im just curious. When i hear about a MMO i always read up on it. In the last few years i havent seen much that made me interested in a MMO.

So what are you looing for in a feature list?  Maybe you dont care and play whatever your friends are playing, or are you very picky and look for some special features? Or have you just given up and play whatever you are told to play?

Me personally, i look for a combination of a few features.

 

  Ihmotepp

Spotlight Poster

Joined: 10/28/08
Posts: 14557

12/02/08 4:14:01 PM#2

I'm looking for one feature, but I rarely see it.

The ability  of the players to change the game world.

I kill X, I get boots of crappiness doesn't change the game world.

I take your fort, you take it back, I take it back from you, you take it back from me, doesn't change the game world.

  Thomas2641

Novice Member

Joined: 10/10/07
Posts: 146

12/02/08 4:19:38 PM#3

Full loot

FFA PvP

Penalties for murdering innocents

Decay /wear and tear on items

Crafted items are the best

player driven economy

  Ihmotepp

Spotlight Poster

Joined: 10/28/08
Posts: 14557

12/02/08 4:28:09 PM#4
Originally posted by Thomas2641

Full loot

FFA PvP

Penalties for murdering innocents

Decay /wear and tear on items

Crafted items are the best

player driven economy

 

What determines that someone is "innocent" and what's the penalty?

  Mysk

Novice Member

Joined: 11/18/03
Posts: 951

12/02/08 4:35:42 PM#5
Originally posted by daarco

Im just curious. When i hear about a MMO i always read up on it. In the last few years i havent seen much that made me interested in a MMO.

So what are you looing for in a feature list?  Maybe you dont care and play whatever your friends are playing, or are you very picky and look for some special features? Or have you just given up and play whatever you are told to play?

Me personally, i look for a combination of a few features.

 

 

  1. Story, and the amount of interactivity with said story.
  2. The ability to explore (this does not mean that it's easy to explore, rather that it's not frustrating due to long down times and the like)
  3. Graphics
  4. Gameplay

That pretty much does it for me.  3 and 4 can change places depending on the title.

Playing: SWTOR | Awaiting: GW2 | PC Specs for tech or performance discussions

  Illius

Novice Member

Joined: 4/12/06
Posts: 3834

I intend to live forever -- So far so good!

12/02/08 4:48:44 PM#6
Originally posted by Thomas2641

Decay /wear and tear on items

Crafted items are the best

player driven economy

These are some of the things I look for.  Also if the system in place uses the "bind on pickup/equip thing" then I start to think twice.  I hate the idea that once I pick up an item I can no longer trade it after I'm done with it.

To add to the list above a game I intend to play should have pvp because it makes up a large part of what I do in games.

No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-

  User Deleted
12/02/08 5:01:34 PM#7

 I look for immersion.  I want to have fun playing the game!  I don't want to grind and grind and grind for the sake of being able to do more grinding.  I don't want to grind to play the real game.  I don't want to be level 10 and know exactly what the future will be.  When playing AoC, I quit at level 31 because I suddenly realized that I knew exactly what I would be doing until the end of the game.

I want to play in a WORLD WITH many other players.  I don't want to play a single player game with a chat box.  I look for features that are in tune with what I have just said :)

  User Deleted
12/02/08 5:11:22 PM#8
Originally posted by Thomas2641

Full loot

FFA PvP

Penalties for murdering innocents

Decay /wear and tear on items

Crafted items are the best

player driven economy


 

This Plus

 

Player Housing

Player governments

Player controlled territory

Ability to capture player controlled territory.

  Swiftblade13

Novice Member

Joined: 2/02/06
Posts: 640

"My days of not taking you seriously are certainly coming to a middle" - Firefly

12/03/08 3:59:04 AM#9

The truth is that the most important thing is "Look and Feel".  The world has to immerse me, and it has to feel right.  This question can only be answered by playing... I generally know within the first hour.  Polish also fits into this category partially.

2nd is lots of grouping available

Next most important is content quality and quantity. (PvE)

then a list of  features:

Large open world

Prefer instanced dungeons, but no other instancing

Prefer player housing/cities

Enjoy sandbox mix and match skills, but dont think most/all should be this way.. just some.

Prefer NO CENTRAL storyline.... I like to feel like I'm making my own way through the world.. not playing a linear game

 

 

 

 

Grymm
MMO addict in recovery!
EQ,SWG preCU,L2,EQ2,GW,CoH/CoV,V:SOH,
Aion,AoC,TR,WAR,EVE,BP,RIFT,WoW and others... no more!

  Dr.Rock

Novice Member

Joined: 1/31/08
Posts: 608

No good deed goes unpunished!

12/03/08 12:31:06 PM#10

Hmmm.....

Twitch combat - not being able to dodge things manually or being hit through walls annoys me

No open world PvP (arena is fine) - unwanted distraction

Freedom of Movement - Got to be able to jump gaps, climb walls and swim under water

No pointless large areas - can't stand tromping through scenery with random spawns

Complex builds - plenty of meaningful stats and skills so you don't get clones. I would probably include character look and items in here but of less importance

Quests - not the simple collect, fetch, deliver, kill type and preferably instanced to a group, queueing for a rare spawn breaks any sense of immersion for me

Story - a good storyline with hopefully multiple decision based paths. Kill everything being the only objective is not desirable

Group play - I like to group to do quests to me it is the best form of socialising. Lots of people running around an open area with minimal interaction doesnt work for me

Narration - Something nice about good narration

Good community - this from experience tends to actually better if the game isnt too popular and a bit more niche

  Elikal

Spotlight Poster

Joined: 2/09/06
Posts: 5607

12/03/08 12:44:47 PM#11

Features I look for:

Many diverse races and classes

Big, open world

no griefing & ganking possible (PVP only when I decide)

good story telling

detailled visual character customization

  elocke

Spotlight Poster

Joined: 6/15/04
Posts: 2908

12/03/08 1:13:09 PM#12

1. Story and how this interacts with each character type you play.

2. Controls(UI and movement must be practically flawless and easy to use)

3. Graphics, mainly environmental, but also combat animations, etc.

4. Music and sound, I love a great soundtrack to open a world up to me.

Basically hit all these marks and I'll play your game. What makes me stay would be depth, how expansions and non pay updates grow the game, and community.

  doobster

Novice Member

Joined: 10/28/03
Posts: 740

12/03/08 1:33:27 PM#13

Sandbox

  Eliago

Apprentice Member

Joined: 11/16/08
Posts: 11

12/03/08 3:14:57 PM#14
Originally posted by Illius
Originally posted by Thomas2641

Decay /wear and tear on items

Crafted items are the best

player driven economy

These are some of the things I look for.  Also if the system in place uses the "bind on pickup/equip thing" then I start to think twice.  I hate the idea that once I pick up an item I can no longer trade it after I'm done with it.

To add to the list above a game I intend to play should have pvp because it makes up a large part of what I do in games.


 

I see where you're coming from, but games with item decay and/or no bind on pickup/equip have absolutely pointless economies. So I guess it depends on what you want to trade-off, "realism", or an active economy.

  Illius

Novice Member

Joined: 4/12/06
Posts: 3834

I intend to live forever -- So far so good!

12/03/08 3:30:46 PM#15
Originally posted by Eliago
Originally posted by Illius
Originally posted by Thomas2641

Decay /wear and tear on items

Crafted items are the best

player driven economy

These are some of the things I look for.  Also if the system in place uses the "bind on pickup/equip thing" then I start to think twice.  I hate the idea that once I pick up an item I can no longer trade it after I'm done with it.

To add to the list above a game I intend to play should have pvp because it makes up a large part of what I do in games.

I see where you're coming from, but games with item decay and/or no bind on pickup/equip have absolutely pointless economies. So I guess it depends on what you want to trade-off, "realism", or an active economy.

I have absolutely no issues with item decay.  I love the idea.  Most of the time when I played games with item decay I would outgrow some of the lower items that I was using and could sell them off to recoup some of my money.  Also  all the items I've made that were bound on pick up were not very useful either, especially in WoW.  All the high end items that I worked hard to get to were only usable by me and what good is an axe to a mage?

No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-

  Ujirik

Novice Member

Joined: 3/27/07
Posts: 198

12/03/08 3:38:07 PM#16

I want to see a faction system similar to one in a flash RPG I played earlier.  The game had about 7 factions but you weren't restricted to any single faction.  It was about all these different factions at war.  Helping one faction raised your standing with them and made opposing factions hostile towards you.  It had a few different categories for your faction reputation: kill on sight, hostile, neutral, friendly, and allied.  The game wasn't really about monsters or saving the world.  You can even attack allied NPCs at any moment, if you feel like it, but that will lower your reputation with them.  Anyway, I would like to see a complete MMORPG similar to that flash game.

 

Edit:  Well, here's an example.  When you first start playing, you're neutral with most factions, but hostile with the invading force (aka evil faction).  You can choose to betray your faction/city and help the invading force, defend your faction/city, or kill both!  It gave you the freedom to help or betray a faction at will.  You could help the bandits robbing some merchants, but then the merchants would consider you an enemy!  The game didn't have any hostile npcs or monsters to start.  It was just your character thrown in the middle of this huge war.  The enemy NPCs, or monsters in most games, were factions with a kill on sight reputation.

  Ihmotepp

Spotlight Poster

Joined: 10/28/08
Posts: 14557

12/03/08 3:41:38 PM#17

I also want a PvP game, where you have to put clamps on your nipples to play, and when you kill someone, it sends and electric shock to the clamps. The clamps come with the game, and plug into any USB port.

  Channce

Apprentice Member

Joined: 9/22/04
Posts: 403

12/03/08 3:52:03 PM#18

Seamless world

PvP that means somthing (not just you take it, then i take it back), instills "pride" in your side (no realm hopping in the same server)

Would it be to much to ask for to have a nice PvP system AND a nice PvE system?

Any toon actually has a chance to beat any other toon (of course using your specific skills, not an archer that can just go toe-to-toe with a tank)

Different, yet competitive classes for both (or more) sides

Crafting that means something

Housing and fluff

When I said i had "time", i meant virtual time, i got no RL "time" for you.

  Othob

Novice Member

Joined: 11/18/05
Posts: 53

12/03/08 3:54:17 PM#19

1. Stat based mats for crafting so the things you can craft are pretty much infinite in quality, durability, etc...

2. Random spawns game-wide so you actually have to "find' what you're looking for...

3. Toggle on/off RvR pvp cuz sometimes i dont feel like it...

4. Skill tree with points i can use anywhere for unlimited char build options...

5. Random loot generator for all loot drops... like a box of choclates, you never know what you're gonna get. Could be the crappiest crap or have an 1000 dps DOT and be borderline "illegal". Power equated to the level of the mob of course...

6. Good group and solo content... (with the random loot generator anything is possible so there's no whining bout soloers getting the same stuff as groupers)

7. But especially solo content cuz... call me greedy, but..... SHARING SUX!!! 

 

 

  Theocritus

Novice Member

Joined: 7/15/08
Posts: 1311

12/03/08 4:01:47 PM#20

1.     A way to sell that is very effective both for the seller and the buyer..........

2. consentual pvp (i hate being ganked also)

3. Diversity among class and a need for all those classes

4. Reasons to quest and camp (ie dont make quests worht 1000x what a mob is worth)

5. Fairly slow leveling so Im not max level in a week

6. Decent travel system- so when I only have an hour it isnt spent running the entire time

7. Variation in combat- I dont want to be able to just hit auto attack and win every time.....Give me some things to think about.....Make me use other techniques to take down mobs not jsut uber DPS.

8. Make the game social- Implement ideas that allow players to interact more with each other....No mroe of this "solo to max level through questing" stuff.

9. Decent death penalty- None of this "Oh no I died its going to cost me a silver." Make it so people have some respect for death and play with some caution....Make them actually have to learn their class somewhat.

  z80paranoia

Novice Member

Joined: 7/26/05
Posts: 409

Guild Wars 2 nutter

12/04/08 3:21:38 AM#21

- stylish character customization in appearance and abilities : my character does not have to be unique it just has to be how i want it. if a million other players makes their characters identical to mine that's their business.

- open freestyle skills (skills) rather than fixed closed set skills (classes): i want to mix and match my particular preferred ability combination in a freestyle skill system. in a class based game if your preferred mix of skills isn't in one of their available classes you are just out of luck.

- player skill matters far more than character stats : no, it does not have to be "twitch" based. urban rivals is not "twitch" based (it's very slow turn based) yet player skill is what ultimately decides the winner, levels mean squat and there is no gear. That's not to say i don't want gear and stats, just that i don't want those things to nullify player skill.

- economy : a deep and involved economy. this is one of only two valid (harsh and grueling) grinds in an mmo. the economy grind. so make it deep and involved and complex and nuanced. many ways to earn money. many crafting skills. this should be the "real game", the area that separates the commoners from the elite.

- a deep reputation system : where mobs and npcs treat you very differently based on your known past deeds. this is the other valid grind.

Guild Wars 2 is my religion