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The Pub at MMORPG.COM  » Five reasons MMOs are Broken

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  corpusc

Hard Core Member

Joined: 7/25/03
Posts: 930

CHATTANOOGAN

contact me if you are seriously interested in
* C#
* making an old schoolish FPS

1/29/09 5:42:18 AM#21
Originally posted by Capn23

number 5 and number 1 are the only ones I agree with.

 

I sort of have a solution to number 1. It's a rather simple design.

 

Give higher levels a reward for helping lower levels. Have a scale down option that lets you go down to the normal level range of the quest or dungeon they are on. Once you are that level...your group mate will share the quest they are on and you will get something in your quest log called a 'Helper Quest" (I know...not very imaginative name ) Once you help them complete the objective, you will get a quest helper point. Once you save enough of these up, you could get some cool gadgets or a special mount.

 

now of course thats really a simple design. I don't feel like going into detail how it all work. I realize that lowbies could abuse the system and what not. It's just a basic idea.

 

number 5...I don't have a solution to either. Good luck with that one

 

the other three are just personal nit-picks of the writer.

 

 

nice thought

The End
---------------------------
i don't expect to like Darkfall, altho i may like it MORE than other MMOs. i know it is gonna have a very frustrating level of grind to it, even if its significantly less than most. waiting for a pure FAST action virtual world. dice rolling & character levels (even "skills") IN COMBAT should have never carried over from pencil & paper to a computer that can reasonably model 3D spaces and objects

  lifesbrink

Hard Core Member

Joined: 1/22/09
Posts: 442

There are 2 kinds of people in the world: those who don't like dragons and those who enjoy living.

1/29/09 7:02:53 PM#22

5) The problem: subscription fees
Solution:  Subscription fees are NOT an issue.  The reasoning behind them is the issue, and that causes problems.  Companies have grown lazy and uninspired because they only merely need to come up with reasons for people to continue playing, and this complacency is enough to drive everyone who cares mad.  However, this will not change until we find a company with deep pockets that is willing to make an MMO that means something, rather than throw something out for the masses to attempt, ala WoW-clone.

4) The problem: aggro
Solution:  The fool who wrote the article apparently does not understand mechanics of the real world, which as someone pointed out, does have aggro.  However, there is a noticeable foolish idea involved in how aggro currently works.  Let us say that I have a lvl 10 Warrior running around in a group of lvl 10 Orcs at their camp.  The con is even, and their aggro is limited to about 30 meters.  Suppose I am lvl 20 though, and all of a sudden they have no aggro....hmmm.....and if I am lvl 5, their aggro is 50 meters....hmm!!
This brings into light the silliness of the aggro system itself.  Think of it this way, how does aggro of most creatures really work?  Well, that answer lies in the creatures personality.  This is a variable.  Given that orcs are usually nasty brutes that care for carnage, they are likely going to aggro on you *from* sight, no matter the level. In a case like this though, I think a powerful character might make them run away or cower if he/she happens to LOOK powerful, or uses some ability or spell that makes them seem powerful. Again, its all in the display.
Of course, most animals should be governed by other things. Deer should never aggro, (unless they are demonic or something), and instead run away. Something like a wolf should run away, unless its in a pack, in which case it should almost always aggro on sight.
So that is how aggro should be handled, not any of the current shit that plagues our games.

3) The problem: button lock
Solution: Currently, abilities are indeed locked to a lot of button pressing. This is fine for certain games, but for others is quickly remedied by having abilities no longer have cool-downs. Who the hell implemented the CD anyways? Let's think of it this way, using a set of spells, for example. Again, let us suppose that we have a powerful wizard, who has 3 spells at his disposal: Fiery Blast, Levitation, and Hurricane. Each should have different modes of casting. Fiery Blast should be a quick burst of mana use. For this argument, this wizard shall have 1000 mana. Fiery Blast costs him 50 a burst at lets say 300 damage, which at some point, when the spell was learned, originally did only 150 damage at 25 a burst. However, as the wizards skill grew, so did his ability to concentrate more energy at once for greater damage. No CD, can be spammed. However, all spells should have an induction time to cast, at least. Instant spells should not be particularly powerful, ever, or should have a certain use. All spells should have some interrupt, as well.
Hurricane, however, should have a much higher amount of damage, require some rare reagent, and have the effect of a constant storm for some period of time that wreaks so much havoc, that the people near should have cause to fear it. But what keeps people from using that a ton?? Lots of things, if this idea is done right. For one, it should leave a wizard weakened after doing it, possibly through a debuff that lasts a while and affects mana regen. Second, it should be a channeled effect, meaning it can be broken, and the storm should leave a tracer to the wizard, (unless we have ourselves a storm that was sent somewhere, although this kind of spell should be legendary). Lastly, the spells effects should have negative connotations. If you have a game with trees as resources, they should be destroyed. If there are factions, there should be faction hits for areas affected by the storm, and so on.
Levitation is an easy one. It should slowly drain mana, and should be channeled. So we don't have wizards floating about and casting spells everywhere without being able to be hit by any sword-wielding maniacs.
Cooldowns are the responsible party for button management, mainly. Although my example was of magic, these same concepts should apply to other class structures as well.

2) The problem: static worlds
Solution: There are multiple solutions to this, actually. This depends on perspective. On one hand, we can make a world large enough with a decent amount of population contained within it that you can have enough renewable content that allows for a world to dynamically progress without people feeling leftout. This type of game should have, however, a few things to make up for it: Player-driven content (Towns, quests, government, etc.), writable history, records of deeds and monsters that have acceptable spawn patterns (i.e., similar to population controls that mimic reality).
That is one solution. The other is simpler, or can be, at least. Progressive servers. You have your game world complete with its problems and quests, and everyone can do them. Then, when a player has completed a certain series of quests together, he/she can move on to another server (same world, different timeframe) where all the quests have been completed and different problems are arising. This should be an optional move, always, and should be reversible, should the player want to go back to help newer characters or alts.
 
1) The problem: you can't play with the people you want to play with

Solution: This isn't so much a game problem as it is a people problem. Most people simply do not like playing with friends if they are lower-level. I have friends like this, and I am sure most people do. No matter what system you put in, progression is progression. We would need to see a completely different type of MMO to come out to get beyond this, one that creates a living, breathing world where progression is not always the answer. Remember, not everyone needs to be driven to some end, but games where progression is it, lacks these players.

My blog is a continuing story of what MMO's should be like.

  Palebane

Novice Member

Joined: 10/18/04
Posts: 3164

1/30/09 6:07:14 PM#23

The Problem:  I have simply outgrown MMOs.

Seriously, MMOs have remained fundamentally unchanged since pen and paper days, maybe it is you that is different now.


The community stagnates without the impulse of the individual. The impulse dies away without the sympathy of the community.
--William James

  Midnitte

Apprentice Member

Joined: 6/11/06
Posts: 511

To not conform is to conform; Always question orders and demand a reason, least you become a Nazi.

1/30/09 6:44:35 PM#24


Originally posted by Palebane
The Problem:  I have simply outgrown MMOs.
Seriously, MMOs have remained fundamentally unchanged since pen and paper days, maybe it is you that is different now.


One could argue the genre has regressed, which is even worse then going unchanged. I think MMOs lost some dynamical features from the transition between Ultima, Everquest, and the current popular MMOs. Its merely turned into who has the best gear, best spec, and knows which moves to use at certain points. Its no longer about adventure but progression, and this is why MMOs are broken.

  asdar

Advanced Member

Joined: 11/07/05
Posts: 338

1/30/09 7:29:10 PM#25

$15/mo is change, try putting $15/day in space invaders to see some real cost. Aggro is peripheral, if the game was fun you could easily learn to deal with that. Button lock isn't fun, that's true but the solution isn't to get rid of buttons, it's to make it fun to figure out which buttons to push. A static world, that is fun would be good. Playing with friends is nice, finding new friends is too, but it's peripheral to the problem.

The five solutions

To make a game fun they have to go back to the drawing board. Look at the games that capture peoples attention, such as Tetris or  Rubik's cube. Make the game interesting to play, look outside what's being done. Tiny changes to the same form won't change it.

Dev's need to focus on what they want, and take the audience it garners. Don't go for the WoW crowd, instead focus on a game that you find fun and think a large group will find fun.

Dev's should accept the game length they can create. Stretching things out (grind) is a sure fail. A good, but short game is better than a stretched out game.  Add new material later in expansions, just be sure that it is a good game and not an abreviated game that's still boring. Going with this is to create a world that is the size of the game. Bigger isn't always better, if you want interaction then make it a small game. It can always grow later.

Real beta's again. Require that people that play in betas write reports. If they don't put someone else in their place. Beta's are now hurting the game. People are seeing them as free play time. Plus, drop NDA from all of them. Make it transparent. People will want to play any new MMO that has some creativity in a way that interests them. Focus less on matching expectations and more on creatively making a fun game.

There's a lot of ideas out there, before a game is developed they should try and expand their ideas of what's possible. Incorporate sounds and vision in ways that haven't been done. Instead of fighting the players urge to create embrace it. I'm not talking about complete freedom, and I'm certainly not talking about reality, I'm talking about allowing creativity.

 

Asdar

  Kyleran

Elite Member

Joined: 9/13/06
Posts: 14598

A simple truth-"What people want and what is good for an mmo is not always the same thing"-mrw0lf

1/30/09 7:50:11 PM#26

MMO's are working as designed.  Unless we're taking sandbox games like EVE which play quite a bit differently and don't sufffer from the same playstyles.

"Just because you aren't paying doesn't mean it's not PTW." - Amaranthar
Bitter Vet ™ since 2006
"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

  tusbitanpa

Novice Member

Joined: 1/30/09
Posts: 1

1/30/09 7:59:19 PM#27

it only presented a problem, but in  the end, there was not solution suggestion.

  Instamatic

Novice Member

Joined: 11/13/05
Posts: 56

As soon as you're born you start dying.

1/30/09 8:09:19 PM#28
Originally posted by lifesbrink

4) The problem: aggro
 Deer should never aggro, (unless they are demonic or something), and instead run away.


 

I've had deer nearly aggro me at a campsite once.  It was a doe with fawn nearby and me, my wife and my rhodesian ridgeback in the campsite.  She didn't like the look of us I guess and huffed and stomped her feet about 30 feet from the campsite.  She repeated this about 4 times but the Taunt didn't work and she left.

Perhaps she was trying to "pull" one of us but there was no way that was going to happen.

crawtimus Xfire Miniprofile
  Fennris

Advanced Member

Joined: 2/04/07
Posts: 247

1/30/09 8:18:59 PM#29

I played rpgs before there were MMOs.  Take the most boring, least creative, least strategic and most heavily scripted parts of rpgs and ditch everything else and there you have MMOs today.  I'd write a post detailing what I mean by that but it would be very long and very useless.

EQ1 was great.  It showed the world that 3d 1st person rpgs could exist with hundreds occupying the same very large zone.  It also showed companies that such games had widespread interest amongst people willing to pay $.  Since then we've got almost nothing but more refined clones of that game with some cosmetic variations.  All of the good was taken from EQ1 but so was all of the bad.  The worlds are still very static, character movements and environment interactions are very limited, classes are still fundamentally the same, monster/Npc AI is still the same, zoning is still going strong (except in wow), etc, etc, etc.. 

The fact that many gamers today can't imagine a game without #4 is the most tragic thing of all as far as I'm concerned.

For #1, CoH and another game I've played recently, maybe AoC, have a system that allows players to share adventures with those from different levels.  I don't like that because it makes getting levels sort of pointless.  I'd prefer a game where the difference between a level 30 and a level 60 wasn't nearly so enormous.

  neonwire

Advanced Member

Joined: 12/19/04
Posts: 1807

1/30/09 8:56:27 PM#30
Originally posted by Fennris

I played rpgs before there were MMOs.  Take the most boring, least creative, least strategic and most heavily scripted parts of rpgs and ditch everything else and there you have MMOs today.  I'd write a post detailing what I mean by that but it would be very long and very useless.

EQ1 was great.  It showed the world that 3d 1st person rpgs could exist with hundreds occupying the same very large zone.  It also showed companies that such games had widespread interest amongst people willing to pay $.  Since then we've got almost nothing but more refined clones of that game with some cosmetic variations.  All of the good was taken from EQ1 but so was all of the bad.  The worlds are still very static, character movements and environment interactions are very limited, classes are still fundamentally the same, monster/Npc AI is still the same, zoning is still going strong (except in wow), etc, etc, etc.. 

The fact that many gamers today can't imagine a game without #4 is the most tragic thing of all as far as I'm concerned.

For #1, CoH and another game I've played recently, maybe AoC, have a system that allows players to share adventures with those from different levels.  I don't like that because it makes getting levels sort of pointless.  I'd prefer a game where the difference between a level 30 and a level 60 wasn't nearly so enormous.


 

Yep you're absolutely right. The graphics seem to improve (sort of anyway......some of them actually get worse) but the game design pretty much remains the same. MMOs are indeed just extremely basic and very limited single player games ported over to the internet and opened up to everyone for a monthly fee (problem 5). The problem is that the online versions of these single player games can never be completed. The bad guys cannot stay dead, the quests cant be truly completed and once the players reach the end of the game there is nothing to do except either repeat the end of the game into infinity or fight other players forever in a glorified arena (problem 2) which is pretty much what happens in a single player console game. It makes it pretty hard to ignore the question "whats the bloody point?"

Its certainly a pretty good money making machine for the games companies though. Problem is as the years go by the brains of many players are being turned to mush and it seems like the developers brains are growing stagnant too. Lots of them can no longer see the potential of online gaming and instead keep taking the easy route of sticking to single player game design.....which is natural really because its what these games companies have always made in the past.

Most of these single player games used a level-based system too (and still do) and because of severe lack of imagination and effort on the devs parts they just try and force it into mmos as well.......which once again just doesnt really work. Levels contribute to needlessly splitting up the players just like the original article says (problem 1) and also causes them to focus on themselves instead of the people they are playing with. Afterall what else can the player focus on when the only thing they have any vague sort of control over is the progression of their own character by increasing its level. Its not like anyone can have any kind of  meaningful impact on anything else in these games. Its silly really because in a game which is more like a world than an actual game (ie you can never "complete" it as such) it actually makes much more sense to have other ways of making progress, such as influencing the growth and decline of empires, causing world shaping events to occur, helping certain factions overcome others to gain dominace (RTS MMOs?) and generally influencing the gaming experience of the other players. This way the state of the game world would always be changing based on the players input.....kind of like a complex multiway tug of war. Instead we keep getting games that tell us stories (sigh) and all the devs time is spent on creating static content when they could be creating awesome systems, tools and game mechanics that allow the players to play out their own "stories".

The bit about aggro (problem 4) in the article is simply the devs preferred method of compensating for the fact that these themepark mmos dont really have any particularly noteworthy AI. Its just a bunch of mob "nodes" that all do the same old thing (stand still or move around a little bit) and attack players when they walk nearby. It doesnt matter if its an Orc, a boar, a skeleton or a bloody giant Dragon from an alternate dimension! They are all just "nodes" with alternate animated graphics put over them like hand puppets. Yet people continue to refer to this as "content" lol.

On the plus side I get the impression that this genre is slowly beginning to wake up. A few games have already broken the mould. I think its gonna be at least another few years though before it finally lifts up its big lazy fat leg and plonks its foot onto the next stage of online gaming evolution.

  User Deleted
2/01/09 8:01:58 AM#31

Well I can agree with everything he said.

5 - I can't think of a better way to do it without subscription fees, but paying $15 a month does encourage the developer to make the game drawn out and for everything to take increasing amounts of time to get you to play longer, this is partially why grind is added to pad the game length.

4 - Aggro does not always make sense, especially when a mob will continue to attack a player even while being killed by others.  Maybe if mobs had a list of prefered targets, like which mob is closest, more powerful and of the particular kind that the mob tries to kill, like assasin mobs attacking your healers.  And if they get attacked in the mean time they try to fight off or escape from their attacker and then go back to their objective if they can, we are deffinately going to need better AI for this though.

Aggro also lends itself to pulling, either ranged or physically, and well I figured you shouldn't be able to pull one guy from a group, the rest of the group should notice he is gone and come too.  Factor in noise too, the screams of the anguished should attract more mobs to the area.  And don't make all mobs just hate me, a thief and a harpy wouldn't work together to try and kill me because I got too close, the harpy may end up fighting both of us or ingoring the fight and pick off the winner.

3 - I agree with this too.  I think you could make people pay more attention to the action, if controls weren't just a row of buttons you hotkey to something and if they were not so cool down dependant.

Use fewer but more variable buttons.  Buttons charging for one, press it and it is this instacast spell, hold it and release and it is a AoE spell.  Button combinations this button is for regular attacks, this one is for the power attack, ress both and you get a conical AoE.  Target sensitive attacks, make it so that attacking different parts of the body do different things, want to stun him shoot him in the face, you could use an aiming system like that of the seige weapons in Warhammer, where is snaps to body parts.

Situational abilities, is stead of having a button for for execute type ability, why not just make an icon appear over the mobs head and let you press it.  Or for abilities like stealth attacks, why not just do the same thing when you are behind people, no need to add another button onto the hotbar.

Make cooldown and cast times intuative, for cast time just make me hold the button down for X time and give me visual ques to let me know the spell has charged, instead of a cast timer.  Cooldowns could use a sound que like my character saying something to let me know the ability is usable again.

Of course these don't have to be in the context of an action game, they can still be used in the math focused RPG combat.  And hotbars are still useful for some other abilities.

2 - This one is an issue.  You could do a player driven world, with player created cities, quests, governments, economy etc. but I would only use that in moderation, because players often create things and events of very inconsistant quality, and giving players the ability to do something like destroy others buildings, or tax others will be abused.  So giving players more power to change the world is good but only if you control it, maybe like lots to make player buildings organized, guild controlled keeps with the ability to add defenses and such.

Then there is what the game could do itself.  Spawning semi random events such as a bandit raid on a town, famine in an area, bridge collapse and other events that actually impact the world.  Even provide a simple public quest so people could join together and help solve the problem.

Then there are things that you don't realy want to be changed, well maybe you do but things would get messy if they did, like dungeons, they should never stay cleared, or else you are deleting content for others to do, or like cities, they should never be destroyed, captured maybe but only for a certain ammount of time.

1 - I think the problem with this one is mostly in statistical hiearchal power.  I think you need to lower the ammount of difference between high level/skill and low level/skill substantially and make the major difference in tactical options, ie power wise a newbie and vet are much closer, but the vet has many more abilities to use.  This would make it where the vet can play with the newbie because the newbie can actually contribute to the adventure and likewise the vet just can't walk all over the mobs either, though his abilities certainly help.

Then you have to add incentive to go back and play with newbies, which could be in the form of little rewards like titles and bigger ones like having new parts of the dungeon open up when a vet is there.  Though I guess the best incentive is that you want to play with your friend and as long as the game allows it you will, no other incentives needed.

  zollen

Novice Member

Joined: 3/10/04
Posts: 353

2/01/09 10:47:56 AM#32

There are two simple reasons why MMOPRGs are the way they are.

 

1. Econmics

2. Technologies.

 

 

case closed.

 

  Lidane

Apprentice Member

Joined: 1/08/07
Posts: 2251

2/01/09 10:56:01 AM#33
Originally posted by admriker4

CoH solves the problem of not being able to play with friends. Sidekicking is something all MMO's should consider

Exactly. Not only can a lower level player have fun with a higher level friend by Sidekicking, but there's also incentive for a higher level player to level down and Exemplar to others, since doing so allows for XP debt to be paid off faster.

Personally, I think the Sidekick/Exemplar system is genius. It removes the level barrier that would ordinarily exist and lets people have fun together.

  Zeiyan

Apprentice Member

Joined: 12/10/08
Posts: 27

You've got to change the world and use this chance to be heard. Your time is now. Interlude

2/01/09 9:19:21 PM#34

MMO's aren't "Broken"... they just aren't working as well as they used too or perhaps as well as they should.  What that guy doesn't understand is that MMORPG's are Ideals. And to create something great it takes time, and it may take more generations than we want, but MMO's are about being patient. When we join a game we trust in the developers who made it an continue to make it that they have our Ideal game. Different people have different ideals, and an MMO is my ideal. My perfect game style (mmorpg) isnt broken, I am just waiting for the game I want to sink into to come out. ( Star Wars : The Old Republic). So frankly that dude can shuv it where the sun dont shine, yeah thats right... up his nose.

  objeff

Apprentice Member

Joined: 1/17/09
Posts: 101

2/01/09 10:01:52 PM#35

#5 -- The Subscription fees are fine... Some other games have pay for items... something needs to keep the game going.. Can't blame the companies for this.

#4 -- Agro I would say needs a bit of a revamp. The current model works great however it is being used and reused. I think game needs to come out with top of the line AI. What do I mean? For example: Goblins always fight in groups - if you attack a lone gobbie he'll run to the closest group the second you step into his sights -- or maybe you're playing an orc and he hates dwarves so he'll attack the dwarves first.. That way when you attack a creature you have to know how they react as well has a bit of random nature to each of them. It woud be a great way to keep combat fresh and less....routine.

#3 -- Button lock sucks but not a huge deal....I wouldn't say it breaks the game. There have been a few good suggestions thrown around on this thread. I'd like to see the EQ1 slots back... For those that did not play EQ, you had 8 spell slots and had to select what spells you wanted to cast. To me this created a bit of a challenge and required some forethought. You could swap the spells out which required opening your spell book and memorizing a new spell (which took a bit of time) For the button lock--I say not only have spells take mana but have them take stamina as well--if you chain cast you'll wear yourself out and be unable to cast. You can fire a bunch off but you'll be tired.  However, if you use them at a moderate rate you could maintain.

#2-- Static world----not a whole lot can be done with this one - someone mentioned a progressive world which is a good idea..

1# -- Can't play with people -- I've not had too many problems with this one.. just gotta get out there and make friends with people you don't know.

 

Overall I can't say these are the 5 things that make MMO's broken. I think its just 1 thing........Lack of variety. Break the mold!!!

  Zeiyan

Apprentice Member

Joined: 12/10/08
Posts: 27

You've got to change the world and use this chance to be heard. Your time is now. Interlude

2/02/09 3:02:13 AM#36

Amen to that

  rounner

Apprentice Member

Joined: 9/07/06
Posts: 323

Once a man, twice a child

2/02/09 3:26:41 AM#37

The issue of agro inevitably addresses the holy trinity of roles. I do not think it is a bad thing, but I see it holding back AI. What I mean is, the enemy should be smart enough to know it must drop the healer first, regardless of taunting, basically what you'd expect in PVP. The mechanic could be changed to physically blocking access to healers, as we are seeing some games attempt. That's one possibility anyway.

EDIT: And this is why I am tolerant of some games obsessing over PVP balance, not that I'm big on PVP, but so games can evolve towards smarter AI.

  rikilii

Novice Member

Joined: 9/22/05
Posts: 1063

2/03/09 7:13:04 PM#38

So true, all of it.

The culprits are:

1.  Level-based advancement with ridiculously steep power curves (e.g. a level 10 character cannot even damage a level 30 character or mob....EVER);

2.  Worlds that are carved into separate zones where mobs are assigned arbitrary level values.  The level 50 wolves in zone A could devour entire armies of the heavily armed and armored level 20 Orc warriors in zone B.

3.  The entire concept of "tanking" and "healing".  Practically everyone that plays MMOs hates healing.  Why does this even have to be an element of combat?  Where the HELL did this idea come from.  I can tell you for absolute certain that I have never read a book, or seen a movie, where one person healed another person in the middle of a fight.  Why do we have this in MMOs?

Imagine a world where arrows and bolts of lighting didn't travel THROUGH your allies to hit your enemies, where a "tank" actually had to physically block a monster to prevent him from eating your mage.  It sounds crazy, but you might just have to use tactics in such a world.  Amazing.

____________________________________________
im to lazy too use grammar or punctuation good

  giggal

Apprentice Member

Joined: 11/25/04
Posts: 104

2/03/09 7:36:55 PM#39

I personally find that the problem with ALL new mmo's post WOW is that they all follow this idea that you start at the beginning and once you have done all the quests you end up at the end capped level. There isnt really much thought put into where to go because the game already tells you.

Now in city of heroes you had lots of zones you could level up in containing different leveled enemies and different types. You could start in atlas city if you wanted to but if you wanted you could also go to galaxy. You had choice as to where to level and what to kill. You could meet up with friends and do whatever you wanted.

The big change from COH to COV is that in cov you started off in the rogue isles and from there you progressed until you leveled out of that zone then unless you were really really dedicated there was no reason to ever return to the starting zone.

In dark age of camleot you had multiple starting points (until they revamped) and you eventually found yourself gravitating towards your capitals there were different zones to level up in and although the dungeons were spread out and required set levels you could choose weather to stay in an easier dungeon for a few more levels or progress to the next. There was no quest structure so it was litterally a case of forming a group going off to kill red cons OR soloing killing yellows.

Now city of heroes/villains sidekick system i think is one of the best systems to allow higher levels to help out lower levels and much in the same way EXP debt is built up when you die and to get rid of it quickly you go help lower levels.

I feel that currently the reason everyone is getting bored of mmo's and i am one of those jumping from MMO to MMO . Is that yes i want structure to the game some guidelines i tried playing potbs AGES ago and it lost me because i could go anywhere and do antyhing i became lost i didnt know what to do or where to go, in wow it was the same 5 quests from level 1 to level 63 which by the time i had reached this level i was bored to tears. And anyone saying "it gets better after level 70" then blizard should consider making it fun before level 70 or providing me with a level 70 when i log on.

Lotr was very pretty but same again the same quests cut and paste from level 1 to level whatever i got to lothlorian with my burglar before i realsed this game was a WOW clone with lotr story stamped on the back. weather or not it has changed in the months since i last played i dont know.

AOC a very very pretty game but still has some serious bordeom issues there is no reason to group except to do some dungeons and end game raiding you can also go from level 1 to level 80 in effectivly the starting gear. Fights dont require too much brain power tank or caster you will generally win with about 50% hp left.

How can companies make the games more fun is provide choice but not mindless grinding choices, i think warhammer had a pretty good idea although i think some of it was flawed with the mindset of the players they were atracting . Pvp type games atract players that want end game as fast as possible and forget about the journey.

How would i solve these problems well im currently designing my own mmo and using the realm crafter software to put it together (yes i know its not the best) and ill say this to anyone who bemoans developers and programmers. Its a very very very hard balancing job. So far ive got A warrior (tank) and mage(caster) and thats it i cant work out anything else before i hit the hurdle of ok now im ending up with game xxx.

When i even get onto ability testing ill have no idea. But i wish people would learn this, when you pay your 15 dollars a month and sit on a forum or in game proclaiming "this is boring this is s**t the developers are retards" your still paying them 15 dollars a month and until you stop paying them they wont care what you say. and until you can provide me with evidence that you have coded your own mmo and produced it to the same standards of the ones on the market then your opinions dont really mean much. Pay and enjoy or stop paying and find somthign else. its as simple as that.

  XxjagoxX

Apprentice Member

Joined: 6/05/06
Posts: 149

2/03/09 7:47:55 PM#40

i kinda agree




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