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I know this is a very large subject that is very debateable. But personally what do you look for in a top of the line MMORPG game?Storylines, item usage, graphics. Just list what yall would like to see in some upcoming MMORPG games or what you look for in them. Just want to see what your opinions are. Andrew Kody Johnston |
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6/27/09 2:56:49 PM#2
typically its classes/skills and how they are portrayed or described. Those 2 things right there can sell me on a game if the premiss and design is attractive. |
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6/27/09 3:46:51 PM#3
Grouping, a huge seamless world (Vanguard) a good community (not everyone in teamspeak ignoring the actual game) no oversized ridiculous Asian weapons |
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6/27/09 4:21:20 PM#4
Socialization. Options for non-visual character customization (classes, builds, skills,e.t.c.) Challenge. Feel and atmosphere. And two stupid ones - housing and jumping. |
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6/27/09 4:26:39 PM#5
High-quality graphics Soloability Good character customization Quest-driven, no grind ( as in killing mobs just to level) Skill variety Interesting, preferably mini-game like crafting
I also like Public Quests, or grouping without actually grouping. |
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6/27/09 5:00:47 PM#6
Soloability that co-exists harmoniously with grouping content. I generally enjoy going it alone, but let's face it-- it's stupid to forsake group content in a multiplayer game. I don't want to be forced to group in order to enjoy the game, but I don't insist that all content be available to a single player.
Meaningful stats on a level of D&D. Player skill is all well and good, but it's too prone to exploits. A happy medium should be struck between the two.
A living world. UO made the mistake of assuming players would be happy to JUST run a store, but the reality of it is that it's not really fun sitting around waiting for people to shop your wares. Instead, give players the option to make a store staffed with NPCs for example. Give NPCs goals to accomplish in the world. The farmer hauling his produce and livestock to the city to sell, for example. NPCs doing stuff around the cities or villages, like blacksmiths making stuff, mail carriers running deivery routes from town to town, like a pony express. Just something to indicate that the NPCs have a life other than standing around waiting for Adventurer #246 to come by to pick up their quest.
PvP with realistic consequences. Allow for the ability to be able to kill anyone, but put a system in place where you need a damn good reason to kill a player. As it is now doing it "because I want his sword" is little more than doing it "because I want his Nikes" and relegates a game into nothing more than South Central Los Angeles Online.
Lore, lore, lore. Give the world a history. Include readable books, NPCs with stuff to say about the world, it's history, legends, etc. Flesh out local religions and mythology. Make the player feel like the world has existed for millenia.
That's certainly not an exhaustive list of what I feel, but it's a good start. "You'll never win an argument with an idiot because he is too stupid to recognize his own defeat." ~Anonymous |
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6/27/09 6:18:55 PM#7
There are things that are important to me, like: 1. Community, specifically both size and maturity of the community members. It doesn't do any good to have a million people online if they all act like they're 12. 2. Customization. I don't want to be stuck following the same path as everyone else because there's only one best way to get from point A to point B, wearing the same gear, doing the same grind, making the same character with a different name because it's the best, if not only way to get there. 3. Type of game. I will not play a fantasy game, period. That's a deal-breaker right there. There are things I don't give a damn about too: 1. Graphics. Seriously, it's just eye candy, it's irrelevant. 2. Instancing. Within reason, I don't mind if there are parts of the world that are instanced, especially areas where a large number of people have to continually go. I'm sick of having 50 people camping waiting for a boss to respawn and high-end characters trouncing everyone else because they want to steal the loot that they can turn around and sell for millions. No thanks. This is just a very basic list, there are plenty more than I'm probably not thinking about off the top of my head and will probably remember as soon as I post it, but... there you go. :) Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA |
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6/27/09 10:10:32 PM#8
Is it fun? That's my #1 concern. Sure, I should probably say that I would very much prefer to have some form of PvP in my games, but I'm not very picky on what kind. I can't pinpoint a certain type of game I always look for though, I mean I've played so many different kinds and I've enjoyed so many different kinds of games. |
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Wizardry
Apprentice Member
Joined: 8/27/04
Remove quests,bosses and trigger them back in is called Dynamic events now?lol..i think not. |
6/27/09 10:26:31 PM#9
Originally posted by akjohn31 I want it all and yes grouping is important,we are SUPPOSE to be playing a MMORPG not a co op or single player game.A huge database,a large world,no linear game play,great graphics,great effects,great combat,great quests.Did i mention i want it all? :D http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w |
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6/28/09 5:55:52 AM#10
A nice clean style of gameplay (combat), with no bugs or silly glitches (minor ones that get fixed not stay around for 5+ patches). Also a nice ammount of gameplay elements, forts, towers, pvp battlefields, player housing, other "NEW" content. Don't care about interface's etc that can be changed via addons. Also not too much grinding, yeah some, but not grind 5000 hrs for max level (some games have this). |
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