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6/28/09 7:38:02 AM#21
Servers that allow for age bracket grouping.. I like to socialize with people of my own generation in general.. I wouldn't mind paying a lil extra for 21 and older server.. (verified by CC and DL)..Don't take offence kids, we adults are not insulting you by saying we want to socialize with our own peers.. I know it's not fullproof, but it would cut down attempts by minors tremendously :).. but heck... Lets go "genre" categories as well, such as music, sports, age, region or hobbies.. |
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Originally posted by Quirhid
Please. Let this not become mainstream. You can have a high-end character with only paying enough money. "Oh I want to fly that ship over there." -Pay ten months worth of subscription, fast forward time and voilá. No just no. And some people cannot hope to achieve the same amount of skill levels some vets do without buying someone's account. This brings a new gap to worry about. Only acceptable way to close the gap would be a game based more on player skill rather than level and gear grind.
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Originally posted by Abrahmm
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6/28/09 3:33:58 PM#24
Originally posted by NeverLand7
I'm with these guys... I remember playing SWG pre-cu and thinking that video games were on the verge of being everything Id imagined they would be as a child. It seems like the fast few years they have swung in a completely different direction. Now new and upcoming MMOS don't even offer the features that originally attracted me to the genre in the first place. Deep meaningful crafting, open world housing, shops and cities... feeling like I was living in an evolving world rather than rigid game structure. Maybe some day they will get it right... but I don't see that happening with any of the currently announced games in development. it's all more of the same, either that or even less. |
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6/28/09 3:44:55 PM#25
There is a game out there with each of these features but I'd like to see them combined into one super game: 1. A large, seamless world like Vanguard or World of Warcraft 2. A system allowing people to temporarily alter their level by tagging along with a higher level friend (much like City of Heroes). Honestly, I don't understand why more games don't do it. 3. Either a purely skill based system OR a level based system where your level is determined by the number of skills you have (like Star Wars Galaxies during the combat upgrade) 4. Deep, open PvP. No instances but there can be PvP areas where you are automatically flagged for PvP. Not free for all (maybe on selected servers for those who prefer). Plus allow people to get reasonable experience from PvPing like in Warhammer Online. 5. Non-combat classes for those who prefer not to fight. Crafters, diplomats, entertainers etc I honestly think those five things should be necessities in ALL modern MMOs (minus maybe skill based systems, as that's a personal thing) MMOs played (In order of how much I've liked them): Star Wars Galaxies, World of Warcraft, Vanguard, City of Villains / Heroes, Guild Wars, Warhammer Online, Age of Conan, Tabula Rasa, Anarchy Online, Ryzom, Final Fantasy XI, Matrix Online, RF Online, Rappelz, Hero Online, Roma Victor |
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6/28/09 3:58:15 PM#26
1. Fun combat (first person or third person as long as its fast, smooth, and fun) 2. Guild owned/designed towns/bases (think planetside/L2 but you determine where the defenses are) 3. Wars that you can actually win. (which means somebody has to lose) 4. The removal of levels. (mmos should be much more than grind up a char and do nothing) 5. Huge worlds, one server, and at least 100vs100 battles. (kinda like eve but with land) Own, Mine, Defend, Attack, 24/7 |
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6/28/09 4:11:49 PM#27
1) I want to see a much higher grade of RP-enforcement. I stuck with WoW through TBC, then just couldn't take it anymore because the GMs weren't doing anything. Have a problem sit in the queue for 3 hours, only to get a copy+paste response and no actions taken. If the Server has an RP-tag, create a pop-up that thoroughly and clearly explains what is and is not accepted. Have the player agree to the terms of the RP server pop-up before being allowed to even connect. I want to see a special RP category of tickets that deals specifically with RP issues, tended to by a few RP-specific GMs. I also want those GMs to have a wider range of abilities other than "Ineffective Warning" or "Banned." One warning is fine. After that, I want to see a setup like the following: -Multiple incidents of verbal taunting/abuse agains Roleplayers: Mute the player for a week, a month, then ban. -Multiple incidents of active-disruption (through emotes, clipping, etc.): Make the player invisible for a week, a month, then ban. -Verbal abuse and active-disruption: Freeze the account for a week, a month, then a ban. To some this may seem harsh, but I go to RP servers to Roleplay. If I wanted to PvP with Leetz0rsDewd I would go to a PvP server. If I wanted to kill NPCs with IMSoEl337 I would go to a PvE server. I only ask for the same in return. 2) I want to see a significant degree of player world-manipulation. Building houses, farms, cities, etc. is great fun. If I have the in-game money to purchase a plot of land, I really want it to be mine. Think Sims-design capabilities without the (in my opinion) lame imitation of reality. 3) I want to see the death of quests that are there for no other reason than to grant you XP. Most FedEx quests, all "Kill X NPC" quests, etc.. 4) Greater appearance and customization options. Armor dyes are always a good thing. The ability to 'retain' your unique appearance would also be a favorable trait in my book. In WoW I loved a few looks for my Mage, and hated almost all the official sets. I was so sick of purple, blue, and pink by the end (I'm a Red, Black, and Gold type of guy) that the only which appealed to me was the unattainable Arena set. Being able to customize weapons in a similar fashion is also a good idea. 5) Open, dynamic world. After AoC I'm sick of instances. TR wasn't that bad, as at least the areas that were instanced were fairly large and had stuff going on. AoC was instance-tastic, and I greatly preferred WoW's approach. Being able to take my character to some secluded spot on an enormous map was exhilerating. 6) Unique quests, titles, and items. I also truly mean 'unique.' It appears once, and when it's done, it's done - or has an incredibly small chance of appearing again. I also don't want these to be only accesible to hardcore players/guilds. Maybe while wandering around in said enormous open-world and finding said ultra-secluded, super-secret spot, someone appears and offers you a unique tattoo/looking item/armor/title for helping them out. 7) I want to see the Rock/Paper/Scissors model of class design (or Holy Trifecta of Warrior, Mage, Healer if you must) done away with. I think I'd be all right with "softer" incarnations, but hard counters should only exist of both players have antagonistic skill sets by choice - not by inherent design. It works for FPS games, but in heavily dynamic MMOs, it's a bunch of headache for very little reward. About all I can think of for now. Kudos. Yes, I am an English Major. |
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stamps79
Apprentice Member
Joined: 6/27/08
Play first, judge last, the rule has been set. The Happy Accident will come. |
6/28/09 4:35:06 PM#28
10 to 14 classes I know I like to have choices. Lots of In-game Cinematics and not only a few like WOW Voice NPC at least 75% to 80% it really shows off each race or persons conversation when you hear it. Crafting system similar to WOW , they have shown a solid system compared to most MMO's out there. Toon earned Titles that give you bonus found in a few games and even in Aion Weapons/Equipment that have lots of random looks and even a paint or customizing editor Ability to create socket slots on items Weapons/Equipment Mounts with combat options, AOC and a few other MMO's have tried this and have failed. Buffs that start with 30mins to 1hr, 5/15/20 min buffs just are a pain. Detailed Character Creator, Aion is another game out there that is showing this and hopefully more follow. Achievements from the beginning, like WAR and they did do this very well. Able to do 3 to 4 Main Professions and 1 or 2 side Professions AH and Banks in all major cities Larger servers 10 dollar monthly charge, I know LOTRO only did this for a number of months but I think at 15 dollars on the average for a MMO is pretty high, unless there is a lot of new conent updates then 15.00 would be fine. Music, AOC has some amazing music, it gives the game so much more when this is in there, when you disable the music from the game you know theres something wrong. Story needs to be exciting, or at least well enough that you get it to it. Variation in toon sounds for each race.
That's what I would like to see in the next MMOs of 2010 and beyond.
Awaiting release: Guild Wars 2(August 2012), Elder Scroll MMO (2013), and Torchlight MMO (Oct 2014)
Failed to impress: STO 1/4yr, Aion 1/2yr, AoC 1yr, CO, Fallen Earth, DDO, EQ2 1/2yr, WAR 1/2yr, Lineage 2 and FF XI 1/2yr, FF XIV. |
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6/29/09 3:18:42 AM#29
Originally posted by stamps79
I disagree with this. Long buffs are boring. I've always found games such as Baldur's Gate, Guild Wars etc. where buffs were short lived much more interesting in combat. The short time they were on you made them more significant and they could be made more meaningful aswell. Shorter more meaningful buffs, protection spells and the like make things more interesting but they have to have some impact. This makes a great buff-debuff-dynamic as in previously mentioned games you could and should remove the enemies' buffs or interrupt their casting. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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6/29/09 3:29:20 AM#30
Everquest, before the luclin expansion, with a WoW interface.
Everquest 1 like races and classes. (so many classes that most groups were different when you joined em) EQ had very little quests in the beginning, the quests that did exist yielded items, not exp. EQ had an economy pre luclin. Was bolstering. Exploration was epic. Seriously, the boat ride to Kunark alone was awesome, I fell off once. Imagine getting stuck in the middle of the atlantic. I was afraid of sharks! WoW like interface. I like using both mouse buttons to move if id like or wasd. No click to move, that sucks. The third person is done great. The hotkeys also are great... WoW does interface the best.
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6/29/09 3:35:22 AM#31
Here's something what I want to see in the future. Feel free to disagree. -Good MMORPG still rests on the shoulders of an exciting and interesting combat system. I really would like the games to get rid of the holy trinity dynamic. (Keep the RPS. It still makes a good game.) Getting rid of the traditional tank and the awkward aggro system might be the first step. -Better AI. This relates to getting rid of the traditional aggrosystem as mentioned above. -Very flexible and customizable class system with possible dual/multi-classing option. (Still not a fan of classless systems) -Instanced world that does not break the illusion of a seamless continuous world. (Instanced places gives the players chance to change the world around them - have an impact - as opposed to a static world that never changes.) -Less but more meaningful and more engaging quests. -Cutscenes. If the game has a story, the best way to deliver that story is by fully voiced cutscenes. -Fully voiced dialogue player character's voice may be excluded. -Polished. 'Nuff said. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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6/29/09 7:19:55 AM#32
I think I'd settle for a game that simply worked as advertised. MMO developers have been over-reaching forever it seems, time to see a company that can say with a straight face that the discription on the box is accurate and not "coming soon". |
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6/29/09 8:56:41 AM#33
* New battle mechanics. Not "new", as so much other/different mechanics used more often. Here I think of each individual mob having certain aspects which the player has to actively think over. Rather then just specific generic moves that do certain damage or effects. Here, a simple example, a bunch of ghost mobs have one crystal (or one crystal for each mob) that becomes visible at certain points and you must react to it or against it to kill the mob. Or again, at any random point or specific point a mob shows a weakness area which you can react against or react to. The possibilities are large when you think about all the mechanics other styles of games come up with or even more if you invent new styles. There could be certain systems that limit the work needed for each type of mob, e.g. create a large number of possible mechanics and give several to one mob or have one mob choose randomly a mechanic from the list that it has been assigned. * New leveling mechanics. After reading one of Syncaine's article, it would be nice for leveling to become harder rather then easier. And I guess this is the same for all progression. * New zoning mechanics. Again contecting to leveling. As games get older, servers get more and more empty. At this point large areas (large so they still feel like a real world rather then zones) of a group of servers could join up. This would make the area feel more alive and encourge more new players AS WELL as keep it tradition since MMORPGs are about others. But anyway, the general idea is give better mechanics (the above is an example), technology has advanced and it is viable.
* MMORPGs that encounrge players... I'll agree to that, MMORPGs recently have been moving away from this model, most stuff is done solo. MMORPGs should go back to, "stay together or die" model, because MMORPGs are MMOs, not solely RPGs. * Player housing... If done correctly, yes. Again, where are the solutions for it and ideas to make it work? I think most people would want Player Housing no matter what, if it is done right and doesn't take away from the rest of the game.
- Going AFK to gain experience. Is stupid. Reminds me of when I saw a MMORPG that allowed bots on this very site. If EVERYONE can you bots then bots become pointless. Games are about gaming, MMORPGs are games, gaining xp while not playing IS NOT A GAME. It becomes pointless. Seriously why would you want this? What is the point? So you can not play the game? AFK grinds does not mean there will be no normal grinds, it just means that you are completely limited in how fast you get a certain skill up. Games shouldn't be making any grindy content to begin with, having afk grinds WILL NOT FIX it. Who honestly jumps to the conclusion that AFK will fix bad games that have mindless grinds? It is stupid logic. ?- Level one player being able to join everything from level one? Not in the nature of a RPG. It is about the journey, play GTA if you want that type of open world. Either way, maybe this could be possible in level-less games, depends on what the player wants I guess... ?- Players being able to play together more freely without major advantage/disadvantage. Somewhat I'll agree, this is connected to the leveling thing I guess. Again, there will be some games that will follow this rule or not, it is not a matter of next gen or not. Games like UO/Darkfall are already less leveled based and more based on an open world (even though they have different skills that you can raise, overall a skilled play could make a new UO toon and still do well against others with it from what I know). Both the questionmarks are based on the STYLE of MMORPG you want rather then 'this should be next gen'. Basically I guess it comes down to EQ style vs original UO style. |
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6/29/09 9:08:21 AM#34
I would like to see a little more realism in some game mechanics i.e. aiming attacks to penetrate armor. I would also like to see less of an emphasis on how much life you have and more on armor allowing for one shot kills if you aimed your attack well. I also think it would be neat to allow for people to use area speaking ability which could be similar to a human voice in real life. I know this would be chaotic but it would add an interesting element and would give some people more realism. I do think that the ability to turn this off would need to be added but I would like to see a public chat that is only limited by distance and voice fade due to that distance as in real life sounds. I do understand that this would be difficult to do but it would be nice to see more realism as far as life and voice is concerned in MMOs. |
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6/29/09 9:12:42 AM#35
polished game, smooth controls/movement , now we have fallen earth in open beta, game looks fun and somewhat different, i wasnt following game, so when first joined i had no idea what to expect, first instanced few missions were great bunch , but latter it became just another mmorpg with 2 actions possible, either shoot or bash , movement is clunky as best, and annoying, major turnoff , grass and all word objects flickers when you move, looks so silly, indoor shadows are terrible, graphics in general are pretty good.. traveling system feels terrible, major spikes while traveling.. one second you walking around on 60 fps, next it drops to 15 for a second, then you obviously agro 2 mobs.. and die in 2 seconds.. just to find out.. that get back where you was, is another 10 mins walk
you know why wow is popular mostly, cuz of its controls/movement ,half of single player games doesnt have as smooth movement as wow have.. while all bunny hoping sounds silly, all that stuff is fun, not to mention changes whole gameplay and pvp |
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6/29/09 9:14:32 AM#36
Originally posted by Salvatoris
I'm with these guys... I remember playing SWG pre-cu and thinking that video games were on the verge of being everything Id imagined they would be as a child. It seems like the fast few years they have swung in a completely different direction. Now new and upcoming MMOS don't even offer the features that originally attracted me to the genre in the first place. Deep meaningful crafting, open world housing, shops and cities... feeling like I was living in an evolving world rather than rigid game structure. Maybe some day they will get it right... but I don't see that happening with any of the currently announced games in development. it's all more of the same, either that or even less.
Totally agree. It is very sad to see that the genre in it's early days had more features, more depth, and more possibilities than it has today. Very, very sad. This genre could be, and used to be, so much more than it is today. Tried: LotR, CoH, AoC, WAR, Jumpgate Classic |
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Originally posted by Smikis
I do agree that good controls and a well made UI go a long way. This is why I believe a new game with UOs base design would need a major improvement in regards to controls and UI to keep a big enough player base to keep the game alive. |
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protoroc
Apprentice Member
Joined: 3/06/04
Now Playing: Rock Band 2 |
6/29/09 3:05:17 PM#38
Original IPs. All these games based off movies, books, etc always fail to live up to the standards of whatever they are based from. This is what made the first gen of 3d MMOs so special, they werent limited by the IP. They created their own lore based off the game itself. |
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Godliest
Defender of Ascalon
Joined: 11/26/06
"There''s a time and a place for everything, and it''s called college." - Chef |
6/29/09 4:37:28 PM#39
Those three points are the ones I'd love to see in a PvE MMORPG. A world where the players create and do everything that's being done and a world with seemingly living enemies wanting to kill you. Preferable would also be if the game was placed in a different world than your typical fantasy one. |
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6/29/09 9:05:37 PM#40
Originally posted by Godliest
I'm with you on all of your points except this one. While I'd love to see player control over MOST things in the game, there has to be the random junk goods vendors out there to buy the trash you collect, unless there is no such thing as "vendor trash" in the game and all items are useful for something. Even still, some people may have oddball schedules, so what happens at 3:00 AM when my bags are full, banking is not an option, and the stuff I have is too valuable to throw away? Maybe a compromise would be one or two NPC vendors in the major NPC cities that will buy from you, but only up to a limited amount of money. That way, the incentive is there to go with player vendors if at all possible, but you still have a last resort if you want to empty your bags in exchange for some coin, even if it's way below what you could normally get. "You'll never win an argument with an idiot because he is too stupid to recognize his own defeat." ~Anonymous |
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