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10/26/08 12:23:52 PM#21
Well Better character customization is always good, in both abilities and appearence. I don't like characters that switch between classes or can access all skill because they lack any identity and seem too generic. Better looking gear is also good, more customization (statistical and aethetic) would be even better. But these do not effect grinding. What makes something a grind for me comes from how fun the action is and what I am grinding for. To make actions more fun they need to engauge the player more. Combat for instance could stand to be faster, not in faster deaths but faster ability execution so that players have to be more attentitive. Making it smoother would also help, if I press three abilites quickly then it would feel much better to have my charater smoothly perform the attacks as if thery were a combo. Making combat more flexible would also help, abilities should not be one trick ponies, they should have different effects when used in certain situations, like the target is stunned or on the ground and also in a combo with other abilities. Variety in abilities is also a big plus. Crafting would be more fun if the player did more than combine regents or followed recipes. Being able to have more control over the statistics of items is useful but not really fun, the fun part I think would be in visual customization, designing a sword or piece of armour would make crafting much more fun, I don't think anyone gets a kick out of watching a bar fill up or getting that 3% increase in damage protection. Gathering abilities should not require the player to make macros and walk off from the game. The actual act of gathering is rather dull, instead of hitting a rock with a pick the fun part would be organizing a mine. If you could hire NPC underlings to do the boring work then scouting new areas and creating mini mine dungeons to extract minerals, while also being able to help out would be pretty fun. This applies to most other gathering skills because simulating manual labour isn't my idea of fun. Mob AI also helps. If mobs were more intelligent and had a wider array of abilities to use and different mobs had different personalities and tactics it would make fighting them more fun. And if mobs were more proactive as in they randomly attacked towns or traveled around then it would be much more exciting. PvP does this too, and if you combined PvP with more intelligent PvE then there should be much more interesting things to do. Variety of action. Realize that having crafting and combat does not always make for more variety, since they are not substitutes. If you want to fight things there should be multiples way to do so, the big thing here is purpose, some people can enjoy aimless killing but I like more purpose. you could incorporate more random events like bandit attacks or a monster infestation that randomly happen and do not immediately respawn when complete, this adds a more dynamic degree to the game. Again PvP and battlefield objectives do this too, giving players the unpredictability of other players with the more purpose driven aspect of open objectives. Crafting and gathering could also have random events for them to give dedicated crafters and gatherers interesting things to do. Another aspect is what you are grinding for. What I hate about most MMOs is that you are forced to grind to experience the game and not grinding puts you behind, this amplifies the already dull and repetitive activies. There is a another way to do this, Call of Duty 4 for example, though not a MMO does have grind technically but it does not feel like grind. For one shooting people is fun so that helps a lot. But another aspect is that unlike MMOs if you do not grind you are not useless and you can still play with your friends. In CoD4 you grind for little perks but there isn't much statistical advancement. In MMOs you grind to get higher levels or skills and since the focus of grinding is statistical advancement not grinding means your character can not participate with players that are higher than them or they will auto-lose, infact there are many areas you can't set foot in because you auto-lose from being too low a level. If the power gradient was smoothed and grinding gave players access to unique abilites and gear and more character customization then grinding would be something you do while you are having fun and not grinding would not be penalized. As for crafting I think that crafting needs to hold much more weight, where player crafted items are the main source of items for other players, but NPCs could craft too and compete against the players for sells, to add variety. Then again I do not like stat increasing items, it makes gear too important and creates too much power difference which has adverse effects. |
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Talinguard
Apprentice Member
Joined: 1/18/06
Player accomplishment is relative to the chance of meaningful consequences in the event you fail. |
10/27/08 9:37:55 AM#22
There are real world economists and there are MMORPG economists. I am the later. I have spent several years identifing problems in the generally accepted F&D modle (see my sig). I have also spent that time developing my own solution, though I have not made it publically avail I have shared it with a few people. I belive that all MMORPG's start with a good economy and go from there. The economy is the foundation on which any good MMO should be built. SWG (ver1) was about as close to a "good" economy as I have ever seen, but we all know what happened to that.... If you're really trying to find out what people like and don't like, I think it's pretty important to find out information about what a players expectation is and fit them into several catagories. Presentation for new MMORPG economics concept http://www.slideshare.net/talin/mmo-economics-concept-v-10 |
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10/27/08 9:42:01 AM#23
How can you grind against in game support people making it a virtual world , I sahre hereby my experience in a recent F2P game called Atlantica Online. Atlantic Online – A Critical Analysis. I have been playing this game for a while now. Here is where I break down and critically analyze the game. Graphics Community Gameplay Monsters Game-Balance Sorry for all the folks out there trying to make Atlantica Online a success , here is my review after playing the game and picking up tits and bits form what exactly is going on. Guild / Town System Market and Economy Crafting Mini Games Errors At-last and not the least, I have played the game again till 60+ levels and I feel kind of bored going further. May be it is the lack of team gaming that makes it more of a multiplayer diablo mix with the market and the chat to connect players. All said and done I think from free leagues to the community with artisans and beginners this is all made up support of this game. I do not want to waste my time here anymore in atlantica online. I deleted my character at level 70ish and I am sure not going to give this game another try, reasons being lack of actual players and support community trying to control every part of the game this way or that way including all the towns. If you want Matrix in a mmo world, go ahead waste time with this game for sure.
Cheers " Don't listen to anyone who tells you that you can't play this or that. That's nonsense. Make up your mind,and you'll never whine or repent about gaming hours anymore, then have a go at every Game. Open up the Internet, join in all the Mmorpgs you can. Go make the Guild. But never, never let them persuade you that things are too difficult or impossible. " Once An Addict Always An Addict . |
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10/27/08 10:10:18 AM#24
Originally posted by Nixish
In my opinion crafted gear should be able to be better, or at least on par with, looted items. Two of my favourite games ever are Diablo 2 and Star Wars Galaxies (at least up until CU). In Diablo 2 the stats on items were random and could vary alot. People sought after so called 'perfect items'. There were yellow items that had a lot of stats that potentially could be better than unique items or set items. In D2 these items were random drops but I'd like this randomness to exist in MMORPG's crafting where maybe the skill of the crafter also would determine how good an item was together with the quality of the materials. Most systems today are quite lacking and boring and it comes down to who has looted the right receipt/plan/pattern/whatever rather than crafting determination. People also skill up their professions TOO fast. Imagine that to reach max skill level in WoW crafting it would take months playing as much as a hard core raider... now those people would be famous for their skills and everyone would like their armour. The crafting system in SWG was superb, it was just that the armours/weapons etc was a bit bland... i'd like a game with SWG's crafting but loot like WoW with Diablo 2's randomness. With every update to the game where the PvE loot gets better the possibility should also be to craft better gear... maybe with new materials released with the same update. And no, the materials should not come from the new raid instance. (I have the same opinion about world drops in WoW as well... there should be improved world drops with each content patch but that is another topic).
Sorry for the rushed answer... at work, don't have time to think what I write completely through! :) |
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10/27/08 10:38:52 AM#25
Players have little reason to explore, or little benefit from exploration
Exploration in thses games is something that I think really needs to be....ummmm.......explored? There needs to be a reason for the adventurer to explore too...not just rare crafting items. Maybe rare armor/weapons/clothing found in random camps with chests, a unique player title for exploring numerous areas......I don't know. In WAR I took my zealot to every spot in every map....even to Order areas...and I got nothing. I climbed a mountain, found an abandoned camp....and got nothing. After a few levels of doing this it was like screw it....what's the point? I love to explore, but if there is a risk of death...as there should be....there should be some reward also. |
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10/27/08 11:09:33 AM#26
Here is my list of things that would make a very good MMO. First Impression. When you start you first make your character, this is the first impression of a game for me. I love the customization of City of Heroes; it has a ton of options, but it would be the best if you could custom build the face and body. Level or Skill I hate level/class based games. As said before I like the Oblivion type of setup. But there should be restrictions based off of race. Example; A human should not be able to use a Giant’s axe, or train skills in that area. Group or Solo. Everquest 1 was the best in this area. Make if freaking hard. Most people have played a MMO who are going to play a MMO. No use of making it super easy. Most people whine about a game is hard. But if it works and there are no technical problems, then they love it. I usually find it satisfying to take that hard thing down. This does not mean grind hard, meaning it is always a tough fight. Risk vs reward, have we heard of this one before? Reward to me (with a high risk), is getting something NO ONE or very few people have. Let’s say we as a group take down a Cyclops named BOB. We fight for 10 minutes to take him down, and all we get is a sword only a tank can use? Or we all get something that you can buy on the broker en masse. It has to be unique not something that is just put out there that anyone can have. And the experience should also be added for the length of time it took to take that monster. Make everything attackable and it can be captured. Example; There is a city named York and it has a ton of guards. My army comes in and kills all the guards and we take it over. I can change the name of York and make it the city of Desire for Pink Rabbits. And we own this town, spending resources for guards, buildings, etc.
This is where Everquest before Luclin really shined. No portals, you either huff it on foot, or take a boat, or get a mount. If there are teleports, it should be a small distance, like the old D&D game Menzoberranzen. I don’t mind spells being used for teleport, but short distance.
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