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The Pub at MMORPG.COM  » Whats the single greatest thing you miss from the old school MMO's?

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155 posts found
  Loke666

Elite Member

Joined: 10/29/07
Posts: 16835

8/07/12 10:46:59 AM#61

The huge explorable world. You could actually get lost in those games, and for a long time.

Most modern MMOs are small and leads you holding your hand between questhubs. The maps makes the gamesworld seems even smaller than it is as well. I rather just have a few "you are here" maps in the game instead, or at least that they take away the point showing exactly where you are.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

8/07/12 10:48:09 AM#62

GMs directly involved, in their worlds and player bases.

We lost a lot when they were sealed off from the public.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Avarix

Hard Core Member

Joined: 1/22/12
Posts: 307

8/07/12 10:50:14 AM#63
The sense of community.
  Leucent

Apprentice Member

Joined: 1/24/04
Posts: 2452

8/07/12 10:52:46 AM#64
I didn t level so quick. I mean, nowadays, you can hit max in weeks, sometimes days. I miss the long hard levels, where people actually had to know how to use their class.
  Humphrie

Novice Member

Joined: 7/10/08
Posts: 127

8/07/12 10:54:09 AM#65

City building. I love the idea of coming together with a group of strangers, carefully placing houses and defenses, and then going about the oderly business of maintaining a settlement. While I never want to see the terrible empty house sprawl of UO and SWG repeated, I believe a future game could solve this by making certain areas of a map capable of being settled. And, in order to keep things fluid, these settlements could be either captured or razed by rival factions -- who would, by necessity, be living out of camps somewhere in the wilderness.

How cool would it be, not only to build such a town and defend it but, ultimately, lose said city and be driven suddenly into the wild? Yet, despite the loss, you still have the bonds you built with others. You train harder to be stronger and better; to one day reclaim what was taken from you.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

8/07/12 10:54:16 AM#66

Being able to listen to certain public chat channels. 

You remember, back when moderators actually watched them.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  arctarus

Advanced Member

Joined: 9/26/06
Posts: 2591

8/07/12 10:54:20 AM#67
Seamless world

RIP Orc Choppa

  User Deleted
8/07/12 10:57:44 AM#68

The sense of being in a vast, free, open world with a strong community and seemingly endless ways to make your way within it, whichever way you wanted.

 

Not sure that counts as a single thing but meh.

  Loke666

Elite Member

Joined: 10/29/07
Posts: 16835

8/07/12 11:00:21 AM#69
Originally posted by Leucent
I didn t level so quick. I mean, nowadays, you can hit max in weeks, sometimes days. I miss the long hard levels, where people actually had to know how to use their class.

It is still exactly the same, except that you grind gear tiers instead of levels now. You w'still need to either know your class well or have some really helpful friends to get good gear, just as it was with max level before.

The only real difference is that you did gain new skills before, and that noobs had higher respect for you when you were maxed out.

For me neither way is that great, both tends to be very grindy and not so exciting as it could be. I think we need a good leveless system, something closer to "Runequest" than TSW is, a bump up in difficulty and a huge decrease in gap between noobs and vets.

  Nadia

Tipster

Joined: 7/26/03
Posts: 11789

8/07/12 11:00:57 AM#70
no quest hubs
  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

8/07/12 11:01:58 AM#71
Gear that wore out.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Nadia

Tipster

Joined: 7/26/03
Posts: 11789

8/07/12 11:05:59 AM#72
Originally posted by Loke666
 I think we need a good leveless system, something closer to "Runequest" than TSW is

i miss that game :)

  DrunkWolf

Advanced Member

Joined: 5/07/09
Posts: 1119

8/07/12 11:13:12 AM#73

there is so many things i miss from Asherons Call but one really stands out to me right now.

I miss needing multiple weapons and none of them were " the best " and i will explain for those who never played AC1.

 

In AC1 each creature was vulnerable to a certain attack, it could be fire, frost, lightning, acid, bludge, pierce, slash. the game had weapons for all elements of attacks, such as fire swords acid maces and so on. so you needed to have multiple weapons depending on the situation.

and since the game was random loot you never had " the best " weapon in the game. you didnt get some giant glowing sword of doom off a raid boss that you camped for 8 months and now thats the only weapon you used till the end of time. the games loot system was totally random, no 2 weapons were the same. so you never knew when you could find somthing better off a mob you just killed.

also to cast magic you had to actually equip somthing to cast with, a wand, staff, orb. you didnt just run around with your giant sword doing everything all the time.

this is just a small aspect of a game made in 1999 that is so far more advanced than any newer game that has come out.

and i could list dozens of examples.

  Rydeson

Elite Member

Joined: 3/05/07
Posts: 3555

8/07/12 11:16:48 AM#74
     I miss a true open world..  Games today have too much instancing..  I also miss big social raids like EQ1..  It gulls me that raids live and die due to who does or doesn't log on that night....  I miss trains, I hate that mobs LOSE agro after you run away 20 feet.. give me a break..  I miss zone wide wandering mobs.. Today's games are just too carebear for me.. I miss camping for exp and loot.. I get bored of runing back and forth to a quest hub to be rewarded..  I miss a true social gaming experience, such as the days I would be farming Giants in Everfrost and I would become encumbered.. It was great I could get a low level toon that wanted to earn some cash to be my banker.. Those were the days..
  ragz45

Novice Member

Joined: 5/01/08
Posts: 482

8/07/12 11:18:04 AM#75
Originally posted by Zylaxx

For me it has got to be near endless horizontal progression.  Playing Asherons Call for years and never reaching the level cap.  Having something to always strive for in character progression that didnt include gear or having to group with 80 other individuals is what I miss the most.

 

This & the fear of dieing in game.  EQ when I first stepped into befallen it was actually creepy and I was scared to go in.  You didn't know what to expect, and if you died deep in the dungeon it meant a long corpse run.  Which made me actually fearful to die.  Now death is just like meh, what ever.  I feel like there's no consequences in MMO's anymore.  Which makes them borring and listless.

The closest feeling I"ve had to that fear of death, of late, has to be Dayz.  Where once again death actually means something.  Not that it's incredibly hard to gear back up, but it is a little painful loosing your progress.

  Caldrin

Hard Core Member

Joined: 10/02/04
Posts: 4305

8/07/12 11:21:12 AM#76

none of this instant gratification crap like push button to max pvp lvl and so on...

 

Of course like others have said a fear of getting killed.. but i mainly play Darkfall so i still ahve that fear haha :)

 

 

My 3D models
http://dragon3d.webs.com/

  Leucent

Apprentice Member

Joined: 1/24/04
Posts: 2452

8/07/12 11:27:15 AM#77
Originally posted by Loke666
Originally posted by Leucent
I didn t level so quick. I mean, nowadays, you can hit max in weeks, sometimes days. I miss the long hard levels, where people actually had to know how to use their class.

It is still exactly the same, except that you grind gear tiers instead of levels now. You w'still need to either know your class well or have some really helpful friends to get good gear, just as it was with max level before.

The only real difference is that you did gain new skills before, and that noobs had higher respect for you when you were maxed out.

For me neither way is that great, both tends to be very grindy and not so exciting as it could be. I think we need a good leveless system, something closer to "Runequest" than TSW is, a bump up in difficulty and a huge decrease in gap between noobs and vets.

Not even close. When it took time, you made friends, good communities, and people did know how to play their class better. Gear grind at end game is not the same at all. A monkey can gear grind, not all can level the old hard way because they are so wowified, they last a week max. Alot of games nowadays, hand hold you so much you don t even really have to try. Back in the day of DAOC for example, it wasn t how many levels are you going to gain that day, it was what can you accomplish today.

Gear grinds are not even close to the same.

  Rydeson

Elite Member

Joined: 3/05/07
Posts: 3555

8/07/12 11:33:29 AM#78
Originally posted by Leucent
Originally posted by Loke666
Originally posted by Leucent
I didn t level so quick. I mean, nowadays, you can hit max in weeks, sometimes days. I miss the long hard levels, where people actually had to know how to use their class.

It is still exactly the same, except that you grind gear tiers instead of levels now. You w'still need to either know your class well or have some really helpful friends to get good gear, just as it was with max level before.

The only real difference is that you did gain new skills before, and that noobs had higher respect for you when you were maxed out.

For me neither way is that great, both tends to be very grindy and not so exciting as it could be. I think we need a good leveless system, something closer to "Runequest" than TSW is, a bump up in difficulty and a huge decrease in gap between noobs and vets.

Not even close. When it took time, you made friends, good communities, and people did know how to play their class better. Gear grind at end game is not the same at all. A monkey can gear grind, not all can level the old hard way because they are so wowified, they last a week max. Alot of games nowadays, hand hold you so much you don t even really have to try. Back in the day of DAOC for example, it wasn t how many levels are you going to gain that day, it was what can you accomplish today.

Gear grinds are not even close to the same.

     I agree .. First thing that came to mind was when I was in a pug.. or a group I had hooked up with before.. Remember those days you would get an 'ADD'...... SHIT.. ADD.. The group had limited choices.. Find some way to park/CC that ADD, or run like hell, or DIE.... We didn't have the option to just run away 20 feet and let the mobs reset..  This is why trains were so dangerous.. Back then grouping was so much more social then this LFG queue junk we have..  People enter instance, say HELLO, then zerg thru instance and end it with "good job".. and POOF.. They're gone..  Is this what MMO's have become.. Lobby games!!!

  thekid1

Advanced Member

Joined: 7/10/05
Posts: 774

8/07/12 11:37:06 AM#79

Freedom.

If I may make a FPS comparison; old MMORPG's were Operation flashpoint. New ones are Call of Duty Black Ops.

  Thorbrand

Novice Member

Joined: 3/06/04
Posts: 1217

8/07/12 11:39:05 AM#80
Content to play more than a few weeks.
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