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The Pub at MMORPG.COM  » Name an MMORPG feature that was never copied , but wish was.

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83 posts found

Novice Member

Joined: 9/30/10
Posts: 909

7/03/13 10:27:14 AM#41
Originally posted by Kyleran

Shadowbane's system of protecting a players worn gear but otherwise making their back packs, including the gold they are carrying lootable upon death (and in the case of thieves, they can steal from your backpack directly)

This allowed a player to wear their best gear, and make choices when gathering loot regarding when was it the right time to go back and bank. (and penalties for guessing wrong)


I remember fondly playing a half-giant and being the group mule. I had th emost storage  so I would carry all the loot and have to find my way back to bank it whil e they continued to farm. They usually did send a guard with me. I remember once when we got back to our tower(our city was under construction) and it was camped by a large group. There was much gnashing of teeth when I let them know that all that loot was gone. I was given 2 guards after that, lol.


Currently bored with MMO's.


Advanced Member

Joined: 6/11/07
Posts: 256

7/03/13 10:28:43 AM#42

Pre-PoP EQ twinking. 

Where you could wear any item at any level if you could get your hands on it. 

It increases replay value greatly to be able to farm for items that your alt will use..... FUNGI TUNIC yes pls.


Hard Core Member

Joined: 6/10/11
Posts: 594

7/03/13 10:29:37 AM#43
EQ1 AA system.  Some games have similar systems but nothing close to what EQ1 had.

Apprentice Member

Joined: 6/13/10
Posts: 1865

7/03/13 10:31:22 AM#44

OP...that's easy ..............Dark Age of Camelot

Some have copied parts of the game...but none understand the mechanics that make the game great.

GW 2  ,RIFT,AOC come to mind



Advanced Member

Joined: 6/11/07
Posts: 256

7/03/13 10:31:39 AM#45

EQ questing system. 

No ! points... you have to /type quest key information and have converations with NPC to find secret quests.

In addition, EQ leveling through mob killing. Sure quests gave some bonus xp.. but it was not the main xp path.


Advanced Member

Joined: 4/24/13
Posts: 1381

7/03/13 10:32:38 AM#46

Advanced Member

Joined: 3/05/10
Posts: 614

7/03/13 10:36:35 AM#47
Dwarf jump animation from EQ1. And I AM serious.

Advanced Member

Joined: 5/26/07
Posts: 201

Sometimes I wish I was a balloon!

7/03/13 10:40:16 AM#48
SWG resource system

Elite Member

Joined: 7/02/11
Posts: 1882

7/03/13 10:43:27 AM#49
Originally posted by Icewhite

User selectable, scalable difficulty+rewards (CoX).

Not quite sure why; it solves soooo many issues in the never-ending hardcore / casual pissing contest.

Amen to that.  Everyone is using instancing now and one of its major selling points is the ability to dynamically scale content.


I'd also love to see games copy EverQuest's Alternate Advancement system and Vanguard's Diplomacy system.


Oh yeah, I hope companies start copying Wildstar's path system, hehe.


Novice Member

Joined: 12/10/05
Posts: 239

7/03/13 10:49:28 AM#50

The faction system from EverQuest. Having almost every kill affect your faction standing one way or the other was a game in itself.  Killing the wrong guy could make you kill on sight to NPCs who where friendly to you and at the same time help you to become friends with your enemies. I think it is loads better than the static factions in current games.


SWG had the same system but since they are not around anymore I figured it would safe to use it.


Spotlight Poster

Joined: 5/21/03
Posts: 2674

"A wise man has something to say, but a fool just has to say something."

7/03/13 10:50:51 AM#51
  • The transportation system in FFXi. It really promoted exploring the world without making traveling to frustrating.
  • The housing systen of SWG. It made the world seem populated and gave players the freedom to build pretty much anywhere.
  • The faction system of SWG. It allowed those that wanted conflict to find conflict and those that didn't to stay neutral.
  • The cash shop of WoW. Very cosmetic, only appeals to the peacock bunch.
  • The crafting system of FreeRealms. Gear added bonuses. Timed puzzles. All they have to do is expand on it.

"Small minds talk about people, average minds talk about events, great minds talk about ideas."


Novice Member

Joined: 9/18/11
Posts: 757

7/03/13 10:53:08 AM#52
Originally posted by azzamasin

As far as I know Asheron's Call feature of spending earnable experience to purchase skills has never been copied.  Neither has its crafting system called Tinkering, which allowed each loot item the possibility of being enchanted up to 10 times.


Gameplay involves earning experience points through a variety of activities, including engaging and defeating monsters in combat, fulfilling quests, and interacting with NPCs. Those earned experience points can then be invested to improve the character's abilities by spending it on attributes or skills. Additional skill points are awarded after the character reaches certain levels, and these skill points can then be used to acquire a new skill. In addition to earning experience, questing and combat yields 'loot', such as armor, weapons, health potions, and spell scrolls. Many types of loot can be improved or imbued with special spells and effects via Asheron's Call's 'tinkering' crafting system.

I believe that's a description of the GW2 skill system.

Many elements of Asheron's Call are radically different from most other MMORPGs. For example, Asheron's Call does not divide its world into different level zones. While some areas are much more dangerous to players than others, there is nonetheless a mix of different creatures types that creates much more unpredictability than is present in other games. Another key difference is that Asheron's Call does not use character level as the major determinant in the outcome of a combat. Level simply determines what skills are available, and it is the skills and equipment of players and creatures that determine the outcome. Whereas in many games a player will be able to move a cursor over an opponent and instantly know from their level whether they will be successful in combat, in Asheron's Call a character might be able to defeat much higher level foes or lose to much lower level ones, again depending upon one's skill choices and equipment. As with the absence of specific level zones, this creates a higher degree of unpredictability than in most games of this type.

I believe that TSW does this as well.


"As you read these words, a release is seven days or less away or has just happened within the last seven days— those are now the only two states you’ll find the world of Tyria."...Guild Wars 2


Keeper of the Archives

Joined: 1/30/07
Posts: 3112

7/03/13 11:01:51 AM#53
Originally posted by azzamasin
Originally posted by st4t1ck
Originally posted by azzamasin


never played asheron's call  but the spending earnable exp on skills sounds like the Merit system in ffxi.  after you hit max level you could gain exp towards a "level up" each level earning you a merit point to spend on traits and skills for your toon

 Sort of similar but not exactly.  EXP earned can be spent on skills and attributes when ever you want.  Level is nothing but a number to denote how often you can a skill point. 1 every 5 level, and each skill costs a set amount of points i.e. War Magic costs 16 points to train and 16 more points to specialize.

Getting skill points each time you level sounds very similar to TSW design if i'm not mistaken, they don't have the spend exp points into skill thing if that was what you were referring to but the everytime you level (and by level I mean fill the bar) it only gives you skill points, you could fill that bar over and over and over again and never see an improvement in your battles if you don't spend your points.

Help me Bioware, your my only hope.

Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.


Advanced Member

Joined: 10/12/04
Posts: 662

Make worlds not stories

7/03/13 11:02:47 AM#54

"Never copied" hmm that could make up for long quote discussions, anyways.


Eq AA system (Alternative Advancement), the best solution to the endgame problematic I am aware of.

To those who doesn't know AA, it was an alternative xp system side by side with the standard levels. Usually when reaching max level players will turn on AA xp, and any xp gained will go to the AA levelling system, and earn AA points. AA points can then be used on skills that further improve Your character.

Example of AA skills coul be, damage mitigation, faster fun speeds, class specifc features, and lots and lots more. When AA was introduced with SoL expansion, there were a few hundrede AA to get and getting all would take serious efford (back then months of playing pretty hardcore). Today with how many expansions are there 15? the amount of AA to possibly get is past the 5000 mark.

Effectively it is a skill system on top of traditional levelling, that deals very effectively with the problem of only improving with gear when reaching max level. Offcourse hardcore players will get max AA, and some AA are not as usuable as others, and Eq has suffered greatly from easymode mechanics introduced making 5000 not that daunting, but still it would probably take several hundrede days /played.





Apprentice Member

Joined: 12/25/10
Posts: 69

7/03/13 11:02:55 AM#55
The Chronicles of Spellborn's revolving skilldeck.

Apprentice Member

Joined: 9/25/12
Posts: 2388

7/03/13 11:04:20 AM#56
Originally posted by Zinzan
Originally posted by garrett
Dark Age of Camelot

Erm....Camelot Unchained? GW2? 

GW2 tried to clone 1/4th of DAoC, and failed.

CU is looking to be just about nothing like DAoC except for having 3 factions.


Apprentice Member

Joined: 9/25/12
Posts: 2388

7/03/13 11:04:56 AM#57
Originally posted by Martinmas

The faction system from EverQuest. Having almost every kill affect your faction standing one way or the other was a game in itself. 

DAoC and Vanguard have this.


Novice Member

Joined: 10/11/04
Posts: 3301

7/03/13 11:28:08 AM#58

off the top of my head:

- EVE's single server tech

- Vanguard's Diplomacy

- AO's overequipping system and all that went with it (implants, ability into skill overflow, etc.)

- AoC's fatalities.   One can say that: "oh but many games have cool animations and kill moves".  But when you can pull out the mob's beating heart and take a bite out of it, i call it something special :)

- TSW's investigation missions

- SWG's fully functional non-combat, non-crafting professions.

- SWG's resource / subcomp / item quality system

- TR's mix of traditional tab-target MMO combat with FPS-style  "F1 for shotgun" weapon switching 

- LoTRO's legendary weapon levelling (although EQ2 has introduced their own levelling items recently)



"I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

- Raph Koster

Currently Playing: EQ2, NW, Firefall
Do you miss SWG crafting? Check out Firefall's system!


Novice Member

Joined: 5/13/11
Posts: 733

7/03/13 11:52:01 AM#59
Originally posted by Zinzan
Originally posted by garrett
Dark Age of Camelot

Erm....Camelot Unchained? GW2? 

CU is clearly not supposed to be a DAoC clone.


And GW2?


Novice Member

Joined: 8/18/12
Posts: 247

7/03/13 11:56:35 AM#60
Originally posted by arieste

off the top of my head:

- EVE's single server tech

- Vanguard's Diplomacy

- AO's overequipping system and all that went with it (implants, ability into skill overflow, etc.)

- AoC's fatalities.   One can say that: "oh but many games have cool animations and kill moves".  But when you can pull out the mob's beating heart and take a bite out of it, i call it something special :)

- TSW's investigation missions

- SWG's fully functional non-combat, non-crafting professions.

- SWG's resource / subcomp / item quality system

- TR's mix of traditional tab-target MMO combat with FPS-style  "F1 for shotgun" weapon switching 

- LoTRO's legendary weapon levelling (although EQ2 has introduced their own levelling items recently)



And the thread is now closed... lol

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