I am interested in what everyone thinks is the best part of the MMORPG'S they have played. Like a list of things that a developer could look at to make a SUPER game. Please add your MMO / features to the list.
From the games that I have played:
Ultima Online
- Housing - Customization, Storage, Design, Land Plots ....
- Quick Travel - Rune Books, Recall / Gate scrolls and spells, Mark, and of course Horses and Moongates.
- Crafting - Just plain awesome
- Economy - Vibrant player economy, used resources, outstanding all around
- Vendors - Player vendors all over and useful
- Item Storage/Space - Packs, Houses, Banks, boats. Tons of storage allowed, and the way items are moved in pack is great, not the square item slot in backpack only allowed 16 items like WoW. In UO you could move stuff around drop it on ground transfer to players and vendors and house quickly and very useful.
- PVP - Was skill based, pretty much balanced, none of this im higher level so better stuff, or rock paper scissors this class better then this class. Player experience was the most important factor.
- Taming - So much to tame, just a very fun concept, also can ride a bunch of these animals
- Treasure Hunting - Another extremely fun profession, people love to tag along on the high level treasure hunts, fun for alot of people.
- Fishing - Again another fun profession
- Boats - Most games dont even bother with it, UO boats were actually somewhat useful.
- Item modifications - Huge variety of item mods in the game, you never knew which combo you might actually get, this would add right into the economy, people would pay big money for the right equipment modifications.
- Clothing and Character customization - Every person could be unique, unlike WoW where every single person of a given class looks the same. Some people made an entire game of making clothing and stuff for people.
- Skill based not Level based system
- Rares Items and Collectibles - There were soooooo many awesome collectible items in this game, from singing crystal balls to just plain rocks, dye tubs, many more, people could make stuff out of items like fishtanks in their house, just soooo many things, this alone some people could spend their entire UO life just being Rare Item Collectors/Traders.
- Just overall flexibility - Basically someone could do all of the above. They were not limited by some class/race/realm where they could only experience 1/10th of the content. If someone wanted to do all of the above they could. Might take a few characters to max all skills but skilling up in UO was quick. Basically the end game was the fun part and the point, not the skilling/leveling.
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Daoc
- RVR / PVP - Realm Warfare and Group PVP - I think this game made it fun on large scale war and 8v8 pvp.
- Realm Abilities - A huge selection of various pvp abilities that people could choose from. The more they pvped the more abilities they could choose. Really added an incentive to PVP.
- Battlegrounds - Allowed pvp for characters as they leveled. Some of these are so fun, some people choose to stay in various level forever.
- Group Friendly - Basically this game is very fun for groups of players. Makes people depend on others and people form bonds in small groups.
- In Game Message/Chat System - I really thought their system was flexible and useful. Very customizable also.
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WoW
- Newbie Friendly / Tutorial - I can honestly say that I could give this game to anyone 10yrs or older and know that that the ingame tutorial would guide them through 0 to 60 step by step with very little need for me to help them. I actually let my 6yr old play this game and he would have a blast for hours on end. Very different from some games where they are so complex to start they keep new players away.
- Complex 40 man Raid instances - These instances are extremely challenging and require a huge degree of coordination from an entire 40 man group.
- In game email/mail system - I thought this was extremely useful
- In game auction system - Im not sure I like this better then UO vendors, but its sure is nice compared to other games systems. Especially since is conveniently placed.
- Overall bug free - Got to give credit to this game. Overall its bug free. Most games released have soooo many bugs its very annoying. Excluding the fact most of the servers were overburdened on release, this game was very smooth overall.
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Silkroad Online
- Free to play MMORPG - No game fee or Monthly fee's - in game item mall is how game makes money.
I was a little hardpressed to find any features I like about this game that are significantly better then other games. However I will say overall this game is pretty good for a completely free game. Additionally I havent played in almost a year so they could have added features.
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My experience is limited to the above games. Please add to the list of MMORPG's im curious what other games have to offer that make it stand out among the crowd.
Comments
Guildwars: Free to play after initial purchase. Very fast to reach level cap. Instant Travel. Guild houses, not grindy. Great PVP. Allows player to be creative when selecting spells to take to battle.
Auto Assault: Great arcade-like fast action.
Phantasy Star Universe: Also arcade-like fast paced action.
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Currently Playing: Guild Wars 2 and Path of Exile
Quit: Eden Eternal, Wakfu, DDO, STO, DCUO, Sword 2, Atlantica Online, LOTRO, SWTOR, RIFT, Earthrise, FFXIV, RoM, Allods Online, GA,WAR,CO,V:SoH,POTBS,TR,COH/COV, WOW, DDO,AL, EQ, Eve, L2, AA, Mx0, SWG, SoR, AO, RFO, DAoC, and others.
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I like this thread... I was planning to make one similar to this myself, but decided not to, less people get creative and create alot of competition in the gaming market...( because I'm changing my major soon to Computer Science and am planning to get into the gaming industry... ATM I'm also taking notes and listing what makes a "good" or "fun" game )
Anyways, I feel that your posts could use more descriptions... I don't really understand many of them, unless I've played the game, and I've never played DaOC, Silkroad or Ultima Online ( Personally I'm interested in why ppl think UO is/was so fun? )... Anyways, if you could, could anyone describe why crafting was fun? Why was the economy great? Why etc...
Anyways, errr I'll try to list something... Note - I haven't played any of these for over a year or years +...
CoH/CoV -
Character Customization - tons of customization from body, nose, chin, etc. Scalable body parts. Tons of costume choices for each body part. Gives individuality. Category - Immersion ( Immersion = roleplay value )
Powers/ Combat - each hit requires clicking a power attack button. Each attack feels like a real superhero power/attack. Category - Immersion
Grouping - Easy to get groups within mins... A menu lists all players within map/zone or entire server or by class or etc... Category - Interface tools
Easy to use/learn interface
Runescape - Feels like playing ALONE with OTHERS
Quests - Each quest was different mostly. One could be finding items like keys or solving puzzles to finish quest. Others are like saving a girl from a guard by distracting him or something and then untie the girl and bring her back to safety... There was also a romeo juliet one... All quests are done solo, with only potentials for solo. Category - Immersion ( due to decent scripting of story and how it's done )
Occupational jobs/work - Start fire, cook, mine, fish, craft, etc. To do any of those only requires pressing a button and telling your character to do them though... Category - Immersion and mini-games ( not really mini-games, but it could have been if it required more than just telling character to do this or that )
Example:
you see a couple of sheep chilling on the grass, you equip your scissors (or was it the knife?), shear the wool. Then you go to a spinning wheel, use your wool on it to make thread. When you have enough thread, you go to the loom (spinning wheel and loom both items that you don´t carry around in your sack, UO being more realistic with weight restrictions), use thread on loom to make balls of cloth. Then you pack out your tailor-set (craftable, tinker) and make clothes, choosing out of an insanely huge variety of styles, dye colors etc.. Or you use scissors on cloth to make bandages...
My point beeing: it isn´t easy, but it´s logical, almost intuitive, using natural collectable ressources and tools that other people crafted.
In the old days, when the game wasn´t item-based like now, the crafter was THE source for equipment. Everybody wore exclusively player-made armor, used player-based weapons which were poisoned by a player, carried player-crafted potions and player-inscribed scrolls, wore player-made clothing. Hell, we even had a grandmaster cook in my old guild, you wouldn´t believe the variety of things a GM cook can make in UO. Using meat from real hunted/fished animals by the way. Which should also give you a clue about the appeal of UO economy. Crafing and economy were one and the same in old UO. Magical loot was there, but way less than today, and not as much more powerful than GM-made items as in today UO (artefacts etc.).
So everybody needed (and still needs) good crafters, crafted items made the BULK of UO economy, loot-trade being nowhere near. A good crafter with a regularly filled vendor was a respected and even (in some instances) server-wide known person.
Wait, do I sound like a pre-trammel UO fanboi?
Oh right, yea, I AM one
Anarchy Online
You could tailor your missions to stealth, melee, ranged etc. and you could choose your rewards. It could be reworked now but in 1998 it was awesome...
Asheron's Call
Gambling... I blew my entire fortune the night the gambling halls were put up. Many people lost their fortunes and were beggars the next day.
Seemless world, no zoning - even into dungeons.
Horizons
The crafting system... I spent hours just chopping trees and making boards. Oh and mining... cave crawling for hours for precious gems. This would probably only satisfy the crafters who are short on sanity and already have no life.
DAoC
Raids - Pug raids of 100 people were successful and everyone got a piece of loot. Sometimes 2 or 3 pieces. And not junk loot it was good or at least sellable or you could have someone salvage it for resources. You came away at least with something for time invested.
Armor was accesible to all. Everyone could have a good template of armor if they worked towards it. I don't figure ToA into that but in general you still had decent gear compared to the ridiculous gear inflation in ... another game.
Housing trophies - I spent a lot of time kiling mobs to gather trophies. My army of undead would greet you at the front door. The phoenix feather was imho the prettiest in the game. I even had Xanxicar over my fireplace.
RVR - best large scale pvp system out there. Fond memories of king of the hill battles where crashing the server with over 800 people in one zone was possible. First faction to log back in and kill off the other factions wins. 8v8 and 40vs40 in wow is a sliver of cherry pie compared to THAT.
WoW
In-game mail system.
Quest system - doing away with the groups that camp the same spot 24/7 that could interfere with getting your shit done. People generally do their quests and move on.
Currently playing: Eve, DAOC, Warhammer
Games I've beaten: AC, AO, CoH, DAOC, D&D, EQ, EQ2, FFXI, FlyFF, GW, Horizons, L2, Ryzom, Shadowbane, SpaceCowboy, SWG, UO, WoW
Stay away from: Eudemons Online, DNL, and Roma Victor
Everquest:
*Alternate advancements- took levelling out of the equation and also kept people playing.
*Dungeons- Dungeons with so many twists, it was easy to get lost in them.
*Item system- EQ actually had a system where items were desirable, so much so that it fuelled an economy and a market system in one of the zones where people could sell their items.(this was later replaced by a trade channel and the bazaar)
*Challenging play
*Distinctive classes and races.
*Nice original Art style in the original and Kunark expansion.
AC2:
* Nice looking world
*Talent system
*Originality
*Second generation combat.
*Portals.
EQ2
*Voice acting did add something to the game.
WoW
*Mail system
*Talent system allowing different possibilities of building a character.
*Solo made appealling and viable for every class in the game.
*Low downtime
*Battlegrounds
*Distinctive classes
*More allowance for replayability than perhaps some other mmorpgs.
*Mods- yes they've gone too far but there are really some useful ones which perhaps pushes the genre forward with player creativity involved.
DAoC
*Captured the right feel of the world of the environment it was trying to make.
Agreed that could be a seperate thread(though with a very subjective content), though I prefer this guideline for this thread:
No matter what the game had, housing, crafting, items, and so on, to me the key is community.
Support Bacteria, its the only culture some people have.
I Like your list very complete.
Everything in this thread is just as subjective... for example, as far as I'm concerned, the only MMO so far with what could be considered crafting is Star Wars Galaxies. Others might not agree, or might try to argue that there are also other games with crafting out there, but I would just flatly disagree because as far as I'm concerned SWG's crafting system is to other games what an airplane is to carriages pulled by donkeys. So they can't have "good crafting"...
Everything in this thread is just as subjective... for example, as far as I'm concerned, the only MMO so far with what could be considered crafting is Star Wars Galaxies. Others might not agree, or might try to argue that there are also other games with crafting out there, but I would just flatly disagree because as far as I'm concerned SWG's crafting system is to other games what an airplane is to carriages pulled by donkeys. So they can't have "good crafting"...
Then explain... what makes SWG's crafting sometime so great? what's the differences from others? Instead of just criticizing or arguing...And keep in mind, not everyone has played every single game out there and some games do have some good points in them...
I'd also like to add...
Ragnarok Online - very arcadish feel to gameplay
Music - very distinctive music for each area... music can be overpowering to other aspects of the game though
Creative Art style - has a decent art style... Different types of monsters that may be half-human and half-whatever. Basically, it's creative in that it's not just using real life animals, but are creating their own. Each area feels unique.
Fine, here goes. First of all, material quality and attributes had a massive impact on the final product. Material qualities would vary from planet to planet and change randomly every few weeks, so harvesting was more like exploration. Very few other games have this extremely basic first step covered (Saga of Ryzom comes to mind mostly, and that game looks like it uses the SWG engine anyway). You also didn't have to physically extract the materials (except organic materials which required killing mobs), you surveyed for a high density deposit and put an automated harvester there to chug raw materials for you while you went off to do other things. One would simply return occasionally to check that the harvester had enough power left and the material hadn't changed. Harvester quality affected the extraction rate, energy quality affected how much power the harvesters needed to run for a specific time, and so on and so on.
Once you had your raw materials, you would "experiment" with them and the pattern to produce a schematic. You would plop down an automated factory, insert the schematic, power and enough raw materials for as many units as you wanted to make, and the factory would chug them out for you at a steady speed. Again, the success with the experimentation affected the quality of the final product (and you could adjust colors etc). And the results of the experimentation were themselves affected by your skill level, your crafting station, some other crafting items (of varying qualities of course) and just plain old luck. The system made sure that no two items were alike (unless they came from the same factory run), and created a rich market for raw materials and crafted items (which tended to be better than anything found as drops from mobs). In WoW, every item with the same name is alike; in SWG, one laser rifle could be wayyy better than another laser rifle made with really sucky materials. And most of what at least to me counts as tedium, such as waiting 6 hours real time while your character sits in place and extracts raw materials, was eliminated.
Many crafting professions, especially clothing line, had extremely varied and imaginative designs. People would mix and match designs and colors to come up with very unique looks (and for certain reasons armor wasn't usually worn unless one knew that combat was imminent). And the sheer amount of crafting lines was significant, since the economy was entirely player run, so all weapons, armor, clothes, houses, vehicles, space ships and so on were player made. The professions also depended on each other; you didn't just get harvesters and factories for free, they were made by another crafter, and their quality of course again affected everything. Many patterns also required components that could only be made by another crafting profession, so people formed supply chains, and made friends that way. The crafting was meaningful since there was always room to improve, and crafters tried to produce as high quality items as they possibly could to make a name for themselves. People had NPC vendors in their player-made houses selling their products, and because of the quality issues, customers tended to come back and even form personal relationships.
i liked WoW only because of the sheer size!!!!!!!!
i hated the fact i had to pay monthly tho..... i know what your going to say
but i didnt need all that help from those help people im paying £8 a month for support and to be honest the origeonal game was big enough without all the monthly updates
i want another good mmorpg which dosent ask for my soul and my wallet
Jade6, thanks, that was worthed it, atleast for me anyways
btw, I know I'm sort of deviating from the original topic for my good, but hehe
Personally, what I'm getting from your post is that what makes harvesting enjoyable, is that harvesting is like exploration. Exploration is fun because it helps give more information not only knowledge about materials at different areas but it also fleshes out the world more and helps with immersion/role-play value... Personally, my view on materials changing at certain areas is quite indifferent, maybe a little dislike towards it too. Because I feel that it takes away from immersion, or like a game that starts over every month or so, or was there a story/reason for why materials change in terms of the game's lore? Did you actually enjoy this aspect of it? Anyone else?
Experimenting is fun too, but I really need to think more as to exactly why it is so... Is it just because it makes the player eager and anticipate what the final product will be? Or is it because of something else? hmmm, probably maybe it just ties in with personal knowledge/understanding of the world just like exploration is... Anyways, as far as experimentation goes, I definitely like the idea that any one particular item can have multiple versions based on the types and amount/ratio of materials put into the making. As for the idea of luck, I actually don't like that in terms of armour/weaps that players would be using, because to me I just don't like it if some guy were to get better items than me just because he was lucky enough, and it would just cause downtime for me to try and just get lucky to get something just as good. What do you feel about this?
As far as actually crafting the material and making a product... I agree that designing is fun, but that's like the only other thing that I can think of that makes it fun. The fact that the crafter gets to design the product like how it was for my architecture class ( I hated everything else in my arch. class though )... Basically, to have a theme in mind for the design and then create it is fun. Again this probably ties into immersion too, because you're pulling yourself into it when you're thinking of a theme or designing one...
Anyways, those are my thoughts...
Glad to be of service.
I think a major issue was that it took time and effort to make the best quality stuff; materials were random, so when a good material showed up, people would chug it up like mad because it might be months before another deposit that good turned up somewhere. Getting the best quality tools, harvesters, factories, patterns and raw materials required lots of time, effort, money and connections. So you were actually building a business, instead of like in WoW where if there's a shortage of some item, anyone can just switch professions and go from 0 to 300 in one night (yeah, I did it several times) and be able to craft top level stuff that was exactly as good as what the people who had been doing it since day one could come up with. Sure there were a few rare patterns you only got as drops but somehow it's not the same thing; drops are kinda random, and usually from raids (which kinda meant top guilds had the most patterns, not the most enthusiastic crafters), whereas the way things worked in SWG was that effort = results.
So yeah, the random material qualities was a really key thing - if certain areas always produced the same quality of materials, somebody would just write a map and publish it online, and then anyone could be making super quality items as soon as they got past the crafting profession leveling process (which was mostly done with macros). It also gave crafters an excuse to fly around admiring the scenery and maybe explore a bit on the side. We had a website where crafters updated material info as soon as they changed, but not all materials were updated, and that activity also created community spirit. But even with the web site, you still couldn't find more than a few top quality materials anywhere in the entire galaxy at a time, so you couldn't just go and start off from the top straight away.
Experimentation served the same thing really, you needed top quality tools to produce top quality stuff and it took time and dedication to get what you needed. As for what I said about the element of luck, it didn't play that big a part anyway; sometimes the experimentation would go bad once or twice and you lost the stuff used up in those tries but eventually you got a good enough result anyway, and could use that as a blueprint for your factories. It was more of a question of how much stuff you were willing to waste during the experimentation in order to get the highest possible quality of blueprint, usually 5 tries max was enough to get the realistic top quality. I mean, you won't try so many times if you only have raw materials for 5 items, but you might try a bit more if you are planning to run 200 items, right?
One has to understand that it wasn't like you put it, "one guy gets a better item out of sheer luck", since you really didn't have more than a handful of real experts in any crafting profession at a time in the entire galaxy. So when one guy did better than others, he would chug out dozens or even hundreds of items and everybody else would then buy a few, so everyone had the best stuff anyway (well, while it lasted). Other crafters could then make other items, as even within the same crafting line, each item tended to require different kinds of raw materials, so that one guy could only make a few items better than anyone else while others could do other stuff better than him. Due to universal item decay, it wasn't like "this is the last suit you will ever wear"; stuff would get used up and break so people would need to buy new stuff after a while, and maybe by then that one guy was out of raw materials so others could take his place as the top crafter in that specific niche. Not everyone was a crafter anyway, many spent all of their points for combat professions. Crafting was just one of the many professions, and you rarely made most of the stuff you used anyway.
I mean, suppose if in WoW, you were asked to choose between crafting skills and combat skills; not like now, where you can be both at the same time. SWG had an open skill system where you could place points to any profession you liked in a tree structure; those who put everything into combat professions tended to be more versatile in that, as for example they could be masters of one combat branch and combat medics at the same time; or they could master one combat profession and one crafting line, but then they couldn't be so versatile in combat, and some even put all points to crafting and business skills (or crafting and harvesting) so that they could make the most out of the crafting side of the game. So nobody was best at everything at the same time, and therefore people actually needed each other.
Anyway, I'm tired and rambling now (not to mention off-topic), but you seemed interested so there you go...
Well the one that stands out for me was the original EQ. It was a good game that allowed a person (at least when i played) to basically choose their own path as they progressed in levels. There wasn't any mandatory quests that I can recall.
The upcoming game Age of Conan has alot of factors that really makes me want to play.
PvP Sieges
Guild owndership of battlekeeps
More realistic Combat
It looks to be alot of fun.
Legion of Steel - AoC Guild
i have to read this tread again and make a decent post , for now i just want to say something about ultima ( not online ) i just played the single player game , and at that time , for me it was super uber that you had to eat and sleep your char. the role play was extremely real life simulator , think this is the reason ultima is the ultimate classic rpg game , i think.
Guild - http://lightness.goodforum.net/
Blog - http://www.pierrecarlier.com/
Okay I see some of your points... About the random materials, I'd imagine some materials would only spawn in marshes, while others highlands, or etc. This would be more along something I'd be fine with, rather than being too random...
1) I guess creating blueprints and "failing" (if I'm understanding you correctly from before and right now, there's a failure chance right?) isn't that bad with the luck thing and all... Since my post, I started thinking on the luck thing, and what I did get out and concluded is this... I'm okay with mining/harvesting with luck and failure chance or whatever... But when it comes to directly creating/crafting the object from materials, the player's hope is much higher, because he anticipates the final product/reward... THat's why I don't like luck much for that part of a game ( atleast I don't like the chance of failure for crafting anyways, as for chances of creating an item that might vary in stats, I'd have to think and weigh that some more )... Anyways, for luck for creating blue prints, then I'd imagine the player's hope wouldn't be as high as if he was trying to craft the final item...
2) I don't necessarily like this solution, because all of this is based on chance to beable to craft the best item, and then creating a bunch of it to sell... I like the fact that the person doesn't craft his entire attire... I haven't come up with any other solutions for awhile, except a time driven crafting ( like how eve has time learning skills ). This way it solves the issue so that one person isn't crafting all of the best items and selling it, because it takes time to craft... And what I like about this idea also is that even if 2 or more crafters are able to craft the same exact or very similar items, they both can still sell their items, because no one guy is able to mass produce any one item. Anyways, how do you feel about this idea? Btw, I'm going to think about it some more, maybe some how incorporate some part of the SWG idea, or think of someway to possibly solve some of the other issues...
Edit: Anyways for the crafting thing, I came up with a solution now... Because I like the idea that different crafters specilizes in different way like stats for example... So, lets assume a time driven crafting system... In addition to that, each crafter chooses what bonus he adds to a weapon as he advances in his crafting skills... (i.e. Crafter A gives +5 str, +2 agi, +1 dex to every weapon or armour that he crafts. Maybe a crafter is specialized in crafting light weight items. Maybe weight affects a players energy/mana/speed/etc...Also, maybe when he doesn't want to specialize in certain stats or whatever anymore, maybe he can change it slowly by identifying what stats he wants to go towards and continually craft/work to get to it ) This is just a preliminary concept. What do you think about this idea? ( assuming everything/all of the game design ideally work well together)
even though the game is old and almost dead here we go
EverQuest:
challenging to solo which almost forced grouping where you made friends and built a very strong, mature community
The raid zones were something you feared and part of that was a harsh death penalty. Because of the fear of dying you had another reason to "stick together" and pay attention and play seriously.
Very little instancing, which made you feel a lot less isolated from the rest of the world.
The game isn't built around PvP and therefore the classes aren't balanced around PvP but rather RAIDING. Furthermore the community is more mature when you don't have L33T players who want to PWN you and everything under the sun.
City of Heroes (CoH) and City of Villains:
- The easiest MMO to get in, yet, the hardest to master (and I am not talking about earning boring long gear, I am just talking about choosing the right powers, enhancing and slotting the rights, and so on).
- Customisation. You can be anywhere from 4' to 8', anoxeric, slim, athletic, muscular, sooo much choices, like weird limbs, tails, hats and so on...full choices on colors, primary and secondary colors on each piece of equipment just work sooo fine.
- Cloaks done right.
- Customised toons, you won't find many person having the same built. So, even if 33% of the players are brutes, you have stone brute, invul brute, elect brutes and 3 others(or 4?), each of them can have any of the 6 differents attack pools, secondary powers and epic...seeing someone with the same primary and secondary power is unfrequent, someone with the same built as you, ultra rare.
- FASTEST MMO I experience, yet, it is still a RPG. It is FAST, but it isn't an action game, it is a RPG. This is great.
- Open world with zones to reduce the lag, missions are inside instances. So you have the best of everything, you encounter players, you meet them, but when you hunt and do your mish, YOU are doing it.
- You toon is progressing, aka not regressing. See, in EQ, a level 1 can solo 3 reds. A level 50 in EQ can't even solo 1 red, never think of trying 3. In CoH, at level 1, it take everything you have to solo 3 minions of your level, assuming you can. At level 50 in CoH, you can solo a dozen of minions that are higher level than you, with 2 bosses and some lieutnants if you are well built, if not, you still do a LOT more than at level 1. See, your toon PROGRESS, it become stronger, more self-reliable.
- Solo play, you can solo all the way from level 1 to level 50 and see your toon developp and become better. Maybe you will need to abandon a story arch or two that enforce grouping, but you will survive that and not feel penalised, just annoyed. You can earn MOST of the accolades while soloing, might need to endure PvP, but won't have to really PvP, just endure it...well, at least you still solo well after doing that.
- Small groups, groups of 2-4 players are wonderful in CoH...the XP come faster than while soloing, the challenge are nice and sweet...in bigger groups it doesn't work as well however, since the player poor coordination is hurting the grouping system.
- Up to level 25ish, you can be the top line in power consideration without much efforts, after that you can earn the accolades to get a nice bonus, but if you don't you are still in-game, all the way to 50.
- Mayhem allows you to destroy the environment.
- Travel powers, it is just amazing, the metro that lead to every other zone, the flying/jumping/running/teleporting powers are all awesome, wonderful.
- Storyline completely outmatch all other MMO experience I ever got, and they put MY name in these stories, which does matter for my nasty ego, yeah it is getting me throught my evil side, it is still getting me.
CoX have not only good points, but I underline these where I think they are WAY ahead of all competitors. I prolly forget a few good points.
- "If I understand you well, you are telling me until next time. " - Ren
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Do I ever sleep?
Ill go for it ..
The number one for me was the House System in SWG.
Close second was the crafting system in SWG.
The Housing system was great in so many ways, i dosent know where to start.
Overall, i think, it was the ability to place nearly anything in your home.
Furniture, Lootdrops, even Armor and Weapons, all those stuff.
Together with the ability to move stuff in all 3 dimensions and "drag" them into each other, there where so many unusual combinations, that i was stunned more then once after entering a friends / buisenesspartners house.
You also could name every crafted item yourself, and this name was displyed, if other players looked at it.
Also the houses had some style with more then one room even more then one floor. Some with a lift some with good old Stairs.
Sure some had a room layout that wasnt that good, and as i left the game, they had the same problem as UO before with houses everywhere.
In summary the system was great and i have to find a game that has an equal cool House / Furniture design at hand.
(oh and sorry for my terrible english .. its not my first language)
Even though AOC is not even out.. there combat system and the pure brutality of it will REALY stand out amonst other MMORPGs
Eaxample