Generally speaking: 1) A living world in which my character can live. 2) Quests that matter, possibly specific to my character's race or class. 3) Factions and NPC Guilds like Mages, Thieves, Fighters, and Temples where players go to adventure in the world.
And a bonus feature: 4) Consequences for decisions. Decisions have consequences.
This. I would add open world PvE difficulty. I also would require open world housing and limited fast travel ala Darkfall. Possibly removing the portal chambers if you can't find a way to make them PvE dangerous.
I should be able to ruin my reputation with my home city and have to move the underworld and crappy outposts to live out of until I can raise my rep with another faction and enter their city.
Lack of linear quest hubs. Throw me into a big open dangerous world and let me make my own fun. Crafting should be important as well as character customization and character building/theorycrafting should be extensive.
No balancing around PvP. PvE abilities are going to be powerful and extensive for both the mobs and the players (no more 2 second fears)
Leveling content that doesn't feel like an 80-level-long tutorial. That means no kill 10 rats, no un-epic dynamic events where 3 centaurs are threatening to bring my lifebar down to 90% and no dungeons I can finish with the use of 2 buttons. The only leveling content so far that made me feel full of joy were the zone invasions in Rift.
Endgame content that requires skill to complete and finds a way to remain fun and grindless even when doing it multiple time.
Surely a company spending millions of dollars can figure these 2 out.
The long-term difference for me is always the social aspect: guild, friends, community. If it doesn't have that or it falls apart, I tend to leave the game fairly quickly.
In terms of gameplay: - Lots of choice: Exploring, questing, dungeons, raids, pvp, dynamic content, crafting, class design/talents, etc. This way, I'm never bored.
- A commitment to housing that has a low barrier to entry and fosters player creativity. LOTRO did this and then Rift reinvented it. Most of the sandboxes with housing (that I've seen) require more time than I'm willing to invest in making building blocks.
- Lore. This one can be a game maker or breaker for me. It can be the reason I stay years after I've burned through all the content several times. It can be the reason why I continue to log in after a couple months away. And its absence can be the reason I decide to walk away after being on the fence.
Leveling content that doesn't feel like an 80-level-long tutorial. That means no kill 10 rats, no un-epic dynamic events where 3 centaurs are threatening to bring my lifebar down to 90% and no dungeons I can finish with the use of 2 buttons. The only leveling content so far that made me feel full of joy were the zone invasions in Rift.
Endgame content that requires skill to complete and finds a way to remain fun and grindless even when doing it multiple time.
Surely a company spending millions of dollars can figure these 2 out.
While I never played Rift, I agree with the leveling sentiment. After the first few levels the gloves need to come off. When was the last time anyone played an mmorpg where they didn't reach the level cap because it was too difficult?
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
Originally posted by Nemesis7884 i want cute little puppies to cuddle with
I have just the thing for you!
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Leveling content that doesn't feel like an 80-level-long tutorial. That means no kill 10 rats, no un-epic dynamic events where 3 centaurs are threatening to bring my lifebar down to 90% and no dungeons I can finish with the use of 2 buttons. The only leveling content so far that made me feel full of joy were the zone invasions in Rift.
Endgame content that requires skill to complete and finds a way to remain fun and grindless even when doing it multiple time.
Surely a company spending millions of dollars can figure these 2 out.
While I never played Rift, I agree with the leveling sentiment. After the first few levels the gloves need to come off. When was the last time anyone played an mmorpg where they didn't reach the level cap because it was too difficult?
How do you make "the correct sequence of actions" more difficult? Still exciting multiple times? AI and variation?
How do you make "the correct sequence of actions" more difficult? Still exciting multiple times? AI and variation?
I would suspect some kind of system that takes advantage of opportunities, actions that provide a greater benefit when used in the correct timing of a fight. Such as using a power after you dodge an attack, using a power to counter the enemies power. A system that allows you to shift your defenses on the fly to better protect from a directional attack so that if you do it properly you take less damage from the attack. Being able to combo your attacks with other players in the area to produce something greater than what you both can do by yourselves, etc.
How do you make "the correct sequence of actions" more difficult? Still exciting multiple times? AI and variation?
I would suspect some kind of system that takes advantage of opportunities, actions that provide a greater benefit when used in the correct timing of a fight. Such as using a power after you dodge an attack, using a power to counter the enemies power. A system that allows you to shift your defenses on the fly to better protect from a directional attack so that if you do it properly you take less damage from the attack. Being able to combo your attacks with other players in the area to produce something greater than what you both can do by yourselves, etc.
But isn't that really just "the correct sequence of actions"? You can add to the sequence but that doesn't change that. Although it does add something, especially the first time around.
But if you add randomness to what you said, now you have to play it and respond on the fly. And if you add AI on top of that, now you also have opportunities for players to try to direct those actions and look for those opportunities. And I think this is true for any game style, level grind or not.
Fallout new Vegas with a map 10.000 times the size. Trading between players trough shops. Ability to make a group/clan.
Some other interface systems with group options like placing bounties and stuff. I imagine having a gang and ambushing lone travellers. Maybe some people set up some kind of police or you can join the NRC (NPC police/army) to clear certain roads or villages from player (and NPC) gangs and collect bounties.
End game could be about power and status. You or your group can control (or maybe even build) settlements filled with NPC's, think New Vegas but obviously better.
Man, when I started playing my First mmorpg Star Wars Galaxies I had such high hopes for the future. The game wasn't perfect and lacked (end game) content but it had a good basis to start from.
Bounty hunting, opening a shop, dancing for money, being a trader (and I don't mean sitting hours at an auction house but actually talking to people), you made your own goals.
I imagined in future games you could truly design your own clothes and houses from scratch and take part in huge pvp battles using the weapons you bought or crafted. Set up a police force or join a gang, build massive cities with skyscrapers with people everywhere.
Now we have lineair solo games which are less good then single player RPG's.
1. Heavily promoted grouping. What i mean by this is that you *can* solo your way to max level, but its going to take a lot longer and be a lot more tedious. I want groups to give XP % bonuses, and i want dungeons to give %xp bonuses.
2. Large world with multiple starting cities and starting areas (ala EQ1).
3. Remove the idea of level restrictions. I dont mind levels, i dont mind bind on equip. BUT, im sick of this "oh, you're X levels, lets say 3 levels below this mob, we have it hard coded that you will have a 50% miss rate. Now, you're 4 level below? 90% miss rate. Oh, now you're 5 levels below it, you can't hit it AT ALL. I'm also sick and tired of levels on items. I'm sorry but if a group of 20 level 15-18 characters wanted to get together and take down the level 26 mountain giant that is running around the zone and he drops a nice sword, there no is no reason someone shouldnt be able to use it. Also, why is that a max level, say level 60 character is suddenly magically ok to participate in raids, but a guy who is level 59 can't? Its like saying that a person who spent 10 years training with a bow wouldnt be able to damage that monster, but the guy who has 10 years and 6 months of training is able to do it. Its ridiculous. Should the level 59 guy be slightly reduced effectiveness? of course, but that doesnt mean he can't contribute.
Basically what i want is EQ1, with a few modernizations and changes. I am ok with raid loot and super high end items being bind on equip. Low end or more common items, honestly who cares. *some* fast travel is fine. I would like maybe 1 or 2 teleports from 1 or 2 of the main cities that go to a central location on each continent. Then i am ok with a few more scattered teleports for things like druid rings and wizard spires.
Make it so you can have a wizard spire or druid ring near the high end raid zone, but make it a long involved quest to get the teleport skill, and one that involves a guild to help complete the quest line. Make the skill teleport an entire group at once, but make it take a component that is expensive enough to severely limit the spells usage for teleporting a single person.
A lot of people don't realize that EQ1 was a skill based system. Your ability to hit mobs and to defend attacks was based on your skills, not your level. Your level was only ever there just as an indicator and way of diving up the XP curve from start to finish. It was not used in any damage equations, any hit/miss equations, nothing. All it affected was your skill cap. So you got 5 increase in skill cap per level. But whether you wanted to be good at 1h slashing, or 2h blunt, etc, was up to you, and that number was what was used in the calculations. The best part is that you could hit something that was 9 levels above you might miss 70% of the time, and the times you do hit might be for 1/4 the dmg you're used to. But you could do it.
Same thing the other way around. Just because a mob was 10 levels ahead of you didnt mean that they insta gibbed you if they hit you. Yeah, they probably hit you 3x as hard as an equal level mob, and they almost never missed, but you could at least go explore a high level area without the worry that even the slightest mistake would be instant death.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
Realistic/mature/low fantasy/sane colour palette graphics and peaceful easy to listen to music. No flashing lights, awful noises or mad colours.
Crafting with no hard cap. You can hunt for rare receipts or in other ways improve your crafting forever. Always something to aim for. Always something you`d like to have/find/improve.
Rare/hidden/random surprises which it may take years for anyone to discover.
Realistic/mature/low fantasy/sane colour palette graphics and peaceful easy to listen to music. No flashing lights, awful noises or mad colours.
Crafting with no hard cap. You can hunt for rare receipts or in other ways improve your crafting forever. Always something to aim for. Always something you`d like to have/find/improve.
Rare/hidden/random surprises which it may take years for anyone to discover.
I like the way you think. In particular, I'd like multi-step clues "hidden in plain sight", and deeply buried in the game for some major discoveries also. This could tie into crafting, magic, combat special moves, artifacts and treasures.
A lot of people say they are sick of the WoW format of questing, battle grounds, dungeons, and simply crafting. Recent mmos have been adding instanced housing, and claim to big on explorations. What is it that you guys actually want in order to play a new release longer than 1-3 months?
Give 3 features that would make the difference for you.
I'm sick of other people, that would like to reinvent the wheel. All I want is already present in Wow and Swtor. Of course there is always room for improvement. And new expansions.
I think i want something out of rail and more community.
I ready miss age when i still have fun and long term party in MMORPG.
Aside from that , i don't want level restriction contents .
I want to do any contents when i start game and not wait to "end game" to do it.
Of course able to win or not is depend on my character's strength and my skill .
Level only parts to raise my stats and make things easier to finish.
I want to do any quests that my friend can do , go where they can go and not worry about level restrict .
I want to bring more player in dungeon without limited by party number
Then it possible , better monster design so there are more challenge. No need higher AI , but they attack patent more complex and require skill and tactic to win again.
Update Asheron's Call with a better engine and more modern looking graphics. Add in Minecraft/Wurm online sandbox depth. Sprinkle in a localized political and economic system (each town has their own politics and economics, which are affected by a larger regional system). Then we'd be getting somewhere.
People to realise that the 'WoW format' is actually the 'EQ format'
Lol, you obviously never played EQ or you are joking, right?
Don't get me wrong, EQ was a big inspiration to Blizzard even to the point of hiring elite EQ players but EQ is pretty far away from WOW.
I don't think he was joking. If you think wow was the awakening of mmo's you should download and play the 10+ mmo's that were out before wow. Wow is a clone of other mmo's whether you like it or not or maybe your just not old enough to have experienced mmo's that wow copied.
To the Op i would like to see...
1. Housing that you can use any object that you find in the world in.
2. Crafting with decay and maybe random stats on the components
3. Bounty hunting system that you can hunt down pvp players for their griefing prowness.
Oh wait there was a game like that....@#$ (seems to have been censored because it's a bad word to the community).
A lot of people don't realize that EQ1 was a skill based system. Your ability to hit mobs and to defend attacks was based on your skills, not your level. Your level was only ever there just as an indicator and way of diving up the XP curve from start to finish. It was not used in any damage equations, any hit/miss equations, nothing. All it affected was your skill cap. So you got 5 increase in skill cap per level. But whether you wanted to be good at 1h slashing, or 2h blunt, etc, was up to you, and that number was what was used in the calculations. The best part is that you could hit something that was 9 levels above you might miss 70% of the time, and the times you do hit might be for 1/4 the dmg you're used to. But you could do it.
Same thing the other way around. Just because a mob was 10 levels ahead of you didnt mean that they insta gibbed you if they hit you. Yeah, they probably hit you 3x as hard as an equal level mob, and they almost never missed, but you could at least go explore a high level area without the worry that even the slightest mistake would be instant death.
EQ is skill based, but spells were almost always resisted by higher level mobs if I recall. The only thing that worked were melee weapons. I did usually die to blues in pretty quickly. If they hit you once generally it would mean at least 3 or 4 hits. Sometimes more than that with dual wield, double attack, triple attack, etc. It was pretty scary as I would kite things around for a few minutes to kill them, but one mistake meant death and possible a large loss of experience. I guess a lot of people wouldn't call that challenge, but it weeded out the people who gave up easily. It was difficult in that you had to earn more exp than you lost. That means you couldn't just run in and fight without a strategy that worked and execute it to perfection. Some mobs were pretty near impossible to kill solo though. Ones that feared you were always a pain in the but. Befallen was always a pain in the but with those necromancers. You would end up with the whole zone on your back. Just outside Befallen was a shadow night that got on a lot of peoples nerves fear kiting them.
Give me a PvE MMO with risk, adventure, open world (large zone maybe be sufficient) and I am happy. Add decent, at least semi- realisic graphics, no Crysis graphics required but please no cartoon style either and I am happy.
At the moment there is the choice between myriads of easy peasy themeparks where you can't loose anything even if you tried very hard and those PvP games which are gankers heaven, mostly made for masochists.
An improved EQ, removing some of the tediousness and upgraded graphics would have been great. Won't happen, I know. Instead we get this EQN which is... ok, I won't start that rant today.
Give me a PvE MMO with risk, adventure, open world (large zone maybe be sufficient) and I am happy. Add decent, at least semi- realisic graphics, no Crysis graphics required but please no cartoon style either and I am happy.
At the moment there is the choice between myriads of easy peasy themeparks where you can't loose anything even if you tried very hard and those PvP games which are gankers heaven, mostly made for masochists.
An improved EQ, removing some of the tediousness and upgraded graphics would have been great. Won't happen, I know. Instead we get this EQN which is... ok, I won't start that rant today.
The need to group up with my fellow players to progress through the game. That is all. I don't really care what else is added to the game, be it quest grinding, mob grinding, or any other type of MMO gameplay. I play MMO's because they're multiplayer co-operative experiences.. or at least, they used to be. Now they're more single player than most single player games, which to me completely defeats the point of playing an online game in the first place.
People to realise that the 'WoW format' is actually the 'EQ format'
Lol, you obviously never played EQ or you are joking, right?
Don't get me wrong, EQ was a big inspiration to Blizzard even to the point of hiring elite EQ players but EQ is pretty far away from WOW.
I don't think he was joking. If you think wow was the awakening of mmo's you should download and play the 10+ mmo's that were out before wow. Wow is a clone of other mmo's whether you like it or not or maybe your just not old enough to have experienced mmo's that wow copied.
Exactly the point I was subtly (though clearly too subtly for some, despite the the winky emoticon) trying to make!
People that are crusading against the WoW type of MMOs either never really liked WoW, or didn't like the changes they have done to the game.
If they didn't like WoW, they didn't really get tired of it, since they didn't even like it in the first place.
If they didn't like the changes, then it's not the style or type that is the problem, but rather the trend.
Yeah, that's it.
Well, maybe, the third possibility is that they simply got tired of repetitive game play because they've done it, gone through an entire game of it + some.
That's what they mostly say, anyways. But then, you know how people who say things you don't like lie.
Comments
This. I would add open world PvE difficulty. I also would require open world housing and limited fast travel ala Darkfall. Possibly removing the portal chambers if you can't find a way to make them PvE dangerous.
I should be able to ruin my reputation with my home city and have to move the underworld and crappy outposts to live out of until I can raise my rep with another faction and enter their city.
Lack of linear quest hubs. Throw me into a big open dangerous world and let me make my own fun. Crafting should be important as well as character customization and character building/theorycrafting should be extensive.
No balancing around PvP. PvE abilities are going to be powerful and extensive for both the mobs and the players (no more 2 second fears)
I have but 2 wishes for PvE content.
Leveling content that doesn't feel like an 80-level-long tutorial. That means no kill 10 rats, no un-epic dynamic events where 3 centaurs are threatening to bring my lifebar down to 90% and no dungeons I can finish with the use of 2 buttons. The only leveling content so far that made me feel full of joy were the zone invasions in Rift.
Endgame content that requires skill to complete and finds a way to remain fun and grindless even when doing it multiple time.
Surely a company spending millions of dollars can figure these 2 out.
The long-term difference for me is always the social aspect: guild, friends, community. If it doesn't have that or it falls apart, I tend to leave the game fairly quickly.
In terms of gameplay:
- Lots of choice: Exploring, questing, dungeons, raids, pvp, dynamic content, crafting, class design/talents, etc. This way, I'm never bored.
- A commitment to housing that has a low barrier to entry and fosters player creativity. LOTRO did this and then Rift reinvented it. Most of the sandboxes with housing (that I've seen) require more time than I'm willing to invest in making building blocks.
- Lore. This one can be a game maker or breaker for me. It can be the reason I stay years after I've burned through all the content several times. It can be the reason why I continue to log in after a couple months away. And its absence can be the reason I decide to walk away after being on the fence.
While I never played Rift, I agree with the leveling sentiment. After the first few levels the gloves need to come off. When was the last time anyone played an mmorpg where they didn't reach the level cap because it was too difficult?
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
How do you make "the correct sequence of actions" more difficult? Still exciting multiple times? AI and variation?
Once upon a time....
I would suspect some kind of system that takes advantage of opportunities, actions that provide a greater benefit when used in the correct timing of a fight. Such as using a power after you dodge an attack, using a power to counter the enemies power. A system that allows you to shift your defenses on the fly to better protect from a directional attack so that if you do it properly you take less damage from the attack. Being able to combo your attacks with other players in the area to produce something greater than what you both can do by yourselves, etc.
But isn't that really just "the correct sequence of actions"? You can add to the sequence but that doesn't change that. Although it does add something, especially the first time around.
But if you add randomness to what you said, now you have to play it and respond on the fly. And if you add AI on top of that, now you also have opportunities for players to try to direct those actions and look for those opportunities. And I think this is true for any game style, level grind or not.
Once upon a time....
Fallout new Vegas with a map 10.000 times the size. Trading between players trough shops. Ability to make a group/clan.
Some other interface systems with group options like placing bounties and stuff. I imagine having a gang and ambushing lone travellers. Maybe some people set up some kind of police or you can join the NRC (NPC police/army) to clear certain roads or villages from player (and NPC) gangs and collect bounties.
End game could be about power and status. You or your group can control (or maybe even build) settlements filled with NPC's, think New Vegas but obviously better.
Man, when I started playing my First mmorpg Star Wars Galaxies I had such high hopes for the future. The game wasn't perfect and lacked (end game) content but it had a good basis to start from.
Bounty hunting, opening a shop, dancing for money, being a trader (and I don't mean sitting hours at an auction house but actually talking to people), you made your own goals.
I imagined in future games you could truly design your own clothes and houses from scratch and take part in huge pvp battles using the weapons you bought or crafted. Set up a police force or join a gang, build massive cities with skyscrapers with people everywhere.
Now we have lineair solo games which are less good then single player RPG's.
Will be hard to limit to 3, but here goes:
1. Heavily promoted grouping. What i mean by this is that you *can* solo your way to max level, but its going to take a lot longer and be a lot more tedious. I want groups to give XP % bonuses, and i want dungeons to give %xp bonuses.
2. Large world with multiple starting cities and starting areas (ala EQ1).
3. Remove the idea of level restrictions. I dont mind levels, i dont mind bind on equip. BUT, im sick of this "oh, you're X levels, lets say 3 levels below this mob, we have it hard coded that you will have a 50% miss rate. Now, you're 4 level below? 90% miss rate. Oh, now you're 5 levels below it, you can't hit it AT ALL. I'm also sick and tired of levels on items. I'm sorry but if a group of 20 level 15-18 characters wanted to get together and take down the level 26 mountain giant that is running around the zone and he drops a nice sword, there no is no reason someone shouldnt be able to use it. Also, why is that a max level, say level 60 character is suddenly magically ok to participate in raids, but a guy who is level 59 can't? Its like saying that a person who spent 10 years training with a bow wouldnt be able to damage that monster, but the guy who has 10 years and 6 months of training is able to do it. Its ridiculous. Should the level 59 guy be slightly reduced effectiveness? of course, but that doesnt mean he can't contribute.
Basically what i want is EQ1, with a few modernizations and changes. I am ok with raid loot and super high end items being bind on equip. Low end or more common items, honestly who cares. *some* fast travel is fine. I would like maybe 1 or 2 teleports from 1 or 2 of the main cities that go to a central location on each continent. Then i am ok with a few more scattered teleports for things like druid rings and wizard spires.
Make it so you can have a wizard spire or druid ring near the high end raid zone, but make it a long involved quest to get the teleport skill, and one that involves a guild to help complete the quest line. Make the skill teleport an entire group at once, but make it take a component that is expensive enough to severely limit the spells usage for teleporting a single person.
A lot of people don't realize that EQ1 was a skill based system. Your ability to hit mobs and to defend attacks was based on your skills, not your level. Your level was only ever there just as an indicator and way of diving up the XP curve from start to finish. It was not used in any damage equations, any hit/miss equations, nothing. All it affected was your skill cap. So you got 5 increase in skill cap per level. But whether you wanted to be good at 1h slashing, or 2h blunt, etc, was up to you, and that number was what was used in the calculations. The best part is that you could hit something that was 9 levels above you might miss 70% of the time, and the times you do hit might be for 1/4 the dmg you're used to. But you could do it.
Same thing the other way around. Just because a mob was 10 levels ahead of you didnt mean that they insta gibbed you if they hit you. Yeah, they probably hit you 3x as hard as an equal level mob, and they almost never missed, but you could at least go explore a high level area without the worry that even the slightest mistake would be instant death.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
Realistic/mature/low fantasy/sane colour palette graphics and peaceful easy to listen to music. No flashing lights, awful noises or mad colours.
Crafting with no hard cap. You can hunt for rare receipts or in other ways improve your crafting forever. Always something to aim for. Always something you`d like to have/find/improve.
Rare/hidden/random surprises which it may take years for anyone to discover.
I like the way you think. In particular, I'd like multi-step clues "hidden in plain sight", and deeply buried in the game for some major discoveries also. This could tie into crafting, magic, combat special moves, artifacts and treasures.
Once upon a time....
I'm sick of other people, that would like to reinvent the wheel. All I want is already present in Wow and Swtor. Of course there is always room for improvement. And new expansions.
I think i want something out of rail and more community.
I ready miss age when i still have fun and long term party in MMORPG.
Aside from that , i don't want level restriction contents .
I want to do any contents when i start game and not wait to "end game" to do it.
Of course able to win or not is depend on my character's strength and my skill .
Level only parts to raise my stats and make things easier to finish.
I want to do any quests that my friend can do , go where they can go and not worry about level restrict .
I want to bring more player in dungeon without limited by party number
Then it possible , better monster design so there are more challenge. No need higher AI , but they attack patent more complex and require skill and tactic to win again.
Update Asheron's Call with a better engine and more modern looking graphics. Add in Minecraft/Wurm online sandbox depth. Sprinkle in a localized political and economic system (each town has their own politics and economics, which are affected by a larger regional system). Then we'd be getting somewhere.
I don't think he was joking. If you think wow was the awakening of mmo's you should download and play the 10+ mmo's that were out before wow. Wow is a clone of other mmo's whether you like it or not or maybe your just not old enough to have experienced mmo's that wow copied.
To the Op i would like to see...
1. Housing that you can use any object that you find in the world in.
2. Crafting with decay and maybe random stats on the components
3. Bounty hunting system that you can hunt down pvp players for their griefing prowness.
Oh wait there was a game like that....@#$ (seems to have been censored because it's a bad word to the community).
EQ is skill based, but spells were almost always resisted by higher level mobs if I recall. The only thing that worked were melee weapons. I did usually die to blues in pretty quickly. If they hit you once generally it would mean at least 3 or 4 hits. Sometimes more than that with dual wield, double attack, triple attack, etc. It was pretty scary as I would kite things around for a few minutes to kill them, but one mistake meant death and possible a large loss of experience. I guess a lot of people wouldn't call that challenge, but it weeded out the people who gave up easily. It was difficult in that you had to earn more exp than you lost. That means you couldn't just run in and fight without a strategy that worked and execute it to perfection. Some mobs were pretty near impossible to kill solo though. Ones that feared you were always a pain in the but. Befallen was always a pain in the but with those necromancers. You would end up with the whole zone on your back. Just outside Befallen was a shadow night that got on a lot of peoples nerves fear kiting them.
Give me a PvE MMO with risk, adventure, open world (large zone maybe be sufficient) and I am happy. Add decent, at least semi- realisic graphics, no Crysis graphics required but please no cartoon style either and I am happy.
At the moment there is the choice between myriads of easy peasy themeparks where you can't loose anything even if you tried very hard and those PvP games which are gankers heaven, mostly made for masochists.
An improved EQ, removing some of the tediousness and upgraded graphics would have been great. Won't happen, I know. Instead we get this EQN which is... ok, I won't start that rant today.
Merry Christmas to you all.
Agreed and a Happy New Year
Give me an online ARPG with good fun combat and progression ... it is ok to be in the guise of a MMO .. like GW2.
People that are crusading against the WoW type of MMOs either never really liked WoW, or didn't like the changes they have done to the game.
If they didn't like WoW, they didn't really get tired of it, since they didn't even like it in the first place.
If they didn't like the changes, then it's not the style or type that is the problem, but rather the trend.
Exactly the point I was subtly (though clearly too subtly for some, despite the the winky emoticon) trying to make!
Merry Christmas
Yeah, that's it.
Well, maybe, the third possibility is that they simply got tired of repetitive game play because they've done it, gone through an entire game of it + some.
That's what they mostly say, anyways. But then, you know how people who say things you don't like lie.
Once upon a time....