Originally posted by Loktofeit Breaking out of the fantasy-themed, level-based, gear-chasing rutt it had been in from about 2004-2009
Just curious, what are some of these MMOs? Not being snide, just curious
- 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
Originally posted by Arglebargle Better character/costuming options.
Sorry, but I have to disagree here. 1997 EQ releases with: 12 Races 15 Classes 14 Starting Cities
I agree on the artwork, EQ sucked when it released. Character customization within those choices was very, very limited.
For that, I look to 2004 when City of Heroes released with the most in depth character creator I have ever seen, hands down. Hundreds of thousands of players played that MMO and you would be hard pressed to find exact copies for players, unless that was done on purpose.
- 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
Originally posted by Arglebargle Better character/costuming options.
Sorry, but I have to disagree here. 1997 EQ releases with: 12 Races 15 Classes 14 Starting Cities
I agree on the artwork, EQ sucked when it released. Character customization within those choices was very, very limited.
For that, I look to 2004 when City of Heroes released with the most in depth character creator I have ever seen, hands down. Hundreds of thousands of players played that MMO and you would be hard pressed to find exact copies for players, unless that was done on purpose.
Most in depth character creator was APB by a country mile. You could design all your own tattoos on that. BTW, I was responding to a post that was talking explicitly about aesthetics.
I do not miss having hundreds of races, but regardless, as a general trend the customization options in AAA mmo's have improved.
Originally posted by Arglebargle Better character/costuming options.
Sorry, but I have to disagree here. 1997 EQ releases with: 12 Races 15 Classes 14 Starting Cities
More is not always better. It is all about implementation. If the classes don't have unique fun mechanics, why bother with more?
I like class customization where you can make a class that's pretty similar another class but just has a slightly different feel or focus. You don't need to have completely unique mechanics to make a new class fun.
Originally posted by Arglebargle Better character/costuming options.
Sorry, but I have to disagree here. 1997 EQ releases with: 12 Races 15 Classes 14 Starting Cities
More is not always better. It is all about implementation. If the classes don't have unique fun mechanics, why bother with more?
I like class customization where you can make a class that's pretty similar another class but just has a slightly different feel or focus. You don't need to have completely unique mechanics to make a new class fun.
I would rather have no classes and a free skill choice.
Originally posted by Arglebargle Better character/costuming options.
Sorry, but I have to disagree here. 1997 EQ releases with: 12 Races 15 Classes 14 Starting Cities
More is not always better. It is all about implementation. If the classes don't have unique fun mechanics, why bother with more?
I like class customization where you can make a class that's pretty similar another class but just has a slightly different feel or focus. You don't need to have completely unique mechanics to make a new class fun.
I would rather have no classes and a free skill choice. That said, I would retain roles (not necessarily the trinity though).
I would rather have no classes and a free skill choice. That said, I would retain roles (not necessarily the trinity though).
I would rather not.
I have yet to see a no class game that is more fun than a class game for me. Free skill choices lead to one "optimum" build, and hard to promote build diversity. Anyone remembering the "tank mage" set up in UO?
Originally posted by Bladestrom It's funny that even though this thread is explicitly about positive comments, several posters hast can't help posting negative pointless comments - is it a sign of mental disorder? Serious question.
Officer Krupke, you're really a square.
This boy don't need a judge, he needs an analyst's care!
It's just his neurosis that oughta be curbed.
He's psychologic'ly disturbed!
I'm disturbed!
We're disturbed!
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
- Dynamic events. Perfectly complements exploration with spontaneous, often-exciting activities.
- Experimental combat systems (action combat) and hybrid/imported combat systems (fps/tps combat). Adds innovation and variety while appealing to new types of players.
- Downscaling. Turns a regular themepark into a retroactive sandbox.
- The realization that there is a greater need for story emphasis in the MMO space. Integrating it organically into this medium will prove to be difficult, but entirely possible.
- Greater degree of visual customization - character and gear.
- Greater sense of mobility built into the character. More games are utilizing speed buffs, double jumps, triple jumps, gliding, and flying to remove the need for mounts and shift that mobility into the characters themselves.
- Greater convenience. Convenience should not be confused with "easiness" or "give me freebies." No, the purpose of something like a dungeon finder is to remove secondary/tertiary effort (the trivial, unnecessary parts of the process, such as time wasted spamming for groups.
- Exploration of systems meant to make other players more of a benefit than a burden. Individualized loot and resource nodes are a pretty drastic improvement.
- Dynamic events. Perfectly complements exploration with spontaneous, often-exciting activities.
- Experimental combat systems (action combat) and hybrid/imported combat systems (fps/tps combat). Adds innovation and variety while appealing to new types of players.
- Turns a regular themepark into a retroactive sandbox.
- The realization that there is a greater need for story emphasis in the MMO space. Integrating it organically into this medium will prove to be difficult, but entirely possible.
- Greater degree of visual customization - character and gear.
- Greater sense of mobility built into the character. More games are utilizing speed buffs, double jumps, triple jumps, gliding, and flying to remove the need for mounts and shift that mobility into the characters themselves.
- Greater convenience. Convenience should not be confused with "easiness" or "give me freebies." No, the purpose of something like a dungeon finder is to remove secondary/tertiary effort (the trivial, unnecessary parts of the process, such as time wasted spamming for groups.
- Exploration of systems meant to make other players more of a benefit than a burden. Individualized loot and resource nodes are a pretty drastic improvement.
+1 I think your list is much deeper than most people ever even think about mmos.
Originally posted by nariusseldon Originally posted by PioneerStew
I would rather have no classes and a free skill choice. That said, I would retain roles (not necessarily the trinity though). I would rather not.
I have yet to see a no class game that is more fun than a class game for me. Free skill choices lead to one "optimum" build, and hard to promote build diversity. Anyone remembering the "tank mage" set up in UO?
Lol .. Sure there were tank mages but there was also a ton of players who were just crafters, there was no optimum build in UO, I rarely saw the tank mages. I did often see fighters who had magic resistance trained to GM but most I knew where crafters, herders or mages
I would rather have no classes and a free skill choice. That said, I would retain roles (not necessarily the trinity though).
I would rather not.
I have yet to see a no class game that is more fun than a class game for me. Free skill choices lead to one "optimum" build, and hard to promote build diversity. Anyone remembering the "tank mage" set up in UO?
Lol .. Sure there were tank mages but there was also a ton of players who were just crafters, there was no optimum build in UO, I rarely saw the tank mages. I did often see fighters who had magic resistance trained to GM but most I knew where crafters, herders or mages
I enjoy when people pull out the UO Tank Mage talking point. Yes, there was this 6-month period, 15 years ago, when a particular setup was OP and played by a lot of players. The fact that any point in time over the past decade and a half you could log into UO and see multiple types of mages, thieves, fighters and craftmen instead of One True Build kind of eludes them.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
True dynamic events are still in development. When they get here and y'all experience them for the first time. My Oh My.
Pardon any spelling errors
Konfess your cyns and some maybe forgiven Boy: Why can't I talk to Him? Mom: We don't talk to Priests. As if it could exist, without being payed for. F2P means you get what you paid for. Pay nothing, get nothing. Even telemarketers wouldn't think that. It costs money to play. Therefore P2W.
-Many options for customizing your character in creation
-The ability to build your class the way you want to, whether you want to be a healing warrior, defensive mage or a damaging archer, or everything in between
-Pretty worlds
-Action combat or hybrid action/tab target combat
-The ability for anyone to find a group without long queues
-Individual resource nodes that anyone that can see it can mine it (meaning I can mine it and my friend can mine it and that guy that just got done killing that boar can mine it... etc.) and banks that hold crafting materials for all characters on your account
Originally posted by Arglebargle Better character/costuming options.
Sorry, but I have to disagree here.1997 EQ releases with: 12 Races 15 Classes 14 Starting Cities
More is not always better. It is all about implementation. If the classes don't have unique fun mechanics, why bother with more?
I like class customization where you can make a class that's pretty similar another class but just has a slightly different feel or focus. You don't need to have completely unique mechanics to make a new class fun.
I would rather have no classes and a free skill choice.
I actually agree. I prefer skill/ability selection and improvement through usage over classes. However, I do appreciate some restrictions, like D&D's old "no metal armor to cast arcane spells" rule.
- 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
I have found myself writing a lot of negative posts due to my dissatisfaction with some recent releases, so I thought I would try my hand at a positive post. So the question is, what is good about modern mmo's?
Here is my list...
The rise of FPS/ TPS combat. Although the games that feature it aren't perfect we have seen it in the likes of PS2, Defiance and Firefall, and I sure hope this trend continues.
For me bad side.
Dynamic events. Again I do not think that they have achieved their true potential yet, but they can only improve.
Ruined for me Gw2. Nothing beats goold old quest hubs and progression.
Dungeon Finders. There are many reasons why I dislike dungeon finders (loss of a populated world and the rise of hub towns mainly) but there is no doubt they save a lot of wasted time.
Agree. There are pros and cons but at the end I do not miss times where I had to lfg for 9 hours to be able to play 1.
Those few unique games that have found their way through the derivative tide, and the most innovative that springs to mind is a child's game, namely Pirate 101.
Story. This is often more suited to single player games and can result in a more solocentric mmo, but there is no doubt I enjoyed playing through the stories in SWTOR a great deal.
They are mine, share your own.
Agree about Swtor. Incredible thing. My 2nd favorite game of all times, second only to Wow.
Comments
OP
one simple word ..nada
None are so blind as those who will not see.
I can find positives in games that I really dislike. Because there usually are a mix of good elements and unpleasent elements (for me personally).
Youse guys appear to be coppin' a stance....
If you are holding out for the perfect game, the only game you play will be the waiting one.
Greater diversity in a bunch of things:
Better character/costuming options.
Choices in types of mechanics.
Wider range of campaign backgrounds
Baby steps in better game writing.
Less trouble with asshats and griefing.
If you are holding out for the perfect game, the only game you play will be the waiting one.
- 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
Better for me. Evidence? I said so.
And more game-like, and less of a sim of a world.
1997 EQ releases with:
12 Races
15 Classes
14 Starting Cities
I agree on the artwork, EQ sucked when it released. Character customization within those choices was very, very limited.
For that, I look to 2004 when City of Heroes released with the most in depth character creator I have ever seen, hands down. Hundreds of thousands of players played that MMO and you would be hard pressed to find exact copies for players, unless that was done on purpose.
- 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
Most in depth character creator was APB by a country mile. You could design all your own tattoos on that. BTW, I was responding to a post that was talking explicitly about aesthetics.
I do not miss having hundreds of races, but regardless, as a general trend the customization options in AAA mmo's have improved.
More is not always better. It is all about implementation. If the classes don't have unique fun mechanics, why bother with more?
Case in point ... two games i like: Diablo 3, and Marvel Heroes.
One game (D3) has only 6 classes, but lots of builds.
The other (MH) has like 30+ classes (each hero is a class, also with multiple builds). Is MH 5 times better than D3? Of course not.
I like class customization where you can make a class that's pretty similar another class but just has a slightly different feel or focus. You don't need to have completely unique mechanics to make a new class fun.
I would rather have no classes and a free skill choice.
I would rather have no classes and a free skill choice. That said, I would retain roles (not necessarily the trinity though).
I would rather not.
I have yet to see a no class game that is more fun than a class game for me. Free skill choices lead to one "optimum" build, and hard to promote build diversity. Anyone remembering the "tank mage" set up in UO?
Officer Krupke, you're really a square.
This boy don't need a judge, he needs an analyst's care!
It's just his neurosis that oughta be curbed.
He's psychologic'ly disturbed!
I'm disturbed!
We're disturbed!
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
- Dynamic events. Perfectly complements exploration with spontaneous, often-exciting activities.
- Experimental combat systems (action combat) and hybrid/imported combat systems (fps/tps combat). Adds innovation and variety while appealing to new types of players.
- Downscaling. Turns a regular themepark into a retroactive sandbox.
- The realization that there is a greater need for story emphasis in the MMO space. Integrating it organically into this medium will prove to be difficult, but entirely possible.
- Greater degree of visual customization - character and gear.
- Greater sense of mobility built into the character. More games are utilizing speed buffs, double jumps, triple jumps, gliding, and flying to remove the need for mounts and shift that mobility into the characters themselves.
- Greater convenience. Convenience should not be confused with "easiness" or "give me freebies." No, the purpose of something like a dungeon finder is to remove secondary/tertiary effort (the trivial, unnecessary parts of the process, such as time wasted spamming for groups.
- Exploration of systems meant to make other players more of a benefit than a burden. Individualized loot and resource nodes are a pretty drastic improvement.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
+1 I think your list is much deeper than most people ever even think about mmos.
I would rather not.
I have yet to see a no class game that is more fun than a class game for me. Free skill choices lead to one "optimum" build, and hard to promote build diversity. Anyone remembering the "tank mage" set up in UO?
Lol .. Sure there were tank mages but there was also a ton of players who were just crafters, there was no optimum build in UO, I rarely saw the tank mages. I did often see fighters who had magic resistance trained to GM but most I knew where crafters, herders or mages
I enjoy when people pull out the UO Tank Mage talking point. Yes, there was this 6-month period, 15 years ago, when a particular setup was OP and played by a lot of players. The fact that any point in time over the past decade and a half you could log into UO and see multiple types of mages, thieves, fighters and craftmen instead of One True Build kind of eludes them.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
GW2 Dynamic Event paradigm shift?
True dynamic events are still in development. When they get here and y'all experience them for the first time. My Oh My.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
-Many options for customizing your character in creation
-The ability to build your class the way you want to, whether you want to be a healing warrior, defensive mage or a damaging archer, or everything in between
-Pretty worlds
-Action combat or hybrid action/tab target combat
-The ability for anyone to find a group without long queues
-Individual resource nodes that anyone that can see it can mine it (meaning I can mine it and my friend can mine it and that guy that just got done killing that boar can mine it... etc.) and banks that hold crafting materials for all characters on your account
-Large scale pvp
-Small scale pvp
-Open world pvp
-Open world bosses
That's all I can think of right now.
Oh I forgot to add:
-Dynamic Events
- 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
Agree about Swtor. Incredible thing. My 2nd favorite game of all times, second only to Wow.