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What is good about modern mmo's?

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Comments

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by AlBQuirky

    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.

     

    So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.

     

  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    You act as if a freeform skill tree game, by definition, has boring combat. That's a fallacy. I can think of a metric shit ton of class-based systems with boring combat.

    image
  • HarikenHariken Member EpicPosts: 2,680
    Originally posted by Kyleran
    Originally posted by Bannuk
    Originally posted by Arclan

     


    Originally posted by deniter
    Nothing really comes up my mind..

     

    Same

    Agreed. 

     

    Ditto In fact,most of the positives some folks are listing I consider to be the scourge of the MMORPG genre.

    Yeah i'm kind of with you on this. Started playing back in 99/2000. Graphic's are better for sure. What i hate is the console features in new mmo's that i dislike along with quest hub to hub crap.

  • EladiEladi Member UncommonPosts: 1,145
    One word..  Voxels
  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Kyleran
    Originally posted by Bannuk
    Originally posted by Arclan

     


    Originally posted by deniter
    Nothing really comes up my mind..

     

    Same

    Agreed. 

     

    Ditto In fact,most of the positives some folks are listing I consider to be the scourge of the MMORPG genre.

     

    Well, it only means that devs are catering to those other folks, and not you, and I don't think your preference is superior (nor theirs). But it is a free market, devs can cater to anyone they like.

     

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by Bladestrom

    GW1 @ 2 removal of endless gear power ups + shared resource nodes + rewards for rezzing peeps, no trinity (latter had positives and minus - but above all it's different)
     

    agree with the original guildwars

     

    optional Level scaling

    - first implemented in COH w sidekicks,  another variant is in EQ2, called mentoring

     

    appearance gear

    - first seen in EQ2 in 2007 and now seen in many games

     

    Public Quests

    - first seen in warhammer in 2008

  • DavisFlightDavisFlight Member CommonPosts: 2,556
    Originally posted by nariusseldon
    Originally posted by AlBQuirky

    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.

     

    So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.

     

    Then do just that. If you don't like leveling off a dummy, level off a mob. That's freedom of choice, and the value of sandbox. I guess you're just used to games giving you only one option nowadays, hm?

  • PioneerStewPioneerStew Member Posts: 874
    Originally posted by DavisFlight
    Originally posted by nariusseldon
    Originally posted by AlBQuirky

    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.

     

    So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.

     

    Then do just that. If you don't like leveling off a dummy, level off a mob. That's freedom of choice, and the value of sandbox. I guess you're just used to games giving you only one option nowadays, hm?

    I agree.  I don't see the option of being able to level a skill off a dummy or a sparring partner as a bad thing.  Horses for courses.

    Sometimes you simply can't/ don't want to get deeply involved in a game and these sort of options enable an alternative playstyle.   

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by DavisFlight
    Originally posted by nariusseldon
    Originally posted by AlBQuirky

    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.

     

    So i click on a dummy 1000 times to up my sword skill, or a rock 1000 times to up my mining skill? That is boring-easy-mode. I would much rather level up by fun combat.

     

    Then do just that. If you don't like leveling off a dummy, level off a mob. That's freedom of choice, and the value of sandbox. I guess you're just used to games giving you only one option nowadays, hm?

    Adding boring choices like clicking on a stone 1000 times is just a waste of resources. And combat is far slower "usage" then clicking on a dummy.

    Having bad choices 0.00001% of the players use .. what is the point?

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