The question being asked is: In an MMO that you don't like, what is the one feature that you thought was good, stood out, or might be the best of it's kind?
So think of a game that you don't like. But as you left, you thought I'm gonna miss that one thing.
When I played EQ2, i noticed in one starting town what looked like stepping stones along a wall leading to an upper floor. Try as I might, I was unable to climb up to the secret level (if it was accessible). I couldn't get anyone to examine or try this out for me, and i never looked it up.
SwToR had some interesting secret locations you could get to. Some were for holocrons. Other where just open terrain with minimal decoration.
WoW eventually made one of their hidden spots into a quest zone. The gnome airstip above the dwarf capital city (Iron Forge).
Even Fallen Earth had some exploration puzzles.
Wildstar has job specific exploration tasks (Quests).
Basicly I like hidden paths, but not impossible task paths. For me many paths seemed impossible.
In SwToR there was a quest instance. You climbed or took elevator to a higher floor. To the right was a balcony from which you could look across the plaza at a room with no outside wall. This room had a holocron or chest inside. To get to it you had to jump from the balcony to a sign. Walk across the sign to the other building. Then jump from the sign into the room. I could never make it on to the sign.
In Fallen Earth you had to go up to the roof of building A (only building you could move up in). Jump to the roof of building B. Then walk across a plank to building C. Making your way down to 2nd or third floor. Here to find the hidden resource spawn, either a piece of plastic or some water jug. Not overly complicated, solution is somewhat visible.
The Last of Us, I hate is a console exclusive. I also hate that the exploration puzzles quickly turn into a game of find the hidden ladder or wooden pallet. But that is still my favorite part of the game.
In Star Wars Galaxies I loved the Theed Hospital because it was a three story building, that you could go outside of on the upper floors. The upper floors had little or no decoration, and few players ever went back there more than once.
The Matrix Online (MxO) had clubs scattered around the world, some on upper floors. That only required elevators to get to. I bought a Prima Official Game Guide so I knew where they were. But I still felt a sense of discovery when I went there for the first time.
This is one reason I am a firm believer in Killer, Explorer, Achiever, & Socializer (Bartle's Taxonomy of Player Types).
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.
The question being asked is: In an MMO that you don't like, what is the one feature that you thought was good, stood out, or might be the best of it's kind?
So think of a game that you don't like. But as you left, you thought I'm gonna miss that one thing.
When I played EQ2, i noticed in one starting town what looked like stepping stones along a wall leading to an upper floor. Try as I might, I was unable to climb up to the secret level (if it was accessible). I couldn't get anyone to examine or try this out for me, and i never looked it up.
SwToR had some interesting secret locations you could get to. Some were for holocrons. Other where just open terrain with minimal decoration.
WoW eventually made one of their hidden spots into a quest zone. The gnome airstip above the dwarf capital city (Iron Forge).
Even Fallen Earth had some exploration puzzles.
Wildstar has job specific exploration tasks (Quests).
Basicly I like hidden paths, but not impossible task paths. For me many paths seemed impossible.
In SwToR there was a quest instance. You climbed or took elevator to a higher floor. To the right was a balcony from which you could look across the plaza at a room with no outside wall. This room had a holocron or chest inside. To get to it you had to jump from the balcony to a sign. Walk across the sign to the other building. Then jump from the sign into the room. I could never make it on to the sign.
In Fallen Earth you had to go up to the roof of building A (only building you could move up in). Jump to the roof of building B. Then walk across a plank to building C. Making your way down to 2nd or third floor. Here to find the hidden resource spawn, either a piece of plastic or some water jug. Not overly complicated, solution is somewhat visible.
The Last of Us, I hate is a console exclusive. I also hate that the exploration puzzles quickly turn into a game of find the hidden ladder or wooden pallet. But that is still my favorite part of the game.
In Star Wars Galaxies I loved the Theed Hospital because it was a three story building, that you could go outside of on the upper floors. The upper floors had little or no decoration, and few players ever went back there more than once.
The Matrix Online (MxO) had clubs scattered around the world, some on upper floors. That only required elevators to get to. I bought a Prima Official Game Guide so I knew where they were. But I still felt a sense of discovery when I went there for the first time.
This is one reason I am a firm believer in Killer, Explorer, Achiever, & Socializer (Bartle's Taxonomy of Player Types).
You nailed the point and gave some great examples of things you might miss in MMOs you otherwise didn't like too much.
I will say, speaking of Matrix Online, that was always one MMO I wished I'd been able to play before it got canned. I know by almost all accounts it wasn't very good, but I'm a pretty big Matrix fan and would've loved to have tried it out.
As with a lot of people, I found the cosmetic elements of the character creator in 'City of Heroes' pretty good. But the rest of the game was so shallow that I never made it beyond beta. Even despite having access to a free account after release.
Wow, way to miss the point, like 50% of people that posted here...
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar Authored 139 missions in VendettaOnline and 6 tracks in Distance
I played an MMORPG focussed on mounts. Something7 . . . . or 8? ANyway, the core gameplay was about taming and raising creatures to fight with and ride. I think mounts are overlooked by most MMORPGs. Just speed buffs with interesting visuals that spawn out of your rectum
At first glance Iron Realm games seem to have pretty awesome combat. They're based on using your class features+status effects to essentially trap your opponent into not acting, since every class is a CC class that means you're playing against an opponent with the same goals. So that means both sides are also going through some pretty advanced healing abilities as well. Which then further means that since some of the CC's will affect how/speed/if you can heal that you get really complex and interesting game mechanics of using status effects to remove future healing options and similar.
In practice I was really bad at it, the community is heavily reliant on "bot systems" to automate vast portions of combat(they are legal and expected to be used). So did not like(even though it's super awesome on paper).
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
The setting was awesome and it was so easy to get immersed in the game. The players really took control of the world. I also applaud them for taking some chances with things like Live Events and that whole interlock battle system, even though they were poorly executed.
Overall though, the game had no substance. You saw everything in 2 weeks and were left with nothing to do.
The question being asked is: In an MMO that you don't like, what is the one feature that you thought was good, stood out, or might be the best of it's kind?
So think of a game that you don't like. But as you left, you thought I'm gonna miss that one thing.
[edited for space]
Basicly I like hidden paths, but not impossible task paths. For me many paths seemed impossible.
The Matrix Online (MxO) had clubs scattered around the world, some on upper floors. That only required elevators to get to. I bought a Prima Official Game Guide so I knew where they were. But I still felt a sense of discovery when I went there for the first time.
This is one reason I am a firm believer in Killer, Explorer, Achiever, & Socializer (Bartle's Taxonomy of Player Types).
You nailed the point and gave some great examples of things you might miss in MMOs you otherwise didn't like too much.
I will say, speaking of Matrix Online, that was always one MMO I wished I'd been able to play before it got canned. I know by almost all accounts it wasn't very good, but I'm a pretty big Matrix fan and would've loved to have tried it out.
When I played MxO I had PNY 8800 Gt so I had graphics set to Medium-low. More Buildings seemed explorable than say City of Heros (CoX). The inside decorations were minimal. The world would have been better if I had a GTX back then. What I did see I liked. The people who left the Telephone booth were great.
I started solo and remained solo for a long time. Eventually the missions became much harder. I had to spend time Grinding to match the mobs. This is when I should have joined a group (A ship).
I joined the Vixens (guild / ship). A guild was broken up into ships (= party of 5 to 10 same or near level). The ships were not dynamic, they were set in stone. And that one ship is all you could see on the guild screen. Oh you could talk to everyone in guild chat, and you could croup with members of other ships. You just couldn't see the entire guild on the guild screen, only your ten person ship.
This was the first game I saw with synchronized emotes (hug, kiss, high five). Vixens ended every night with hugs and kisses goodbye.
There were Three types of melee combat (Defense, Offense, and Balanced), there were three types of ranged gun combat (short, medium, and long). If you solo, you choose melee. Because Range was always at a disadvantage once you were engaged by a melee mob. Your rate of attack dropped and your defense dropped. Melee was never at a disadvantage. They just closed on the melee class, took them out. Then closed on the range targets.
I eventually had enough points to take the summoner class. To summon a melee tank pet. I then had medium Range, plus the healing class.
True it had a quest line, but I still think MxO was the 2nd best Sandbox MMOrpg only to SWG.
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.
Ocean combat, trade runs in Archeage. It's on my list of best-worst game of all time.
This is the one I was going to post.
ArcheAge, though an otherwise horrible game, had some cool things. The ship gameplay with fishing, trade, and treasure hunting made the game almost worth playing. That and the naval warfare. You could almost excuse all of the rest of the p2w rng garbage and early quest progression that was such a waste of a beautiful world.
Not sure why people are confused about the topic. People in this thread act like it's impossible for them to like a single feature in a game they overall, didn't like. It's so incomprehensible that they are confused by the question haha. Typical black and white all or nothing culture, no gray area, culture we have going.
I would say I really appreciated the open world housing and some of the farming in Archeage as well as the open world exploration. So there are three things I liked in a game I overall, didn't like.
I think what's confusing is how the question is worded.
"What are some features fairly unique to an MMO you really didn't like?" could either mean "what are some unique features you didn't like in an MMO" or "what are some unique features you liked in an MMO that you didn't like". Same with the title. Just kinda ambiguous.
But "the good parts of games we didn't like" means it's the latter, just not everyone is going to read it all and/or comprehend.
Tibia is a game I still play, but I don't really like it...
What I love with the game though is the value of items.. That game have items that actually are RARE.. They are not obtainable anymore in the game or very very hard to receive. Might exist 5 or so of an particular item and owning one of those means respect.
As with a lot of people, I found the cosmetic elements of the character creator in 'City of Heroes' pretty good. But the rest of the game was so shallow that I never made it beyond beta. Even despite having access to a free account after release.
ooh, that reminded me. I LOVED the character creation of Champions Online. You could literally make anything. I made a ninja turtle, a robot spider dude and even a flying Mr. Peanut with a sword!
Comments
running from point A to B ...
OWPvP ....
...
So think of a game that you don't like. But as you left, you thought I'm gonna miss that one thing.
When I played EQ2, i noticed in one starting town what looked like stepping stones along a wall leading to an upper floor. Try as I might, I was unable to climb up to the secret level (if it was accessible). I couldn't get anyone to examine or try this out for me, and i never looked it up.
SwToR had some interesting secret locations you could get to. Some were for holocrons. Other where just open terrain with minimal decoration.
WoW eventually made one of their hidden spots into a quest zone. The gnome airstip above the dwarf capital city (Iron Forge).
Even Fallen Earth had some exploration puzzles.
Wildstar has job specific exploration tasks (Quests).
Basicly I like hidden paths, but not impossible task paths. For me many paths seemed impossible.
In SwToR there was a quest instance. You climbed or took elevator to a higher floor. To the right was a balcony from which you could look across the plaza at a room with no outside wall. This room had a holocron or chest inside. To get to it you had to jump from the balcony to a sign. Walk across the sign to the other building. Then jump from the sign into the room. I could never make it on to the sign.
In Fallen Earth you had to go up to the roof of building A (only building you could move up in). Jump to the roof of building B. Then walk across a plank to building C. Making your way down to 2nd or third floor. Here to find the hidden resource spawn, either a piece of plastic or some water jug. Not overly complicated, solution is somewhat visible.
The Last of Us, I hate is a console exclusive. I also hate that the exploration puzzles quickly turn into a game of find the hidden ladder or wooden pallet. But that is still my favorite part of the game.
In Star Wars Galaxies I loved the Theed Hospital because it was a three story building, that you could go outside of on the upper floors. The upper floors had little or no decoration, and few players ever went back there more than once.
The Matrix Online (MxO) had clubs scattered around the world, some on upper floors. That only required elevators to get to. I bought a Prima Official Game Guide so I knew where they were. But I still felt a sense of discovery when I went there for the first time.
This is one reason I am a firm believer in Killer, Explorer, Achiever, & Socializer (Bartle's Taxonomy of Player Types).
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.
I will say, speaking of Matrix Online, that was always one MMO I wished I'd been able to play before it got canned. I know by almost all accounts it wasn't very good, but I'm a pretty big Matrix fan and would've loved to have tried it out.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
Not saying all should imitate, but I thought it fit well for this game.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
In practice I was really bad at it, the community is heavily reliant on "bot systems" to automate vast portions of combat(they are legal and expected to be used). So did not like(even though it's super awesome on paper).
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
The setting was awesome and it was so easy to get immersed in the game. The players really took control of the world. I also applaud them for taking some chances with things like Live Events and that whole interlock battle system, even though they were poorly executed.
Overall though, the game had no substance. You saw everything in 2 weeks and were left with nothing to do.
Also, the hyper jump was SO awesome.
I started solo and remained solo for a long time. Eventually the missions became much harder. I had to spend time Grinding to match the mobs. This is when I should have joined a group (A ship).
I joined the Vixens (guild / ship). A guild was broken up into ships (= party of 5 to 10 same or near level). The ships were not dynamic, they were set in stone. And that one ship is all you could see on the guild screen. Oh you could talk to everyone in guild chat, and you could croup with members of other ships. You just couldn't see the entire guild on the guild screen, only your ten person ship.
This was the first game I saw with synchronized emotes (hug, kiss, high five). Vixens ended every night with hugs and kisses goodbye.
There were Three types of melee combat (Defense, Offense, and Balanced), there were three types of ranged gun combat (short, medium, and long). If you solo, you choose melee. Because Range was always at a disadvantage once you were engaged by a melee mob. Your rate of attack dropped and your defense dropped. Melee was never at a disadvantage. They just closed on the melee class, took them out. Then closed on the range targets.
I eventually had enough points to take the summoner class. To summon a melee tank pet. I then had medium Range, plus the healing class.
True it had a quest line, but I still think MxO was the 2nd best Sandbox MMOrpg only to SWG.
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.
ArcheAge, though an otherwise horrible game, had some cool things. The ship gameplay with fishing, trade, and treasure hunting made the game almost worth playing. That and the naval warfare. You could almost excuse all of the rest of the p2w rng garbage and early quest progression that was such a waste of a beautiful world.
"What are some features fairly unique to an MMO you really didn't like?" could either mean "what are some unique features you didn't like in an MMO" or "what are some unique features you liked in an MMO that you didn't like". Same with the title. Just kinda ambiguous.
But "the good parts of games we didn't like" means it's the latter, just not everyone is going to read it all and/or comprehend.
What I love with the game though is the value of items.. That game have items that actually are RARE.. They are not obtainable anymore in the game or very very hard to receive. Might exist 5 or so of an particular item and owning one of those means respect.
Other than that, the game was just terrible