Thank fuck Pantheon is not being made for the people in this thread. Guess you lot can look forward to mmos that cater to your play style while others look forward the all the traditional features of the early mmo..
not traditional but i simply cannot stand the f2p model in all these games where you can just spend money and compete. like everquest's "krono" for example, that shit needs to go away.
Loading screens after the initial one to start the game. It seems over the years more and more loading screens keep getting added, frigging WoW has less loading screens then 95% of the MMOs out there and it is a billion years old....
I hate loading screens.
/Cheers, Lahnmir
'the only way he could nail it any better is if he used a cross.'
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Questing. I'm fine with being embroiled in a plot... I'm fine with a king telling me to slay a notorious dragon... but I want these events to be fluid and dynamic, and not the same experience every time I play an alt. And if that isn't possible, then scratch questing wholesale. It's boring.
Level disparity or gear disparity when gear is permanent / mostly permanent. Even MMOs that claim to address it do only halfhearted attempts.
Love PvP? Prepare to spend 90% of your in-game time slogging though repetitive and boring PVE grinding processes to be competitive. Or maybe you'll be lucky enough to be thrown into PvP where you die over and over to players who can one shot you with skills that take like a 10th of their health if you use them against them.
Love PVE? Well I hope you don't enjoy doing it with friends who aren't nearly the same level and gear-score because if you do you're out of luck. Anything you can do together will be too easy for you or too hard for them. One or the other of you will be bored.
I would love to see an economy driven MMO where all major character upgrades degrade, break, or are consumed at a rate that keeps crafters busy and getting ubër twinked less important than being able to sustain the level of gear you want to use. The actual character stats should be a pretty minor part of your overall power.
People who've been playing for forever or who credit card warrior it up can only afford to use the gear they can sustain in PvP. So they better have the skills to back it up.
Want to play with your lower level buddy? Loan him some good gear, gear yourself down, or meet somewhere in-between. Now you are the same relative strength and can have fun together.
Boss fights, just a hangover from arcade games. Difficult encounters are fine, better than average mobs are fine, heroic mobs are fine. But boss fights are just silly.
PvP
Magic pixie dust trails to follow.
PvP
Turn and burn fights, form a skirmish line or a shield wall this taunting nonsense has got to stop.
PvP
Inappropriate lot tables if I kill a wandering wolf it should not drop a long sword.
- gear as drops - classes - Tolkienesque or D&D races - A story completely focused on war - Drop penalties for not being grouped - Dungeons that don't scale for solo play or 2-person groups.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
I want to see wannabe game devs out of the equation. You know, those people suggesting what should be in or out of games.
lol, I was kind of thinking the same thing. Everyone is entitled to their opinion, but your right most of them are bad and lead to easy mode, max level in a week games with no challenge and the cycle of MMO hopping continues.
There is no magic formula for fun in MMO's, the perfect game that will keep people active but somehow requires no effort. What makes people stick to them is actually not pure fun, its the amount of work you have to put into something to attain it, which clearly people are becoming more and more adverse to.
The secret formula of MMO's has always been time not more action, bigger swords, faster leveling, quick travel and all the happy horse shit devs piling on to keep the fly's from buzzing away.
I want to see wannabe game devs out of the equation. You know, those people suggesting what should be in or out of games.
lol, I was kind of thinking the same thing. Everyone is entitled to their opinion, but your right most of them are bad and lead to easy mode, max level in a week games with no challenge and the cycle of MMO hopping continues.
There is no magic formula for fun in MMO's, the perfect game that will keep people active but somehow requires no effort. What makes people stick to them is actually not pure fun, its the amount of work you have to put into something to attain it, which clearly people are becoming more and more adverse to.
The secret formula of MMO's has always been time not more action, bigger swords, faster leveling, quick travel and all the happy horse shit devs piling on to keep the fly's from buzzing away.
I have to point out what you did here. You agreed that people should basically shut up and not express opinions about game design and then you go on to say what's good and bad about games in your opinion. I'm sure the guy you quoted also posts about what he likes and doesn't like in games. If he didn't why would he even be registered on this site?
Forced questing. It should be something you do if you so choose. Be it for lore, story, whatever, not for XP though. That's one thing that Age of Wushu did so well. After the tutorial, that was it. No more questing unless you wanted too.
Id like to see companies focus on 'either' PvE or PvP, but not try to cobble both together as it never works.
I believe this is what's holding back mmorpgs. They both should exist seamlessly in one world.
Unfortunately for the fans of this kind of game, the age where such a thing could work in an online environment is GONE.
There are too many people who cant take losing and too many people who abuse it to get their kicks at the expense of other people.
PvP has its place, but in an mmo it needs to be done in a way where everyone taking part is aware of it. Eve is an example of how it can be done, but beyond that I cant think of any that have compelled me to want to play them.
The LoL "community" is a perfect example of why this sort of thing wont work in an mmo the way it used to.
For my part, I would get rid of levels as a measure of progression and a way of gating content. Something MMos are starting to do in shoe horned ways now.
No more same day same routine progression things, like having to do daily quests over and over to progress there's much better ways to increase the lifespan of current released content then be forced to do the same thing everyday for literally months until the next batch.
Graphic/Gameplay where 100 characters can stand on same spot. And fractions..
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Comments
I hate loading screens.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
If you can't function without your armor, the model's just wrong.
2. Forced itemization.
3. Stats spent for you.
4. Linear content.
- classes
- Tolkienesque or D&D races
- A story completely focused on war
- Drop penalties for not being grouped
- Dungeons that don't scale for solo play or 2-person groups.
1. Anything that requires more than 6 people to do.
2. Quest grinding.
There is no magic formula for fun in MMO's, the perfect game that will keep people active but somehow requires no effort. What makes people stick to them is actually not pure fun, its the amount of work you have to put into something to attain it, which clearly people are becoming more and more adverse to.
The secret formula of MMO's has always been time not more action, bigger swords, faster leveling, quick travel and all the happy horse shit devs piling on to keep the fly's from buzzing away.
I have to point out what you did here. You agreed that people should basically shut up and not express opinions about game design and then you go on to say what's good and bad about games in your opinion. I'm sure the guy you quoted also posts about what he likes and doesn't like in games. If he didn't why would he even be registered on this site?
거북이는 목을 내밀 때 안 움직입니다
Tolkien Fantasy (Orcs, Elves ect.)
Gear based progression
boring and meaningless crafting
- Albert Einstein
I'm not a fan of levels either.
거북이는 목을 내밀 때 안 움직입니다
There are too many people who cant take losing and too many people who abuse it to get their kicks at the expense of other people.
PvP has its place, but in an mmo it needs to be done in a way where everyone taking part is aware of it. Eve is an example of how it can be done, but beyond that I cant think of any that have compelled me to want to play them.
The LoL "community" is a perfect example of why this sort of thing wont work in an mmo the way it used to.
For my part, I would get rid of levels as a measure of progression and a way of gating content. Something MMos are starting to do in shoe horned ways now.
Follow us: www.facebook.com/Argardh Youtube-channel: www.youtube.com/channel/UCNmxHWGpO790r-4wn4AEeSA