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What do you want in an MMO?

NostrusUKNostrusUK Member UncommonPosts: 5
As stated in the subject, what would be the top five criteria you look for in an MMO you'd want to play?

For this theoretical question, let's assume development is done so you're looking at a finished product.
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Comments

  • QuizzicalQuizzical Member LegendaryPosts: 25,483
    Above all else, I want something interesting that I haven't played before.  I'm not interested in yet another knock-off of some other game, even if I liked that other game.
  • 45074507 Member UncommonPosts: 351
    In no particular order, my top 5 criteria I look for in an MMORPG are:

    1. Open world
    2. Combat system other than tab targeting
    3. Interesting theme/setting
    4. No WoW-style gear grinding
    5. Fun
  • nerovergilnerovergil Member UncommonPosts: 680
    i want a living breathing world
  • rodingorodingo Member RarePosts: 2,870
    I think Star Citizen covers exactly what I want in an MMO,...on paper.  Well minus buying ships with RL cash in a cash shop.  All I can do is cross my fingers on whether or not all of those features get implemented and the game is actually released.  So basically:

    1) Not sword and sorcery
    2) Big open and seamless world/galaxy
    3) Spaceships
    4) Decent background story (I liked the older Wing Commander stories and how they were told)
    5) An avatar that can walk around outside of the spaceship.  One of the few things I miss from E&B.  I don't miss killing/grinding giant space shrimp in that game though.

    "If I offended you, you needed it" -Corey Taylor

  • patlefortpatlefort Member UncommonPosts: 142
    1) Good action combat
    2) Good exploration (like randomly generated world)
    3) Adult themes, not cartoony
    4) A story that's presented in a way that makes you want to find more. Not absent but not in your face.
    5) I'm not the chosen one but I'm also not a random garbage recruit.

    6) Sexy chicks :)
  • mac10688mac10688 Member CommonPosts: 5
    1. Reliance on community
    2. Slower pace, less button spam
    3. No arrows pointing me where to go
    4. Notorious monsters (like in ffxi)
    5. No party group finder

    Big Plus: Don't have to use a mouse while playing. All keyboard.
  • iixviiiixiixviiiix Member RarePosts: 2,256
    I want an MMO being MMO .
  • xyzercrimexyzercrime Member RarePosts: 878
    Five? I just need three of them:

    1. No Trials
    2. No Tricks
    3. No Traps

    Sounds familiar, eh?



    When you don't want the truth, you will make up your own truth.
  • JippiijooJippiijoo Member UncommonPosts: 100
    1. Aim based combat, i mean really aim based not the soft lock Tera / BDO / ESO type of action combat where missing your shots is not a thing, seems like always when they say it has no Tab Target it means that the combat is going to be the same action combat with no possibility to out aim your opponent.

    2. Open world, not required but preferred.

    3. Sci-Fi or Post-Apocalyptic or Western setting.

    4. Not Arena PvP, i want the random chance and the feeling of not knowing what will happen, just dont get that when you know the match is always going to be 5v5 or 30v30 or whatever.

    5. Levelling system that allows you to allocate points as you wish.

    They are not in particular orded except the number one which these days is the thing i want the most in an MMORPG.
  • Loke666Loke666 Member EpicPosts: 21,441
    I just want something different that doesn't feel like I already played it for years... but fine, 5 points:

    1. A better way to handle character development. I am rather tired of games that rip off AD&D but with more levels. If you must rip off P&P games look on Shadowrun, Runequest/BRP or World of darkness instead.

    2. A setting that just doesn't feel as stereotypical as the usual we see (bad copies of Forgotten realms gets boring eventually). If you must have a fantasy setting at least have a low fantasy setting, those are rare for MMOs (and games like AoC wusses out and add more high fantasy then the lore actually have). There are many popular low fantasy setting like GOT, Conan, The name of the Wind (awesome books) and a rather large bunch of others. But historical games, steampunk, cyberpunk or something else entirely. Why can't you make a Sherlock MMOs where players are cops and PIs in victorian England? French musketeers? You get the point.

    3. Open world. Yeah, many others have said it but an active open world makes the game feel far more alive then when everyone just run their own instances.

    4. New group dynamics. The trinity have had it's time, but the systems trying to replace it have so far failed to offer good enough group dynamics. Players should work together if they want to beat tough challenges. A static system where each player just focus on a single thing is rather boring, players should have to think quickly to win a fight and to constantly work as a team.

    5. Less predictable opponents. Stupid mob AIs means most fights are almost exactly the same with a few things you should learn before a raid or dungeon. Players need to react to mobs and in term force the mob to react to them like they do in PvP. I ain't saying all mobs need to be super smart and almost impossible to beat but there must be a middle way between that and they all being drooling idiots.
  • Gamer54321Gamer54321 Member UncommonPosts: 452
    edited October 2016
    In no specific order:

    • The game must have deep game mechanics (not superficial, nor mediocre)

    • The game must display an understanding of aesthetics (no cartoony and mass produced bs SWTOR assets)

    • The game must show an understanding of fantasy as not being genre specific, but instead being a foundation for try suspending ones disbelief when playing the game, such that this understanding of fantasy, not involve genre gimmicks, but instead incorporate a deeper understanding of fiction in general.

    • The game must try use best practices or better, for avoiding glitches in game, and for dealing with exploits in the game. 

    • The game must not have a pay to advance (so called pay to win) feature, though purchasing cosmetic items is ok.
  • MujonaMujona Member UncommonPosts: 108
    Is this a question of reasonable scale or something else?
  • monochrome19monochrome19 Member UncommonPosts: 723
    edited October 2016
    I want it to be fun without demanding large chunks of time for trivial task. I want it to have a soul and be visually appealing as well as interesting. That's all.
  • ConstantineMerusConstantineMerus Member EpicPosts: 3,338
    Chronicles of Elyria + 500mil budget. 
    Constantine, The Console Poster

    • "One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
  • cameltosiscameltosis Member LegendaryPosts: 3,832
    1) Horizontal Progression
    Vertical progression has proven itself to be great for single player games but terrible for massively-multiplayer games. I don't want my community to be segregated by levels / gear etc. It makes playing with your friends so much harder than it needs to be! In most MMOs, it also masks the fact you're not actually progressing - your stats may be increasing but so does the enemies, so relative difficulty and tactics stay the same. That is boring. Horizontal progression is misunderstood by most people as they've never seen it implemented properly, but I firmly believe it is the future for MMOs and is one of the biggest things that would improve the genre. 

    2) Deep Combat
    I want my brain to be engaged during combat. I want there to be multiple approaches to fights, not just tank and spank. If I fight someone, I want to win because I'm a better player and made better choices during combat, not just winning due to quicker reflexes or better gear. Action combat games don't have deep combat, generally due to lack of character skills, but going back to tab-target doesn't guarantee depth either. LotRO and WoW both had good depth, whereas SW:TOR was really shallow. 

    3) Objective-based World PvP
    I love MMO PvP, despite all the imbalances. However, it needs to have a point, not just a free for all. This is why I love fighting over keeps and other objectives. It's still open world, but combat is focused on certain areas. I love defending and attacking keeps. I love the extra motivation provided by objectives, it makes people fight more bravely rather than just farming renown. PvP must be consensual, so have flagging system or specific zones for pvp (I think WAR's pvp lakes were easiest to understand and implement). 

    4) Strong IP
    When I play an MMO, I hope to be there for years. It means that the world I inhabit has to be one I enjoy. I prefer IPs that I already know so that I can get excited about exploring - my main MMOs have been SWG, LotRO, WAR, SW:TOR - but even if I don't know the IP already it still has to be something that appeals. I hate generic IPs, such as RIFT for western styles or Aion for eastern styles. That sort of thing is an instant turnoff for me.

    5) Interesting Classes - Not Just Trinity
    The holy trinity is boring. However, classless systems also tend to end up boring as well. Both result in dull tactics for fights and usually quite strict group setups. In my opinion, LotRO has the best classes of any MMO I've played. At launch, there was 1 tank, 1 healer, 2 dps and 3 support classes. The presence of 3 dedicated support classes opened up so many new options for tactics. You could just brute force it (tank, healer, 4 dps) or going for more balanced approaches (tank, healer, 2 dps, 1 buffer, 1 cc/debuffer) or go for really wacky setups (6 buffers, 2dps + 2buffers + 2debuffers/cc). Not only does this make the content more interesting, it also made putting together groups much easier as just about everything was viable, you just had to alter tactics and some setups required more skill to pull off. 
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • immodiumimmodium Member RarePosts: 2,610
    As long as it's fun I don't care for what it's labeled. Just like single player games, MMOs can be a number of different things.

    image
  • btdtbtdt Member RarePosts: 523
    4507 said:
    In no particular order, my top 5 criteria I look for in an MMORPG are:

    1. Open world
    2. Combat system other than tab targeting
    3. Interesting theme/setting
    4. No WoW-style gear grinding
    5. Fun
    Heh... interesting how "fun" didn't even rate number one on your list... 
  • JippiijooJippiijoo Member UncommonPosts: 100
    btdt said:
    4507 said:
    In no particular order, my top 5 criteria I look for in an MMORPG are:

    1. Open world
    2. Combat system other than tab targeting
    3. Interesting theme/setting
    4. No WoW-style gear grinding
    5. Fun
    Heh... interesting how "fun" didn't even rate number one on your list... 
    Read it again.
  • sunandshadowsunandshadow Member RarePosts: 1,985
    edited October 2016
    1. Interesting worldbuilding which includes magic, isn't depressing, is aimed at older teens and adults, and presents itself through plenty of well-written story and pretty art.

    2. PvE server or PvE-only game or PvP only in battlegrounds/dueling arenas.

    3. Heavy crafting emphasis, players should be able to do at least one of build their own buildings or breed pets or mounts.  Bonus points for good crating minigames.

    4. No loot penalties for soloing, no dungeons that don't scale down for small groups, no emphasis on raids or realm v. realm.  I am a soloer, the game must be solo-friendly or it's not welcoming to me.

    5. 3rd person view should be a functional option for play and wasd movement must be an option, graphics may NOT be top-down or pixels, and I've yet to see attractive voxel art unless Landmark counts.  Classes should NOT be gender-locked.  Guns should either not be in the game at all or should be limited to one class.
    Post edited by sunandshadow on
    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.
  • kjempffkjempff Member RarePosts: 1,759
    edited October 2016
    Pve, living breathing world, not story driven, tactical coop mechanics, challenging and deep. Yeah I am screwed, but still.. That is what I want.
  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    edited October 2016
    Some degree of persistent gearing. Not as extreme as B&S where the items you start with via the quests are going to evolve into BiS, but items I can evolve into BiS if I feel like grinding for it and if I dont, I could do raids for comparable stuff, say if I wanted to gear an alt etc.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    Something that has truly Multiplayer, not ending up like most on the "Singleplayer MMO" where you just do stuff yourself and the group play is pretty much secondary. Cooperative play could be something we should see more.

    With a sandbox free progression, pretty much a long-term skill / xp system per type of gameplay or skill giving depth to the different types of gameplay instead of being the game leading you where to go and what to do, and make such different paths equality as rewarding on their own ways.
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    I'm actually happy with GW2 and MH at the moment.  Play them everyday.  

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • bardossbardoss Member UncommonPosts: 2
  • bardossbardoss Member UncommonPosts: 2
    @Octagon7711 me too
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