Dungeon Kicking. If I could choose one thing in mmo's to be gone forever and never come back it would be the option to vote to kick players. What would you like to never see happen again in an mmo?
Dungeon Kicking. If I could choose one thing in mmo's to be gone forever and never come back it would be the option to vote to kick players. What would you like to never see happen again in an mmo?
So when a group gets that guy who afk's constantly and ends up doing less damage than the healer, or a troll who thinks it's funny to pull a bunch of adds and wipe the group, you wouldn't want the option to kick them? O.o
Reputation grinds that aren't tied into any meaningful content. Like having to kill 500 mobs of a certain type just to get faction up. WoW started this as far as I can tell and other games ran with it. WoW only did it right in their game and thats with the blood elf faction in the second starting zone. You can hit max rep just by doing all the quests for that area and it fit the leveling curve perfectly. None of this running dungeons over and over with a stupid tabard on, none of this turn in 500 tokens for 100 rep points etc. Gah, I hate that crap.
Reputation grinds that aren't tied into any meaningful content. Like having to kill 500 mobs of a certain type just to get faction up. WoW started this as far as I can tell and other games ran with it. WoW only did it right in their game and thats with the blood elf faction in the second starting zone. You can hit max rep just by doing all the quests for that area and it fit the leveling curve perfectly. None of this running dungeons over and over with a stupid tabard on, none of this turn in 500 tokens for 100 rep points etc. Gah, I hate that crap.
Nah didn't start with WOW.. SWG had faction grinding.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Questing being used as the main mechanic for leveling up, as well as leading players on a linear path through the game.
In short - questing, aka spoonfeeding players since 2004, kill it please
I'd agree with linear questing. Story telling quests, local quests, class based quests, etc., I am fine with. WoW Legion questing, the main story quests, have been very enjoyable and serve two purposes. Deliver story and net xp. Many of the frivolous quests could be removed and replaced with something else, imo.
GW2's event system is a good system as a replacement for traditional quests. The vanilla world, I feel, didn't encourage enough exploration though, since certain events are far more efficient thus more rewarding. The expansion areas though, have been wonderful.
Going back to static mob grinding would be completely stupid though. It should be available for those who want to do that, but it should be an option not the norm.
Dungeon Kicking. If I could choose one thing in mmo's to be gone forever and never come back it would be the option to vote to kick players. What would you like to never see happen again in an mmo?
So when a group gets that guy who afk's constantly and ends up doing less damage than the healer, or a troll who thinks it's funny to pull a bunch of adds and wipe the group, you wouldn't want the option to kick them? O.o
Well, I guess someone has just been kicked out by a party..
When you don't want the truth, you will make up your own truth.
My second pick for removal would be armor drops with higher rates than crafted armor.
About dungeon kicks. It is troll popular, cruel, and hurts an mmo's popularity with the anti-elitist quiet majority. It puts off new players from learning a dungeon layout for the first time. It goes against the mmo concept of meeting new people. And it is always without fail abused and not used for it's original intended purpose which was to remove a player that went afk.
Class-restricted role. Make a class can fulfill every role (tank, healer, damage-dealer), but only one at a time. I guess Rift executed this idea perfectly.
Vertical-based progression. One of the biggest reasons I am still playing GW2 to this day because it has mostly horizontal-based progression. I feel I just want to see more MMO adapted progression system like GW2 and ESO implemented.
Cheap teleportation cost. Well, for starter it sounds ridiculous. I mean, a magic so powerful that transport your body to another area should been costly for any player. Make it really expensive or make it class-specific ability.
Cheap trading post cost. Make it cost more expensive and give players ability to make their own booth for selling/buying with another player. I guess this will encourage more interaction between players and allow more players to control game economy. Lineage 2 is one example of MMO that has this kind of interaction.
Limitless gear use. Make gear/equip decayed over time. This concept will allow more involvement for crafter players and make gear buying/selling from player to player more frequent.
Gear drops from mobs. First, it really kills immersion. Second, it drives player to become more "autistic" (for me at least) because you kinda no need to craft your own gear or interact to another player for crafted gear. Remove this and hopefully we can see more player interaction.
Wheew, my brain should rest for a bit I guess..
Post edited by xyzercrime on
When you don't want the truth, you will make up your own truth.
Dailies - I dont need a second job. Just put meaningful content in the game and stop hiding the good stuff behind daily repetition.
Lootboxes - Dont make me pay extra to get loot from mobs
RNG Crafting - Why have crafting levels if it has no effect on how successful you will be when making something? When I fail 50 times and my guildmate gets it on his first try, it makes me want to leave the game.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
Reputation grinds that aren't tied into any meaningful content. Like having to kill 500 mobs of a certain type just to get faction up. WoW started this as far as I can tell and other games ran with it. WoW only did it right in their game and thats with the blood elf faction in the second starting zone. You can hit max rep just by doing all the quests for that area and it fit the leveling curve perfectly. None of this running dungeons over and over with a stupid tabard on, none of this turn in 500 tokens for 100 rep points etc. Gah, I hate that crap.
Nah didn't start with WOW.. SWG had faction grinding.
I feel this is possibly the single biggest thing holding the genre back. Massively-multiplayer......this genre is supposed to be about playing with 1000s of other people at the same time. Vertical progression constantly divides the community into smaller and smaller segments. You're either divided by level, or gear, or pvp rank or whatever. Vertical progression constantly acts in opposition to being massively-multiplayer. It needs to go.
2. XP Tied to Quests
I hate questing in general, but rewarding players with XP has perverted the purpose of quests (storytelling and guided experiences) and left us with an absolutely diabolical experience. I hate leveling in MMOs because I'm almost always forced to grind quests for a month or two before I'm able to play the content I enjoy. By removing XP from quests, it should force developers to make leveling up more interesting again, but also ensure that the quests that remain are those that are actually worth playing.
3. Twitch Combat
The first two items I listed I believe would benefit the genre as a whole, as well as improve my personal experience. This one is just for me. I hate twitch combat. I have the reflexes, I just find it mentally boring. It takes all of 5 seconds to master twitch combat (in terms of knowing what to do), after that its just about repeating things enough to build up the muscle memory. Sooooo dull! I get that things move about on the screen more so it can look better, but I feel like I'm sleepwalking through the game. It's never a challenge. Success or failure, once you've got the muscle memory in place, is simply a result of whether I can keep my concentration going long enough. It's never because I played well, or had the best tactics, or worked best with my team. Its just being able to concentrate for X minutes and thus avoid making a dumb mistake.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
Dailies - I dont need a second job. Just put meaningful content in the game and stop hiding the good stuff behind daily repetition.
Lootboxes - Dont make me pay extra to get loot from mobs
RNG Crafting - Why have crafting levels if it has no effect on how successful you will be when making something? When I fail 50 times and my guildmate gets it on his first try, it makes me want to leave the game.
One reason I quickly stopped playing GW2 at launch was the presentation of daily quests that made me feel like I was missing out if I didnt do them.
I enjoy logging into a MMORPG and doing my own thing, so I am loath for "forced" schedule activities including raiding, CTAs, holiday events (complete them before they end) along with dailies.
Even EVE has started increasing the number of "for a limited time only" events which I can't stand, giving you a few weeks only to hunt some pirate faction for items with a rapid expiry timer.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I did say ONE thing but you all just cannot resist your lists! j/king write w/e you want.
I hate dailies too just forgot about them.
It was the jumping jumping jumping in GW2 I hated most. I have never seen a game put so much attention on jumping. I had a neck ache every day. And guild activities were so retarded. Was a very large game tho and you can't beat free with lowend graphics for slow pc's.
Numbers/min-maxing instead of enjoying the game. I am okay with it if you want to do it, just stop holding me to it. Sorry I came in 1k under what you wanted to see on your stupid dps meter.
I feel this is possibly the single biggest thing holding the genre back. Massively-multiplayer......this genre is supposed to be about playing with 1000s of other people at the same time. Vertical progression constantly divides the community into smaller and smaller segments. You're either divided by level, or gear, or pvp rank or whatever. Vertical progression constantly acts in opposition to being massively-multiplayer. It needs to go.
2. XP Tied to Quests
I hate questing in general, but rewarding players with XP has perverted the purpose of quests (storytelling and guided experiences) and left us with an absolutely diabolical experience. I hate leveling in MMOs because I'm almost always forced to grind quests for a month or two before I'm able to play the content I enjoy. By removing XP from quests, it should force developers to make leveling up more interesting again, but also ensure that the quests that remain are those that are actually worth playing.
3. Twitch Combat
The first two items I listed I believe would benefit the genre as a whole, as well as improve my personal experience. This one is just for me. I hate twitch combat. I have the reflexes, I just find it mentally boring. It takes all of 5 seconds to master twitch combat (in terms of knowing what to do), after that its just about repeating things enough to build up the muscle memory. Sooooo dull! I get that things move about on the screen more so it can look better, but I feel like I'm sleepwalking through the game. It's never a challenge. Success or failure, once you've got the muscle memory in place, is simply a result of whether I can keep my concentration going long enough. It's never because I played well, or had the best tactics, or worked best with my team. Its just being able to concentrate for X minutes and thus avoid making a dumb mistake.
Responding to above.
1. With vertical progression, people DO want to feel their characters are improving. How you deal with that? GW2 and ESO both try to deal with it by down scaling. People want to feel they improve. As far as ranks, well people want to have rewards (badges). A game that has neither will NEVER succeed as it doesn't offer any carrot to people. Try a Tale in the Desert for no levels, kind of interesting but felt that I really didn't progress and felt lost (also not a game that drew many people to play since this is the exact type of game you profess to want - appeals to a very small minority and will not make money).
2. How else are you going to get XP then? You do not give ANY alternatives. You just whine about it.
3. It does not take 5 minutes to master twitch combat. There is more to it than just reflexes. So, what you want is to stand in place and use your skills, how boring to me. RL doesn't work that way. Even boxers move around the ring. Again just complaining, how would you change it?
The problem is, game companies are in it to make money. If they cannot appeal to the majority of players, how can they make money? Until you figure out how you can appeal to a small population and still make profit, we will have games such as the ones that are out now.
I know this thread is just about what you want to remove from games, but it seems to me, w/o giving new ideas on how to improve the games, it will turn into a whine thread.
Comments
For me it would be Classes. I like to build my own class, and most MMOS don't let you do that.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
GW2's event system is a good system as a replacement for traditional quests. The vanilla world, I feel, didn't encourage enough exploration though, since certain events are far more efficient thus more rewarding. The expansion areas though, have been wonderful.
Going back to static mob grinding would be completely stupid though. It should be available for those who want to do that, but it should be an option not the norm.
When you don't want the truth, you will make up your own truth.
There are games with interclass support w/o the Trinity at it was an old mechanic born from D&D rules. We have out grown them for the most part.
For me the idea that grinding dungeons constantly for more UBER gear. Get rid of that carrot and stick.
About dungeon kicks. It is troll popular, cruel, and hurts an mmo's popularity with the anti-elitist quiet majority. It puts off new players from learning a dungeon layout for the first time. It goes against the mmo concept of meeting new people. And it is always without fail abused and not used for it's original intended purpose which was to remove a player that went afk.
Make a class can fulfill every role (tank, healer, damage-dealer), but only one at a time. I guess Rift executed this idea perfectly.
Vertical-based progression.
One of the biggest reasons I am still playing GW2 to this day because it has mostly horizontal-based progression. I feel I just want to see more MMO adapted progression system like GW2 and ESO implemented.
Cheap teleportation cost.
Well, for starter it sounds ridiculous. I mean, a magic so powerful that transport your body to another area should been costly for any player. Make it really expensive or make it class-specific ability.
Cheap trading post cost.
Make it cost more expensive and give players ability to make their own booth for selling/buying with another player. I guess this will encourage more interaction between players and allow more players to control game economy. Lineage 2 is one example of MMO that has this kind of interaction.
Limitless gear use.
Make gear/equip decayed over time. This concept will allow more involvement for crafter players and make gear buying/selling from player to player more frequent.
Gear drops from mobs.
First, it really kills immersion. Second, it drives player to become more "autistic" (for me at least) because you kinda no need to craft your own gear or interact to another player for crafted gear. Remove this and hopefully we can see more player interaction.
Wheew, my brain should rest for a bit I guess..
When you don't want the truth, you will make up your own truth.
Lootboxes - Dont make me pay extra to get loot from mobs
RNG Crafting - Why have crafting levels if it has no effect on how successful you will be when making something? When I fail 50 times and my guildmate gets it on his first try, it makes me want to leave the game.
And EQ before that.
Agree.
I feel this is possibly the single biggest thing holding the genre back. Massively-multiplayer......this genre is supposed to be about playing with 1000s of other people at the same time. Vertical progression constantly divides the community into smaller and smaller segments. You're either divided by level, or gear, or pvp rank or whatever. Vertical progression constantly acts in opposition to being massively-multiplayer. It needs to go.
2. XP Tied to Quests
I hate questing in general, but rewarding players with XP has perverted the purpose of quests (storytelling and guided experiences) and left us with an absolutely diabolical experience. I hate leveling in MMOs because I'm almost always forced to grind quests for a month or two before I'm able to play the content I enjoy. By removing XP from quests, it should force developers to make leveling up more interesting again, but also ensure that the quests that remain are those that are actually worth playing.
3. Twitch Combat
The first two items I listed I believe would benefit the genre as a whole, as well as improve my personal experience. This one is just for me. I hate twitch combat. I have the reflexes, I just find it mentally boring. It takes all of 5 seconds to master twitch combat (in terms of knowing what to do), after that its just about repeating things enough to build up the muscle memory. Sooooo dull! I get that things move about on the screen more so it can look better, but I feel like I'm sleepwalking through the game. It's never a challenge. Success or failure, once you've got the muscle memory in place, is simply a result of whether I can keep my concentration going long enough. It's never because I played well, or had the best tactics, or worked best with my team. Its just being able to concentrate for X minutes and thus avoid making a dumb mistake.
I enjoy logging into a MMORPG and doing my own thing, so I am loath for "forced" schedule activities including raiding, CTAs, holiday events (complete them before they end) along with dailies.
Even EVE has started increasing the number of "for a limited time only" events which I can't stand, giving you a few weeks only to hunt some pirate faction for items with a rapid expiry timer.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
cash shops
forced questing
I hate dailies too just forgot about them.
It was the jumping jumping jumping in GW2 I hated most. I have never seen a game put so much attention on jumping. I had a neck ache every day. And guild activities were so retarded. Was a very large game tho and you can't beat free with lowend graphics for slow pc's.
When you don't want the truth, you will make up your own truth.
1. With vertical progression, people DO want to feel their characters are improving. How you deal with that? GW2 and ESO both try to deal with it by down scaling. People want to feel they improve. As far as ranks, well people want to have rewards (badges). A game that has neither will NEVER succeed as it doesn't offer any carrot to people. Try a Tale in the Desert for no levels, kind of interesting but felt that I really didn't progress and felt lost (also not a game that drew many people to play since this is the exact type of game you profess to want - appeals to a very small minority and will not make money).
2. How else are you going to get XP then? You do not give ANY alternatives. You just whine about it.
3. It does not take 5 minutes to master twitch combat. There is more to it than just reflexes. So, what you want is to stand in place and use your skills, how boring to me. RL doesn't work that way. Even boxers move around the ring. Again just complaining, how would you change it?
The problem is, game companies are in it to make money. If they cannot appeal to the majority of players, how can they make money? Until you figure out how you can appeal to a small population and still make profit, we will have games such as the ones that are out now.
I know this thread is just about what you want to remove from games, but it seems to me, w/o giving new ideas on how to improve the games, it will turn into a whine thread.