Albeit I realize a necromancer wouldn't feel right in World of Warcraft (not my fav. just an example) because to me it feels more practical in an ARPG like the Diablo Series, and hack-and-slash oriented gamed.
I do however like features that make endgame more play-replayable. Housing, Farming, Companions, things other than just grinding the same dungeons/raids to get the best iLvl gear.
ESO: I have 2 things I would change. First would be the combat. I've gotten used to it by now but I know it's not good. Even tab targeting like WoW would be better. The second change I would make would be to have a central auction house. I HATE the guild trader system they have in every way possible. Horrible system.
Is a man not entitled to the herp of his derp?
Remember, I live in a world where juggalos and yugioh players are real things.
.Let players group regardless level or gear at little disadvantage. But let the combat still be meaningful, unlike ESO and BDO.
A common request but I've yet to see any sort of design which would make this really possible.
But then again, not sure I've ever seen "meaningful" combat, at least not in most MMORPGS.
What actually gives games meaning, at least for me, is the stakes at hand, what there is to win or lose, not the actual mechanics in game.
So looking at it this way, Russian Roulette is both simplistic yet very meaningful.
~laughs~
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
.Let players group regardless level or gear at little disadvantage. But let the combat still be meaningful, unlike ESO and BDO.
A common request but I've yet to see any sort of design which would make this really possible.
But then again, not sure I've ever seen "meaningful" combat, at least not in most MMORPGS.
What actually gives games meaning, at least for me, is the stakes at hand, what there is to win or lose, not the actual mechanics in game.
So looking at it this way, Russian Roulette is both simplistic yet very meaningful.
~laughs~
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Since the OP is talking about LOTRO... I'll add another input.
In LOTRO, I'll simply remove everything that is instanced or gated and make it a true seamless open world Middle Earth MMORPG. That includes making Moria a true dungeon with levels and not just a fake 2D imitation. One could take a level 1 character and go from Bree to Minas Tirith if he wanted... without any loading screens.
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
One could take a level 1 character and go from Bree to Minas Tirith if he wanted... without any loading screens.
Odd, you already can... ok, almost (there's one).
Still, good enough for the size of the world imo
And not just from Bree but much longer, the Shire or even from the northest corner of Forochel, or Angmar you can get to MT through just one loading screen, besides Isengard.
True, can't get through Moria as level 1, it's story-gated - and also has loading screens on both ends. Same with doors, caves, etc. scattered around the map.
But the rest of the world is quite seamless as it is...
---
Interesting topic, but I'd rather pass. MMORPGs are fairly deep systems, you can't just change one single thing without messing up a bunch of other areas if left unchecked.
LotRO is a fine example in this, when they fcked up the guardian at the temporary pvp server (sidenote, the server's mere idea was utter stupid to begin with), just to the please the pvp whiners crying for nerfs... well, pvp is long gone (hint in the name, was temporary) yet SSG is still struggling with the mess their own stupidity caused - by recent notes it seems they just gave up and don't even try now to fix guards, they've written it off as broken and now do other things instead.
So, the question itself is interesting, and there are countless things I'd love to change (remove the trait trees, the new "google" maps, remove the essences, revert the monetisation changes after Mordor, add back the weight of support and CC, fix the stats, etc.) most of those should also be compensated in other mechanics...
Change one thing, simply ain't working.
Might be a cop-out but I'd rather side with those in the SWG/Vanguard/Wildstar/etc. camp, chalking up an another name to the list:
I would make jumping useful in SWG. They were time-constrained when they were developing the game so they only had the time to make movement on a 2D plane that's why you can't jump over anything and overall movement in the game feels like a real jank.
Overall I would make movement better and more responsive in that regard.
Combat abilities and interacting with UI and NPCs more responsive and fluent.
And finally - UI scaling and overall make the UI look better. I hate how the current UI is so tiny and yet the borders are blurry, the font is so tiny and it seems like it was planned to only look good on a CRT monitor with a resolution of either 800x600 or 1024x768 (at best) and on anything beyond that it looks like ass.
Planet maps look so bad and hard to use, so you have to use the UI mod for SWGL that changes the maps to the satellite layout so you can actually see what's up.
And lastly - I would change how barren planets look - there is so much empty space on every planet that it might as well be randomly generated like in TES 2 Daggerfall, it won't even make a difference. I'd put more NPCs, quests, more buildings, objects and things a player can interact with.
SWG galaxies is great, but to say it has no problems ... that's just lunacy.
--------------
I can log in to a game which was sunsetted well over a decade ago? Exactly what i said...
what's to complain about? Nothing.
You way overshot my point there but that is ok you have valid complaints but the fact you can play a classic such as this after it was put down for swtor, yeah back to... whats to complain about? Nothing.
My faith is my shield! - Turalyon 2022
Your legend ends here and now! - (Battles Won Long Ago)
.Let players group regardless level or gear at little disadvantage. But let the combat still be meaningful, unlike ESO and BDO.
A common request but I've yet to see any sort of design which would make this really possible.
But then again, not sure I've ever seen "meaningful" combat, at least not in most MMORPGS.
What actually gives games meaning, at least for me, is the stakes at hand, what there is to win or lose, not the actual mechanics in game.
So looking at it this way, Russian Roulette is both simplistic yet very meaningful.
~laughs~
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Combat without the fear of death isn't combat, it's crochet.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
.Let players group regardless level or gear at little disadvantage. But let the combat still be meaningful, unlike ESO and BDO.
A common request but I've yet to see any sort of design which would make this really possible.
But then again, not sure I've ever seen "meaningful" combat, at least not in most MMORPGS.
What actually gives games meaning, at least for me, is the stakes at hand, what there is to win or lose, not the actual mechanics in game.
So looking at it this way, Russian Roulette is both simplistic yet very meaningful.
~laughs~
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Combat without the fear of death isn't combat, it's crochet.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
Hmmm, me thinks I dug too deep.
To be fair, in it's purest definition, no mere video game qualifies to use the term
"Combat is a purposeful violent conflict meant to physically harm or kill the opposition"
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
.Let players group regardless level or gear at little disadvantage. But let the combat still be meaningful, unlike ESO and BDO.
A common request but I've yet to see any sort of design which would make this really possible.
But then again, not sure I've ever seen "meaningful" combat, at least not in most MMORPGS.
What actually gives games meaning, at least for me, is the stakes at hand, what there is to win or lose, not the actual mechanics in game.
So looking at it this way, Russian Roulette is both simplistic yet very meaningful.
~laughs~
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Combat without the fear of death isn't combat, it's crochet.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
Hmmm, me thinks I dug too deep.
Again, they are running the Hardcore servers in DDO right now. hop on in and have some fun.. or.. die trying.. LOL.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
FFXIV: Upgradeable apartments or instanced housing, a lot less button bloat.
LOTRO: Redesigned/Remastered UI with scaling option, actual EU servers
FFXI: Redesigned/Remastered UI with scaling option
Hell I could copy that on even more MMO's, a lot of the older ones simply didn't think to make a properly scaleable UI, prevents me from playing a whole bunch of them.
The smart MMO's out there have figures out a long time ago that keeping you GFX current can be a central key to succes, and thus they need to be constantly cycling through content at upgrading its looks.
EVE started doing it around 2005, and has been doing it continously since.
Warframe is doing it as well.
SSG, as you mentioned, really needs to start doing this. Both for LotRO and DDO. SSG only took one steppa few years back when they released the HQ gfx assets for clients. But they should be actively reworking assets from end to end in a cyclic manner like the developers I mentioned before.
I'd love it if they stuck to the old gear stat system in UO. You could just wear GM crafted armor and use GM crafted weapons and be set. Those were the fun days.
.Let players group regardless level or gear at little disadvantage. But let the combat still be meaningful, unlike ESO and BDO.
A common request but I've yet to see any sort of design which would make this really possible.
But then again, not sure I've ever seen "meaningful" combat, at least not in most MMORPGS.
What actually gives games meaning, at least for me, is the stakes at hand, what there is to win or lose, not the actual mechanics in game.
So looking at it this way, Russian Roulette is both simplistic yet very meaningful.
~laughs~
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Combat without the fear of death isn't combat, it's crochet.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
Hmmm, me thinks I dug too deep.
To be fair, in it's purest definition, no mere video game qualifies to use the term
"Combat is a purposeful violent conflict meant to physically harm or kill the opposition"
Right, and we're playing combat simulations that aren't really simulating combat. Games design some flashy animations that are visually stimulating, but it's just pinnata bashing. The outcome is inevitable. Then the piñata is smashed and we get some random candy.
.Let players group regardless level or gear at little disadvantage. But let the combat still be meaningful, unlike ESO and BDO.
A common request but I've yet to see any sort of design which would make this really possible.
But then again, not sure I've ever seen "meaningful" combat, at least not in most MMORPGS.
What actually gives games meaning, at least for me, is the stakes at hand, what there is to win or lose, not the actual mechanics in game.
So looking at it this way, Russian Roulette is both simplistic yet very meaningful.
~laughs~
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Combat without the fear of death isn't combat, it's crochet.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
Hmmm, me thinks I dug too deep.
Again, they are running the Hardcore servers in DDO right now. hop on in and have some fun.. or.. die trying.. LOL.
I play DDO quite a bit. It has a lot of fun mechanics. The graphics and the lack of options quest and story wise get on my nerves after a bit.
And it still suffers from the numbers game, just like its pen-and-paper predecessor. But the challenge-level versus the player-level of pen-and-paper games are moderated by a referee. MMOs, using the same level and hit-point mechanics are not. And thus fail.
I understand the the hit-point mechanic, but why the ridiculous disparity? My character starts with five hit-points and later has a thousand. That whole mechanic is upside down.
I guess part of the problem is the "dying" mechanic. Most people are not killed in combat: they're injured. More than one fight ended with me waking up in the hospital, aide station or on an evac flight. I think about how a corneal abrasion or a smashed thumb can be a fight ender.
I want to get away from gear points and get back to semi-immersive gameplay.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Combat without the fear of death isn't combat, it's crochet.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
Hmmm, me thinks I dug too deep.
Again, they are running the Hardcore servers in DDO right now. hop on in and have some fun.. or.. die trying.. LOL.
I play DDO quite a bit. It has a lot of fun mechanics. The graphics and the lack of options quest and story wise get on my nerves after a bit.
And it still suffers from the numbers game, just like its pen-and-paper predecessor. But the challenge-level versus the player-level of pen-and-paper games are moderated by a referee. MMOs, using the same level and hit-point mechanics are not. And thus fail.
There is quite a bit of power creep in DDO after 14 years, and the endless Monty Hall campaign setting don't help any for that disparity to be where it became.
Graphics, yah, that's a real thing in DDO, I mean, it's a 14 year old game, and, gonna be honest, it looks it.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Right now, DDO has their Hardcore Server active, if you want combat that puts some fear into you.. that should do it, for a bit.. till you die enough to realize that the Fear of death sucks.
Combat without the fear of death isn't combat, it's crochet.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
Hmmm, me thinks I dug too deep.
Again, they are running the Hardcore servers in DDO right now. hop on in and have some fun.. or.. die trying.. LOL.
I play DDO quite a bit. It has a lot of fun mechanics. The graphics and the lack of options quest and story wise get on my nerves after a bit.
And it still suffers from the numbers game, just like its pen-and-paper predecessor. But the challenge-level versus the player-level of pen-and-paper games are moderated by a referee. MMOs, using the same level and hit-point mechanics are not. And thus fail.
There is quite a bit of power creep in DDO after 14 years, and the endless Monty Hall campaign setting don't help any for that disparity to be where it became.
Graphics, yah, that's a real thing in DDO, I mean, it's a 14 year old game, and, gonna be honest, it looks it.
I played DDO for a year or two more than ten years ago. Looking back and comparing gameplay there with gameplay in some modern MMORPGs, I'd say one of the most interesting aspects in DDO was the limitation of resources. You and your group had a certain number of spell points or hit points and you had to manage resources to complete an adventure module. I am not so fond of the continual regeneration of magic, stamina and health in later games like Neverwinter or ESO. Love the memorisation of spells and "X use per day" abilities and items in old DnD rulesets.
Comments
Albeit I realize a necromancer wouldn't feel right in World of Warcraft (not my fav. just an example) because to me it feels more practical in an ARPG like the Diablo Series, and hack-and-slash oriented gamed.
I do however like features that make endgame more play-replayable. Housing, Farming, Companions, things other than just grinding the same dungeons/raids to get the best iLvl gear.
Is a man not entitled to the herp of his derp?
Remember, I live in a world where juggalos and yugioh players are real things.
That's why I mention the stat inflation. Most MMOs require epic mobs or mobs ten-levels higher for the fight to be challenging. A life-and-death event should never be a boring grind like it is in so many games.
So a couple of mechanics that work, sorta: AoC's fatalities are cool, and frustrating when they happen to your character. Most games have some special attacks that stun, knockdown or silence that are at least bothersome, and deadly if you're semi-afk. "Dodge or Die" attacks are pretty common too, but only found on epic mobs.
Playing EQ, I suggested that one out of a thousand attacks would be lethal. That first-level rat of fourth-level skellie would hit you for a million points of damage. Just the random, lethal result that makes combat so much fun. EQ had a pretty brutal death penalty too.
TSW, LotRO, EQ2, SWTOR, GW2, V:SoH, Neverwinter, ArchAge, EQ, UO, DAoC, WAR, DDO, AoC, MO, BDO, SotA, B&S, ESO,
It wouldn't exist without them.
"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
Overall I would make movement better and more responsive in that regard.
Combat abilities and interacting with UI and NPCs more responsive and fluent.
And finally - UI scaling and overall make the UI look better. I hate how the current UI is so tiny and yet the borders are blurry, the font is so tiny and it seems like it was planned to only look good on a CRT monitor with a resolution of either 800x600 or 1024x768 (at best) and on anything beyond that it looks like ass.
Planet maps look so bad and hard to use, so you have to use the UI mod for SWGL that changes the maps to the satellite layout so you can actually see what's up.
And lastly - I would change how barren planets look - there is so much empty space on every planet that it might as well be randomly generated like in TES 2 Daggerfall, it won't even make a difference. I'd put more NPCs, quests, more buildings, objects and things a player can interact with.
SWG galaxies is great, but to say it has no problems ... that's just lunacy.
Sure, games should be fun. Maybe that's the problem. Combat isn't fun and maybe it's wrong to trivialize it thus. On certain levels it certainly feels wrong as I massacre the piñatas.
Hmmm, me thinks I dug too deep.
TSW, LotRO, EQ2, SWTOR, GW2, V:SoH, Neverwinter, ArchAge, EQ, UO, DAoC, WAR, DDO, AoC, MO, BDO, SotA, B&S, ESO,
"Combat is a purposeful violent conflict meant to physically harm or kill the opposition"
"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
LOTRO: Redesigned/Remastered UI with scaling option, actual EU servers
FFXI: Redesigned/Remastered UI with scaling option
Hell I could copy that on even more MMO's, a lot of the older ones simply didn't think to make a properly scaleable UI, prevents me from playing a whole bunch of them.
EVE started doing it around 2005, and has been doing it continously since.
Warframe is doing it as well.
SSG, as you mentioned, really needs to start doing this. Both for LotRO and DDO. SSG only took one steppa few years back when they released the HQ gfx assets for clients. But they should be actively reworking assets from end to end in a cyclic manner like the developers I mentioned before.
TSW, LotRO, EQ2, SWTOR, GW2, V:SoH, Neverwinter, ArchAge, EQ, UO, DAoC, WAR, DDO, AoC, MO, BDO, SotA, B&S, ESO,
And it still suffers from the numbers game, just like its pen-and-paper predecessor. But the challenge-level versus the player-level of pen-and-paper games are moderated by a referee. MMOs, using the same level and hit-point mechanics are not. And thus fail.
I understand the the hit-point mechanic, but why the ridiculous disparity? My character starts with five hit-points and later has a thousand. That whole mechanic is upside down.
I guess part of the problem is the "dying" mechanic. Most people are not killed in combat: they're injured. More than one fight ended with me waking up in the hospital, aide station or on an evac flight. I think about how a corneal abrasion or a smashed thumb can be a fight ender.
I want to get away from gear points and get back to semi-immersive gameplay.
TSW, LotRO, EQ2, SWTOR, GW2, V:SoH, Neverwinter, ArchAge, EQ, UO, DAoC, WAR, DDO, AoC, MO, BDO, SotA, B&S, ESO,
Graphics, yah, that's a real thing in DDO, I mean, it's a 14 year old game, and, gonna be honest, it looks it.
https://biturl.top/rU7bY3
Beyond the shadows there's always light
I played DDO for a year or two more than ten years ago. Looking back and comparing gameplay there with gameplay in some modern MMORPGs, I'd say one of the most interesting aspects in DDO was the limitation of resources. You and your group had a certain number of spell points or hit points and you had to manage resources to complete an adventure module. I am not so fond of the continual regeneration of magic, stamina and health in later games like Neverwinter or ESO. Love the memorisation of spells and "X use per day" abilities and items in old DnD rulesets.
* more info, screenshots and videos here