I must have looked up the wrong Mr Thakur, he got an BA in 2018, two decades playing games would mean he started at what five? Maybe gamers do these days.
I agree with the baulk of what he said, so just some points:
I am not sure an open relationship with devs is possible and I am being fair to the devs here, players cannot expect as much as that. Better, yes that's doable.
Simpler storytelling, well he picked one of the biggest story MMOs out there, the overwhelming majority of MMOs do not have to worry about overly complex story. Most MMOs have to worry about having virtually no story at all. Also you should have to understand the "nitty gritty", you should be expected to read, this is not Candy Crush it is a MMORPG.
When it comes to his comments about GW2 WvW it would be interesting to hear what posters think. Played GW2 before they had it, could it be that weekly resets make the battles seem less important and exciting? That stops one side overwhelming but maybe it does not give that feel of "this is our land now" you had in DAOC?
Great lore, soft grind, no P2W (It's accepted an optimal sub with great bonuses, but nothing more than it), optimized engine, cool graphics because we are in the 2020s (both realistic or cartoonish --- I think FFXIV and WoW are dated, even with max settings; we have other examples of great cartoonish as Overwatch, Blue Protocol and Genshin Impact). Finally, a must: the possibility to reach hard-cap without playing the game as a full-time job. Nonetheless, the MMORPG.com article is totally right in its views.
- Not Top down or 3d isometric or 2d or something similar. Sorry this does not create an immersive world nor would I consider this the type of 'MMO' I would play. I realize this point is in a negative format, but everything recently released and upcoming MMO, with the exception of a few titles, has been 3D isometric.
* Added Destiny/Marvel Heroes style Patrol zones full of dynamic content. This in addition to, rather than instead of the instanced design of the overall game.
* Guild Wars 2's mount, wardrobe, dye, runes, sigils, and masteries systems
* Armor designed with Diablo-like modifiers instead of the bland resistances of the first game or generic stats of the 2nd.
When it comes to his comments about GW2 WvW it would be interesting to hear what posters think. Played GW2 before they had it, could it be that weekly resets make the battles seem less important and exciting? That stops one side overwhelming but maybe it does not give that feel of "this is our land now" you had in DAOC?
WvW in GW2, was at one time, had such a hardcore player base, were players would lose money playing it, and still play it vicariously.
It was the only game mode where you could and did lose money playing it. Crying shame they didn't do a lot more to assist and reward those early loyal players, and instead let the game mode sit pretty much ignored for years on end.
Now days, it's a lot more profitable, but it also had a lot less population.
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.
When it comes to his comments about GW2 WvW it would be interesting to hear what posters think. Played GW2 before they had it, could it be that weekly resets make the battles seem less important and exciting? That stops one side overwhelming but maybe it does not give that feel of "this is our land now" you had in DAOC?
WvW in GW2, was at one time, such a hardcore game mode were players would lose money playing it, and still play it vicariously.
It was the only game mode where you could and did lose money playing it. Crying shame they didn't do a lot more to assist and reward those early loyal players, and instead let the game mode sit pretty much ignored for years on end.
Now days, it's a lot more profitable, but it also had a lot less population.
Commanders lose money. I don't know that regulars were. It's still definitely the least profitable mode. Better than it used to be, but probably proportionately comparable to what it was when you factor in how much gold per hour as gone up in PvE.
In addition to the points made, I personally would want to see many more sandbox MMORPGs being created. You don't need robust lore in those universes, just a sandbox with a good mixture of content, social tools, and progression and you have a potentially endless game loop driven by player activity.
When it comes to his comments about GW2 WvW it would be interesting to hear what posters think. Played GW2 before they had it, could it be that weekly resets make the battles seem less important and exciting? That stops one side overwhelming but maybe it does not give that feel of "this is our land now" you had in DAOC?
WvW in GW2, was at one time, such a hardcore game mode were players would lose money playing it, and still play it vicariously.
It was the only game mode where you could and did lose money playing it. Crying shame they didn't do a lot more to assist and reward those early loyal players, and instead let the game mode sit pretty much ignored for years on end.
Now days, it's a lot more profitable, but it also had a lot less population.
Commanders lose money. I don't know that regulars were. It's still definitely the least profitable mode. Better than it used to be, but probably proportionately comparable to what it was when you factor in how much gold per hour as gone up in PvE.
Before they upped the rewards, removed item repair costs, and put in the reward tracks, unless you were on the winning side or just a damn good player, repair costs alone would put you in the red.
That's not including buying your gear, consumables, point upgrades which had a gold costs, or buying siege.
How it stacks to PvE, it's still low earning, but, it's a lot better than it used to be.
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.
It would be very difficult to make the "perect" MMO because our tastes all vary so much......IF we listed 10 major points, no 2 of us would agree on all 10 most likely..>We'd be lucky if we agree on half.
1. Pvp or no PVP and if PVP what kind? (Battle royale, team based, RVR, arena/BG, etc)
When it comes to his comments about GW2 WvW it would be interesting to hear what posters think. Played GW2 before they had it, could it be that weekly resets make the battles seem less important and exciting? That stops one side overwhelming but maybe it does not give that feel of "this is our land now" you had in DAOC?
WvW in GW2, was at one time, had such a hardcore player base, were players would lose money playing it, and still play it vicariously.
It was the only game mode where you could and did lose money playing it. Crying shame they didn't do a lot more to assist and reward those early loyal players, and instead let the game mode sit pretty much ignored for years on end.
Now days, it's a lot more profitable, but it also had a lot less population.
It's the same repeating story. DAoC fans looking for a modern twist on what they loved. Thinking they found it, only for the developer spend so long ignoring them, they walk away. ESO has done the same thing.
What do I really want. Not really a tall order. DAoC style PvP with a PvE game that both sides of the game gets updates and content In a timely manner.
A game that is thought out, where all game system are connected in a meaningful way. A game that is playable. Not needing to be rebuilt 2 to 3 times after release because its under baked.
I agree with Theocritus but one can only dream. That said my perfect MMORPG would be something like this:
-an open and well crafted world with no loading screens between zones (good example: New World)
-a good IP like Warhammer Fantasy (no Age of Sigmar crap!), EverQuest, Legacy of Kain, LotR, Star Wars, you name it. This one is not necessary but it's definitely a big plus
-snappy, impactful, weighty combat (good example: Age of Conan combined with "Elden Souls" feeling of weight)
-no instant gratification, good grind (to me personally New World had the perfect spot in terms of grind) with meaningful crafting
-sandbox with environmental storytelling and maybe some occasional, optional quests
-no dungeon finder and with that a focus on community
-unique classes with unique abilities that encourage group play and different group compositions
-and most important: NO DAILIES, NO BATTLEPASS, NO SHOP just give me the good old monthly subscription and I'm happy
Honestly if I could have all of the above I would care about graphics at all. I'd be fine with LotRO looks as long as the artdirection is good.
As you can see with some examples given, New World had a lot of stuff that I really liked. A shame that the games whole base was utterly broken. Imagine this game, fully bug- and expoiltfree in a Warhammer Fantasy Universe. Well one can only dream...
It would be very difficult to make the "perect" MMO because our tastes all vary so much......IF we listed 10 major points, no 2 of us would agree on all 10 most likely..>We'd be lucky if we agree on half. [...]
1. Pvp or no PVP and if PVP what kind? (Battle royale, team based, RVR, arena/BG, etc) Only sportive PvP. The other party has to agree (somehow). PvP has own rules.
2. Tab target combat or action combat Tab target. Also, for that matter, cooldowns between abilities. In general nothing that requires a good internet connection. Like fishing.
3. P2p, B2p, or F2p Subscription.
4. Sandbox or Themepark The best elements of both.
5. Mob scaling or no? Wtf mob scaling in a MMO ??? No ? Duh ?
Oh, maybe you mean instancing. No instancing. Also no free travel between servers, if there are multiple ones.
6. Quest/story or Grind/Explore? Both. Some grind is OK but not too much. Quarter to half hour at low level, couple hours at a time at midlevel. Highlevel of course depends upon how ultimate the item is.
7. How severe of a death penalty? Enough to care, not enough that you want to avoid death at all costs and dont ever take risks.
8. Best gear is: Crafted or raid drop? Best gear comes from: - random drops - crafting - raid and
- some currency (fame?) gained through PvP
Raids drop gear, but also raid resources
Highest tier crafting requires input from raid resources and resources that can be bought with PvP fame. The final user has to unlock it with special drops from raids. Non-raiders and non-pvpers have still a small chance to get raid gear from random drops, but its like factor 100x because they dont have to organize raids.
9. Class based or no classes? Classes. Classes should play very differently so you experience a different game if you switch character.
Especially priest classes should have different deities to choose from which substantly change their spelllists.
10. Levels or horizontal progression? Both. In general MMORPGs should be optimized for longterm motivation to play the game.
SWG Class and Crafting/Resource system along with GW2 combat and open world event system. NO PVP. Buy to Play with cosmetic ONLY cash shop Player Homes and cities in the game world ala SWG NOT instanced which you can decroate with stuff you found and earned in the game. Good Story ala Lotro
Top 3 MMO's PRE-CU SWG GW1 GW2
Worst 2 wow and Lotro Under standing stones it went woke
It would be very difficult to make the "perect" MMO because our tastes all vary so much......IF we listed 10 major points, no 2 of us would agree on all 10 most likely..>We'd be lucky if we agree on half.
1. Pvp or no PVP and if PVP what kind? (Battle royale, team based, RVR, arena/BG, etc)
2. Tab target combat or action combat
3. P2p, B2p, or F2p
4. Sandbox or Themepark
5. Mob scaling or no?
6. Quest/story or Grind/Explore?
7. How severe of a death penalty?
8. Best gear is: Crafted or raid drop?
9. Class based or no classes?
10. Levels or horizontal progression?
All of these depend on the rest of the game, and how they are done.
For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.
I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)
Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.
I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.
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.
For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.
I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)
Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.
I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.
It would be really helpful for understanding your posting if you would explain what exactly GW2 did right.
For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.
I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)
Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.
I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.
It would be really helpful for understanding your posting if you would explain what exactly GW2 did right.
Guild Wars 2 mounts aren't simple cosmetics that increase your speed and maybe fly like in other MMOs. Each GW2 mount is a unique part of your movement toolkit with its own speed, handling, combat function, and traversal utility. It is the best mount system of any game (not just any MMO - any game) full stop.
The Raptor is your bread and butter quick, fast-turning mount with a long distance leap, which also lets you start fights by pulling enemies together.
The Springer is a vertical mount with a massive upwards leap. It also lets you start fights by doing a cannonball to knock foes down.
The Skimmer is a mount that lets you hover over terrain and underwater, smoothly transitioning between surface and depth. It also lets you start fights by healing and reviving allies.
The Jackal is a fairly quick mount with 3 short teleports, and it can bypass distances with sand portals placed on certain maps. It lets you start fights with a sand barrier.
The Roller Beetle is a lightning fast but hard to handle mount that functions like a race car. It can also break through certain rock barriers. It can dash through foes to knock down a line of enemies.
The griffon is a versatile flying mount that lets you glide long distances and dive bomb foes.
The wyvern is a versatile flying mount that handles like a helicopter. It can hover in place forever, scale heights (though more gradually than the Springer), and dash short distances. It can start fights by creating a fire field.
The Siege Turtle is a co-op combat mount with short distance jump jets and a cannon for player 2.
I do agree that using the two together is not what the genre has come to be known for. The rpg has been removed from the mmo part like you say.
I commented above that the technology does not exist for the type of game I would like to see and I agree with you that A.I. is really where the change needs to happen.
The talk of a 'living world' has always amused me when players say that because it is a fallacy. A living world requires more than just a Gothic style NPC going about their day. It requires NPC who live in the world created not just exist in it. Until that technology is able to be developed and implemented we will continue to have static prop sets we call 'living worlds'
Great post and welcome!
I thought Slyb was an adbot, well spotted! To me is it more as 'living as we can make it' you really need other players to make a game living.
Comments
(Lich King era WoW engine, not the current one)
EDIT: And it should be named ... Forever Quest
I agree with the baulk of what he said, so just some points:
I am not sure an open relationship with devs is possible and I am being fair to the devs here, players cannot expect as much as that. Better, yes that's doable.
Simpler storytelling, well he picked one of the biggest story MMOs out there, the overwhelming majority of MMOs do not have to worry about overly complex story. Most MMOs have to worry about having virtually no story at all. Also you should have to understand the "nitty gritty", you should be expected to read, this is not Candy Crush it is a MMORPG.
When it comes to his comments about GW2 WvW it would be interesting to hear what posters think. Played GW2 before they had it, could it be that weekly resets make the battles seem less important and exciting? That stops one side overwhelming but maybe it does not give that feel of "this is our land now" you had in DAOC?
- Not Top down or 3d isometric or 2d or something similar. Sorry this does not create an immersive world nor would I consider this the type of 'MMO' I would play. I realize this point is in a negative format, but everything recently released and upcoming MMO, with the exception of a few titles, has been 3D isometric.
- Sub based only w/ all content available.
- Multiple avenues of advancement
거북이는 목을 내밀 때 안 움직입니다
* Remastered
* Added Destiny/Marvel Heroes style Patrol zones full of dynamic content. This in addition to, rather than instead of the instanced design of the overall game.
* Guild Wars 2's mount, wardrobe, dye, runes, sigils, and masteries systems
* Armor designed with Diablo-like modifiers instead of the bland resistances of the first game or generic stats of the 2nd.
WvW in GW2, was at one time, had such a hardcore player base, were players would lose money playing it, and still play it vicariously.
It was the only game mode where you could and did lose money playing it. Crying shame they didn't do a lot more to assist and reward those early loyal players, and instead let the game mode sit pretty much ignored for years on end.
Now days, it's a lot more profitable, but it also had a lot less population.
上面这段纯属个人杜撰。。。
不过现今游戏,的确不再有单纯的RPG,随着游戏的发展,游戏的种类更多的是多样式的糅合。不论游戏的方式,还是游戏本身的系统,大家都在进行着各种各样的尝试,目的自然是希望能够创作出更让人喜欢的游戏。
回归正题,我心目中的MMORPG是怎样的?我个人觉得要从2个方面来说。
一个是硬件。是的,也就是你使用的PC的硬件。不论再好,再出色的游戏,都需要有足够好的硬件来支持,现行MMORPG发展其实已经到了一个瓶颈,并非完全是游戏本身的问题,或许硬件才是制约的更大限制。
一个优秀的RPG,是让玩家更深的代入游戏中的这个角色,去体验这个游戏。传统模式上的文字,CG,都是为了让玩家更加深刻的去沉浸入游戏的故事中。但随着这种方式的频繁使用,使玩家更多的抵御了这种沉浸感,所以之前的VR,也是一种沉浸感提升的方式。将来是不是会有完全沉浸式的游戏方式,还有待于硬件的提升,例如全息3D技术,以及只存在小说漫画中的人脑与机器的直联等。毕竟这种方式完全颠覆了目前传统的键鼠等操作方式,对于玩家来说会是一个更加有趣和新颖的方式。
当前MMO的最大硬件问题是游戏中的同服在线人数,同屏显示人数等,以目前现有游戏来说,真正做到单一服的,貌似只有EVE这一款游戏,当然事实上EVE也因为过于小众,同时在线人数是否有到达过30万还是个未知,当然相对于大多数单个服务器在线人数在3千-5千来说,已经是一个很大的突破。但同样的,同屏显示也是一个很大的问题,玩过EVE的玩家们应该都知道,游戏中大规模会战的时候,延迟,卡顿一直是现有MMO的顽疾。在这点上,也是需要硬件的提升。
所以我心目中的MMORPG,目前来说,硬件已经是一个很大的门槛。
说完了硬件,再说说游戏软件本身。
如同之前我谈到的RPG的故事,很多时候,每一个游戏中的故事都是预设好的,或许好一点的会有多个分支,乃至不同的结局,那么在MMO的时候,单一的故事情节(或者说单一的任务模式),很容易让玩家产生厌倦感。所以现行很多大型MMORPG游戏,要么没有故事,要么就是简单的故事,真正做的很好的非常少。因为是要预设的,所以再怎么也不会脱离预设的范畴。那么,如果用人工智能会怎么样?举一个例子,一个NPC的孩子遗失了,希望你帮他找回,目前来说,正常都是每个玩家去接任务,根据任务预设的环节,找回孩子,然后获取自己的报酬。那么如果这个任务有更多的变化呢?例如,我花了多少时间找到了这个孩子,这个孩子是否受到了损伤,这些都影响了你最终的奖励报酬,这样是否更加有趣或者富有挑战呢?或者你发现这个孩子其实是被他人故意绑架的,在营救过程中孩子意外死亡了?也或者你营救的时候绑匪开始和你交涉,提出给予更好的报酬让你放弃这个任务,当然这也会影响你的道德风评,等等这些,会让玩家有更多的选择,更多的乐趣。
说完了RPG部分,再来说说我自己胡扯的那个MMOOGP,就如之前我说的,现在的游戏,单纯的RPG已经不再有了,所以单纯的MMORPG也不再有了,就如同《魔兽世界》为了拓展游戏中的内容,增加了宠物系统,《最终幻想14》为了添加卡牌,就有了金蝶游乐场。最初的RPG都是回合制的,但自从《暗黑破坏神》出世后,ARPG的模式也让人津津乐道。那么有没有可能将来的大型网游其实更像一个平台,玩法也不再局限于RPG,它会有STG,也会有MOBA,甚至还会有SLG。但如何在一个游戏框架下,糅合更多不同种类的玩法,或许才是将来MMO游戏的一个方向。因为MMO的本质还是人与人的社交,让更多的人在一个游戏平台上进行互动,才是MMO的出路。
我曾经设想过一款以大航海时代为背景的大型MMO游戏,其中很多内容可以多项结合,例如航海部分可以参考市面上的比较著名的游戏,例如《海商王》,《海岛大亨》等等,而海战部分也可以考虑现有的《战舰世界》等模式。殖民地开发又可以参考开放世界的沙盒模式,小部分内容还可以结合那些比较经典的种田游戏。探险可以有AVG的元素,相信喜欢《古墓丽影》类型游戏的玩家一定不会抵触。如果一个游戏平台能够满足大多数玩家的口味,每个玩家都能在这个平台上找到自己喜欢的游戏方式,而这个平台本身就是一个游戏,看上去是不是很棒?
最后部分想谈的是游戏中的经济部分和游戏本身的收费模式。现有的大多数MMORPG游戏都有一个很大的问题就是游戏经济的崩溃,主要问题在于游戏中的通货膨胀。初期货币和后期货币的价值变化,导致很多游戏都在考虑如何回收游戏中的那些亢余货币。在我看来这个问题在最初的时候就应该考虑进去,或许请教当下的那些经济学专家,如何建立一个更加合理和平衡的游戏中的经济模型。至于收费模式,我对现行的几种模式都不太赞同。当然我提议的收费模式对于目前来说可能还比较飘渺,这就是有一个前提,游戏中的货币能够和现实社会的货币有挂钩。当然这样的情况牵涉的东西太多,就不细表了,主要还是谈谈如果可行的情况后,游戏应该怎么收费。我认为可以通过玩家之间的交易来收取手续费,官方可以设定一个类似于网易的藏宝阁一样的专供游戏内道具交易的平台,以收取手续费,这个平台可以交易游戏内的各种各样的物品,乃至游戏账号。同时官方甚至可以与特有的游戏内工作室达成协议,你可以成立工作室,但必须有官方授权,否则就取缔,工作室的交易必须通过官方平台。在有足够玩家人数的支撑下,我相信这个收入还是非常可观的。
随着人类社会的发展,人工智能化,传统的普通人力被机器取代是一个必然,当大量人口的剩余,在物质资源足够的情况下,大型网游不失为解决人口剩余问题的一个好方法。当然这可能还有一段时间。。。
Sandbox Games > Themepark
That's not including buying your gear, consumables, point upgrades which had a gold costs, or buying siege.
How it stacks to PvE, it's still low earning, but, it's a lot better than it used to be.
Yes Sir, I entirely agree but I need 3 pounds of it.
What do I really want. Not really a tall order. DAoC style PvP with a PvE game that both sides of the game gets updates and content In a timely manner.
A game that is thought out, where all game system are connected in a meaningful way. A game that is playable. Not needing to be rebuilt 2 to 3 times after release because its under baked.
-an open and well crafted world with no loading screens between zones (good example: New World)
-a good IP like Warhammer Fantasy (no Age of Sigmar crap!), EverQuest, Legacy of Kain, LotR, Star Wars, you name it. This one is not necessary but it's definitely a big plus
-snappy, impactful, weighty combat (good example: Age of Conan combined with "Elden Souls" feeling of weight)
-no instant gratification, good grind (to me personally New World had the perfect spot in terms of grind) with meaningful crafting
-sandbox with environmental storytelling and maybe some occasional, optional quests
-no dungeon finder and with that a focus on community
-unique classes with unique abilities that encourage group play and different group compositions
-and most important: NO DAILIES, NO BATTLEPASS, NO SHOP just give me the good old monthly subscription and I'm happy
Honestly if I could have all of the above I would care about graphics at all. I'd be fine with LotRO looks as long as the artdirection is good.
As you can see with some examples given, New World had a lot of stuff that I really liked. A shame that the games whole base was utterly broken. Imagine this game, fully bug- and expoiltfree in a Warhammer Fantasy Universe. Well one can only dream...
거북이는 목을 내밀 때 안 움직입니다
1. Pvp or no PVP and if PVP what kind? (Battle royale, team based, RVR, arena/BG, etc)
Only sportive PvP. The other party has to agree (somehow). PvP has own rules.
2. Tab target combat or action combat
Tab target. Also, for that matter, cooldowns between abilities. In general nothing that requires a good internet connection. Like fishing.
3. P2p, B2p, or F2p
Subscription.
4. Sandbox or Themepark
The best elements of both.
5. Mob scaling or no?
Wtf mob scaling in a MMO ??? No ? Duh ?
Oh, maybe you mean instancing. No instancing. Also no free travel between servers, if there are multiple ones.
6. Quest/story or Grind/Explore?
Both. Some grind is OK but not too much. Quarter to half hour at low level, couple hours at a time at midlevel. Highlevel of course depends upon how ultimate the item is.
7. How severe of a death penalty?
Enough to care, not enough that you want to avoid death at all costs and dont ever take risks.
8. Best gear is: Crafted or raid drop?
Best gear comes from:
- random drops
- crafting
- raid and
The final user has to unlock it with special drops from raids.
Non-raiders and non-pvpers have still a small chance to get raid gear from random drops, but its like factor 100x because they dont have to organize raids.
9. Class based or no classes?
Classes. Classes should play very differently so you experience a different game if you switch character.
Especially priest classes should have different deities to choose from which substantly change their spelllists.
10. Levels or horizontal progression?
Both. In general MMORPGs should be optimized for longterm motivation to play the game.
MMOOGP(Massively Multiplayer Online Open Game Platform)
MMORPG
NPC
MOBA
RPG
3D
Some English words have made their way into every language .
Top 3 MMO's PRE-CU SWG GW1 GW2
Worst 2 wow and Lotro Under standing stones it went woke
For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.
I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)
Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.
I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.
The Raptor is your bread and butter quick, fast-turning mount with a long distance leap, which also lets you start fights by pulling enemies together.
The Springer is a vertical mount with a massive upwards leap. It also lets you start fights by doing a cannonball to knock foes down.
The Skimmer is a mount that lets you hover over terrain and underwater, smoothly transitioning between surface and depth. It also lets you start fights by healing and reviving allies.
The Jackal is a fairly quick mount with 3 short teleports, and it can bypass distances with sand portals placed on certain maps. It lets you start fights with a sand barrier.
The Roller Beetle is a lightning fast but hard to handle mount that functions like a race car. It can also break through certain rock barriers. It can dash through foes to knock down a line of enemies.
The griffon is a versatile flying mount that lets you glide long distances and dive bomb foes.
The wyvern is a versatile flying mount that handles like a helicopter. It can hover in place forever, scale heights (though more gradually than the Springer), and dash short distances. It can start fights by creating a fire field.
The Siege Turtle is a co-op combat mount with short distance jump jets and a cannon for player 2.