I'll start with what could be percieved negatives of the game, even though I don't think of it as negative Bear in mind the following systems are put in place for very personal reasons:
- Experience capped per 24 hour period
- Loot and other items placed on the Auction House have prices controlled by the Auction House itself, think of it as a glorified vendor, meaning an item placed on the auction house will fetch a greater price then normal vendoring but there would be no way to "game the system" through undercutting, cornering the market or other similar modes of creating artificial prices.
- 6-12 months before your character reaches an artificial level cap
The reason why I include these systems is thus: I envision my ultimate game to take a minimum of 6 months to a year before you reach max level and in order to ensure this, your experience is capped during a 24 hour period reducing the need to grind, or min/max your exp curve. This also ensures no hardcore 18+ hour a day player can one-up any one else.
I also include heavy restrictions on Auction House use. Nothing pisses me off more in GW2 then constantly being broke because I do not understand supply and demand economical processes. IMO the best way to make ingame currency is through playing, killing, looting and hunting, not standing around an AH doing all the underhanded things to overinflate prices. Because I do not know how to "play the Auction House" I'll never be able to afford to buy a legendary precursor because evry day the prices go up thanks to trading post manipulations. In GW2 the rich get richer and the guys like me, who jsut want to play the damn game can never get ahead because you'll never make enough money by just plain old fashion hunting/looting.
Ok now onto other systems in my MMO I would like to see, so tell me via the poll below or in the comments themselves if you agree or disagree with any of the following: Keep in mind the above "negatives" are not up for discussion and would remain so you have to base your vote on their inclusion but the following can be up for debate:
- Dynamic loot system with hundreds of thousands of combinations from Armor class, damage variance, to-hit modifiers, swing delay etc. Basically a glorified Asheron's Call loot system but include stats on gear (AC did not have stats i.e. +strength or + Intelligence)
- Open world non-quest system. Similar to Asheron's Call but also similar to Elder Scrolls Open World exploration complete with a compass HUD that indicates when you're close to a a point-of-interest.
- Crafting of armor/weapons/jewlery is verboten. Instead the crafting is an extension of the loot system. An example, being able to increase damage, reduce variance, add to-hit modifier etc. to weapons and increase armor, reduce encumberance, add protection stats and reduce/add stats to armor. Basically a glorified WoWenchanter or AC tinkerer
- Other craftables include cooking, alchemy potions, Arrows, temp stat boosts and other non permanant types of items to asuage the crafters who enjoy actually making things.
- Open ended skill based class system: Having many skills to aquire but being only able to master a few due to hardcaps on skills points earned. basically a system similar to Asheron's Call but with a twist.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!