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Originally posted by Shadowguy64 Originally posted by DocBrody Remove the theme park, create more EvE sandboxes
How about an EQ1 clone with updated graphics and more intuitive UI?
I would play that.
Favorite MMO: Vanilla WoWCurrently playing: GW2, EVEExcited for: Wildstar, maybe?
Dungeon Finder with Teleport to mechanics.
Why? They turn the games into Lobby games with vast and totally vacant worlds. You never need to explore the world, hell, in WoW last go around I couldn't find my way from the rez point to the Dungeon entrance because I had never even been in that zone before. Just Hub City -> Dungeon -> Hub City, with NO travel in between.
This poll is an example of why you should never include "other" as an option. I mean, people can add their 2 cents in the comments anyhow. I voted Quest Hubs, btw
Regarding trinity, I wonder if that's how folks view EQ. Because I would disagree. Yes, a group *can* function with tank, healer, dps, but it can't do much. Any of the truly rewarding EQ camps required a couple of the following:
1. pullers2. crowd control (lol I forgot what cc meant and had to google it)3. evac4. buffers and/or debuffers (lest you hear that *crunch* sound)
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.In F2P I think it's more a case of the game's trying to play the player's. -laserit
Quest hubs are fine for me if it's kill quests like missives in Vanguard. I don't enjoy the ones in WoW or FFXIV:ARR, I just want to play the game instead of run back and forth all the time.
Raids, Trinity and Faction doesn't seem like it means Themepark to me, they could be in a sandbox too, why not.
i would change all the options from the poll.
Remove Quest hubs and make a superior dynamic events mechanic (note i said superior, a much immproved version of what GW2 did), that dont recycle as a story / character progression system and have permanent outcomes.
Change the Raiding system so it doesnt become the main focus of end game so the game doesnt become a boring grinding thread mill through raids.
I would improve the non-trinity system of GW2 to make it more strategic and team oriented without forcing the trinity roles. Its more fun to play the game, not the UI and the aggro minigame. Have all the roles in the game (tank, dps, healser) but dont make them mandatory for group content. Period. Flexibility is more fun.
Reputation grind is nonsense. If the reputation rewards were to stay in place then greatly decrease the amount of rep needed for rewards but instead make any content that grants reputation more difficult and challenging so its actually meaningful to earn reputation towards a faction, and also better rewards along with the reputation gain... for your troubles.
Originally posted by jonesing22 Was a close tie for me between static NPC enemies(other) and quest hubs. Static enemies was the winner though.
Ahh yeh static enemies/mobs. Ryzom did a great job with their roaming herds and predator systems with their mobs. Pretty dynamic by most standards.
"If I offended you, you needed it" -Corey Taylor
Originally posted by CyclopsSlayer Dungeon Finder with Teleport to mechanics. Why? They turn the games into Lobby games with vast and totally vacant worlds. You never need to explore the world, hell, in WoW last go around I couldn't find my way from the rez point to the Dungeon entrance because I had never even been in that zone before. Just Hub City -> Dungeon -> Hub City, with NO travel in between.
So so so true.
I've said it before. Many people today don't need a game with a universe. They need some kind of lobby with the usual accommodations such as bank and crafting stations, and portals to dungeons/raids. Because that's all they care about. And the path WoW took is actually encouraging this play style.
I voted for quest hubs. Not because I hate them, but because I kind of like every other feature you listed. Don't get me wrong I love a good sandbox. SWG was my favorite MMO. But even the best sandbox needs some theme-park content.
Raiding: I personally enjoy raiding. It's a challenge. The old NES gamer in me likes to come up against the most difficult content the computer can throw at me. More than any other aspect of the MMO genre, I get the most satisfaction out of completing a difficult raid or downing a particularly nasty boss.
Faction Grind: Grinding is an important mechanic in any MMO. There have to be time sinks. Faction grinding is one of them. Sure it can probably be improved upon, but this one doesn't really bother me.
Quest Hubs: Of the aspects you listed I suppose I like this the least. This makes the world feel very linear. Run to point A complete 5 quests. Now run to point B and complete 5 additional quests that are incredibly similar to the previous 5. I think questing should still be included in these games, but it needs to be implemented in a more dynamic way. GW2 had some fun innovations in this aspect.
The Holy Trinity: I am like a religious zealot when it comes to the Trinity. The Holy Trinity should not be touched. There is nothing wrong with adding to the Trinity by including additional roles like "support" and "control." However TANK, DPS, and HEALS are the very basis of RPG combat. They are essential. I have never played an MMO that has successfully removed this fundamental aspect. Guild Wars 2 was the most recent to try and they failed miserably. Melee combat is virtually impossible in large-scale PvP because of the lack of direct healing. Dungeons are a huge cluster f**k because of no tanking. If you want to get rid of the Trinity then the game has to be a shooter. I'll play an MMO shooter. I love APB. But you can't have a traditional MMO "RPG" without the trinity.
Other: "consolation prize" rewards.
You can include welfare badge gear (and the "must grind in pugs requirement" scenario that creates) under the same heading. And reputation grinds of all varieties, under the same principle.
Since we're getting rid of welfare, let's get rid of income support for people who are terrible at earning mmo wealth (dailies), while we're at it. What a coincidence, another grind cycle model...
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
#1 feature to kill all social aspects in MMO.
Originally posted by deniter Other. Finder tools, #1 feature to kill all social aspects in MMO.
What's a finder tool Deniter. Like a dungeon finder that automates grouping?
Trinity isnt a themepark feature, EQ1 had a "trinity" before theme parks (although EQ1's trinity was tank/heal/crowd control, dps was just assumed)
The one thing I would want removed from the current WoW/Rift style of theme park is boring, ilevel gear design tied to strict content 'tiers' that dont even balance risk vs reward, just whats new.
"Possibly we humans can exist without actually having to fight. But many of us have chosen to fight. For what reason? To protect something? Protect what? Ourselves? The future? If we kill people to protect ourselves and this future, then what sort of future is it, and what will we have become? There is no future for those who have died. And what of those who did the killing? Is happiness to be found in a future that is grasped with blood stained hands? Is that the truth?"
One mechanics does not make or break a game. It is all about implementation, polish and details.
Originally posted by Kiyoris Originally posted by deniter Other. Finder tools, #1 feature to kill all social aspects in MMO.
Yes. That's what i meant. Call it dungeon finder, raid finder, duty finder, etc. if you like, but the same thing nonetheless.
So? It makes the game more fun for me (and many, hence it is popular).
I won't play a MMO without a LFD tool.
Oh man...but all the choices suck so bad! What to choose?
I picked "other" and put down "loot." I can deal with the other choices if loot wasn't the end-all and be-all in the themeparks.
__________________________"Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."--Arcken
"...when it comes to pimping EVE I have little restraints."--Hellmar, CEO of CCP.
"It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."--Exar_Kun on SWG's NGE
Voted "other" because there are so many things that are wrong with Themeparks that are not listed. Now I will analyze the listed options, followed by my top three bugbears.
Quest Hubs-they almost got my vote, but then I remembered that they aren't the problem for me. The quality of quests/quest text is. If I see sth like "please go kill 5 wolves for me. Thanks" or "Could you bring back my hanky? It's on that tree stump over there, mere 2 meters from me" more than 10 times/hour, my mouse automatically starts hovering over Uninstall. They are nasty, but badly written and designed quests are even nastier.
Raids-I don't enjoy them, but Hey! If that makes you happy, have fun! As long as it isn't the sole purpose of the game I am a-ok with this. They feel like if you took a normal Dungeon and multiplied hp by at least 12 and damage by at least 3-in other words: no challenge.
Trinity-is a-ok. It all depends on implementation however. The trinity where Priest can only Heal, Warrior can only Tank and Mage can only DPS SUCKS! But if you give other options to those classes...lovely! For example, give dmg to the Warrior, lifetaps to the Priest and some CC to the mage an it's a-ok.
Faction grind-is piontless. It's like chasing a high score imo. This doesn't bother me that much, but it is uninspired, boring and drab. Who likes it, can have it imo. Certainly not me...
Now for the big bad bugbears:
Linearity-sucks the tits of a deadbeat daedroth(wtf? Lol!). It's so bad that I wouldn't even call it the catastrophe of ass. Now for real: in this day and age when a dev teaches me how he can't make freeform game, I know He's lying through his teeth. There is no Real reason to go from A to B to C. Now before all of you draw those PvP Magnums/Instant adventure Colts, riddle me this: if you are not soloing, how do you know what's going on? Answer: you don't! HAH! As I said, it can go suck the tits of a deadbeat daedroth...
Tab Target combat-is such an archaic mechanic(as is point/click to command). It has NOTHING to do in this day/age. It is boring, shallow, shitty mechanic. Period.
Endgame focus-now this is a real gem made of turds. Why even invest all those vast millions(sometimes even hundreds of them!) if all that's going to be important is the endgame/PvP? I realised this soon enough with WAR. Why invest so many money into sth that nobody's going to see(they even had real writers that wrote their quests. I think that they were Anthony, Mike and...?)? Riddle me that...
Out of those three, I think that I'll choose endgame focus. It's just nonsensical! And if I am right can't be really explained. It needs to go and go ASAP.