For me it is a toss up between useless crafting or no gear diversity in which everyone looks the same. What are your most hated features or paradigms?
Cryomatrix
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2. Very close 2nd is level or gear scaling - where the mobs in every zone are always the same difficulty no matter where u go. Combat in mmo's is too easy as is, now try and bring a buddy with you and its just mind numbing slaughter. I don't want some cheap difficulty slider either.
3. Loot boxes, any way to sell cash shop items for in game gold, which pretty much = pay to win no matter what - unless there is no item you can buy with in game gold that helps you progress, which then makes money useless... Really this is number one, only put at third because it is a given that loot boxes and pay to win sucks big.
Beyond that, games where classes are homogenized too much for group roles. Excessive content scaling. A focus on lobby-game style instancing. A neglect to encourage interaction, cooperation, and healthy competition among players.
However there are all the other silly currencies games have that only can be used in certain places or with certain factions. They get old fast, the classic faction system is aactually less annoying there (get enough faction points to open the store and then use regular coins to buy stuff). I don't see how they add anything fun to the game.
Few merchants would say no to a deal when you pay in gold, they might raise the price if they don't like you or lower it if they do but that is it.
Also, if WW3 happened today and I survived do you know what I would craft? Nothing. I would scavenge and sleep in already made houses in already made mattresses. I would grow nothing and make nothing. Everything I would need is already made.
If I was dropped on an island with nothing man made in a hostile environment brimming with hungry large carnivorous creatures my goal would not be to become a master craftsman. My goal would be to find something high enough to jump off of and die before I died much slower from exposer or as living animal food. Even if I wanted to live my goal would never be to be a master craftsman. It would be escape the awful island, and to not be a master craftsman. In no situation do I ever want to master a building craft. I hate building anything. I hate mowing my lawn. I even hate tightening door knobs. I especially hate Ikea. I work hard at my not building profession so I can buy completed furniture. When my wife goes to Ikea I refuse to put it together. She makes me anyways, but I hate it and complain loudly and often.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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It's all backwards now. We used to pay for the finished game and the beta test was free because it was unfinished. Now we are expected to pay for the beta test early access because you get to play the game before it's even done. Now the finished game is typically free to play with a cash shop.
It isn't about creating a finished game and getting steady profits from moderately satisfied long-term subscribers anymore. Now it's all about creating and selling hype. The longer they can dangle that carrot on the string (hype and empty promises) in front of people the more money they make in the short term. After that they can put the game on life support release the game, gain some profit by introducing new cash shop items, and start seeding the hype for their next early access money maker.
In many ways the whole thing reminds me of console game preordering. Both are ways to sell all the hype and expectations that the finished product rarely lives up to before people see it for what it really is. By that time it's too late. They already have their money and started working on their next overhyped game.
Arrrg! HATE!
I hate playing an MMO, and the story has my character pinned as the "chosen one". It could just be personal preference, but in a game where I'm supposed to interact with a massive amount of players, it feels kind of condescending to know that we're all the "chosen one".
I suppose it's because I don't want to feel like my character can do everything within an MMO. That's why I play an MMO, because at some point I'm going to see and cooperate with other players, and it would be nice from a lore stance where I don't have to think everyone else is a bit player to MY story, and that I'm still the best thing since sliced bread.
Earlier MMOs seemed more in tune with this, where they understood that you were going to be interacting with other people constantly and perhaps a story where you alone save the world seems out of touch. That's not to say they were perfect, but at least I felt I didn't have to suspend disbelief just because I wanted to group with others who have played the story.
Everyone being able to craft everything and what is crafted having absolutely no value in end game is lame. I loved the old mmo's where crafters depended on each other for components and end-game gear was crafted, created a living economy.
Gear progression end-game makes me want to throw up. There is nothing more stupid than running the same raids over and over so you can get better gear to run the same raids over and over again. Talk about a hamster wheel. Bring the MMO journey back!
I will never understand why people are against 10 year old games providing level boosts. Why would I want to grind out the same obsolete crap 2000's content for the 10th time?
We're seriously at the point where on Saturday we have news that there will be news on Monday just to find out the news was to tell everyone about an interview on Friday where they maybe tell news about something upcoming in 3 years (but in reality might as well be a lie since no game design or IT implementation survives more than a year anyways).
All of the "fake leaks" which is a PR person literally going up to a gaming "news" website with some silly bull shot, screen shot, or concept art.
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1: Raiding. I started hating it in Everquest and my hatred for it has grown stronger over the years.
2: A lack of grouping. If I'm playing a MMO I want to play with other people.
3: Quest hub games (almost all games now) in which you are led step by step through the entire leveling process.
2 and 3 have made me hate the early and mid level game almost as much as 1 made me hate the endgame.
Lack of customization - all warriors should not look alike or have the same skills
Solo content. Not that it should ever be impossible for a player to achieve anything on their own, but it should always be a struggle and generally mean doing easier content that yields far less experience and less beneficial items.
Weak death penalties. The death penalty is probably the single most powerful element that can determine everything from sense of accomplishment, immersion, mystery that compel players to continue playing, exploring and progressing. Weak death penalties lead to games which are consumed and disposed, ultimately preventing players from bonding with the game, its world, and it's inhabitants (other players).
my mmos are open worlds, not mazes. nothing turns me off quicker than being restricted by poor/lazy map design.
if i can't just go explore in any direction i want, then it's not a world. it's not what i want from an mmo.