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The Perfect MMORPG

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Meomix:
You know, my biggest problem with mmorpgs in general is the FUCKING LEVELING SYSTEM! Every. Single. Mmorpg. Revolves around grinding like freaking sheeple.
It doesn't matter how grand the games machanics is, or how flashy and innovative the event systems are. At the end of the day most if not all of your game time is spent grinding.
''''. Hah quests you say!? Same shit, only with specific items crumbled on top.

wolkec:
i think darkfall gets pretty close to that

iindigo:
Really, for the most part, I'm mostly happy with what WoW provides. There are a few key things that I'd definitely like to see changed:

- Zones definitely need to be bigger. Especially now that everybody and their grandmother's drycleaner's dog has methods of lightspeed travel, all the zones feel tiny. A game on a world-scale should not be tiny, plus tiny zones get boring fast. It's always fun to go back to a zone you thought you were long finished with to find little undiscovered corners and all kinds of things that you never noticed before.

- While WoW was never really hard to begin with, it's become so easy a rock could play it. Put the challenge back in. Make it so completing game content is a challenge, but NOT a real "grind". There is a balance to be had, however - don't go to the opposite end of the spectrum, where if your character dies you lose three level's worth of XP, all your gear, your learned spells, your memories, your limbs, and part of your extended family. That's just silly.

- Ressurect long, adventuring, epic questlines. The "Walk five feet and grab this for me" quests of late are a terrible bore. I miss traveling and exploring the world as a result of long quest chains.

- World elites. Having groups of elites dotted throughout the world added and element of danger and make a fun break from the usual questing (especially when devising strategies for soloing them instead of getting a group!).


On the PvP side of things, just remove something like 75% of the various "counter" spells (those which exist to counter other classes' abilities). It's unbelievably frustrating to have the vast majority of your abilities nullified and made useless every time you enter a PvP situation. Oh, and reinstate defense/survivability tradeoff - for example, there's no reason a high-defense class with heals to be able to dish out nearly as much damage as a "core damage" class.

AceHigh:

--- Quote from: Meomix on March 01, 2010, 06:05:02 AM ---You know, my biggest problem with mmorpgs in general is the FUCKING LEVELING SYSTEM!

--- End quote ---

Not Guild Wars, there you level up to max level in the noob island and it takes less than a day. The rest is endgame.
Global Agenda, 3rd person shooter MMO. Level 5 character has the same HP and armour as lvl 50 and the only difference is that higher levels have more different guns and toys to choose from although they are not more powerful as the starting weapons/skills.

Proin Drakenzol:
I think dude in the OP needs to take a lesson in game design. His text-wall was epic fail.

Overall the "perfect" MMORPG for me is one I can play casually and for free. I really prefer pencil and paper games.

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