MMORPG gameplay - likes and dislikes

Post » Sat Nov 17, 2012 5:35 pm

Post things you've liked and things you've disliked about the in MMORPGs you've played. This might help the devs a little, if they see what players think about things they've seen done before.

Don't comment on other people's lists, just post your own if you have any. Start off small if you want, and just keep editing your post :tops:

I'll go first -


LIKES:

- GW2 style of allowing all types of players (crafters/raiders/groupers/pvpers/solo players) to gain equivalent endgame gear. This is the best thing they've innovated, and should be replicated in other games.

- dynamic events that give all participants drops and xp, without needing to be formally grouped.

- dynamic events that don't seem like regular quests, and make things around your game world change, even briefly (cyclic).

- mobs that allow all players to gain xp when they attack (no tagging mobs, all who hit mobs can gain drops and xp).

- instances that scale - from solo to group sized.

- being able to dye gear.

- appearance slots - so you can equip gear you like the look of and have that seen, like it's worn "over the top" of the gear that provides your stats. This is a nice feature because it means you can equip gear for stats, and not be torn between the way it looks and that extra boost it'll provide you with in combat.

- separate tabs for quest items, another tab for token awards (say from dungeons or pvp), and another for social items like collectables or pets/mounts (even better is making pets and mounts into skills rather than holding one like it's an object in your inventory). It's really awful having all your bag space get taken up with trivial/social items and quest items.

- shared bank tabs (a tab in your bank that is seen and can be used by your characters)- so you can trade gear/items with your other characters more easily.

- auction house with a really good search engine, and the ability to preview gear as it will look on your character.

- banks, mailboxes, shops etc in handy locations right around the map. It's also nice to throw the odd merchant out in the middle of nowhere, just so players can empty their bags and not have to run/horse/teleport back to a town.


DISLIKES:

- getting my runspeed slowed down when running past a mob I had no intention of engaging, and it starts to attack - if we don't want to fight at that moment, then we don't want to fight - sometimes we just want to run through an area quickly - and that should be okay, after all, once we log into a game it is OUR fun time.

- making players run across three million maps to complete a series of quest objectives - no problem seeking out quests in first place, but once we have them do not want to spend rest of day just running to and from places, and not actually doing the fun bit (the quest itself).

- global cooldowns - spend more time watching hotbar for skills to pop than paying attention to the actual battle, while repeatedly tapping skill till it actually works (I'm aware TESO has no cooldowns, so we're good on this). Makes combat feel unresponsive.

- putting mats for crafting, or quest objectives in middle of pvp zone - people should not be forced to do anything they don't want to do, there are many people who really don't want to ever pvp, so this is cruel (what this does is lead players who don't know how to fight in pvp to certain slaughter). People WILL complain about this.

- low droprates for items, and barely scraping by with making money, etc. When I play a game I don't play it for survival (unless it's marketed as a survival game) - I play a game to have fun. This means I'd like to be able to afford things, craft things without painful grinding, and find things easily that I can equip. I don't want to feel like a beggar that is lucky if he can afford a loaf of bread each day.

- raiding as only way to get endgame gear or rare crafting mats (and gear grind). I'd like to see all players being able to play their way at endgame - raiders, crafters, solo players, small group players, pvpers - all should be able to gain equivalent endgame gear playing THEIR way.

- not enough bag and bank space - crafters in particular need decent space to store mats and crafted items (sometimes they'll keep gear ready to give away to guildmates), and some people just collect things for a rainy day - so don't scrimp on the bag/bank space!
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Sami Blackburn
 
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