WOW was the last truly successful MMO released so please do not be offended or annoyed by many comparisons - it's unavoidable and natural to compare games of similar genres. (Was it successful due to the things i mention? History has shown otherwise with recent MMOs popping up like mushrooms lately.)
I want to do this to convey my own feelings towards what *I* want ES to be and to express my concern about ES online going down the drain like so many other games of its kind which failed to meet expectations in the last few years (not that i believe this game will be any different but i'd like to hope so). Also i tried not to learn things about the game so you will find me uninformed about a lot of things that may have been leaked until this point. So here we go...
Things which make me physically sick in modern MMORPGs:
The infinite quest grind
They said asian MMOs were too grindy. Even being a "lore freak" and all, I say that the quest grind is much worse than that. For one it defines the exact places you go, the exact monsters to kill, the exact path you will follow.
Still feel nauseus, for example, by leveling in TERA this morning. Speak to that guy, pick that up, bring it there, kill 4 hornless goats, kill 4 horned goats after that and so on.
Many quest lines you say? Still prefer to have alternatives like the monster grind or PVP leveling. Let us be creative about the way we level up.
Well, at least i can rest assured that they will not make the mistake of adopting that dull excuse of a concept that is called dailies in the game (at least not without a lot of RNG) right...? Or not.
PVP and PVE gear separation (and instances)
PVP gear. What? PVP gear are specially design for PVP! PVE gear are designed for PVE!
What a horrible idea. It really gets the prize among all the things i've written in this post.
I can't even begin to describe how unenjoyable is to have different sets for different kinds of activities.
The "epic armor of ultimate devastation" you got by slaying Dragon A? Useful for slaying Dragon B which you must slay to get the gear to slay Dragon C and so on.
It's powerful and epic but essentially useless in PVP compared to the equivalent pvp armor.
As for instances...
Good were the times with no instances. Best blend of PVP and PVE. Many may disagree with that ofcourse. Might be a little too hardcoe to be able to backstab each other in an instance but still made a game more interesting imo. I still can understand the need for embedding lore with PVE (at certain times) thus not wanting to involve PVP in it.
Punishment or rather, lack thereof
I am not a masochist. But let's face it. When punishment exists, the things you do right have more bloody value. You have died. So what? No biggie, just a small repair cost.
But no! It cannot be possibly more! To lose anything more would make deaths meaningful and avoid-worthy! By no means!
On the contrary by all means respec whenever you want! Choose from any skill you want anytime. Choices? They don't matter because they are reversible so everything is safe (aka boring). Besides planning or character building is known to hurt the brain.
Want it this way to appease the imaginary masses? No money from me (and from the masses essentially getting bored with instant gratification with no consenquences after a while).
"Free" epics are NOT epics!
(also the greatness of RNG)
Obviously an item that everyone has in an online game, no matter what color or name or rarity it has, is something common (and bland).
"But if everyone can't get the best items, they will not be happy!" - A myth! On the contrary, even if someone may whine about not being able or not being lucky enough to get that great item, it still presents a goal for him and keeps his interest in the game.
I wonder if they will "have the guts" to maintain some "real rarity" and also, add some good amount of RNG in the game. RNG is the spice of a game, a great source of replayability and one of the greatest weapons against inactivity and boredom. And i don't mean the pseudo-RNG of semi-useless WOW world drops and crafting. Even that though (oh snap 5 flasks with one go!!!) added a good deal of entertainment. But yes... RNG can be as addictive in an MMORPG as nicotine in cigarettes.
"AFK in Orgrimar(/Ironforge)" phenomenon...and soloing
What does this mean? It doesn't nessesarily have to do anything with WOW. It's the phenomenon of having nothing substancial to do near the "end-game".
At last finished with the "infinite quest grind", god it was a drag! Maxed out my professions and got quite ready for raids... the only bloody meaningful thing i can do in the "end-game".
Why? Because solo is not an option in the "end game".
Why does it have to be this way? Can't solo be an option (for something actually meaningful) if it is properly balanced? Ofcourse it can. And no, this being an online game doesn't have anything to do with it. You can't always depend on others. But you can still give enough incentives for people to party and raid together. For the love of god though, don't impose this
dependance on us by saying something like "to progress as a character you have to grind raid instances".
Player Versus Player please
Between factions only? In battlegrounds? In "open" pvp areas? In specific zones? Sigh... will this be another game with constricted pvp? Detained in some silly instanced battlegrounds or open pvp areas to control resources for which the player could not care less?
I can understand a few safe havens but i can't understand constricted pvp. It kills the realism, the element of the unexpected and the immersion of the game. Why has it stopped being an element in modern MMORPGs? It worked great in the past. Worked wonderfully for many games. Why, for the love of god, are developers afraid to have free pvp in the game?
Sorry but, in the end, the frustration free pvp may cause gets outweighted by the boredom of constricted pvp (fact already proven by past MMORPGs).
The "end-game" and short level caps!
I hate this term (and i hate Blizzard for making it the standard recipe in modern MMOs). People are expected to start playing and begin "the infinite quest grind" and then proceed to the "end game" where "the
Let me let you in on a "secret": CONSTANT CHARACTER DEVELOPMENT IS A GOOD THING FOR THE GAME'S LONGEVITY (sorry for the caps). It amazes me how most mainstream developers (many indie developers have gotten this point and have actually seen some success) fail to realize this basic concept, leading to fiascos like the one of Diablo 3 (a reason among many others == not a fiasco for starter sales due to the franchise name but for the RMA revenue).
It has been made a standard thing for MMORPGs to have the "infinite quest grind" stage in order to reach a short level cap so that the player can continue to the "end game". Sad how most "salesmen" may think this is anywhere near addictive for players and even sadder for players to have not known any other pattern which would actually be more enjoyable for them.
Personally, i await for a modern MMORPGs which will not have this dull pattern and allow for constant progression or at least a SOFT CAP. And i do because i know the alternatives and i have played many "different recipe" MMORPGs like Ultima or the 4th coming... heck even Lineage II did it right in that respect.
Concluding... I would like to mention how childish this "hardcoe vs casuals" internet debate is. But there is some truth to arguments by both sides and there is one goal - making money from the game.
What a lot of MMORPGs (and WOW after WotLK mostly) did, in my humble opinion, was to focus much on instant gratification, hand-holding and rewarding too much OR following standard patterns. Will players really get addicted and stay if you pat them on the head and cater to their every convenience? WOW was already secured for many other reasons maintaining its customer base (which still did regress after WotLK), while other big budget MMORPGs like LotRo, Aion, Tera, SW etc failed miserably following the same recipes.
Wasn't it time this changed... or... wrong forum?