It doesn't.Scarecrow38 said:World of Warcraft might fail in the...story departments
It doesn't.Scarecrow38 said:World of Warcraft might fail in the...story departments
It does in the telling. I really, really like the game but, because I haven't played the warcraft series of strategy games and so on, there are lots of times where you are doing things just to gear up. Which is fine by me but there are people who like something more to sink their teeth into.Amnestic said:It doesn't.Scarecrow38 said:World of Warcraft might fail in the...story departments
You're describing the original release of Star Wars Galaxies. And for the record, it sucked.scaledriver said:Everything I play lately even non mmo's have design borrowed from World of Warcraft! The color coded loot and the little exclamation point above quest givers is making me ill.
How many years will it take to get past the outdated design of WOW?
1. Let's drop lame quests that ask me to kill 20 boars. Fun quest lines can be done without having to grind every area. How about dropping quests for some other goals? Need gear go find it.
2. with RPGS we have levels that show how long we've been playing in comparison to new players, way bored with levels. How do I compare myself to other gamers? how about by skill instead, choices of gear and how well you can play mean more to me than a level number of how many hours you spent in game. Tired of out leveling the area? How about the gear you have determines where you can go.
3. Static instances that never change. Wouldn't it be fun to have the difficulty of instances change so sometimes it is really tough? The loot could scale to the difficulty and sometimes you would have to make a tough decision and decide you just don't have the right gear or the right skills to make it. This should always give a reason to go in and test your mettle. Random mobs and random pathing would be fantastic as well.
4. Server wide goals and events. Let's say after 2 weeks of play some huge mob tries to destroy a town that everybody is familiar with. PC's can repel the attack if they can get organized enough fast enough. Make the community of the server actually feel like they change the outcome of the game rather than get to endgame and get bored.
Does anybody else think the MMO genre is stale and it's true potential is not realized?
Let's see here...scaledriver said:Everything I play lately even non mmo's have design borrowed from World of Warcraft! The color coded loot and the little exclamation point above quest givers is making me ill.
How many years will it take to get past the outdated design of WOW?
1. Let's drop lame quests that ask me to kill 20 boars. Fun quest lines can be done without having to grind every area. How about dropping quests for some other goals? Need gear go find it.
2. with RPGS we have levels that show how long we've been playing in comparison to new players, way bored with levels. How do I compare myself to other gamers? how about by skill instead, choices of gear and how well you can play mean more to me than a level number of how many hours you spent in game. Tired of out leveling the area? How about the gear you have determines where you can go.
3. Static instances that never change. Wouldn't it be fun to have the difficulty of instances change so sometimes it is really tough? The loot could scale to the difficulty and sometimes you would have to make a tough decision and decide you just don't have the right gear or the right skills to make it. This should always give a reason to go in and test your mettle. Random mobs and random pathing would be fantastic as well.
4. Server wide goals and events. Let's say after 2 weeks of play some huge mob tries to destroy a town that everybody is familiar with. PC's can repel the attack if they can get organized enough fast enough. Make the community of the server actually feel like they change the outcome of the game rather than get to endgame and get bored.
Does anybody else think the MMO genre is stale and it's true potential is not realized?
Well, yeah, but I think that of every genre. Also, physics. We need a genius or 10 to push gaming (and physics) forward and beyond.scaledriver said:Does anybody else think the MMO genre is stale and it's true potential is not realized?
JeanLuc761 said:Absolutely. I've had this idea for quite some time about a zombiepocalypse (hold your groans) MMO. Survivors would be forced to band together and create makeshift homes/defenses to repel the zombies. Would never REALLY have an endgame so far as I've figured, but damned if it wouldn't be intimidating to spend your daylight hours stocking up your house so you can defend against the onslaught at night. And, if you lose your house? God help you!scaledriver said:Does anybody else think the MMO genre is stale and it's true potential is not realized?
They do that in WoW already.Seasons of Bailey said:I keep hoping someone will make a good MMORPG one day, or rather, and MMO where the combat requires more than clicking on an enemy once and occasionally throwing a spell, and where the quests don't mostly involve killing x amount of some generic monster.
EDIT: I've actually thought of a possible system that makes it so that everyone isn't constantly doing the same quest. It doesn't seem that hard to do either. You make it so that who you choose to work for determines which quests you can do later. Doing one quest may disable another (for now let's just say that the quest giver's don't like each other) and at the same time a new job opens up that wasn't previously available. There's branching paths. Otherwise, things just start to feel like a check list (Runescape)
Problem there is that developers arent willing to spend too much time on content that many players will never see. It is, in effect, a waste of money and time on their part.Seasons of Bailey said:I keep hoping someone will make a good MMORPG one day, or rather, and MMO where the combat requires more than clicking on an enemy once and occasionally throwing a spell, and where the quests don't mostly involve killing x amount of some generic monster.
EDIT: I've actually thought of a possible system that makes it so that everyone isn't constantly doing the same quest. It doesn't seem that hard to do either. You make it so that who you choose to work for determines which quests you can do later. Doing one quest may disable another (for now let's just say that the quest giver's don't like each other) and at the same time a new job opens up that wasn't previously available. There's branching paths. Otherwise, things just start to feel like a check list (Runescape)
True; however, the skill system can be annoying; 18 days I have to wait for my skill to complete for me to ride in the next level of ship!? And their's not alot I can do to speed it up.stukov961 said:Try out Eve Online. No leveling system, no exclamation points and an economy thats completely player controlled.