Adding maps to EQ made this immensely easier and is a seeming no-brainer, but Because it reduced that difficulty, I think something was lost. (Dyes are bad too)At some point, too, the tastes of younger players start to impact the ideas of what is "good design."
I always felt the ability to get around the world, traveling from zone A to zone Z, was part of the skillz. Who ares if it took an hour to get to the raid zone or to a group?
But that is very old fashioned. Lots of younger players want fast and ez travel. There are many differences like this, based on when your best gaming years were.
These kinds of differences just multiply how hard it would be to make a popular mmo today. If we take eq1 as our baseline, we are talking 20 years of gamers. How to please enough people to merit a subscription??
The list of controversial design aspects would be pages long. I like having to play in a game where a wipe means a lengthy CR. But that is because of when I had the most fun was those days. Lots of younger players are like wtf, who needs these time sinks?
Or that random ranger would "taunt" for the 2 second boss flip...all for fun of course!During Vulak, half the melee would afk auto attack because he took like 30 minutes to DPS down. Sometimes one of the tanks/officers would snap aggro and have him face the melee. So many would die to riposte damage lol
MMORPG players are all closet RP fags and as long as there is deep interesting lore to explore in the world that seems ancient and full of secrets, RPG players will be there.
Oh, and it has to be forced first person.
Smed is working on one for Amazon. I would also think that DBG is working on something to fend off Pantheon.
Smed is working on one for Amazon. I would also think that DBG is working on something to fend off Pantheon.
Amazon might be working on 2. I know a dev that works there and i talked to him about 2 weeks ago, im like that new world mmo looks pretty nice man. He goes, it does, but thats not the game im working on. lol im like well ok! hahaSmed is working on one for Amazon. I would also think that DBG is working on something to fend off Pantheon.
I think just merge tank and healer, like a Paladin or DnD Cleric.I would like to see an MMORPG that radically altered the hate mechanics and AI to be much smarter or at least much more varied and unpredictable, then reduced the NPC damage so healers didn't splat, as well as making most of the raid content more like 'armies vs armies' instead of one sack of hitpoints. (but otherwise be very classic EQish) Maybe this had been tried in some form, but I find all new MMOGs to be garbage so I don't look closely at them. Not quite sure how to pull that off without blurring the class roles too much though.
Since we're on class design, what I'd like to see is efforts to make classes (or skill categories, if they go classless) feel more immersive (yeah, I'm kinda one-note in what I want to see for MMOs). Put differently, I'd like to see if we can reach as point where a wizard feels more like a wizard, and less like a ranged DPS that has a bunch of fire effects on its attacks.
One element of that would be to try and expand classes outside of their combat functions to include out-of-combat utility. Hell, it'd be interesting if an MMO could be designed where utility could be as important as combat, and where you could actually design classes that--while they can contribute in combat--are actually utility-focused, and have it feel balanced. Imagine a game designed such that rogues are principally desired for their lockpicking, trap disarming, and stealthing, with backstabbing just being an added bonus, and having it still feel good to everyone.
The other thing that's struck me as a way to differentiate classes and make them feel more like the "real" thing, is to make it so that different types of powers aren't just differentiated by what abilities they provide, but also how you gain abilities, and how you cast the abilities. So, martial combat skills are acquired and used differently than arcane spells, which are acquired and used differently than divine miracles, and so on. More pure classes (warriors, wizards, clerics) have a single system to learn, while hybrid-style classes (paladins, bards, etc) work with multiple systems.
I often made a character with out of combat utility in mind, what shortcuts the class would offer. Eg Mage Teleports.Since we're on class design, what I'd like to see is efforts to make classes (or skill categories, if they go classless) feel more immersive (yeah, I'm kinda one-note in what I want to see for MMOs). Put differently, I'd like to see if we can reach as point where a wizard feels more like a wizard, and less like a ranged DPS that has a bunch of fire effects on its attacks.
One element of that would be to try and expand classes outside of their combat functions to include out-of-combat utility. Hell, it'd be interesting if an MMO could be designed where utility could be as important as combat, and where you could actually design classes that--while they can contribute in combat--are actually utility-focused, and have it feel balanced. Imagine a game designed such that rogues are principally desired for their lockpicking, trap disarming, and stealthing, with backstabbing just being an added bonus, and having it still feel good to everyone.
The other thing that's struck me as a way to differentiate classes and make them feel more like the "real" thing, is to make it so that different types of powers aren't just differentiated by what abilities they provide, but also how you gain abilities, and how you cast the abilities. So, martial combat skills are acquired and used differently than arcane spells, which are acquired and used differently than divine miracles, and so on. More pure classes (warriors, wizards, clerics) have a single system to learn, while hybrid-style classes (paladins, bards, etc) work with multiple systems.