etchazz said:
good point. ok, here are some of my gripes about warcraft:
1) i don"t like WoW because 99% of the game is soloable, in my opinion taking away the entire point of making a mmorpg. if i wanted to play a solo game there are hundreds of them out there that don"t require a monthly fee.
2) i don"t like instances, i actually enjoy competition. i believe the way around instances is to make the game bigger, giving players more places to go. also, make the dungeons in the game bigger so they can support more players in them. imo, these options are better than creating instances.
3) i don"t like the me, me, me crowd found in WoW. i enjoy games that are extremely difficult and make you work for your loot. i am not a communist so i don"t buy in to the "everyone should be equal" BS that i feel in WoW.
4) i want a game that is non linear (including the dungeons). i don"t want to go to town A, finish up the quests there and then on the final quest turn in some npc says, "you should now go try out town B."
5) i want a game that offers more classes, skills and races than WoW does and more ways to make my character feel unique and not like mage2476. how about a talent tree that actually effects your character and has an actual impact on your character and the game that makes you stop and think about where you want to place your points? and not, "oh, if i don"t like this decision i"ll just spend a few gold and put my points somewhere else."
i think it would be rather cool if you had several trees to choose from, each with pluses and minuses, but whichever one you choose, you"re locked in to that one for good.
6) i want a game where my actions and decisions as well as the actions/decisions of others has an actual impact on the game itself. perhaps changing factions of certain cities or starting wars or conflicts that could last until someone else changes them back. i liked the idea of diplomacy in VG, even though it was executed horribly (card game) the concept was there to make something new and unique that was supposed to have an impact on the actual playing of the game.
1) Levels 1-70 are soloable. Any of the instances, PVP, raids etc are not. I don"t ever want to see a game where you are forced to group to hit max level. You can argue for or against bonuses or deterants for either solo or grouping but you should never be forced. It"s bad game design, never force your community to do anything.
2) Instances are a personal opinion. I prefer them because you can put in better scripting etc into some of the encounters. I also think that larger worlds (at release) are not good. See VG. Unless you have a population to support a large world, and you have a big enough dev team to put out 2-3 dungeons per level tier it"s not a good idea right off the bat in an MMO.
3) I couldn"t disagree more, but you"re allowed your opinion of course. I like games where everyone can get a piece of the pie and but there"s still a larger layer for the more committed to aim for. I think WOW does this well enough.
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Question for you: If all of WOW"s raid loot, T6 or better quality, was colored purple and every other piece of gear in the game under that level of quality was blue, would you still feel the same way?
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4) I agree on linear dungeon design. WOW 1.0 did a great job with BRM and a few other dungeons. Theres a thread here and over at EJ discussing it now. As far as quest hubs and leading you on to the next spot, I don"t see anything wrong with it. What is so bad? You want to have to discover it yourself? You want to wander around aimlessly until you find the spot? Perhaps is shouldn"t be as simple as once your done with most of the quests you get something telling you to go talk to the other person in the next done. Maybe a story string or a quest string should lead you there?
I"m not sure what you"re getting at to not like quests leading you through the game, what should be there instead?
5) Not sure where you"re going with this one. But let me pick it apart.
A) Classes. I think WOW has enough classes. I don"t prefer a game with 20 classes like EQ2, I prefer a smaller division with distinct roles. But again, personal opinion, either could work if designed properly where you"re not copying each class but have different names.
B) Skills and stat choice is personal opinion as well. But you inevitably end up with cookie cutter builds anyway. But I don"t like that way, I prefer a stricter class distinction. But again, either works, people prefer different things. People like purposely gimping themselves just so they"re different.
C) Talent trees in WOW affect your character. I"m not sure where you"re going with this. Example: Paladin. Each tree makes you a tank, a healer and a DPS. Not sure how much more diverse you"re looking for.
D) Permanence in character decisions leads to more headaches than it"s worth. Why would you want to make a paying customer angry they hit the wrong button, chose a skill thats awesome at level 10 but is ass at level 40? Hardly ever do new players have a progression path mapped out at level 1 before they log on. Why put in a mechanic that forces players to reroll if they want to change their mind? It just doesn"t make sense and doesn"t lend to a more enjoyable gaming experience over time. You"re pegged into a class roll when you chose a race and class, but why would you further peg someone in a talent tree? Why not just make more and more classes? Instead of making a mage and then have talent trees for different elements and then making in permanent, why not have an option of Fire Mage, Ice Mage, Shadow Mage etc from the reroll screen?
Having to many classes, I think, confuses the average person and also puts layers of doubt in them as they play. If an average player logs on and see a class list like:
Knight, Soldier, Gladiator, Paladin, Templar, Berserker, Warrior, Pikeman, Ninja, Red Mage, Healer, Cleric, Priest, Abbot, Monk, Ice Mage, Water Mage, Earth Mage, Enchanter, Psiciost, Physician, Hunter, Ranger, Tracker, Illusionist, Shaman, Conjurer, Wizard, Sorcerer etc. etc. etc
Don"t you think a person may become confused and not know what the fuck is going on? You have to ease people into making decisions. Make the game fun and comfortable in the beginning. Also, how are you going to develop a unique way for all those classes to stand out? You"re going to hit an extreme amount of redundancy and then run into balance issues, development cost/time issues, gear issues etc. Keep it simple.
6) Dynamic world etc are hard to create. This Mortal Online thing 2Bit put up is interesting, and I"d like to see it happen, can"t argue with you there. I think it"s hard to implement and guard for hacking. See: Dumar vs. Zhen in some other threads. I"d love to see it happen, but I"ll believe that it"s impossible until I see it.