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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Top 10 Favourite features from any MMO 0 Members and 1 Guest are viewing this topic.
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Author Topic: Top 10 Favourite features from any MMO  (Read 43965 times)
Johny Cee
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Reply #140 on: June 26, 2008, 12:57:14 PM

Paraphrased from this post on Mahogany Finish.

EVE -- Single-Server Structure

EVE -- Free for All PvP (no hard factions except player-created ones); see Kings of the Hill and Because It’s Not Over Until I Say It’s Over.

EVE and UO -- Player-Driven Economy; Absolutely essential. The more precious resources are available outside the reach of the law’s long arm, but to prevent radical inflation in the newbie market (as seen in World of Warcraft and elsewhere), lower-tier resources remain a necessity in “end game” crafting. All but perhaps a few items awarded for participation in one-time-only events can be crafted by players. Newbie quests may award final products, but most equipment is left behind upon dying. Most quests simply award money. There are no NPC vendors.

EVE, UO, Shadowbane, others -- severe death penalty in some form.

EVE, UO -- Shallow character advancement; i.e. skill system. New players can contribute to most aspects of gameplay early on, while advanced players can specialize. Nobody is so advanced that they become immune to lowbie attacks, or so advanced that basic items become useless.

Tale in the Desert -- crafting system.

WAR -- Tome of Knowledge (of course).

WoW -- tutorial. Pretty much sums up the entire game; ridiculously accessible, simple, basically fun. I prefer my games with a LOT more depth, but WoW nailed the tutorial. I thought Tortage was too long, and the heavy private instancing meant that newbies were kind of shocked when they set foot on the mainland (people can kill me now?!?).

EVE -- going to borrow from Dwindlehop
Quote
movement and combat tightly integrated. always be moving during combat... separation of combat movement (ship velocity) and combat escape (warp drive, jumpgates).

Vanguard -- massive NON-INSTANCED dungeons. The dungeons in Vanguard absolutely blew my mind. The level of detail, the size, the sheer spectacle, and none of them were instanced. Groups shared the dungeons but could trigger bosses keyed to them on distinct advancement paths. I could go on and on about even some of the lowbie dungeons.

Runner-ups
-----------------------------

Vanguard -- unique classes (bards compose music, necromancers assemble their golems from dead body parts, etc.); I'm not in favor of a class-based system, I just thought Vanguard's classes were extremely well-implemented when I played recently.

EVE -- interface. I love how much information you can get if you know your way around it. The obvious trouble is that the deluge of options and information is overwhelming even to players who have been in the game for months.

WoW -- interface. Perfect for a game in which you don't need a ton of information to play well, with easy modification for those who want more.

EVE, WoW -- built-in voice chat. EVE's is somewhat better than WoW's, in my experience, but both are simple enough and you can understand people at the other end.

EQ2 -- zone art and layout.

That's it, I think. All you people who put meaningful, world-changing PvP and WoW's battlegrounds in the same list should be ashamed of yourselves.

I find your ideas interesting, and would like to subscribe to your newsletter.
Adam Tiler
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Reply #141 on: June 26, 2008, 04:18:42 PM

I find your ideas interesting, and would like to subscribe to your newsletter.

Certainly.  Oh ho ho ho. Reallllly?

tazelbain
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tazelbain


Reply #142 on: July 07, 2008, 10:18:47 AM

Quote
Vanguard -- massive NON-INSTANCED dungeons. The dungeons in Vanguard absolutely blew my mind. The level of detail, the size, the sheer spectacle, and none of them were instanced. Groups shared the dungeons but could trigger bosses keyed to them on distinct advancement paths. I could go on and on about even some of the lowbie dungeons.
I love dungeon crawling, I was sad when EQ2 went away from this.  I assume the issues with vanguard make this moot.

"Me am play gods"
Draegan
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Reply #143 on: July 07, 2008, 12:32:43 PM

I thought EQ2's zone art was atrocious.
Mrbloodworth
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Reply #144 on: July 07, 2008, 01:40:04 PM

I thought EQ2's zone art was atrocious.

I completely disagree. Just had to put that out there.  Oh ho ho ho. Reallllly?

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tazelbain
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tazelbain


Reply #145 on: July 07, 2008, 01:48:09 PM

Qey/Ant/TP/Nek/CL/FP vs everything else in EQ2 is a big difference.

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Mrbloodworth
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Reply #146 on: July 07, 2008, 01:49:13 PM

I loved Freeport.

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eldaec
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Reply #147 on: July 07, 2008, 03:01:11 PM

I hated the Freeport road layout with a passion. So... fucking... long... to... walk... to.... a.... spot.... ten.... feet... away..

But the art was fine.


Also, the EQ2 animation was cool, and most of the mob models were ok, it's only the character art that sucks donkey balls (yes, character art is kind of important)

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lamaros
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Reply #148 on: July 07, 2008, 09:10:29 PM

Quote
Vanguard -- massive NON-INSTANCED dungeons. The dungeons in Vanguard absolutely blew my mind. The level of detail, the size, the sheer spectacle, and none of them were instanced. Groups shared the dungeons but could trigger bosses keyed to them on distinct advancement paths. I could go on and on about even some of the lowbie dungeons.

Someone dissuade me from getting Vanguard when I get my new PC. This is making me want.
schild
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Reply #149 on: July 07, 2008, 09:23:28 PM

Quote
Someone dissuade me from getting Vanguard when I get my new PC. This is making me want.

http://www.f13.net/index.php?itemid=562
eldaec
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Reply #150 on: July 07, 2008, 10:18:44 PM

Quote
Vanguard -- massive NON-INSTANCED dungeons. The dungeons in Vanguard absolutely blew my mind. The level of detail, the size, the sheer spectacle, and none of them were instanced. Groups shared the dungeons but could trigger bosses keyed to them on distinct advancement paths. I could go on and on about even some of the lowbie dungeons.

Someone dissuade me from getting Vanguard when I get my new PC. This is making me want.

Why would we do that?

You'll play - it'll damage a tiny piece of your soul - then you'll come back and post about how VG is complete shit - and we'll all post something along the lines of....

Quote from: Everyone in the FUTURE
Vanguard - lolz

From our point of view, it's a winning situation.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Falwell
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Reply #151 on: July 08, 2008, 02:04:58 AM

Good one, hmm... I reserve the right to alter (and finish) this later as memory serves.

No particular order

1) EQ2's guild rewards and general guild levelling system
2) WoW's rested XP system
3) TR's cloning system
4) to be continued
jtravers
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Reply #152 on: July 10, 2008, 12:14:43 AM

more than 10...

UO: recall and gate runes for traveling. I miss it.
UO - skill training through gameplay. Going to a stationary trainer all the time is getting old.
UO - resources for player crafting and various consumables found in the world. Wood from trees, reagents off the ground, wool from sheep
WoW - the sounds and music of the world meshed with the game.
EVE - real time skill training. Ample time for other grindy behavior in EVE.
UO - housing before and after Age of Shadows. AoS added great customization to housing. You could build it from the foundation up.
UO, SWG, DAOC - running a vendor, the more customizable, the better.
WoW - questing with the ambiguity taken out
DAoC - usefulness of player crafting before trials of atlantis
DAoC - the accruing of realm points through rvr that open up realm abilities that stay with your character, not resetting after an expansion
SWG - extensive player emotes, opening up roleplay possibilities
DaoC - Darkness Falls
WOW - spell casting not being completely interrupted if taking melee damage
DAOC - being able to jump off public transportation
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