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Post by Wrasse on Sept 5, 2007 13:22:17 GMT -5
DDO was a big let-down but I still liked the idea that monster kills resulted in NO exp. It was about completing the quest...so if you could sneak by monsters, it was all good. Too much focus on killing things for experience...simple idea so people stick with it...it's a crutch. I can understand special encounters resulting in exp...but in an instanced world, all monster kills shouldn't result in experience. Just my 2 cents.
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Post by Wrasse on Sept 5, 2007 13:23:41 GMT -5
BTW...still my biggest concern about WAR is no instanced content really...at least from what I gather...it's very limited. I'm going to miss PvE instance nights and may need to subscribe to two MMOs to get my PvP and PvE fix. Hero's Journey? Meh, they'll never release that.
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Aberrant
Ragewalker
Core 03/2003 DAoC Founding Member Former Councilor
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Post by Aberrant on Sept 5, 2007 13:32:13 GMT -5
The biggest thing I look for is an ability to order food in-game.
But seriously, I see what ya'll are saying. I did love in EQ how the world was huge. I remember that forest that turned evil, that was a rush to run through. I also liked the events they did in game, like the werewolves on halloween. That all made the world more believable, and something I hope Mythic does, as DAoC sorely lacked that.
Making the world quick to get around also ends up cheapening it I think. I remember the boats I had to take in EQ, it took forever, but made the world seem epic.
As far as grinding, I miss camping to an extent. As long as you had a group, like the old guild farming nights, it was great. Camping just to camp and get experience blows. It's a tricky thing to balance all of that out. I used to like the dungeon crawls in Catacombs and DF. They now have several small instances built into them, which is great. You can camp out, move through the dungeon, or hit a wing of the dungeon for an instance. Giving options like that is nice.
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Post by GrilledCheese28 (aka Aruth) on Sept 5, 2007 14:01:19 GMT -5
I did the 10 day trial of it, and I really liked the quests. What I didn't like though is that there was very little to do solo after lvl 2...at least not that I found...even in EQ you could find some stuff to do solo.
I also did not like how they instanced the hell out of that town you start in. That was strange.
I probably would have kept playing if: a) I had known more people in it (only knew one other person). A regular group is ideal for this game. More so than any other that I have tried, aside from EQ. b) I knew the game had some future to it. I could easily see running out of things to do. I think they had some really good ideas, but needed to ramp up the scale...make it way bigger! Think Greyhawk or Forgotten Realms big.
Who knows, the world might have been big, or they may have expanded. It sure didn't feel very big during my trial, and I really haven't kept up with news on it after the trial ended.
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Jaconis
Blood Hawk
Warrior
Posts: 201
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Post by Jaconis on Sept 5, 2007 14:04:23 GMT -5
Everyone has some great points. I guess what it boils down to in the end is the type of gameplay we've seen in EQ and started with for most of us will never happen again. I honestly don't see it happening... what most of us loved about EQ everyone else griped and complained about.. having to camp 8 hours for a lodi spawn (which is my mind was some of my fondest memories) the long runs, long waits for boat rides and the hassle of having to find a group. People just want to log on and bang... having something accomplished withen a half hour. That being said the social point is what made EQ such a huge hit and expanded on what ultima online started. In all honestly the newer mmo's while catering to almost everyone out there, just don't cater to the social aspect to the extent it does every other aspect of the game.
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Post by Macaubre on Sept 5, 2007 15:37:15 GMT -5
What I'd like in a future MMO is a game that mesh the following:
1) Unified world (ie. minimal zone loading) of WoW.
2) Skill-based with minimal armor improvements (like Guild Wars where you have to build your skillset from a series of skills based on your class depending on the type of game play you're involved in. Skills by themselves wouldn't be "overpowered", its the arrangements of skills or skillset that would make you a better player and how you play it).
3) PVE story arcs with cutscenes (guess those will involves instances) like in LoTR:O or FFXI
4) instanced dungeons where "loot" is new skills (like in Guild Wars) and crafting gear/equipments/materials (like in any MMO, I guess).
5) deep crafting based economy where the stuff you make is worthwhile to people.
6) a "Realm vs. Realm" PVP system where you have to "conquer" the opposing factions, build alliances, take control of zones, etc.. Force the bond of people in a "us vs. them" game play. End game is more PVP than PVE, where PVE is a mean to get to better skillset for PVP. Minimal use of instancing for PVP. Avoid BG-like system like plague.
7) World PVP, and try to avoid ganking to a certain degree (ie. safe zones to go around where you're immune to gankers, like in WAR).
That would be my perfect MMO. Idealist? Maybe.
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Post by Wrasse on Sept 5, 2007 16:26:59 GMT -5
WAR has some of that going for it, Aube...but, again, my two biggest concerns are: a.) lack of PvE content/instances b.) too much instanced PvP and no more fun frontiers of DAoC (if they instance most PvP, I'm going to be upset) Wow, I'm getting way off topic.
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Post by Macaubre on Sept 5, 2007 17:24:21 GMT -5
a.) lack of PvE content/instances b.) too much instanced PvP and no more fun frontiers of DAoC (if they instance most PvP, I'm going to be upset) Can't talk. Sadly. Get into beta so I can talk more openly about WAR, but in the mean time, lets stay in fantasy land what would be our favourite MMO experience. Mine can be summed with this; 1) less empasis on gear, more on skill (on both PVP and PVE aspect of the game) 2) make PVP matters and make sense. Not killing for the sake of killing. We just end up psychopath killing machines with no real purpose or sense. 3) create living story arcs that matters and makes you believe what you do matter in the endgame. 4) Keep instancing at a bare minimum and ONLY for story advancements/story arcs.
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