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View Poll Results: What MMORPG element needs the most improvement?
Animation 1 3.33%
Character Development 4 13.33%
Class Design 3 10.00%
Combat 2 6.67%
Crafting 0 0%
Graphics 0 0%
Group Content 0 0%
Immersion 9 30.00%
Interface Design 1 3.33%
Lore 1 3.33%
Raid Content 1 3.33%
Real Money Transactions 1 3.33%
Solo Content 4 13.33%
Sound 0 0%
World Design 3 10.00%
Voters: 30. You may not vote on this poll

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Old 05-31-2007, 02:17 PM   #21 (permalink)
 
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Re: MMORPG improvements

Well put, spicie, and welcome
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Old 06-15-2007, 07:29 PM   #22 (permalink)
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Re: MMORPG improvements

One thing that I think would be outstanding would be to have the opportunity to become a true "outlaw." The way Morik seems to play on everyone's good side, weaseling his way passed guards, allowing him passage and such always impressed me. Having no loyalties, yet still finding ways to gain safety within any city "evil" or "good" using charm and persuasion would be something fun to see. WoW had the term of "outlaw" however you were simply banned from your own factions but not accepted by the others. This type of thing would be a great asset to immersion. However, only certain classes (i.e. Rogues, Enchanters) would have such an option.

Also, not sure if I missed it, but the possibility of changing seasons (Fall, Winter, Spring, Summer)?

Any thoughts? (No haters! )

-Taenayr
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Old 06-15-2007, 08:46 PM   #23 (permalink)
 
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Re: MMORPG improvements

I would love to see a true seasonal environment in an MMORPG complete with weather systems, seasonal flora and fauna, the works. It just seems like an amazing building block to have some really nice plot arcs built upon. For example for many months immediately after the launch of a MMORPG the weather would be normal and semi-predictable until suddenly an unending winter or horrible draught hits the land causing players to embark on journeys to find the source of the weather change and either fix it...or pay the consequences.
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Old 06-16-2007, 08:46 PM   #24 (permalink)
 
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Re: MMORPG improvements

Definately true seasons! Clothes that go with it, too! Make tailors have to make blankets, socks and stuff to stay warm. Make the crafters actually mean something. Not everything you need just 'drops'. Newb drops are good, but after that...you have to work for things! Even if something drops, but you have to take it to a crafter to make it wearable and actually mean something, sorta like in EQ, but more so!

Crafters should have an actual purpose. Not just the NPCs that can improve something.
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Old 06-17-2007, 09:40 AM   #25 (permalink)
 
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Re: MMORPG improvements

Speaking of newb drops one of the things that sucks me into a game the quickest is a series of starting quests that teach you how to play and provide you with a full set or near full set of newbie gear.
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Old 06-17-2007, 12:23 PM   #26 (permalink)
 
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Re: MMORPG improvements

Quote:
Originally Posted by Pirotess View Post
Speaking of newb drops one of the things that sucks me into a game the quickest is a series of starting quests that teach you how to play and provide you with a full set or near full set of newbie gear.
yea - the stuff that makes newcomers feel like they have a fighting chance and they don't start out behind the 8-ball

While the original AO did not do this, the Shadowlands and later the Alien Invasion expansions did and often newcomers were told it was better to run through the tutorial than to skip it because things you got in the tutorial were the best things to get you to level 15 - 20 - and some would last you quite a bit longer
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Old 06-17-2007, 12:34 PM   #27 (permalink)
 
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Re: MMORPG improvements

Going off of that, I'd like to see some sort of "No PVP" radius with x distance of new player spawn points. Nothing kills the fun factor for a new player more than getting a new character set up, FINALLY getting the game all loaded, spawn in, and within 2 steps some level 20 comes by and whacks 'em.
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Old 06-17-2007, 02:26 PM   #28 (permalink)
 
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Re: MMORPG improvements

Quote:
Originally Posted by Laethyn View Post
Going off of that, I'd like to see some sort of "No PVP" radius with x distance of new player spawn points. Nothing kills the fun factor for a new player more than getting a new character set up, FINALLY getting the game all loaded, spawn in, and within 2 steps some level 20 comes by and whacks 'em.
while it's good in theory - there is an exploit with this (as seen in CoH).

There are griefers (as defined as people who can't really PvP without getting their collective butts handed to them - but when they find an exploit will PvP until it's fixed) who will Start a combat outside of the "safe zone" and then run back into it so they can't be retaliated against. They will then wait until they are fully healed (cause they normally get TOASTED and use this area for this reason) before coming back out and finishing the fight

There are ways around this (you start a fight, the safety zone is turned "off" for you or some such) but it is something the team needs to be aware of and specifically plan for at the onset

I had another idea but the more I thought about it the more I thought it would increase griefers rather than help address the issue
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