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What is the most important aspect of an MMORPG, for you, that you want Ashes of Creation to execute?

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  • GW2 got some things right like the event system and so much wrong. Played for a week at launch and uninstalled the game. GW1 was way better. The auto de-leveling was a giant finger in the eye to me. Some games like Rift have a buddy system so you choose to join your friends at their lower level to go back and play with them. Think EQ2 did this as well not sure who else.  Also the lack of structure really frustrated me. Hated the zergfest. I like strategy and team work not a wave of masses smashing against a foe till it dies.
    The Devs mentioned control classes. Would love to see CC come back and matter. When not playing mage or healer loved playing the Original Mesmer in GW1. CC and interrupts change the game play a lot knowing when and how to use them for both PvE and PvP.
    Currently in some games group combat has devolved to tank gathers everything and AOE it all down. What happened to the classes having strengths and weakness? Why does every class need to have AOE? What happened to the journey being a big part of this style game? Why the big rush to get through it as fast a possible?
    Choices and class differences should be paramount end the zerfest we see happening everywhere else.
  • IMO when MMO was best (under the MMO god of WoW) is when it had quest that forced you to group up with players (elite quest) when it took you to zones in the area that required 3 - 5 people to even stand a chance.  I forces people to come together and defeat stuff and builds a relationships while leveling with the community....that really has all but vanished in most current MMOs i just want the community back. 
  • lexmax said:
    Challenging content that necessitates long term coordination and collaboration to surmount. Most of the MMORPGS i've played have had this to some degree; but they've all failed to keep me engaged due to content droughts and burnout caused by excessive repetition.
    I agree with this sentiment. On a different note, another important factor for me is story relevance during questing. In many games like World of Warcraft and Black Desert Online as an example, they do provide a fairly strong beginning to the overarching backdrop of the franchise, but a lot of the questing involved does not provide much real substance to keep me interested in reading along. I am very optimistic in regards to the team wanting to implement a seamless, make-sense storyline with plenty of lore to search for. I hope more so that they put the same kind of effort into the quests themselves and make each one important to the "arc" you are currently working on in that particular node.
  • IMO the most important thing in any game is the feel of combat. It needs to be fun, engaging and with as few frustrating things as possible (IE stun locks, bugs, stuttering, lag etc)
  • I'd like to see the node system and no p2w. 
  • As for my guildies and I, we are really excited for the objective based PvP and we hope that they execute the bounty system/karma system properly. As long as they do the opposite of what BDO is doing to their PvP system I'm sure it will be great :)
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Re: Powercreep - I'm fine with the classic RPG math of logarithmic scale (doubling every 10 levels), but if you for some reason make the previous expansion gear too powerful then have the guts to act as if nothing happened and start the next one on the original scale - adjust the old if you can. Going 4x in one of the WoW expansions was just WTF.
    ---
    One thing I'd very much like to see is the feeling I got when I started playing WoW: It felt like an adventure game to me. Which it wasn't, we were all on the same conveyor belt, but why not mix that up?
    Why do everyone need to have the same experience? Can't quests be given by varying NPCs? Can't the items/drops/mobs/persons be varying things? Have it so that players can't get all quests - you get a random set of the ones in the game, say 75-90% are the same for all and the rest are random.
    Playing WoW on a private server I was reminded how all classes and all professions have their own quests. This feeling of how your choices affects your questing is great!
    Make the play experience unique for all players.

    And for a wrap-up let me point out three elephants in the WoW-room:
    1. Flying. I love it. But it can't possibly be good for the game so I would sacrifice it.
    2. Transmogrification. I love it. But I couldn't care any more about how new gear looks (and why does it have to be so un-appealing?) so that severly devaluates the effort put into the looks of new gear. I'm not sure what to do about it. If included, perhaps try to tie it to professions somehow.
    3. Artificial boundaries between zones in the world. Don't stop me from going somewhere, just design the game so that if I'm somewhere I'm not prepared for then I'll be greeting the Spirit Healer. I'm perfectly up for attunements though (like the ring for BWL).
  • I think the best thing in a MMORPG is the Community and the flow of content in a RPG. One of my favourits are attributes with counter attributes.
  • I find that everything is rushed these days.

    Any mmorpg that has caught my eye and I've decided to try, I find myself running trying to catch up to the group ahead of me who's ran the dungeon or event 15 times.

    I lack the ability to sit back and enjoy a play through the 1st time if I join late. I'll also fall into the same category If i don't quit my job and live in mom's basement to play 26 hours a day.

    I'm hoping for something that makes this different than all the 4 minute MMO's that already do exist. 
    Force CC's, make some mobs hit a little harder so they cant be pulled in from start to finish of some mid to high level dungeon or event.

    I just don't want to feel as if I'm always being rushed through content because others have the ability to do so. I'm playing for the long haul, not the 2 week gear and clear.

  • Please no RNG for leveling of equipment like in Black Desert Online. I am happy with grinding but please no RNG when it comes to equipment leveling or upgrading. Thank you for listening. =)
  • Great story and lore that ties past, present and future events always gets me hooked. I can spend hours daily researching on it and enjoy speculating about it with guild mates. 
  • Great combat animations and great looking characters in the game please. Thank you. =)
  • Risk vs Reward Open World PvP
  • I miss the days of being a part of a server community. Where this person was known to be helpful, this one was known to be trouble. This group was know for this or that. Where everyone got together for community ran events.

    Sure there were negatives to that, especially when wanting to do content on servers that were not bustling with people, but the worlds seemed to have more purpose in the pre LFR/LFD world where everything just feels like an instance with a queue of randoms at all times.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    PVE RAIDING
    My favourite aspect is PVE raiding, it's a great activity you can do with your guild, learning the best tactics and working together towards a common goal. Ideally raid content of varying sizes (10-20 people). Difficulty scaling is ok, different challenge levels etc.. but not so important imho.

    PVP RAIDING
    Large open world PVP can be fun too if it benefits more than just PVP, like crafting, quest hubs (Rift), world buffs (GW2) access to bonus dungeon (Aion) etc.. so they have a bit more meaning and impact on the world and a reason to do it often other than just to kill players.

    CRAFTING & TRADE
    Having a good crafting system ensures that all materials gathered while questing or gathering between raids retain value, so players can use or sell that to get what they want, be it more expensive crafting materials or armour/weapons and other trade goods. Often games lately have had crafting as an afterthought, I always find this a bit disappointing.

    SOLO CONTENT
    Something you can do alone that is fun, rewarding long-term and not too repetitive.
    I love doing stuff solo but hate the "kill 10 rats" style daily quests.
    Having a reason to login each day between raids is so important to keep an mmo looking alive, look at Wildstar's new Primal Matrix heroism system for some ideas.
  • The basics. The holy trinity. Real consequences on death (loss of loot, gold, xp). Open world to roam free. Great loot in the open world and scaled to the mob's level/difficulty. Real isolation - not portals to everywhere - make it feel that we have to travel to far off places. No gated raid/dungeon mechanics. If 3 want to try a 12 person raid and can gear and fight well as a team, and figure it out, let us. Don't make it so you need 5 people to open doors at the same time etc.
  • Big shields :) 
  • ArchivedUserArchivedUser Guest
    edited July 2017
    For me I would have to say that the most important aspect would be mechanics that subtly guide players towards socialising and interacting with the world whilst penalising toxic individuals. Don't penalise people for soloing but at the same time build the game around groups of people doing things. SWG did this wonderfully through crafting. The best way to get gear was through crafting so it paid to know some crafters. Not only that but the better at crafting you were the better the resulting crafted gear was. So if you knew a good crafter who furfiled a niche you could spread that person's name around. Rewarding that person for giving to the community. The actual crafting itself had many moving parts and you could only specialise in one aspect of crafting. So crafters had to know other crafters to get resources. If you were a arsehole people talked. It got spread around the server and you were fucked. Same should happen in AoC but on a local level. Reward community involvement.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Don't copy anything from another game... AoC.

    Look at all the other MMOs and see what works and what doesn't. Then create your own. TRINITY system is trash and always has been, don't copy that. Exponential Leveling segregates the game's population. Almost every MMORPG out there does those 2 mentioned things... don't do it. 
  • Balanced/fun Large scale PvP.
    - Integration of a diminishing returns system on CC (Crowd Control Abilities). If a player can be chain CC'ed to death, large scale PvP will revolve around who has more numbers as more numbers = more CC. Some games give you buffs which make you immune to certain type of CC once you've been hit by them. So say, if someone was stunned, they receive  a 5-6 second stun immunity. If someone were to be knocked down, they receive a 5-6 second knockdown immunity. This ensures that large scale PvP revolves more around skill instead of numbers.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    So many great points told so far... i would add some lines that I find really important for the city developement:

    1) Many levels of the nodes and variety on nodes type (possibility to random generation of buildings, inns etc?)

    I would really like to see an MMO with nodes that go from level 1 to, for example 50 or 100, and to give the final level only when you have a large, powerful guild in the area (so to obtain really few lv 50 or 100 cities in the world, that can be considered metropolis based on your classification).

    For who didn't read it yet this is the system proposed for nodes stages:

    Stage                               Rough Development Time

    Expedition                       Few Hours

    Encampment                  Many Hours

    Village                              Few Days

    Town                                  Many Days

    City                                    Few Weeks

    Metropolis                      Many Weeks


    I would add the levels 1-50 or 1-100 as divisions of those stages (ex. expedition from lv 1-10 or Metropolis from 80-100, idk).

    The goal of what i'm writing is to create a world when only a few cities are at a high level and balanced with a large number of small villages all around.


    The high level would be a reward for a big amount of players working together for the city, with maybe the possibility of limited downgrade if population goes away (ex. if a city is LV 70 and people goes away it can go back to LV 60 but not lower, so we are certain that a LV 100 city is full of active players and not an empty monument conquered maybe 5 years ago by an offline guild).


    2) Keeping the city alive

    I would think well of a necessity of players to return to the city at least once every 5-6 hours of gameplay maximum (need to sleep / buy potions / gear etc), development of inns with games and MUSIC (expecially if the idea is to make a solid bard class, it would be not bad to have some different playable instruments that can get you paid by innkeeper etc).

    I would think to some guitar hero like mechanic like seen in Two Worlds (i really liked it) and to progressively decrease difficulty with the skill and or opening new complex music sheets for higher levels.

    It would be extremely cool make the work of the innkeeper a skill and to make only high level "barmens" the possibility to craft beverages that can be used a limited amount of times for a player and that raise  the experience points and or strenght / stamina / intelligence points permanently as a complement to the usual training with monster kill etc.


  • ArchivedUserArchivedUser Guest
    edited July 2017
    I wrote a huge post before but i think it has been deleted...

    It was about giving a lot of definite levels to cities (like LV 1 - 100) as a subdivision of this system given by game team:

    Stage                               Rough Development Time

    Expedition                       Few Hours

    Encampment                  Many Hours

    Village                              Few Days

    Town                                  Many Days

    City                                    Few Weeks

    Metropolis                      Many Weeks

    And as an aspect that I find important, give the higher levels only to cities with large guilds or groups of organized, online, active people with the possibility of limited downgrade (ex of 10 levels maximum) if the city becomes empty.

    Every single level should unlock something to build / more house slots and for example every 10 levels change the whole city visually (ex. wooden to stone roofs, earth to stone brick roads etc.) to make everyone understand that it is growing.


    Make cities more living by adding for example playable music (Two Worlds 2 style) innkeeper recipes that raise permanently some skills (expecially for high level innkeepers).
  • Keep it pure - one of my disappointments from WOW was as the game progressed new players never had to go through the trials that old players had to complete - for instance getting the key to enter Kara. Another is the use of Add-ons. It became a world of whose e-peen was the biggest and as a healer I missed the conversation of what we were trying to kill rather than "should we get rid of that guy because his numbers are to low" .  Everyone wants to win - everyone should have that chance.
  • Most important aspect of an mmorpg game is the truly living world. Nobody wants to complete the same quest, kill the same boss, walk the same path over and over again. The world must reflect to the actions of the players.
    Nodes develop from our actions, but I hope there will be other means to show our effect on the world. Maybe some tribes with whom players can become friend or foe, dinamically developing terrain, etc.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Just make sure to not get the mindset of the current MMOs devs and bring back the mindset of the old MMOs and what made MMOs great back in the days thats basicaly it 
  • A MMO is a place to escape the real world and step into an alternate universe.  Sometimes I like to hang with others, chat, group, raid, and chill.  At other times, I like to be by myself and just have a relaxing, quiet time as I explore the world, decorate, or craft.  So, I like a world that is conducive to both options.  We are all unique individuals and our needs may changed based on how we feel each day.  So, create a world that can morph for us to meet our needs.    Well, that and some really amazing mounts to obtain, being able to get gear with good stats, but be able to customize my appearance...for example, I hate skirts on my toons and love tight, form fitting pants.  Being able to look cool while I get around in the world easily is always fun!
  • Most important? Geez stable servers? Hahah. 

    Random things for me other then the above. 

    1) Great PvP.
    2) A great politics/guild/ect... system (LET THE BACK STABBING AND ALLIANCES BEGIN!). 
    3) Make PvE (profession specifically) worth doing (monetary wise and recipe wise). As much of a PvP guy as I am. Sometimes I just wanna make potions/alchemy all day and I'd like there to be a demand for such items.  
    4) Make PvE and PvP mix in certain aspects. I've been doing a bit of reading and I know that there are guard for caravans for traders, but what about allowing HUMAN players to also bee guards and make a decent living just running back and forth between cities as a guard brigade. Traders higher players to defend their goods, while pvpers have something to do in conjunction to the PvEr. 
    5) A solid party system/Solo system. If you want to grind by yourself that's cool, if you want to be in a group that's alright too. No reason hurt players xp/gains because they prefer one or the other. 

    *random additions that would be nice. 
    i. A good master/disciple system would be nice (would give buffz to lower player while points to higher lvl player to get decent items). 
    ii. A diverse recipe system, where recipes are learnt through trial and error, and special recipes are found throughout the world/dugeons. (Want the best burn healing potion well the best one can only be learned once you've done a certain dungeon and got lucky. But the other burn potions can be made just not AS effective as the dungeon one. ). 
    iii. Personally an indepth alchemy with varied and powerful potions  (cuz i love being potions guy). 
  • No Quest markers, just quests with text that point you to the right direction and you would find out by killing if you actually read it right. You actually need to read the quests then and get sucked into the world, instead of just autoclicking and accepting and find out later because of what you see on your mini-map/map.
  • uploadable crests that you can apply to your clothes, capes/cloaks etc. is a must have imo, like in archeage.

    https://support.trionworlds.com/hc/en-us/articles/203364538-Crest-Brainstorm-Guide
  • just make the server programming better.
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