Bastellon wrote: » 8. Damage Numbers should be animated and follow the swing, slash, or piercing motion of the weapon. They also need to grow and shrink according to the damage level. It is more satisfying to see them animated and make them pop.
Bastellon wrote: » 10. I should be able to move the camera around my character easily while attacking an enemy so I can see my character from all angles not just look at my back the hole time.
HazardNumberSeven wrote: » WoW had an appealing art-style. I think all the races were unique and had a lot of character. Often criticized for all looking too human, but I never thought so. They were all so colourful and had very distinct silhouettes. The cartoony art-style seems silly at first, but the stylized graphics have a huge benefit in that they age well. Realistic art assets tend to look out dated quickly, while more stylized assets can last many years before needing a fresh coat of paint. I love how Ashes looks, but I worry how we'll see it years from now. Maybe it will look fine though! ArcheAge still looks fine to me, apart from the resolution.
Conrad wrote: » I agree about addons. Those are a lazy solution and instead we need devs to actually do the improvements themselves.
Sylvanar wrote: » Enabling addons will introduce third party influence into the game, which makes little sense. Anything affecting the gameplay should not be allowed. Period. Outside of that the dev release new skins pretty often. Maybe those can availed as event rewards or something which again is not really important. But things affecting gameplay has no place in a competitive game which considering how AoC has emphasized PvP, cannot be denied. Moreover it has potential to introduce pay to win by buying top tier addons. Either way Addons wont be present. This has been established a long time back.
Sylvanar wrote: » But things affecting gameplay has no place in a competitive game which considering how AoC has emphasized PvP, cannot be denied.
Aerlana wrote: » Addon : seems we won't have, and... sad but can be not a problem. Addons were the biggest strength of wow. (bigger than its casualisation or top quality PvE). Because it allowed community to creates anything usefull they didn't have. and Blizzard had all its time to add it... or not. Calendar, Atlasloot, Carbonitequest/questhelper... and others were all finally added to the game but first were community creation. (even if carbonite/questhelper... i dislike the idea but other subject). Never i saw comunity complain because "blizzard didnt make this thing" if they had addon to do... they did consider game have it. So convenient for devs And i won"t speak how with addons, wow get the most customisable UI i saw in MMORPG. Buuuuut While it is top, there is flaw to thise, some addons are finally bad idea (even if a lot used) like boss mods (and the part of weak aura allowing to do personnal boss mods) the quest helper. Those are best examples i think about as "should have never exist would have been better". But i think, devs allowed API for those, they could also block to limit addon around UI and utilities (like was calendar) I understand AoC devs not implementing addon but i think most MMORPG now underestimate how powerfull the tool could be for their game. And creating a highly customisable UI will never does as good as addons. And again, about "bad addons" there are way to block those. It happens sometime that blizzard changed their API to block some kind of addon they considered a big problem. Was rare thing because blizzard wanted to allow a lot, but things like boss mods could, i think, easily be blocked to exist as addon. About the window full of addon : free for each. I did topend raid. being in most of the first of my server for vanilla/TLK, and really efficient guild in BC (where sometime i was RL) with a lot of people discovering the game. I never had plethora of addons. some for UI (bartender and Xpearl then Elvui. And necrosis during vanilla/BC) for convenience (calendar, atlasloot) the threat meter and damage meter. And an addon for roleplay (ImmersionRP then TRP2 and TRP3). And was more than enough for me. Not because addon exists and are usefull that they are mandatory to compete... I only lacked weakaura/boss mods but back in WOTLK and before they had less impact clearly. and as said previously. i think all kind of boss mod can probably be easy blocked by devs Macros : they are a mandatory thing in MMORPG. Serious game i saw with macro manage totally to limit what they allowed to do with macro. So i don't think hard to do. and it helps a lot to do your shortcut bars as you want. Didn't use it a lot personally, but the small use i had in Aion, WoW or FFXIV were really usefull. I consider a negativ point the fact of not having macro system in MMORPG now. clearly.
Nynaeve wrote: » Addons were actually a big negative for me, and whether players realize it or not, for WoW in general. It is incredibly difficult to create encounters and balance aspects of the game when there is no baseline for how much a player sees. If you didn't run DBM, or even if you did run it and it wasn't optimally configured, you were at a huge disadvantage. Essentially, to a large degree, your UI played the game for you. Or at least, you were incredibly restricted or enabled by how optimized your UI was. I don't think that's a great design feature for a game.