Let autistic men program them instead of blue haired liberal arts major women who like calling themselves "gamers" more than they actually like playing video games
This is a big one. Over a couple years after the launch of WoW MMORPGs went from virtual worlds to minmaxing powergaming speedrun to endgame homosexualry.
I honestly don't know how to fix that. Gamers' mentality has changed.
I don't want chill. I want EverQuest, where slipping and hitting the wrong key kills a hundred people and everyone posts about how you're a homosexual afterwards.
Remove some of the abstract conventions on power levels and make them player skill based.
Like, you have to aim your strikes and charge your attacks, and the more precise you are at it, the closer you are at doing the weapon's max damage. Weapon having minimum requirements to wield and negative bonuses if certain stats are low.
Also, force the player to train their stats actively, with certain substantial +xp bonuses based on class, buffs, items, etc. For example, want to train strength? you can do it by going to the gym and doing minigames. But if you haven't trained any of the skills that buff strength xp, and your class doesn't use strength as a main stat, then it would take forever and wouldn't be worth it, unless you are going for a specific build.
Replacing the whole numbers doing numbers thing, and stats just having a more organic impact on your overall character playthrough.
You don't need to do that, but maybe aiming your fireballs or effectively selecting spell types can be done in a more organic way than just "press 1 and wait if the prompt says it hit".
Chasing more action combat isn't gonna do it. TERA had great combat but the game was still shit.
"More action" as in general action is not what I'm proposing. Say for example, a game like Mount and Blade, where you can swing in different directions for different effects, and your acceleration is also accounted for damage. It doesn't need to be exactly like that, it can be done simpler. But maybe something as simple as having to move your mouse up when clicking for a stab and moving it to the sides for a slash, instead of "stab" and "slash" skill. And different weapons being better at each, and different stats also having impact on how easy it is to do damage with them. This would immediatly make melee classes more interesting, since they are just having to deal with weapon choices for different scenarios.
Well, first off you need to have a proper sense of adventure and not a rollercoaster ride. The reason that the MMO worked years ago was that it was hard to get documentation onto the internet. You instead had to rely on the community that formed around the game. >Where do I go to get X? >Oh, you need to head to this zone and complete up to these quests and that will unlock this area and you can kill the enemies there for that item
After that, you need to have compelling combat for the class that you choose. Interesting attacks that offer you different things depending on position and status of the enemy. If get to a point in your design that you only have one viable rotation for all situations, the game has failed and moves into spread sheets instead of thinking on the fly.
People unironically have this much useless info on their screens for raids.
I would make it so that players that frick up the most have less chance of getting equipment in the end. The game should keep count of how many times XxfrickfacexX stood in aoe, how little damage/healing they did, etc everythign based on actual production during fights and deduct percentage off their rolls.
Let autistic men program them instead of blue haired liberal arts major women who like calling themselves "gamers" more than they actually like playing video games
You pic is the exactly reason it died. Gotta start all over again from the beginning.
Make EQ or FFXI or SWG with modern graphics and better UI. There. Genre saved.
true, some korean MMOs had a dating feature
????
kek sorry meant for
>SWG
I miss my tatooine house in the middle of nowhere dodging the tax israelite
Take away everyone’s cell phones and social media. MMOs used to fill that gap. They’re redundant now.
minmaxing/powergaming is what killed the genre. MMOs had much more soul when people didnt know what to do and how to 'play' the game properly
This is a big one. Over a couple years after the launch of WoW MMORPGs went from virtual worlds to minmaxing powergaming speedrun to endgame homosexualry.
I honestly don't know how to fix that. Gamers' mentality has changed.
So you're saying the only MMORPG you played was WoW. Check.
moron.
I'm the moron.
You just stated that the game most aimed at noobs and casuals ushered in the hardcore mentality.
But I'm the moron.
Yes you are a moron if you think that's what I implied.
I don't think that's what you implied. It's what you clearly said.
Yup you're a moron.
>the sky is yellow with green polka dots
>if you think I implied that the sky was yellow with green polka dots from that statement, you're a moron
Keep digging yourself deeper, moron.
>if you think I implied you were digging yourself deeper or were a moron, you're a moron
ALL MMOs eventually turn into that. there's no chill virtual world mmo anymore
I don't want chill. I want EverQuest, where slipping and hitting the wrong key kills a hundred people and everyone posts about how you're a homosexual afterwards.
There are plenty of casuals doing casual things, why don't you just hang around them? How would my playstyle affect yours at all?
because i can tell people like you like PKing noobs, you're an butthole
Play on a PvE server
t. carebear noob
Remove some of the abstract conventions on power levels and make them player skill based.
Like, you have to aim your strikes and charge your attacks, and the more precise you are at it, the closer you are at doing the weapon's max damage. Weapon having minimum requirements to wield and negative bonuses if certain stats are low.
Also, force the player to train their stats actively, with certain substantial +xp bonuses based on class, buffs, items, etc. For example, want to train strength? you can do it by going to the gym and doing minigames. But if you haven't trained any of the skills that buff strength xp, and your class doesn't use strength as a main stat, then it would take forever and wouldn't be worth it, unless you are going for a specific build.
Replacing the whole numbers doing numbers thing, and stats just having a more organic impact on your overall character playthrough.
Nobody wants to wave a fricking wand like Henry Poker to cast spells, you homosexual.
You don't need to do that, but maybe aiming your fireballs or effectively selecting spell types can be done in a more organic way than just "press 1 and wait if the prompt says it hit".
"More action" as in general action is not what I'm proposing. Say for example, a game like Mount and Blade, where you can swing in different directions for different effects, and your acceleration is also accounted for damage. It doesn't need to be exactly like that, it can be done simpler. But maybe something as simple as having to move your mouse up when clicking for a stab and moving it to the sides for a slash, instead of "stab" and "slash" skill. And different weapons being better at each, and different stats also having impact on how easy it is to do damage with them. This would immediatly make melee classes more interesting, since they are just having to deal with weapon choices for different scenarios.
Chasing more action combat isn't gonna do it. TERA had great combat but the game was still shit.
that's just mortal online, and nobody gave a shit about that game
maybe because it looks boring and dull, and has no classes at all, which is not what I'm proposing
yet everyone liked the combat in that game
there's too many fricking buttons
what should be a romp through an online world has become playing fricking expert mode guitar hero on your keyboard
Well, first off you need to have a proper sense of adventure and not a rollercoaster ride. The reason that the MMO worked years ago was that it was hard to get documentation onto the internet. You instead had to rely on the community that formed around the game.
>Where do I go to get X?
>Oh, you need to head to this zone and complete up to these quests and that will unlock this area and you can kill the enemies there for that item
After that, you need to have compelling combat for the class that you choose. Interesting attacks that offer you different things depending on position and status of the enemy. If get to a point in your design that you only have one viable rotation for all situations, the game has failed and moves into spread sheets instead of thinking on the fly.
People unironically have this much useless info on their screens for raids.
I would make it so that players that frick up the most have less chance of getting equipment in the end. The game should keep count of how many times XxfrickfacexX stood in aoe, how little damage/healing they did, etc everythign based on actual production during fights and deduct percentage off their rolls.
Games already have this. It's called a raid leader.
Return to menu based combat.
DQX na/global never ever
try an actually good MMO like zombie panic, co-op horror, free on steam
how the frick is that an MMO?
RETURN TO TRADITION
>luclin models
>that UI skin
Not tradition.
We must go further back.
Aardwolf? Fricking hell
you can't save something that was cancer from inception
Make it like 75 era XI, easy fix