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What do you dislike about MMOs ?

Archie said:
I am 22 so I have spent about 3.7% of my life in the grand world of Norrath! :p
Sony Online Entertainment:

"Thanks for the cash, bub!"
 
Waits on my server to get in the Alterac Valley BG were literally over a day long most of the time.

I was Horde on Mal'ganis... one of the few servers where Horde outpopulated Alliance. We could have, literally, HUNDREDS of people outside each BG... and still have 5 or more hour waits for capture the flag, because there was no alliance to join. I imagine it is a lot better when you're the underpopulated realm because you're likely to always have groups on the other side waiting, but it is just horrendous. It is noble that they removed "zerging" from the game, but they did it in the WORST POSSIBLE way. As soon as they announced that they wouldn't allow zerging, or whatever, I thought up of the worst scenario possible, which exactly matched what they implemented. I quit that day on the spot (though a friend did convince me to try it out a few months later, at which point it hadn't got any better).

Any way you slice it, totally broken system, Capture the Flag sucks, and, well, PvP in general sucks. Impossible to achieve much with a single group due to virtually no crowd control at all. Just a terribly broken system. Though, at least to Blizz's credit, they've never pretended the game was anything other than totally PvE centered. Game breaking flaws in classes/BGs? They don't care. One minor bug that allows one out of 5 million people to get some shitty item for less work than was intended? Servers are coming down a day+ for a "hotfix."
 
I dont like the gameplay =/ ... or the combat more accuratly


ive played quite a few MMOs for quite a long time, but if you took out the fact that i can play it coop with a bunch of other people, the games would be complete shit.

The conbat in nearly all of these games is terrible, it requires very little skill, to play, things like blocks and parries are controlled by the computer and not by the actual player.


i hope Huxley is good....
 
Diablos said:
Then I realized that WoW is really just a big level up fest. Level, level, level, level. It gets old after a while. I haven't played since.
That's basically how I feel about most of these games. I don't like the idea of getting left behind the rest of the online world because I don't put enough time in it. I'm fine with people choosing to do that, but I feel like it's a waste of my own time if I'm not going to go all the way with it.
 
As some have already mentioned, the combat. I'd rather not have my character's combat prowess dictated entirely by a set of numbers. I want my character to block when I tell them to, not because they have +5 Gusto.
 
I put about 60 hours into WoW (Lvl 38 Shaman IIRC).

I quit when I realised where the time was being spent.

- 50 percent of the time I was waiting for some monster to spawn, killing it, realising it didnt have the drop I wanted, rinse, repeat.

- 15 percent of the time I was travelling to a new area to do step 1 again.

- 10 percent of time I was chatting with people trying to get a decent group together

- 15 percent of the time I was running back for my corpse because the priest in the group was a tard.

- 8 percent of the time I was browsing Thotbot to make sure I was killing the right mob for that 1/1000 drop item.

- 2 percent of the time I was enjoying myself.
 
See, to me, the focal point of an MMO should be player interaction. And I don't mean on a small scale, like joining a guild with a couple dozen people and going off to kill NPC's. I want games like EVE, where massive player-created political entitities with thousands of members engage in treaties and engage in wars with other player factions that can last as long as a month. To me, the perfect MMO would have no npcs, you earn you income as a salaried employee in a player owned and operated operation, and when you attack an opposing faction, the outcome of the battle can have actual repercussions in the game world. Imagine a town raid in WoW where you can actually keep the town and use its resources to your advantage.
 
Grug said:
I put about 60 hours into WoW (Lvl 38 Shaman IIRC).

I quit when I realised where the time was being spent.

- 50 percent of the time I was waiting for some monster to spawn, killing it, realising it didnt have the drop I wanted, rinse, repeat.

- 15 percent of the time I was travelling to a new area to do step 1 again.

- 10 percent of time I was chatting with people trying to get a decent group together

- 15 percent of the time I was running back for my corpse because the priest in the group was a tard.

- 8 percent of the time I was browsing Thotbot to make sure I was killing the right mob for that 1/1000 drop item.

- 2 percent of the time I was enjoying myself.

My WoW breakdown:

10% Chatting with guildmates at outside the AH
10% Levelling solo because Warlocks were unclean billy-no-mates at the time
10% Trying to find someone help me to quest, coz Warlocks couldn't quest alone successfully
20% Insulting Alliance coming off the boat in Ratchet
20% Insulting Alliance in Booty Bay
30% Killing Alliance

Was fun, but even that all got boring after a while, once it's no fun, don't pay is what I say.
 
Grug said:
I put about 60 hours into WoW (Lvl 38 Shaman IIRC).

I quit when I realised where the time was being spent.

- 50 percent of the time I was waiting for some monster to spawn, killing it, realising it didnt have the drop I wanted, rinse, repeat.

- 15 percent of the time I was travelling to a new area to do step 1 again.

- 10 percent of time I was chatting with people trying to get a decent group together

- 15 percent of the time I was running back for my corpse because the priest in the group was a tard.

- 8 percent of the time I was browsing Thotbot to make sure I was killing the right mob for that 1/1000 drop item.

- 2 percent of the time I was enjoying myself.

If you are obsessed with getting some rare drop off a mob, of course you are not going to have any fun. Faster to solo most of the way to 60 too (although that may not be that fun for most people).
 
paying a monthly fee.
the combat mechanism
the fact that i'm tied to my computer
lack of a concrete ending
having to play with other people.
 
Vennt said:
10% Trying to find someone help me to quest, coz Warlocks couldn't quest alone successfully

That's bullshit, next to the hunter, the warlock is one of the easiest classes to solo with. 1-60 is easy shit for a warlock. Not sure how they fair in end game content tho.
 
Pimpbaa said:
That's bullshit, next to the hunter, the warlock is one of the easiest classes to solo with. 1-60 is easy shit for a warlock. Not sure how they fair in end game content tho.

Now maybe, back then not so, esp. Demonology specced *before* demo spec got good.
(I quit long ago, well before they even started the 'lock revamp.)
 
Vennt said:
Now maybe, back then not so, esp. Demonology specced *before* demo spec got good.
(I quit long ago, well before they even started the 'lock revamp.)

Perhaps, it was late last year when I rolled and played a warlock. It's a really fun class now.
 
I hate it when people kill steal you, or when they steal your items. This is just in general for all MMORPG. I also hate how time-consuming they are, you can't stop. I'd pray for a more casual MMO for the casual people, but there are always those people that max out in 3 days.
 
God, imagine how quickly a LORD styled MMORPG would fail today. Only a limited number of things you could do in one day, haha.
 
RevenantKioku said:
God, imagine how quickly a LORD styled MMORPG would fail today. Only a limited number of things you could do in one day, haha.

A day? :P

I used to play a few PBM's (Play-By-Mail) that gave you one turn a month.

(Wishes he was kidding or kept his mouth shut :P)
 
1. People that play them all damn day and never want to go do anything else
2. Doing the same "quests" over and over and over in different zones that are nothing more than texture swaps.
 
ShowDog said:
1. People that play them all damn day and never want to go do anything else
2. Doing the same "quests" over and over and over in different zones that are nothing more than texture swaps.

1. Ya
2. Totally. I really thought I was getting into WoW once I started leveling, but truth is there is like...no getting into it. Warrior was such a boring class.
 
Vennt said:
A day? :P

I used to play a few PBM's (Play-By-Mail) that gave you one turn a month.

(Wishes he was kidding or kept his mouth shut :P)

Well, LORD was at least via the internet.
 
Oh and here's another thing: Why do they all have to be roleplaying games? The fact that new players start out at level one with no access to any sort of special skills means that a huge segment of the population is completely disenfranchized.

The economy also tends to be very stratified. Except for raw materials (which higher level players can produce in larger quantities for less money), noobs have little to offer to the higher echelons of the society, so they are forced to trade amongst themselves, creating an economy that is seperate, oblivious, and unaffected by the higher tiers of the economy. The only hope for social advancement is by garnering enough capital as a noob to advance to the next tier of society, where you continue building up your power until you are able to advance even farther up the hierarchy, only ending once you begin to approach an artificial cap on expansion determined by the game designers, such as the 60 levels in WoW or the maximum 3 million in currency in the old SWG (or something like that.) The result of this is that at lower levels organization is nearly impossible. I've been in guilds that focused on the lower half of the population and we could never retain any members because once they reached a certain level they would always leave for a guild with higher requirements.

Anyway, my point is, there needs to be an MMO where a large influx of noobs providing certain services is vital to keep society running at all levels. For example, there could be an MMO where more experienced players create factories and employ newbies to work in them, or one where resource gathering doesn't become more efficient as you progress through the game. I think that the fact that most MMO's are RPGs, with tiered level systems that equate to your abilities in-game being roughly proportional to the amount you play, is a large source of the problem.
 
"I think that the fact that most MMO's are RPGs, with tiered level systems that equate to your abilities in-game being roughly proportional to the amount you play, is a large source of the problem."


Most players don't want to sink time into something and not feel more rewarded than someone who didn't.
 
Personally always liked the idea of an MMO game, but no one has yet pulled off a game which delivers what I want.

For a long time I was a teenager who thought the idea of an online star wars universe was the most amazing thing, you could actually go and BE a Jedi and interact with normal people who weren't.

But then on a deeply philosophical level whenever I approach any MMORPG I get an empty, vaccuous sensation, like the whole thing is meaningless and everyone is wasting their life. and it is literally life because so much time and effort and resources has to be invested to accomplish anything on those games. Yet all your accomplishments are temporary, or intangible. or surpassed by the next freak who spends his life on there. Also creating multiple characters and other things - ultimately make it feel like the character isn't really a reflection of me, a virtual me, and other chars are virtual other people, they're just toy dolls people are controlling. Give me a world where my choices make an impact, determine who I am etc.

Also despise hack and slash gameplay like RO. Clicking on pink blobs to level up for hours is not fun.

Not meaning to sound like a fanboy, but I think it misses the Nintendo effect.
 
Endgames are the worst part of MMOs. Wow is amazing 1-60 and just as everyone else is saying, everything then changes. I sit around waiting an hour or more for a raid to get together to try to get ONE piece of equipment I need from a place I've raided 50 times..ugh..
 
My dream for a MMORPG (and I know its implausibly difficult if not impossible) is a dynamic world environment that actually changes and responds to the actions of the players. If anyone remembers the kind of stuff Peter M was saying about Fable in the very early stages... about being able to chop down all the trees in a forest, and have the creatures inhabiting the zone and the terrain shift in response to this. Build your own buildings, have your own factions, hire NPC guards.

Of course the chances of something like that happening are pretty damn low...the limiting factors:
- Processing power: to be cost effective a MMORPG has to be fairly high pop which would put a huge strain on a dynamic system.
- The human factor: assholes who want to expliot the system, and generally the more complex the system is the more chances you have to exploit it.
- Size: the sheer scale of something like this would be insane. When the terrain can change indefinatley, rather than constantly regenerate back to its optimum state. (ie in WoW...mobs respawn, quest items respawn, you're effect on the world is incredibly transient).


I know the most fun I have had in WoW is when I jump on my kodo and ride off into a new zone. Not questing or farming mobs...just looking at the new scenery and taking screenshots of the landmarks and interesting sights.
 
At the higher levels, they pretty much require stuff like balanced groups, aggro management, specific char builds, etc. And yet none of that stuff is handled by the interface. There's no way to compare char builds without manually tallying stat bonuses or looking it up on a website. There's no way to know what constitutes a balanced group without running a bunch of instances or, again, looking it up on a website. There's no way to check aggro without downloading mods or just guessing.

Basically, MMOs aren't self-contained. They force you to go outside the game if you want to play some of the content. That's what's wrong with MMOs.
 
I'm quite a fickle gamer when it comes to online games, stating to a friend constantly that the only MMORPG to get me to sign up for a subscription is WoW. My highest character ever was lvl 35 Undead Mage, and between level's 25-35 were some of the best times I've had gaming mainly because of only three other people that I grouped with. 2 Undead Warriors and a Troll Priest, we went through Shadowfang Keep for kicks one day and the bond stuck till our last ever SM raid with a stranger, after that I just gave it all up due to girlfriend.

Wasn't until just recently that I went back onto my Mage, sold all my equipment bar the bags and heaped 30 odd gold and the lovely 12 slot bags to a lvl 6 Undead Priest who couldn't say anything other than "why are you giving me all this?!" and "thx man!"

Sure I drilled countless people with my Mage, besting a lvl 40 Human Warrior on my own at lvl 35 was a big highlight, but the bonus of reaching lvl 60 and "completing" it in a sense never appealed to me.

Maybe when the expansion hits, I'll roll a Blood Elf Mage (if available) and try and stick to it but so far I am content on rolling characters to lvl 20 or so and then repeating the process.
 
Zensetsu said:
My dream for a MMORPG (and I know its implausibly difficult if not impossible) is a dynamic world environment that actually changes and responds to the actions of the players. If anyone remembers the kind of stuff Peter M was saying about Fable in the very early stages... about being able to chop down all the trees in a forest, and have the creatures inhabiting the zone and the terrain shift in response to this. Build your own buildings, have your own factions, hire NPC guards.
If I remember correctly EQ1 was advertised as pretty close to this. These features are what got me all hyped and hooked. Of course I soon found out that wasn't the case. I mean really how many bat wings and rat eyes a single NPC can really want? And how many magic swords can they hand out?
 
I always feel like there is a lack of gameplay when it comes to combat in most.

Spamming 2 2 2 2 2 2 2 for backstab as a rogue gets boring really fast. I would rather have a system that took skill to play, more of an action oriented combat system.

Something like PSO comes to mind、but not as simple.
 
I hate the fact that there is not much real skill involved.................oh and that they are huge scams.


You get charged monthly for a Non- game that rewards the time spent playing and not skill.
 
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