Does anyone like when they see realism in game, starting from loot to other things.
For example I hate when I loot animal and it drops me piece of weapon or gear equipment, it is not immersive even though with graphics like cartoonz.
I played wow for many years and I quitted recently and one thing I didn't like from that game is loot system, sometimes it was so unrealistic that it pissed me off when I see design like that. I know it is a funny game and I should not expect cartoon games to feel immersive, but I like when I see immersive game design (not graphics), so sue me :)
Also for example I liked New World crafting because you could craft only on station points. I know it is not convenient but it really adds up to the game vibe. I really hope we will see realism in game design similar to those, because if you can cook without fire I think that RPG can't have its own place in this modern genre.
Look for example World of Warcraft - they were full of immersive design when it was classical game, but when they added convenience to the game it destroyed itself completely. They removed things like - wood + flint to create fire, because they thought they can do everything. It creates different vibe to a game when you design funny things like that. I know some players won't notice it, but game will feel much more as a ''game'' when it is missing RPG elements. I know again that this game is cartoonish graphics design but that does not mean we can use our imagination to immerse ourselves and feel the oldschool ''rpg'' vibe as we are in living in that virtual world. No matter how weird that may sound for a normal working man, thats why I play MMOS - simply to immerse myself, and that's why I stopped playing WoW.
Another thing I want to mention is PvP combat:
What if you designed PvP with stuns and things like that, so far from racials I see that you want crowd control and I just want to point few things out. No matter what community says, keep to your core design philosophy in PvP. Why? Simply because no PvP is as fun as WoW pvp just because of crowd control spells, it has so much impact on how you play game and what vibe it offers. I hope competitive gameplay finds good balance and to see more competitive people on twitch or stuff like that, I really hope you succeed to make somewhat balanced PvP with CC spells. Remember keep to your ideas, because it is a hell of a good idea to start game. There will be points where others will say ''ohhh fk this, I quit'' but let them quit, it adds so much to the game vibe that I cannot explain here. If you bring enough utility with 2-3min CD to counter dmg after stun or things like that, I think everyone will have a way of outplaying another player, also don't forget useful stuff like CC removals - it can be some item that comes from crafting or whatever you create, but I think it will be of a big importance, sometimes when you don't have it you cannot do anything and having a cc removal in game adds like a barrier to whiners because then they will say ''ohhh if I had CC removal it would be different''. That's key to making CC pvp game I think. Reasons to counter complaints, or people will quit, even though that utility is on 2min CD, I think it will be good just to be in game.
Does anyone like when they see realism in game, starting from loot to other things.
For example I hate when I loot animal and it drops me piece of weapon or gear equipment, it is not immersive even though with graphics like cartoonz.
I played wow for many years and I quitted recently and one thing I didn't like from that game is loot system, sometimes it was so unrealistic that it pissed me off when I see design like that. I know it is a funny game and I should not expect cartoon games to feel immersive, but I like when I see immersive game design (not graphics), so sue me :)
Also for example I liked New World crafting because you could craft only on station points. I know it is not convenient but it really adds up to the game vibe. I really hope we will see realism in game design similar to those, because if you can cook without fire I think that RPG can't have its own place in this modern genre.
Look for example World of Warcraft - they were full of immersive design when it was classical game, but when they added convenience to the game it destroyed itself completely. They removed things like - wood + flint to create fire, because they thought they can do everything. It creates different vibe to a game when you design funny things like that. I know some players won't notice it, but game will feel much more as a ''game'' when it is missing RPG elements. I know again that this game is cartoonish graphics design but that does not mean we can use our imagination to immerse ourselves and feel the oldschool ''rpg'' vibe as we are in living in that virtual world. No matter how weird that may sound for a normal working man, thats why I play MMOS - simply to immerse myself, and that's why I stopped playing WoW.
Another thing I want to mention is PvP combat:
What if you designed PvP with stuns and things like that, so far from racials I see that you want crowd control and I just want to point few things out. No matter what community says, keep to your core design philosophy in PvP. Why? Simply because no PvP is as fun as WoW pvp just because of crowd control spells, it has so much impact on how you play game and what vibe it offers. I hope competitive gameplay finds good balance and to see more competitive people on twitch or stuff like that, I really hope you succeed to make somewhat balanced PvP with CC spells. Remember keep to your ideas, because it is a hell of a good idea to start game. There will be points where others will say ''ohhh fk this, I quit'' but let them quit, it adds so much to the game vibe that I cannot explain here. If you bring enough utility with 2-3min CD to counter dmg after stun or things like that, I think everyone will have a way of outplaying another player, also don't forget useful stuff like CC removals - it can be some item that comes from crafting or whatever you create, but I think it will be of a big importance, sometimes when you don't have it you cannot do anything and having a cc removal in game adds like a barrier to whiners because then they will say ''ohhh if I had CC removal it would be different''. That's key to making CC pvp game I think. Reasons to counter complaints, or people will quit, even though that utility is on 2min CD, I think it will be good just to be in game.
Hello and welcome to the community!
You have some great ideas and we are always happy to read comments like yours ^^
We are all MMORPG players here and definitely know what you are talking about, the immersion, the combat, and everything.
No one will argue that WoW's PvP is the most fun out there. One of my favorite things in WoW was staying in front of Stormwind, making duels with other players, while waiting for the BG queue. My best friend didn't want to play with me Guild Wars 2 just because of the lack of World PvP, which is a lot of fun in WoW, I have countless memories of world PvP battles in TBC and WotLK.
We will try to achieve that but in our own style.
As for the community, we will read and listen to all suggestions and feedback, but of course, we will implement only what is good overall. We know that the game will never be liked by 100% of the people and that is fine, there isn't a game where absolutely everyone likes 100%.
Hello and welcome to the community!
You have some great ideas and we are always happy to read comments like yours ^^
We are all MMORPG players here and definitely know what you are talking about, the immersion, the combat, and everything.
No one will argue that WoW's PvP is the most fun out there. One of my favorite things in WoW was staying in front of Stormwind, making duels with other players, while waiting for the BG queue. My best friend didn't want to play with me Guild Wars 2 just because of the lack of World PvP, which is a lot of fun in WoW, I have countless memories of world PvP battles in TBC and WotLK.
We will try to achieve that but in our own style.
As for the community, we will read and listen to all suggestions and feedback, but of course, we will implement only what is good overall. We know that the game will never be liked by 100% of the people and that is fine, there isn't a game where absolutely everyone likes 100%.
Topic 1: I 100% agree with the need for realistic drops. I hate seeing Platemail drop off a wolf. A wolf should drop fur and meat...not gold and swords.
I'd also like to see an MMO implement drops of items the Mob is using. Example: A gnoll has a nice shiny sword that normally isn't part of the gnolls "kit". You recognize the sword as a rare magic item "Sword of Shiny". There should be a percentage chance for the gnoll to drop THAT sword. Rare mob spawns that have and use actual magic equipment seen in the world.
Topic 2: WoW PvP is some of the best PvP ever seen in a game. Blizzard screwed up by not designing the game for MASSIVE open-world PvP. When WoW first launched we'd had HUGE battles in Hillsbrad that would lag and crash the server. It was AMAZING and fun...even with the lag. Blizzard's fix was battlegrounds because they couldn't fix their bad netcode. Later they used layering (ugg...never layer your MMO game) to band-aid their bad code. PLEASE DON'T MAKE THE SAME MISTAKE!! Battlegrounds are awesome...but spontaneous massive open world PvP battles are sooooo much more fun. Imagine if their were actual open-world PvP objective that brought people together to fight. Please make sure the netcode in the game is up to massive open-world PvP. Objectives would be icing on the cake!
Topic 3: I agree, part of what makes WoW PvP combat fun is the strategy stuns provide. In addition to stuns I'd also recommend "Limited Action Sets". Limited Action Sets are part of the UI and only allow a set number of abilities to be on the players action bar at one time. By forcing players to choose what abilities they take into a given situation, you add a level of strategy even beyond what stuns give you. Players could toggle between action sets out of combat to allow ease of use and add more strategy to combat.