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Old 03-14-2015, 01:26 PM
Lisset Lisset is offline
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Join Date: Sep 2013
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Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-No maps
I actually like maps, though the Rift model is the best, imho and I think EQ did it similarly when they introduced their "own" version of maps later on. What I mean is that I like maps but they should be revealed through a cartography skill or ability inherent in every character. In other words, you don't see what you haven't explored yourself.
Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-No random stat loot
I like random stat loot. Some of it ends up being useful and is a pleasant reward when something drops that you need. It's better than nothing but "generic vendor trash" and "ERMAGERD named loot!"

Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-No "kill 10 <monster>" quests
I don't get this. Everyone wants to decry "no kill ___ monster" quests but they're essential in games. Even "bounty" quests are "kill this monster, then that monster" quests. The problem is when there is nothing ELSE but those. The biggest alternative to these types of quests is the RP story quests that almost nobody reads anyway.

Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-Non-linear dungeons
This. Completely this. Sebilis is a perfect example. If you want to kill the head boss, you obviously take a more-or-less linear path but 99% of the cases, you go in there to kill things. For some stupid reason, almost all modern mmo's think that a dungeon is ONLY for crawling. There needs to be both.

Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-Difficult soloability
Yes and no. I think EQ did it best (obviously) though it could be improved. Soloing is possible with many classes (some better than others), but grouping should ALWAYS be better than soloing. By the same token, every class needs to have something significant to contribute to every type of encounter, even while the encounter is going on. For instance, chanters are extraordinarily useful in all groups and leading up to the raid target. But once people are buffed, there's often very little we can do. In Sky, we tash (except for a couple targets where charmed pets are useful), at Trakanon, we really don't do much unless we have a charmed pet which isn't always possible in the rush to get FTE. This is the case with most dragons because our offensive spells are usless really and our debuffs are meaningless (unless we don't have a shaman).

Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-No instancing
I disagree. Instancing is useful, IMHO for xp dungeon crawls. They should be procedural so as not to be stale and the loot shouldn't be the best. And they shouldn't completely replace "camp-style" dungeons at all. But IMHO, Instanced raids should be few and far between, but they have their place too. Sky is actually a great example of a raid that would work better instanced.

Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-Tradeskills mostly a commercial decision
I think trades need to be useful, period. Whether it's to sell something to someone else (via necessary items or fashion) or useful to the person with the tradeskill, it should have something that's genuinely useful in the game. Brewing didn't become really useful until Velious and baking was never anything more than slightly useful.

Ultimately, I think the key to an effective tradeskill system is have each skill produce some kind of needed consumables.

Quote:
Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
-Large, occasionally barren landscape.
No. No. and No. Barren landscape is stupid. It's also known as the Karanas. Barren landscape always becomes something that people bypass because it's BORING. The problem with places like Karana is that there's not enough mobs there. Realism be damned, every place needs something useful to DO and usually that is killing.

I do agree with "large" because a world needs to feel vast.