Quote:
Originally Posted by Encroaching Death
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I think I would have a mutually-dependent style of class makeup, like EQ does.
I'd have a crafting system like Runescape.
PVP system like Dark Age of Camelot.
Trading/Auction House system like Albion Online. Actually, scrap that. I like the community style market like P99 tunnel has it, but maybe with an in-game bulletin board where people could leave up when they're logged off.
I don't like mounts. No mounts. Makes the world feel smaller.
Little to no instancing either. Instancing might be some kind of achievable bonus of some sort, but not the norm.
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1. Big time fan of how EQ had done classes. Each class I've played really has me invested in how I can utilize what it can do. Also how to cope with limitations. Super dumb how so many newer MMOs succumb to the griping of the player base and end up with 19 "different"(-ly homogenized) classes. Choose to shore up your weaknesses, play into your strengths, or group! Or maybe the content in Zone X isn't for you at this level! Get in where you fit in.
2. I'm not familiar with RuneScape enough to recall how the crafting system felt overall.
3. Again, not familiar with this personally but I'm familiar with it's reputation and anything larger scale that's gets players involved would be a plus IMHO!
4. I'd always had an aversion to auction house systems since the first time I'd ever wandered the tunnel in EC! I just had a specific conversation with a buddy about this idea though so I'll bring this up now. We were bouncing ideas of unique perks exclusive to each class. And whether or not this would be cool or not is anyone's guess but we had the idea that rogues could be the class that could use an in game auction house and play up the element of thieves guild having connections and fence their wares in a way more scrupulous occupations do not. Something like the silk road, ya know.
5. SOW and levitate. 2 best mounts in MMO history!
6. I couldn't have any solid stance on instancing. But I would admit it can be a somewhat useful tool to alleviate things like griefing or other types of zone abuse that can arise where population is high. Or issues like rare mobs on green. Seems like a lot of bitterness stems from that issue