The Daily Grind: What old MMO feature deserves to make a comeback?

    
263

Today’s Daily Grind comes to us from Kickstarter donor Diskonekted, who asks one of the genre’s million-dollar questions:

What features or technology from older MMOs are you most surprised to see never expanded upon or commonly implemented into new games?

Sidekicking! My goodness. It’s a crying shame how few level-bound MMOs have picked up on the brilliance of sidekicking (or mentoring or level-scaling or whatever you want to call it). It’s such a simple, elegant solution to solving the problem of keeping people playing together (and paying for your game!) even when their time investments vary dramatically.

Sidekicking isn’t the only one, though. Let’s tackle Diskonekted’s question. What old MMO features are you shocked aren’t being used more in modern MMOs?

Every morning, the Massively Overpowered writers team up with mascot Mo to ask MMORPG players pointed questions about the massively multiplayer online roleplaying genre. Grab a mug of your preferred beverage and take a stab at answering the question posed in today’s Daily Grind!
newest oldest most liked
Subscribe to:
Cramit
Guest
Cramit

Werewolf Finds Dragon If Wildstar is your best example than I don’t think you understand the statement.  A quest grind forced raid game is not what he’s talking about based on what I read.  Wildstar is not a heavily grouping game.  You can solo most quests till end game and needing attunements and what not. 

This is not what he is talking about from my interpretation.  He is talking about things like Everquest.  Where basically from lvl 5-6 up your grouping for your main progression path.  This isn’t something copied from Wow but from Everquest.  Not to mention that many people, myself included, still play this type of game in this day and age and many folks are younger than me.  

   You may prefer the solo, single player RPG with people in it for your MMO’s, that’s fine.  However I don’t think you can definitively say that it wouldn’t work.  No game has truly tried to make that game yet, they try and redo wow which is not what’s asked for here.  Re-do EQ and if it fails, then you can say this but until then people can’t say a damn thing in terms of a grouping MMO cause there isn’t one on par with a system like EQ since EQ, end of story.

chood
Guest
chood

I’d like to see the deep crafting system, non-combat professions, and player housing from SWG updated and implemented in WoW.

Sorenthaz
Guest
Sorenthaz

mysecretid Sorenthaz It’s probably because adding in an achievement system is much easier if you don’t try to make it immersive/lore-filled. And most MMOs like to cut corners these days.

Xvim
Guest
Xvim

Serrenity Werewolf Finds Dragon
I liked the respec system in WAR as a cash based version instead of a multiplier like vanilla WoW (each point you have spent added 20 silver to cost for your class respec or 10 silver to your RR respec). That way it wasn’t extremely penalizing to lower level people who wanted to switch things around, yet still hurt when you had people (like me) who respecced 2-4 times per week. 
In the end, the wasted cash switching between my group spec and pug spec made me build a hybrid that was quite unusual and more fun than the others. By comparison, I recall most of my respecs in WoW were either at lower levels trying to get a sense of my class with my first character or limited by when it said “enough time has passed, we’ll reduce that cost for you a bit now”, though by then I had enough of a grasp on what to do that it was merely moving 1-2 points around anyway and didn’t matter all that much.

This type of set system really only works in a limited economy, though. If you have jumps in how much cash is rewarded for kills / quests (as with expansions), this system takes a massive hit because the higher levels are no longer penalized, where the lower levels still have an actual cash sink.

Xev
Guest
Xev

Asheron Call’s Patron/Vassal system with XP passup
http://asheron.wikia.com/wiki/XP_Passup

Serrenity
Guest
Serrenity

Werewolf Finds Dragon  I can respect that.  For me, the game just isn’t as enjoyable if everything seems like it could be 100% undone at the drop of a hat.  Being a child of D&D, I think back to that system.  You could design just about any character that you wanted – ever one’s that didn’t particularly make sense.  But you had that choice. In fact, people intentionally would gimp their characters, in a very tragic hero kind of way, for the experience of playing through a campaign with a deliberately less-than-stellar character.  Anarchy Online was the same way – any of the races in the game could be any of the classes – but certain races were better at certain classes than others.  There was a big beefy race- Atrox that was horrible at controlling Nano programs (basically – magic) — they could do it, but it cost far more IP for an Atrox to get their nano abilities to the same level than it would for a nanomage, who does best with nano-focused classes (basically ability points – what you gained each level – divided up between all the skills in the game).  
In every other game I can think of, every race is equally good at everything, which is just silly. In WoW, it would make sense for the Blood Elves to have some weird relationship with magic, since they are essentially magic-addicts — but they don’t.  Or what it Tauren could be a rogue, but it was more difficult for a Tauren to be as effective as a night elf at rogue-dom.  
There are plenty of ways to make choices meaningful without making them a hard-reset if you mess it up.  What if respecc’ing cost XP?  Hell, what if XP wasn’t a static “I get to max and it never goes away” but instead becomes kind of a currency in the game?  I don’t know, i just feel like when nothing is permanent, none of your choices really matter.

SwobyJ
Guest
SwobyJ

All content should be repeatable, even main story, even with minimal rewards involved.

Lethality
Guest
Lethality

xBlackmagic20x Well, pretty much every MMO these days has housing… except WoW.

xBlackmagic20x
Guest
xBlackmagic20x

Player and guild housing, enough said.

mysecretid
Guest
mysecretid

Werewolf Finds Dragon 
Indeed. One of the things I love about Star Trek Online is that, when you go into an instanced area (space or ground) to carry out a specific mission, any foes you defeat in there stay defeated as part of the story. No respawns intended.
Of course, STO is another Cryptic game, so maybe they knew enough to do this from the get-go.