Posted June 17, 2012

The biggest issues IMO are lack of ingenuity, too much easy mode (little risk = little reward), and I fuckin hate that immersion breaking pay to play in store games and upgrade buttons and f2p (except you have to pay to keep going) BS. It's like in DA:O when you'd run into a quest giver only to have him say you need to buy the DLC to hear the quest. Man I hate that stuff.
The other issue is that there are so many MMO's out there that it dilutes the player population and a lack of players playing your game that requires a lot of people will kill it. A lack of low level players and newbies will kill an MMO.
I think the EQ/WoW formula can still work but there has to be some ingenuity, a focus on the world and the journey and user interaction instead of just the end game, and the easy mode has got to stop. Any MMO that holds my hand in the beginning and points me where to go and what to do automatically turns me off. I'm tired of the popups in the beginning telling me what to do. Maybe I'm an MMO elitist but I was 14 when I played EQ the first time when it came out and it was on hard mode and I took it and learned and became a skilled player. The hand holding shit is bad, making unskilled people and unskilled players. If I die because i'm a dumbass and didn't ask or look into a dangerous area before I go into it, then i deserve it and deserve to have to go back there and possibly have to get help to get my corpse and a loss in exp. I don't need a popup telling me its dangerous or an EZ rez back at home. That destroys any idea of risk which is essential for reward.