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Reader Comments (37)

Posted: Feb 10th 2010 8:18AM nomoredroids said

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The Nemesis system in CO was sweet, PQs in WAR, and the economy of EVE.

Posted: Feb 10th 2010 8:41AM DaBruuzer said

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I really liked the concepts behind Seed, a non-combative progression system, and democratic economy. But the game itself was meh, and died due to financial woes and greedy investors.

Posted: Feb 10th 2010 9:11AM elocke said

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Vanguard comes to mind. They have a lot of systems in place but the execution of them is boring and mind numbing.

I like the crafting system, how when you go cut down a tree, the tree falls down, nice touch there.

The diplomacy system could be so much more instead of a stupid card game but it is a start.

SAILING and boats! I want more of this in my MMORPGs and make it at least available fairly early, even if I can only create a small fishing boat or something at first.

Posted: Feb 10th 2010 9:29AM KraniumRex said

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City of Heroes has the sidekick/mentor system. I haven't played the game in years but me and my friends still consider this one of the best game mechanics of all time. It let all the hardcore members group with casual players and no one got left behind. Night after night, everyone could still participate as a group.

Too bad they could implement engaging content, I would probably still be playing that game.

Posted: Feb 11th 2010 4:18AM (Unverified) said

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Sidekicking's something I can't believe nobody else has stolen. Here's what else I think other games could take from CoH:

* Scaling of content to teams. If you're going solo, you face enemies you can take solo, and if you're on a team of 5, you fight things suitable for 5 people. You don't have to go to a specific instance and have a team tailored for the 5/10/20/40 people it requires, instead the instance scales to you.
* Travel powers. Getting around the world is slow in pretty much every other game, even fast travel isn't that fast.
* Customization. Even in games where you can mess with sliders and sizes of every part of the body, it doesn't actually help that much; everyone ends up wearing the same armor and thus looking the same.
* Architect! It turned into farm-a-rama in CoH but there's no reason it /has/ to be that way. And sure, 90% of the content is crap, but 90% of /everything/ is crap :)
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Posted: Feb 10th 2010 10:06AM Pingles said

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Played a Beta recently where each type of mob had a chance to drop a unique card. You could collect all the cards for bonuses. Probably been done before but I had a lot of fun going after those dumb cards.

Free Realms' exploration collections were also fun.

Posted: Feb 10th 2010 10:10AM Grok said

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Warhammer's public quests were a great idea. They needed some fine tuning in the actual implementation but the overall idea was solid.

Posted: Feb 10th 2010 10:13AM (Unverified) said

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Tabula Rasa's dynamic maps/Control Points (CPs). And it's combat system. The game itself wasn't all too bad, it was just ...well, the crafting sucked, the end-game was missing/shallow, and the instancing of everything ticked alot of player off. But I'll be damned if it's combat system and dynamic CPs weren't the best feature of any MMO I've ever come across.

Posted: Feb 10th 2010 2:28PM Psychotic Storm said

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Crafting sucked?

the latest Incarnation of TR crafting was a stellar example of how crafting should be done.
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Posted: Feb 10th 2010 10:15AM (Unverified) said

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There's lot's of them, but this one sticks out the most... But I can't remember the name of the game. It was some kind of plant simulation game.

There was this one game where you could grow your own (Plants). The interesting part about it was that you needed to provide the (Plants) with the proper amount and type of nutrients, water and sunlight.... If you messed up, the (plants) would grow according to how they were cared for.

For example; to much water and they would grow long and spindly, not enough phosphorous and they wouldn't flower properly, to much nitrogen and you could burn and kill the plants and so forth.

Posted: Feb 10th 2010 1:08PM (Unverified) said

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It was based on real life growing techniques
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Posted: Feb 10th 2010 1:17PM (Unverified) said

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A game where you grow plants? What the hell...

Enless you live in a room with no windows just grow an actual plant.
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Posted: Feb 10th 2010 1:32PM (Unverified) said

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They weren't ordinary plants... I grow veggie plants all the time, but I can see where that would work well with crafting systems and in-game economy's. It'd add more layers.

Heil, I get excited just thinking about the possibilities
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Posted: Feb 10th 2010 10:19AM archipelagos said

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The combat system from Spellborn springs to mind. Wouldn't mind seeing that in another game.

Posted: Feb 11th 2010 12:06PM (Unverified) said

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You, sir, are a scholar and I salute you
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Posted: Feb 10th 2010 10:33AM (Unverified) said

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Final Fantasy XI.
The skillchains, magic burst, and weather effects spells were awesome.

Posted: Feb 10th 2010 12:58PM pontelon said

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This. Skillchains were amazing!
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Posted: Feb 10th 2010 10:56AM Gaugamela said

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WAR's ToK system (it works as an achievement system of some sort), WAR's PQ system (if fine-tuned to one PQ per area and with good rewards it is a great system. They trivialized their feature by over-implementing it), DAoC 3 faction RvR system, Relic raids.
Vanguard dual targeting system (you can target a hostile and friendly target at the same time)...

Posted: Feb 10th 2010 11:00AM Necromas said

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The skill system in Guild Wars, hundreds of skills to choose from, over a thousand once you ascend and can change your secondary class, but you only get to choose 8 to take into battle.

Although I certainly don't think GW is a bad game.

Posted: Feb 10th 2010 11:43AM (Unverified) said

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Vanguard's crafting system sticks out to me. The actual *crafting* of real items depended somewhat on the quality of material you put in (like SWG in the olden days), but it didn't require you to crank out a zillion useless items while levelling your skill (unlike SWG, and...every other crafting game out there).
Instead, you filled orders from townsfolk for things useful to them, made of materials provided by them. No actual materials or goods entered or exited the economy in the process - you just built skill points, and got better at the 'gambling' angle of crafting (How far can I push this to get the best possible item, without being unable to finish it?)


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