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Reader Comments (40)

Posted: Jul 9th 2011 8:34AM Anshin said

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Hard Mode on Guild Wars had a huge impact on the game. Maybe i'm seeing it wrong, but i think it added more longevity to the game, by making it challenging.

Posted: Jul 9th 2011 9:03AM dustraven said

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Power and Weapon Customization on City of Heroes. Though it didn't have any mechanical effect in-game, the feeling of control over what my powers are is incredible. Not having the same old fire blast or battle axe as everyone else is awesome.

Posted: Jul 9th 2011 9:15AM DarkWalker said

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WoW's LFD.
Given that I absolutely HATE shouting in chat after a group - so much that before LFD was available I played less than a single dungeon per week - It was a total game changer for me, and stayed off my depart from that game.

Until Cataclysm, with it's PUG-unfriendly Heroics, that is; I left WoW shortly after Cataclysm, and I'm not going back until a current tier Heroic is guaranteed to take less than 30 minutes total (including queue time) for a good run, the way the ICC ones were, and even PUGs with completely random players have way more good runs than bad ones.

Posted: Jul 9th 2011 12:39PM Dril said

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@DarkWalker

The LFD had the absolute opposite effect for me.

It made me dread going into dungeons with these silent figures around me, who I'd had no chance to speak to or look at before grouping them, so failure was always possible regardless of how well I played. Not only that, it made my life as a tank miserable, since the DPS just pull pull pull without heed for themselves or the group and, because of the stupid vote-kick mechanic, if I tell them to stop being twats they'll simply kick me.

It encouraged the terribad corridor design that WoW's dungeon team can't seem to get out of, and made people demand that their dungeons be leaner, less interesting and more about "GOGOGOGOGOGO" just so they could get their daily shinies.

I'm starting to get back into WoW, but the prospect of using that abysmal tool (or WoW's new PvP system) to gear up is nauseating, to say the least.

The dungeon finder needs to die, and quickly, lest MMOs become less and less about people and more and more about the next big shiny.
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Posted: Jul 9th 2011 1:24PM DarkWalker said

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@Dril
I agree with a few things:

- The LFD is very dumb. It does not have any way to measure player quality, and at the start of Cata was merrily assembling groups with no chance at all of tackling the content. Say, no interrupt off the GCD, and two PvP geared DPSers, in a Heroic SKF run?

- There is some laziness in players. They often come to the LFD expecting to be carried away, are not polite, etc.

- It's not nice meeting players when you know you can't meet them again intentionally.

But I would not remove the LFD; it really helped people like me, who can't (or don't want to) schedule dungeon runs and would rather log off than spend time in the city shouting for a group in the trade chat. Before it, I did less than a dungeon run per week, on average. After the LFD (but before Cataclysm) I often did over a couple dozen dungeon runs per week.

What I would like to see was:

- Ways to intentionally play anything (dungeons, raids, arenas, rated BGs, even open world content) together with any other same-faction player, no matter his realm (and without paying for any premium service, besides the basic subscription). This way, players met using the LFD does not need to be faceless strangers.

- Better evaluation of players. At the very minimum, turn the iLvl rating into a GearScore-like value, evaluated by spec (i.e., take into account spec, proper stats, gemming, enchanting, PvP gear, etc); and block players from entering a Heroic queue if they don't have the proper gear score for the role they did chose (or don't have a spec for that role).

- If possible, ways to measure the player's individual performance, and perhaps even to scale his point rewards down if he does too many errors (stands in bad stuff all the time, don't interrupt when he could have done so, etc). If performance is measured, a detailed report for the player at the end of the run explaining what he did wrong.
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Posted: Jul 9th 2011 3:22PM hereafter said

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@DarkWalker

Hmm, I just had an idea; maybe it's been suggested before. Why don't they open a special chat window before the LFD matchup is finalized? It'd be like a little lobby where you could say hi and make small talk a little before the dungeon starts. Even when a full group is found, it'd be nice to have that stay open for about 30 secs before everyone is teleported.

In this way, everyone would have a gentle push to be more social, trying to avoid the implied awkward silence of being in a chat and not talking. I think just that little time where it's acceptable and expected to chat would help improve relations among PUGs.
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Posted: Jul 9th 2011 4:07PM Dril said

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@hereafter

They tried that in SC2. It still doesn't work.

So long as Blizzard push the mentality that gear is more important than people, there will be very limited contact.
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Posted: Jul 9th 2011 5:33PM Palebane said

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@Dril

Seems things are going in the opposite direction, to me.
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Posted: Jul 9th 2011 9:46AM Bladerunner83 said

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WoW dungeon finder is by far one of the coolest features added to the MMO genre.

Posted: Jul 9th 2011 9:49AM Tom in VA said

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Guild Wars:
-- The addition of Heroes in Nightfall
-- The ability (finally!) to use 7 Heroes instead of just 3

WoW:
-- The quest map (no more wiki searches!)
-- The dungeon finder

Posted: Jul 9th 2011 10:06AM stealthrider said

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Storyteller in SWG, hands down.

Being able to place NPCs and various items changed the way people RPed forever.

Posted: Jul 9th 2011 10:15AM Shirogetsune said

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The big list of what City of Heroes/Villains has added since launch makes it hard to choose just one feature.

Tip MIssions (and alignment switching), followed by power/weapon customization and then Mission Architect.

Fantastic game that keeps getting fantastic additions. Really looking forward to our next free update.

Posted: Jul 9th 2011 10:36AM Mystal said

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The Adventuring Fellow in Final Fantasy XI was my favorite post launch feature. Second place goes to the Dungeon Finder in World of Warcraft. Third place goes to Alternate Advancement in Everquest.

Posted: Jul 9th 2011 10:56AM (Unverified) said

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WoW: Flying mounts.

Just kidding.

Posted: Jul 9th 2011 11:59AM DarkWalker said

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@(Unverified)
I loved flying mounts for the same reason plenty of people hate them: it helped kill World PvP. I'm also really for anything that enables players to completely avoid non-consensual PvP in PvP servers - better yet if it leaves the would-be attacker frustrated.

I'm a PvE player; I never, ever, attack first or call for help, and often don't even defend myself when attacked - I keep my char logged and non-AFK, but either pick my DS to play for a few minutes, or go read something. I also don't release or log out if whoever killed me is nearby (I want to make attacking me about as exciting as attacking a target dummy in the capitals, and make waiting for me to respawn an exercise in frustration).

Unfortunately, all my RL friends absolutely refuse to play on a PvE server; so, I'm basically stuck on PvP servers.

I'll keep doing this until developers comes with a way for me to play with a PvE rules set but still be able to play together with my PvP friends whenever I want, with the same PvE rules set character.
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Posted: Jul 9th 2011 5:37PM Palebane said

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@DarkWalker

It killed World PvP for the people who enjoyed it, and that makes you happy? It's not like players didn't have a choice to roll on a PvP server to begin with.
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Posted: Jul 10th 2011 5:35PM DarkWalker said

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@Palebane

I didn't. Not a meaningful choice anyway; it was either rolling on a PvP realm, or not playing with my RL friends, since every one of them wanted to be on a PvP realm.

I really believe that a large part of the population of PvP realms consist of players in a similar situation; i.e., players that would rather be on a PvE server, but won't leave due to friends / guild / refusing to pay a character transfer / whatever. If the players on PvP realms actually wanted to PvP, flying mounts / LFD / whatever would never have killed world PvP.

Part of the reason I think tying characters to realms, the way WoW does, is not really the best choice. If players could freely jump around realms, how many PvErs do you think you would see hanging on a PvP realm?
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Posted: Jul 9th 2011 10:58AM Resurge said

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"/level" and battlegrounds for low levels in DAOC. Made alting fun in a game where the first 49 out of 50 levels were all about grinding pve mobs 1 after the other. Free lvl 20s and the ability to start actual fun semi-meaningful pvp that gave xp was HUGE back then.

Posted: Jul 9th 2011 11:07AM Jade Effect said

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Seven Signs for Lineage 2. It alleviated a lot of the problems of gathering thousands of crafting materials through the manor system, added a new dimension to the fortnightly siege warfare, and the seal drops were very useful (such as upgrading weapons).

Introduction of Foundations housing content and Darkness Falls dungeon for Dark Age of Camelot. Trophies from vanquished boss monsters were highly sought after, as you can display them prominently in your house. Darkness Falls was quite fun, though some no-skill players took it as an opportunity to gank players 30 levels below them.

Posted: Jul 9th 2011 11:12AM Poordevil said

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The recent addition of the vanity tab in Age of Conan was a huge boost to the RPG element in PvE game. It is so much more fun being able to outfit your character and change their appearance any way that suits your personal taste rather than having that very personal element dictated by the game! This should have been a gameplay feature since launch. Better late than never!

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