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Reader Comments (46)

Posted: Feb 23rd 2012 2:16PM Lethality said

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Great list, couldn't agree more as far as "clever" features go!

I think MMO's have dropped the ball with reputation... Vanguard's diplomacy was a step in the right direction (not necessarily with the card game paradigm) but from the standpoint of making it an entire path of progression, and using it in ways that are unique.

Posted: Feb 23rd 2012 2:16PM DarkWalker said

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Actually, regarding AoE looting, DCUO had it first.
Loot appears around defeated mobs as floating globes. Players can just get close and hit their loot key, and every piece of loot the player is entitled to in a fairly large area goes flying to them.

Posted: Feb 23rd 2012 2:31PM Daemodand said

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@DarkWalker City of Heroes has been doing it since 2004.
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Posted: Feb 23rd 2012 3:06PM fallwind said

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@Daemodand CoH just deposited the loot on your character (assuming you had room)
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Posted: Feb 23rd 2012 4:13PM (Unverified) said

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@fallwind
And it's a much better system because:

1) there's no extraneous clicking all over the bloody place
2) you're not in direct competition with your teammates for drops

It's great, and I cannot fathom why more games don't adopt it. The reduction in drama alone makes it worthwhile.
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Posted: Feb 23rd 2012 4:31PM Sente said

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@DarkWalker

And Tabula Rasa had it before DCUO and Rift as well, but of course after City of Heroes.
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Posted: Feb 24th 2012 7:03AM DarkWalker said

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@(Unverified)

The reduction in drama happens due to the individual nature of loot, not due to the looting step being skipped. In fact, some games use or will use individual loot, with conventional looting, for part or all of it's loot. This includes WoW (loot bags for seasonal bosses and special rewards), Diablo 3 (apparently for all loot), GW2 (also apparently for all loot), Spiral Knights (everything apart from crafting materials is identically awarded to all players, and even crafting materials are simply randomly awarded without loot rolls), and certainly a lot more games.

Also, I don't consider no looting step to be an innovation because it was, perhaps, the first "looting" system ever used in computer RPGs, simply because it's easier to implement (no need to handle loot dropped in the ground or treating bodies as temporary containers). Not that it might be bad in any way; it's just a different flavor, and actually used for part of the loot in a lot of games (for example, point awards in WoW).
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Posted: Feb 23rd 2012 2:19PM Wilhelm2451 said

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The problem with top 10 lists is that you can usually only get to 8 before the bottom of the barrel has been reached. And so we got the Tome of Knowledge on the list, an attempt to force disparate data into a single standard format not appropriate for all it was meant to do.

Some people are going to complain about the Dungeon Finder being on the list, but other games have totally grabbed that idea. But who has copied the ToK? Anybody?

The ToK was proof that Paul Barnett's statement about strong ideas was not a guarantee that they would also be good ideas.

Posted: Feb 23rd 2012 2:52PM Panicbutton said

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@Wilhelm2451

I'm frankly amazed you would class the ToK as not a good idea. In my opinion it's a fantastic idea, perhaps the implementation of it in WAR was not as polished as it could have been (like 90% of WAR to be honest), but having a single repository for data which tells the story of your character's interaction with the game-world and presenting that data alongside many snippets of lore is an utterly brilliant idea in my book.

I sincerely hope other MMO developers take the idea and use it.
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Posted: Feb 23rd 2012 3:07PM Buhallin said

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@Wilhelm2451 I LOVED the Tome of Knowledge. It was a spectacular way to convey a lot of information on the world, in a very in-theme manner. It was essentially an achievement system with style. How can you not like that?
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Posted: Feb 23rd 2012 5:45PM Wilhelm2451 said

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@Buhallin You will note, if you read my comment, that my gripe was forcing disparate data into a single format that did not work for all the data required. It was perhaps nice for world information, but it made, for example, a crappy, screen blocking quest log.

Lots of information available in game is a good thing. Forcing it into a single format like they did with the ToK is a bad thing.
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Posted: Feb 23rd 2012 8:54PM JuliusSeizure said

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@Wilhelm2451

But the quest log was only necessary as far as reading up on the lore of your quest was concerned, making it fit just fine. The map's quest functionality was absolutely everything you needed to actually complete the quests.
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Posted: Feb 23rd 2012 2:20PM Skruff said

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Brilliant list, and #3 is a HUGE one for me... The fact that this kind of system isn't standard in most MMOs is a huge reason why I tend not to resubscribe. If I can't keep up with the leveling of my friends, then I get left behind and forced to do solo content or PUGs.

While new potential friends and soloing aren't necessarily bad things, when I can't play with my friends who I wanted to play with in the first place, I feel like I might as well go back to playing single-player games.

Posted: Feb 23rd 2012 2:22PM kahnbloodbane said

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I absolutely LOVE the duty officer system not only brings rewards but also a small amount of strategy to the game, that can be improved allowing us develop our duty officers! :D

Posted: Feb 23rd 2012 3:37PM Joaquin Crowe said

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@kahnbloodbane Yes. I'd love to promote Kaitlyn Eloise McMillan (sp?), the default green redshirt everyone gets as a Fed. She's always on an away mission.
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Posted: Feb 23rd 2012 2:32PM Daemodand said

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You're wrong about AOE looting being a Rift innovation. City of Heroes has had auto-looting since it launched almost 8 years ago!

Posted: Feb 23rd 2012 2:36PM (Unverified) said

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I know these are newer MMOs, but I have to say DaoC's innovation of 3 realm combat on a huge contested map is still my number 1. I hope that GW2 fully exploits how awesome this system can be.

Posted: Feb 23rd 2012 2:42PM kurosenshu said

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That Tera XP boost sounds more like a lazy dev's idea....not clever at all sorry !

Doesn't really try to address the issue, we don't want to be stuck for hours in a queue and just opening up more servers doens't solve the issue either, a lesson SWTOR is now learning.

Sitting in a queue for an hour even if you give me an XP boost isn't acceptable to me. and let's face it, it's frogster, later they will have some kind of XP boost item in a cash shop making this totally useless.

GW2 idea on the other hand, eliminates queue's all together how brilliant is that...
I'm sure a lot of dev's are facepalming themselves right about now thinking, jeez how come we didn't think of this? answer is easy.
you're not arena.net

Posted: Feb 23rd 2012 3:02PM Buhallin said

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@kurosenshu I think the overflow server is a solid idea, but it remains to be seen how well it will actually play out. I can almost guarantee a lot of people will find it stifling in practice, since their friends/guild will be on the main server, leaving not much to do other than spend a bit of time solo'ing.

I also doubt Arena.net is the first one to think of the idea. But it's undoubtedly a lot of work for a problem players gripe about for the first month, and then goes away. Those who did come up with the idea probably decided that it wasn't worth the effort. But it fits well with Arena.net's prime development goal, which is to take aim at everything that players find annoying in an MMO and remove it.
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Posted: Feb 23rd 2012 3:30PM kurosenshu said

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@Buhallin
I doubt that you will be soloing in an overflow server, simply because whenever there's a queue it's mainly about at least 100 players or more,
you get to play with others that are waiting to access their main servers, you get to keep your progress and you can still communicate with your friends.

They might not have invented the system but who says you have to be the inventor to be revolutionary, take wow for example, they didn't invent many of the highly popular features they have, yet, it is considered the most popular mmorpg ever, why? simple, it's how they put them together and how they work that made them rise to the top.

Arenanet may not have invented many of these systems they have implemented but they do have the courage, drive, expertise and commitment to dare and make a game other than cloning wow a la rift style.
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