I don't know about you folks, but SWTOR was meh at best. Character classes were way too homogenized, everyone including non-jedi mobs had light sabers, you HAD to have a pet/companion... seriously meh...
How about putting some effort into diversity of the looks from armor. I hated having to wear the same two ugly armor sets my entire leveling experience.... even though I was constantly changing gear....
Another is the animations for strafing/jumping etc were just lacking. Not a big deal, but irritating nonetheless.
I don't think these mmorpgs are putting enough effort into the characters themselves, we do have to look at them for our entire gaming experience ya know... (unless you are the lame first person type... lol j/k)
I think it's incredibly funny that folks want to sweep the past under the rug. When folks spend a great deal of time developing their characters and investing time and money into a game they want to know that the developers will be consistent and be something you can count on. If their past actions are any indication of the future I would rather not be part of it. I think this is the sentiment of a lot of former players of the game. It doesn't matter if the game is so uber sweet now, for the most part they killed their reputation by doing such incredibly dumb stuff to the game. If they left it just like it was in early beta they would have an incredible success on their hands and I would likely still be playing it.
"Those who cannot remember the past are condemned to repeat it." - Socrates
It's is too bad. I really liked this game early on, but the cash shop crap and changes that were solely based on brute-forcing wallets open was enough for me to call it quits.
This game is still around? I thought it destroyed itself long ago with the cash shop and pay to win strategy. I still have a level 38 cleric that I stopped playing due to the strength of same level mobs...
There were a number of things that Cataclysm did that kill wow for me.
Talent system revamp. This was one of a few things that gave the game "legs" or "staying power". You could experiment with talents, create hybrids, see if you could find a good mix that catered to your playing style. This experimentation took up a lot of time in game and also allowed for mistakes by the developers not getting fixed for a long time. One of my favorite specs/builds was shockadin. It wasn't completely viable for all situations in the game, but man was it fun as hell to play. They needed to make the talent system more diverse and complex, not streamline it.
Only 5 levels of content. Everything was hubbed, so questing was extremely fast. Folks ripped through this so fast that there was no time to iron out the cookie cutter builds that the devs were now pushing. When the devs totally screwed up on a class (Priests), you were completely at the mercy of the devs and had to wait until they got around to fixing your class (which took months btw). With the old talent system, you could always find some build that was at least fun to play, with the new system you were just screwed when they got it wrong. This was a serious problem for me.
PVE first attitude. A game that has PVP has to balance classes to PVP first, then tune the PVE content to it. Having gross imbalances between classes (and due to the cookie cutter class system) is just plain bad. They tuned healing to a new PVE approach that completely castrated healers in PVP. You couldn't keep yourself alive for 3 seconds against one DPS class, let alone anyone in your group. Just not fun.
Hub style crafting, shops, auction house, etc. If they wanted more people out in the world, why do you allow flying in Azeroth? Why do you put anything that you need to get or do in the main city only? Why not put things out in the world in different villages and make it a task to get there? Why do you have a dungeon finder? Why do you eliminate having to travel to the dungeon for participating in one? My god it's not rocket science... Make the world have a purpose other than leveling.
They seem to be developing and making changes to make their coding lives easier, not making the game better or more interesting or have more choices. When I first starting playing the game it was the diversity of gear, look, talents, etc that drew me to the game. In Cataclysm they seemed to eliminate as much of that as possible and tried to push you into one play style, one look, one set of gear... theirs. Not what made WOW what it is today for sure.
Really hate the new design. Way too bright and the layout is incredibly disjointed. Please go back to the old design. Also the url change is immensely irritating. I know i'm not a big loss, but if it stays this way I have other avenues to get my mmo news...
Trion plans RIFT's 2012 attack strategy
Jan 20th 2012 3:07PM (Massively)SWTOR unsubscribe option goes missing for some [Updated]
Jan 20th 2012 9:38AM (Massively)Trion plans RIFT's 2012 attack strategy
Jan 20th 2012 9:21AM (Massively)Another is the animations for strafing/jumping etc were just lacking. Not a big deal, but irritating nonetheless.
I don't think these mmorpgs are putting enough effort into the characters themselves, we do have to look at them for our entire gaming experience ya know... (unless you are the lame first person type... lol j/k)
Allods Online bringing out Game of Gods next month
Jan 20th 2012 9:03AM (Massively)I think it's incredibly funny that folks want to sweep the past under the rug. When folks spend a great deal of time developing their characters and investing time and money into a game they want to know that the developers will be consistent and be something you can count on. If their past actions are any indication of the future I would rather not be part of it. I think this is the sentiment of a lot of former players of the game. It doesn't matter if the game is so uber sweet now, for the most part they killed their reputation by doing such incredibly dumb stuff to the game. If they left it just like it was in early beta they would have an incredible success on their hands and I would likely still be playing it.
"Those who cannot remember the past are condemned to repeat it." - Socrates
Allods Online bringing out Game of Gods next month
Jan 19th 2012 1:56PM (Massively)Allods Online bringing out Game of Gods next month
Jan 19th 2012 10:11AM (Massively)Chris McDonough talks about the development of the World of Darkness
Jan 17th 2012 10:31AM (Massively)The Daily Grind: Will SWTOR succeed in Asia?
Dec 19th 2011 12:37PM (Massively)A look back at a cataclysmic year for World of Warcraft
Nov 28th 2011 1:31PM (Massively)Talent system revamp. This was one of a few things that gave the game "legs" or "staying power". You could experiment with talents, create hybrids, see if you could find a good mix that catered to your playing style. This experimentation took up a lot of time in game and also allowed for mistakes by the developers not getting fixed for a long time. One of my favorite specs/builds was shockadin. It wasn't completely viable for all situations in the game, but man was it fun as hell to play. They needed to make the talent system more diverse and complex, not streamline it.
Only 5 levels of content. Everything was hubbed, so questing was extremely fast. Folks ripped through this so fast that there was no time to iron out the cookie cutter builds that the devs were now pushing. When the devs totally screwed up on a class (Priests), you were completely at the mercy of the devs and had to wait until they got around to fixing your class (which took months btw). With the old talent system, you could always find some build that was at least fun to play, with the new system you were just screwed when they got it wrong. This was a serious problem for me.
PVE first attitude. A game that has PVP has to balance classes to PVP first, then tune the PVE content to it. Having gross imbalances between classes (and due to the cookie cutter class system) is just plain bad. They tuned healing to a new PVE approach that completely castrated healers in PVP. You couldn't keep yourself alive for 3 seconds against one DPS class, let alone anyone in your group. Just not fun.
Hub style crafting, shops, auction house, etc. If they wanted more people out in the world, why do you allow flying in Azeroth? Why do you put anything that you need to get or do in the main city only? Why not put things out in the world in different villages and make it a task to get there? Why do you have a dungeon finder? Why do you eliminate having to travel to the dungeon for participating in one? My god it's not rocket science... Make the world have a purpose other than leveling.
They seem to be developing and making changes to make their coding lives easier, not making the game better or more interesting or have more choices. When I first starting playing the game it was the diversity of gear, look, talents, etc that drew me to the game. In Cataclysm they seemed to eliminate as much of that as possible and tried to push you into one play style, one look, one set of gear... theirs. Not what made WOW what it is today for sure.
Don't panic -- Massively's getting a makeover! [Update #5]
Nov 23rd 2010 2:19PM (Massively)