Post by Morreion on Jul 11, 2014 18:34:10 GMT -5
Leaderboard: What's the best MMO design decision of all time? (Massively)
Comments:
This first comment is the most often-mentioned design decision in the comments thread:
I have to say that Darkness Falls in DAoC was the best specific design mechanic IMHO. This was a huge dungeon with raid areas that dropped good loot and coin, only 1 of the 3 realms could access it at any one time (whoever had captured the most castles in RvR). But you could log out a character in DF and sneak around killing enemies even if your side didn;t have control of it. It was a great PvE place where RvR could happen unexpectedly.
The best general design mechanic was the whole game of UO It was awesome. And yet so much of it hasn't been incorporated into today's games.
Comments:
This first comment is the most often-mentioned design decision in the comments thread:
I would say the best design decision that comes to mind for me would the Star Wars Galaxies Pre-CU and CU Crafting System. This is, by far, the best crafting system even implemented in a game. It was complex, it fueled the economy and wasnt a cookie cutter start from day one and be the best. To become a well known crafting in SWG it took time, patience and skill to fine toon your crafting skills to make the best items you could and then to market them so people came to you over the next Joe Craftsman in the house in the next city over.
UO teleport runes/marking/gateways
Being able to mark where you have been and then drop it so a group of friends could follow you, great stuff.
Being able to mark where you have been and then drop it so a group of friends could follow you, great stuff.
SWG's original Skill Box system.
That is still, imo, THE best way to handle skills/abilities/etc. Sure, it wasn't balanced properly, lent itself to a handful of 'top' templates, and was very grindy during it's time. But the system itself was a fun approach to use and could be re-done a bit better with stat distribution and what have you.
That is still, imo, THE best way to handle skills/abilities/etc. Sure, it wasn't balanced properly, lent itself to a handful of 'top' templates, and was very grindy during it's time. But the system itself was a fun approach to use and could be re-done a bit better with stat distribution and what have you.
Mentor systems. This allows friends to play with one another regardless of actual level, scales content, properly implemented rewards mentored players for effort and time, and potentially will extend the life of your game!
Diplomacy system in Vanguard. Absolutely brilliant idea, perfect implementation, fits great into the world and gameplay. And guess what? It never appeared anywhere else which is very sad.
The decision that control of Darkness Falls went to whoever was controlling the RvR in DAoC.
I have to say that Darkness Falls in DAoC was the best specific design mechanic IMHO. This was a huge dungeon with raid areas that dropped good loot and coin, only 1 of the 3 realms could access it at any one time (whoever had captured the most castles in RvR). But you could log out a character in DF and sneak around killing enemies even if your side didn;t have control of it. It was a great PvE place where RvR could happen unexpectedly.
The best general design mechanic was the whole game of UO It was awesome. And yet so much of it hasn't been incorporated into today's games.