Ulfen Raider

Mirkk's page

Goblin Squad Member. 29 posts. No reviews. No lists. No wishlists.



Goblin Squad Member

I'd like to see a large volume of group oriented content and quests than we currently see for MMOs. I find it disappointing to join into a Massively Multiplayer Online Game then end up spending a good portion of my time running around alone or just in proximity to players. Theres very little need to talk or interact with each other as simply having someone there makes the encounters go expeditiously.

Now I've played MMOs since Ultima and Everquest, playing the majority of them since then it's been a common trend for anything released after the WoW era to be more of a "soloing together" experience as a friend of mine coined. Individually in Everquest the NPC opposition was often stronger than the player - this made for people at the very least to double up.

While I'm not a huge fan of the "Camps" that arose because of their spawning system and the strength of such mobs, I believe treating enemies less like popcorn and more like real opposition could drive further interaction from players. This specifically was what made me develop long lasting bonds with many players in that game as I played a rogue and often couldn't do much alone other than explore (Sneak+Hide was awesome).

Ensuring enemies remain a constant challenge for an individual player will also drive for balanced groups mechanically and allow for people to interact both in the wild and towns.

Along this same thought process I'd love to see the return of Utility class play. Where Rogues are more than DPS, Casters can be something other than DPS or a healer. Everquest did this well with their Enchanters and Shamans making them fit a slight role in DPS caster or Healer, but also giving them extremely powerful buffs that compensated for their inadequacies compared to your more dedicated damage Mage or Healer.

Druids and Wizards had their unique perks as well to set them apart.

But integrating traps or hidden passages into level design that a racial or class based set of skills to spot or utilize these would also make for a difference in overall gameplay. A Return of traps to dungeons where Rangers and/or Rogues can detect and disarm them, or find a route to bypass an extremely difficult area would be amazing as well.