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| | #31 (permalink) |
| We bawlin boi! | CoH had the sidekick system in place before anyone iirc, then later the exemplar system. It really is a great feature. Also, yea the jobs system was amazing.
__________________ Genjiro--Legacy of Steel--EQ1 sexy monk (retired) Entreri--Guildleader of Ardent Legion--EQ2 (retired) WarEagle86: "What the hell, does everyone at WVU run a 4.2 or something? Never seen that much speed before." |
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| | #32 (permalink) |
| Registered User Join Date: Mar 2005 Location: Bonny Scotland
Posts: 394
| SWG : Offline resource harvesting. Fuck having to do that shit while I play. Actually SWG had that set up very well in that if you did it actively you got more and better resources. However, you could just leave harvesters ticking overnight for a decent return. |
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| | #33 (permalink) | |
| Most Merciful Lord Messiah Barack Obama Join Date: Jun 2006 Location: Indianapolis
Posts: 3,076
| EvE: Give you the building blocks and let the players build the world. Single Server or Massively large servers
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| | #37 (permalink) |
| Registered User Join Date: May 2002 Location: Switzerland
Posts: 5,022
+38 Internets | I have to repeat it: The UO Houses were just fantastic and actually meant something. Being in a good location made it easier to sell your stuff on your vendor. This is what I miss most about the game... Asheron's Call's guild system - specifically, vassals. You get invited into the guild by someone and through that become his vassal. As you gain exp, he will gain a small share of what you make (though you don't lose any). As you progress through the game and get to a higher level, you'll start inviting people of your own. Others will become your vassal, providing you (and those above you) with exp. It's a great incentive for people to assist newbies and get them involved in the game. I can't believe this has never been copied ![]() |
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| | #38 (permalink) | |
| I have been working out lately... GADDOOSHH!!! Join Date: May 2006 Location: West Coast
Posts: 726
| City building with the opportunity to have transportation to/from the cities, bonuses to certain skills, and mayoral elections. (SWG) The ability to own something other than houses or a guild hall, like a cantina, medical facility, etc. and the ability to boot people from your establishment after entering if you so chose. (SWG) Viable non-combat, social professions/skills that didn't have a combat skill/level requirement (medic/dancer). (SWG) The ability to play a non-humanoid race like dragons (Horizons). The ability to multi-class/hybrid-class/trim classes back in a level-based environment, balancing multi-class benefits with slower leveling (Horizons).
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| | #39 (permalink) | |
| Registered User Join Date: Jan 2007
Posts: 433
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| | #41 (permalink) | |
| Come on inside, n' meet the missus Join Date: Oct 2002 Location: In self-exile
Posts: 1,998
+7 Internets | Yeah, having to zig zag across 90% of the "wilderness" is pretty lame.
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| | #43 (permalink) | |
| i am shape Join Date: Sep 2006
Posts: 4,938
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However automation and exploitation is never good. | |
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| | #44 (permalink) |
| The Littlest Hobo of MMOs | Vanilla EQ: The "sword on the ground" or "follow the clouds" trick for directions. The fact that maps in early EQ were so woefully useless and direction sense was a skill that could lead you in completely the wrong direction if it wasn't levelled actually forced the players into learning every nook and cranny of a zone. In doing so you couldn't help but feel a sense of immersion in the world. Sadly, that would never wash now in the era of piss-easy transport but I still remember running around Greater Faydark spamming the fuck out of direction sense and /loc. |
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