Mainstream design concepts taking precedence. If it does, or is weighted too heavy to it (or if I have no option to avoid it through a special server), I won't bother even installing it.
Giant bees/wasps. It's true, I have a fear of bees and wasps in real life. Not ridiculously so, but when I see giant bees in games, it icks me out a bit.
As for mechanics or concepts, I think anything should be fair game as long as it makes sense for the vision and tenets that the world is being built around. It's the end experience that matters most, not the component parts :)
One thing ? Really hard honestly.
I'd go for "A way to grind alone from 1 to level max, partaking with others as little as possible".
I really want this game to be true to it's group experience, even if you can start a decent group at 3 and every other players up to 6 is a warmed bonus, I don't want to feel like I can take everything alone or with my beloved. I want to make friends and find good players, or not so good ones, while going further.
Class limits by race.
Race limits by class.
Tradeskill limits by character, but not by account.
Equippable items as loot.
Currency as loot.
Static loot tables.
Static drops.
Static spawn locations.
Static node locations.
Competitive harvesting.
Competitive loot.
Inability to re-mem spells in combat.
Player to player trading.
Classes that fully perform 3 or 4 roles.
/follow
Out of combat abilities used to offset in combat effectiveness.
A* pathing.
Built in voice chat.
Competitive epic-quest mobs.
A permissive boxing policy.
Malicious training via Feign Death.
Trivial loot code.
--
Oh... sorry, just ONE? :)
vjek said:Class limits by race.
Race limits by class.
Tradeskill limits by character, but not by account.
Equippable items as loot.
Currency as loot.
Static loot tables.
Static drops.
Static spawn locations.
Static node locations.
Competitive harvesting.
Competitive loot.
Inability to re-mem spells in combat.
Player to player trading.
Classes that fully perform 3 or 4 roles.
/follow
Out of combat abilities used to offset in combat effectiveness.
A* pathing.
Built in voice chat.
Competitive epic-quest mobs.
A permissive boxing policy.
Malicious training via Feign Death.
Trivial loot code.
--
Oh... sorry, just ONE? :)
Guess you're gonna be really unhappy!
- Stupid boring quests that the gaming industry feed us for a decdade. I would rather have to hear or read some clues with the perception system and explore with my friends.
- I do not want exclamation point on top of NPC, and arrow guiding me to where I need to go. I want a map that does reveal my position. Players would need to memorize important elements of their surrondings, use a compass and key locations to know where they are. Outward has done a tremendous job on this. Players would be able to edit their map as they explore and discover important things.
- I do not want the game to be design in a way that it is allowing players to speed level and be max level in a few days. I'd like Pantheon to be an accomplishement, I'd like all players to be proud of their character, and the time and efforts they put in it.
Zerging
Instancing
Quest Hubs
Quad-Kiting
Flying Mounts
Single Hotbar Limit
Boring Racial Traits
Personal Loot System
Content Circumvention
Groundhog Day Syndrome
Twitch Style or DDR Combat
Return of a boring Skill System
Lack of Group Interdependence
Lack of breadth/depth when it comes to AI
Anything that violates the established game tenets
Over-emphasis on micro-play at the expense of macro-play
Allowance of multi-boxing, add-ons that affect player performance
Lack of innovation in order to appease those looking for an EQ redux
The old "Feign Death" exploit being touted as some sort of emergent gameplay
Emphasis on removing the ability for players to make their female characters look sexy
XP Curve where it's more efficient to focus on easy/blue content than challenging white and above content
"Spirit of the Game" that isn't consistent with an open/free world where resources can and will be hotly contested
One thing I don't want to see that I think I *may* see given the game's design objectives.
A game that not merely encourages group play and rewards it better than alternatives - but one that mandates it by not having areas with soloable mobs at or near level.
Yes allowing solo play to get you to maximum level conveniently is *bad*. I agree.
But not having it at all for the times when grouping is not feasible is *also* bad.
vjek said:Class limits by race.
Race limits by class.
Tradeskill limits by character, but not by account.
Equippable items as loot.
Currency as loot.
Static loot tables.
Static drops.
Static spawn locations.
Static node locations.
Competitive harvesting.
Competitive loot.
Inability to re-mem spells in combat.
Player to player trading.
Classes that fully perform 3 or 4 roles.
/follow
Out of combat abilities used to offset in combat effectiveness.
A* pathing.
Built in voice chat.
Competitive epic-quest mobs.
A permissive boxing policy.
Malicious training via Feign Death.
Trivial loot code.
--
Oh... sorry, just ONE? :)
sounds like gentrification
Level Scaling (including mentoring)
Transmog (armour dye)
LFD (automatic matchmaking)
Catch-up "mechanics" (meaning nerfs to older raids/content)
Personal Loot System
"normalization" of stats (where they scale because of balance)
and my biggest one: Obtuse information, such as abilities, stats, skills and anything else relevant has lackluster information on what it depends on or affects. If I play a game mystery is fine BUT THE RULES OF THE GAME SHOULD NOT BE A MYSTERY.
Spluffen said:and my biggest one: Obtuse information, such as abilities, stats, skills and anything else relevant has lackluster information on what it depends on or affects. If I play a game mystery is fine BUT THE RULES OF THE GAME SHOULD NOT BE A MYSTERY.
Not sure what you mean?
Do you mean basic skills and abilities generally being described (ie Agility being explained as the ability to move in a graceful manner and that it has an effect on certain skills, etc...)
Or do you mean them handing you the detailed formulars on hit/miss percentage, armor calculations, etc...?
I don't want quest hubs. If I show up in a town and there are 6-8 NPCs with quests to hand out I can gurantee I'm not reading all of them. I would rather have 1 NPC with a quest that takes as long as those other quest then nets me the same EXP as those other quests. Make quests more than just "go kill 10 rats".