i think wow (wotlk) I think they did really good on the northrend design.
Hero of Carpe Diem Linkshell
http://hero.guildwork.com/
always looking for good people.
TERA:
Leveling system
Story line
Non-Targeting battle sytem
Guild V Guild and Server V Server PVP
Smooth gameplay and UI
FF11:
Job Systems
Story line
Leveling System
Hardcore content
Multiple revenues of player interaction
End Game involving Gods / Instances / HNMs / ZNMs / Meriting
I loved the concept of NMs
A clean UI involving customizable macros
WOW:
Content
Aion:
PvP concept between two factions and rifting was extremely fun
PvP was very entertaining and always gave me that heart beating rush
PvP was fast paced and really smooth
PvP reward system was fantastic ( Abyss Points )
Smooth gamplay
Class execution / balancing was great
Character creation was amazing
Ground and air combat
Flying being your own mount and wing upgrades
Armor design
Easy ways to make money
The economy in Aion was very well stabelized as consumables and other ways of gold removal was all there
FF14:
Fantasy / Medieval concept or setting
Current and future graphical engine
Community involving all nationalities including future cross console communities
Casually dressed with soloable content
Last edited by Spuffin; 01-25-2012 at 08:32 AM.
(Title says "other games" not just MMOs, but here are some MMOs. Also "Did Right != "Best")
Dream of Mirror Online - The ability to turn all character models on-screen off (excluding those in your party).
S.U.N Online - Bulletin Board system linking all personal shops to the board.
FF11 - Endgame in general by specifically not obsoleting items too quickly. Realism
FF14 - Combo System, Farming & obtaining items seems plentiful & easy. Realism
EQ/Ultima - Helping set the foundations that most MMOs use today.
WoW - Transmogrify, Dungeon Finder(despite the bad with it), Ability to Adapt
Vindictus - Action & Engaging boss fights.
D&D Online - Made use of Jump amongst other things.
RIFT - Made the Open World actually feel alive & engaging.
Guild Wars - 1 time payment
Second Life - Customization & Sandbox nature. RMT. 1 world
Entropia - RMT
Runescape - Easy to use Browser environment
off the top of my head... the list keeps going.
Ultima Online - Housing System, Versatile crafting and skill system, and Housing system. Nothing quite like owning a piece of the overworld to call your own. Player cities were wonderful as well.
World of warcraft - Zoneless overworld, flying ability, excellent dungeon finder lfg system.
DCUO - Slightly more compelling combat system, didn't feel like an MMO at times.
TERA:
-Customization
-Open World Content
-Innate Controller support
Ragnarok Online:
-Music
-Class Progression
-Card Mechanic (BUT NOT THE DROP RATE.)
Final Fantasy XI:
-Music
-Story based progression - Doing missions to unlock end-game content and areas as a reward, nothing beats this.
-Job system - Heavily interpretable by the community, however.
-Storyline
-Party/Alliance content.
-Open World dungeons
-BCNMs
-Limbus
-Sky
-Nyzul Isle
-Salvage (excluding drop rates)
-Walk of Echos (excluding drop rates)
-Zeni Notorious Monster system
WoW in General
- Excellent customer support
- Easy payment options. IE: Insert credit card and you're done.
- Great community feedback/interaction
- Understands how stats affect players (minus resiliance)
- Cross server dungeon finder (both incredible and terrible)
- Fantastic "twitch" and "responsive" server/client interaction.
- Great utilization of instanced content.
- Travel options, including jumping and swimming. (I really don't like what flying mounts did to the game though).
- Amazing communication options: Guild Functions, Guild Administration options, and a guild bank.
WoW: Vanilla
- Achievement without masochism.
- Great itemization (purples were not common and really meant something).
- Fantastic UI + Addon Support.
- Excellent crafting and gathering system.
- Open world PVP / Alterac Valley battleground (pre updates).
- Open world bosses and world dragons. These are actually some of my fondest WoW memories.
WoW: Burning Crusade
- Storyline that progressed throughout every zone. Starting from Hellfire Penninsula and finishing through Shadowmoon Valley was an amazing experience.
WoW: Wrath of the Lich King
- Best crafted zones out of any MMO.
- Excellent music scores that supported the setting of the expansion.
WoW: Cataclysm
- Successful re-toning and updating of years old content to make it new.
- Transmogrify system (I am not pleased with how it is, but I support the concept).
- Raid Finder (again, both incredible and terrible at the same time).
Asherons Call 2 (Now closed)
- One of the best continual story updates in any MMO. Every month or two there was a full story update, often times a dungeon, and a ton of world updates.
- Some amazing class designs originated in AC2, Tactician/Sage were absolutely brilliant.
Star Wars Galaxies
- Hands down, the best example of housing any MMO has achieved. You could plot differently designed houses, place any object in the game inside your house, obtain collectables from a variety of sources. Easily just a supurb player housing system.
- Gathering was also a very strong point in SWG. A randomized system of surveying the land and then placing harvesters or actually harvesting the resources yourself.
- Player ran governments/city building. Again, falls in line with the housing system. The ability to "create" cities was phenomanal and also meant you had a unique and continually dynamic environment.
Final Fantasy XI
- Great translation of existing series cannon into an MMO genre.
- Unique and meaningful classes that had clear identities.
- Storytelling was a beautiful aspect of XI that many people didn't get to see due to insane and masochistic leveling/grinding/class requirements/etc.
- Excellent utilization of zones over the course of the life of the game, regardless of what level you were.
- Music.
- Player housing. Although ultimately shallow and simple, I still enjoyed collecting trinkets/furniture/holiday items to re-organize my house.
- Open world bosses/dungeons. I just didn't enjoy how they were always camped to the extreme. Needs to be an equal balance of open and instanced content.
Rift (I only played the free trial, but there are some points I'd like to highlight)
- The first "rift" I experienced felt dynamic but quickly fell into a slum of "been there done that."
- Group objectives were a very strong point that I'd like to see carried over into other MMO's. I was told this was like Warhammer's group questing? WoW also has some aspect of this during holiday events.
Everquest 2 (I played the first but it never stuck with me. Static party farming is ridiculously boring and I am glad the genre has moved past that
- Player housing. I enjoyed colleting trinkets and stuff to fill in my house. Furthermore being able to upgrade was awsome.
- Legends of Norrath card game. An absolutely brilliant implementation of a card game. Fully supported with its own client within EQ2. Supported by adequately priced microtransactions for packs (5 dollars per pack last I checked). Endless fun when you find other people to play with. Inclusion of loot cards with furniture, cosmetic items, housing designs, etc was amazing. Ultimately, its completely free (unlike the garbage fee you had to pay for XI's Tetra Master.)
- Shared bank slots between characters as well as individual bank slots.
Vanguard
- One of the best open world/seamless designs I have seen in MMOs.
- Gathering for crafting was exciting and supported the world design.
- Player housing. Pretty simple and left a lot to be desired, but I appreciated their open world plotting.
Ragnarok Online
- Brilliant War of Emperium (Clan Castle Sieges and takeovers) system.
- Music was and still is one of the best aspects of the game. One of the few soundtracks I adore greatly.
- Card socketing. As Spuffin said though, the drop rates were atrocious and a complete waste of time.
I will update the list as I think of more MMOs that I've played with mention-able features.
Last edited by Tibian; 01-25-2012 at 11:53 AM.
Final fantasy XI:
Sky
Limbus (faverote endgame content)
Open world HNMs (excluding the bots)
Storyline (CoP was the best of them all)
Divine Might
Unlockable areas after certain story events
Job system
Mog house
LFP system
and alot more.
DCUO
Combat system is amazing
Style feature to wear any gear you have obtained for asthetics, but keep the stats of your equipped gear
Open world content
And free choice between PvP and PvE instances of the servers (can change if you dont like level 30s camping your quest spots)
Would mention STO, but nothing would really fit FFXIV imo.
Last edited by Delsus; 01-25-2012 at 09:31 AM.
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