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I'd also allow full customization of a player's HUD and keyboard/mouse setup so that each player is not too constrained to a specific play style. Things such as short quests that can be completed within one play session, customization options for all aesthetic character model attributes and costumes from the get go, and level grinding should be paced to match a player's average play time.įor more hardcore ideas, I'd abolish classes in favour of a setup that uses attributes to determine weapon and skill types. If I were to make changes to MMORPGs in general, I'd start first by including more things for the casual player, mostly because I am midway between being hardcore and casual in the first place. auto attack mode means characters are too often on autopilot mode hotkey setup is needlessly complex and non customizable lousy customization options, except for clothing
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lack of proper recruitable NPC characters (corrected partially in Universe) certain key equipment types are extremely rare too many enemies in harder difficulties with instant kill attacks low protection versus hackers and cheaters (more common on the console version) lack of more dungeon and town fields (corrected in Universe) lack of a proper sidestep or block function (skills in Universe partially improve this) greater choice in wardrobe (corrected in Universe) lack of a proper skillset for melee and gun using characters (corrected in Universe) Phantasy Star Online / Phantasy Star Universe Some items are small things, but others do have larger implications for the gameplay in general. One thing in common that I've noticed is that I can constantly find things to improve in each of the MMOGs I have played. Since my main focus in gaming has never been MMOGs in general, either because of a lack of technology on my end, or simply a matter of expense, I can't say I've ever seen MMOGs entering a rut, except that most of them tend to have very similar themes and follow established design princicples for the most part.
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