Hey all,
So my question to you is: What, in your most humble opinion, makes a good OTS nowadays? What would you say constitutes a well-made OTS, versus a bad one? What are some common "traps" that you would tell people like me to stay wary of?
AF
To me, played since 2004, I avoid the following:
- Real Map & Monsters - Only because I played too much of this type, I want something new. Unless minecraft system? hmm..
- Task System to get ahead - Feels like Homework to me, I don't like homework
- Armor formula/normal eq - I remember someone explaining: Armor don't matter, because there is a chance of your armor not blocking monster attacks.
- Too many systems - ie. Runescape-ish style (or wakfu). So much homework to do(Math, science, art!). Also, no time to waste, HURRY!!!!!
- PVP punishment - PVM-People fear of some guild/player. No! Let PVM players enjoy!
- Making quests TOO HARD where you need 20+ players with good eq/lvl. What if no body wants to go and help? (ie Evolunia, sry
)
- Level 999(fast-killer/fun) is more important than lv10(bored/lonely) - No! Make it fun for both! (impossible with rpg
, np! lol)
- Level door req. - Depends how it's used, but I wish this to be gone forever.
- Minor: Until now, I can't figure out why paralyze works for only pvp but not high-level pvm but that's a different issue altogether.
- Skill point system - Too much punishment, unless you can reset "somehow".
Tibia was simple before. It was nice, when you're new that is (to mmorpgs).
Somethings maybe are impossible to make it more fun for everyone, but I think there should be a balance somehow.
Where not everything is homework that is too long/hard. And where you're not forced to do something to get ahead. To avoid this, people who love fishing, can level up and earn money from selling fish. Or even digging in sand (ie Ankrahmun) can level up and earn money from selling treasure. And you're on the same path as someone who is leveling up on Gaz'Haragoth where the rate of HP/exp ratio is worth it. Everyone has path which leads to fun+success at the same time imo.
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For me, to spice things up, I want a server with randomness (class, gear, monsters, land/water(ie minecraft?), loot, treasure chests). This is where wiki isn't needed because anything unexpectedly can change. From monster resistance to which monster drops what.
"Huh? I thought dwarves didn't exist in PoH. And they didn't drop knight armor!" (something like that).