/r/MMORPG
r/MMORPG is an online community dedicated to all things massively multiplayer online role-playing games (MMORPGs). Here, MMO enthusiasts gather to discuss their favorite games, share news, insights, and connect with like-minded individuals who share a passion for immersive online gaming experiences.
Anything and everything for your Massive Multiplayer Online Role Playing Gaming needs!
Want to learn more about our developer spotlight?
We have a Discord! Many complain they can't find our Discord so I put it here with some extra flair so you can't miss our partnered Discord server. You can find our channel here
These subreddits aren't strictly MMO(RPG)s but they offer MMO-like qualities and are frequently discussed here. Or in some cases you voted for them
For any inquiries or additions, feel free to message the moderators. Requested subreddits must have 1,000+ subscribers and have at least 2 posts a day to be considered.
The following topics are posted weekly. Click the topics to find a list of past threads and to suggest your own for the future!
Weekly:
Also did I mention we have a Discord server?
This subreddit is night mode compatible
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/r/MMORPG
In all the mmos i ve ever played i ve struggled with finding good active guilds as a begginer its either active ones dont take me or the ones that do are always dead i m really struggling with this issue :(
While I'm not really much of a PvPer, I really get the itch for some open-world, faction-based PvP now and then. I particularly like it when it is PvPvE, and you have to fight the other faction while simultaneously fighting world/raid bosses (and not like in T&L where it's guild based and a single guild locks down the server...). However, I was looking through a lot of the PvP MMOs out there, and I realized something: tons of them are "hardcore", full-loot games, and practically none of them actually have PvPvE. I've never been a fan of full loot, because you lose so much time/effort when you die, and it makes me scared to engage with the game's content - even if re-gearing is easy. I was surprised at how few "non-hardcore" PvP games there are out there. For example:
And in GW2/ESO, PvP is definitely not the primary focus, and you basically just slowly gain rank points over time while playing. I've always preferred PvP giving more active rewards vs. passive ticks, since it makes it feel more like your contributions mattered.
This got me curious: am I one of the few players who actually prefers "non-hardcore PvP"? It feels like all of the games that focus on PvP go for full loot, whereas the ones with PvP tacked on don't. I'm definitely a casual and not very good at PvP, but I do really enjoy it sometimes.
So yeah title says It. Im looking for recomendations to engage in some MMORPG I won't be dropping in a week or a month.
Eeh not WoW, FFXIV, GW2 nor ESO. Also I find T&L not engaging enough but eh I dunno....
So yeah I need recomendations of MMORPGs, free MMOs mostly if possible. Can be new or old MMO but with an active community...
Thing is I would like to find some nice and active community to keep me engaged in that MMO cuz solo I end dropping them pretty quick.
I enjoy playing support role classes mostly.
Thanks for your time and any tip and advice is welcome!
I want to make a text based mmorpg, similar to this game: Demon Slayer Legends (https://demonslayerlegends.com/)
How would i go about doing that?
As I'm sure anyone who has played this game for any length of time has seen, whenever ESO is mentioned you see a lot of the same discussions. Combat and difficulty (mainly around overland content). And usually the conversations ends with one section of the population liking it as it is, while the other not liking it and thinking ESO would get more players if they changed it.
This presents a high risk for the developers if they do decide to change it and it doesn't "go well". Then they lost their old playerbase and didn't gain much in return.
However, I think the developers can attempt to meet the situation half way. And in a way, they already have in some cases.
The suggestions aren't perfect. But I've always viewed the overland world content as a place where players can have fun, play how they want, and adjust their playstyle with something they prefer. And for a world like Elder Scrolls, this is paramount in my opinion. The two suggestions above are completely optional. They would NOT nerf anything currently in the game. They would NOT impact endgame systems like PvP, instanced PvE, etc. They are simply routes in which players can play the game differently. I've often felt that the overland has SO MUCH potential and this game has only touched a fraction of it.
It's Halloween and i love these events. There are always some good skins to unlock. Im playing Throne and Liberty and Diablo 4 right now. Love it in TL, but I'm a bit disappointed in D4. Any good events in your games?
Hey guys,
a lot of people think that riot games shut down their MMO completely. Today Marc Merill (co-founder) confirmed that they are working hard on it and he is spending most of his time on the development (he is the Chief Product Officer).
https://www.youtube.com/watch?v=Ql2IYH84BMg&ab_channel=HungryHuns
Which do you play and prefer or both??
I was born with Brachydactyly type D (Google it) it means the thumb on my right hand is incredibly small and stubby. I've owned normal gaming mice over the years but I usually can't reach the furthest side button due to my thumb being too small, I'd love an MMO mouse since I keep running out of buttons to bind but it's quite an investment if I can't even reach half the buttons
Its a weird feeling, from 2019-2024 I played with the same guild for all of Classic WoW. It kind of came to a conclusion for me when I did not follow them into SOM, some of them still play but not many. We all went in different directions as to be expected. Yet, now I sit in games like NW and T&L surrounded by players but very much alone. Its weird, its a feeling I have not felt in years. I generally just sit at the screen and stare. All things come to an end, I just wanted to scream into the void for a min or two, thanks.
I love MMOs and have played many, and while some do it better than others, most if not all feel like the fun starts going out the window once you reach max level / hit the end game as it becomes a daily/weekly grind of chores and running the same dungeons/raids over and over again all to get stronger gear….so that you can then kill things faster in the same dungeons you’ve been running endlessly to collect said gear.
Basically I feel like in any MMO the journey to max level discovering zones/exploring the world, leveling up skills/talents, and progressing the story, are the most fun aspects of an MMO, but I also don’t enjoy single player rpgs as much as MMOs because I do enjoy the social aspect and being able to team up with people.
It got me thinking, what are some examples of mmo endgame content that felt truly unique and enjoyable compared to the cookie cutter formula most seem to take inspiration from?
Personally, it made me think that an MMO where once you hit max level, you’re still looking for new abilities/talents, similar to the way you farm for new gear could keep it interesting? I’m not sure if there are any MMOs that have such a progression system, but I think a game with hundreds/thousands of abilities/spells, that can be obtained from dungeons/quests/solving puzzles/hidden, that extends well past the endgame/max level, could keep the game exciting.
Max level farming for gear just makes your numbers and your appearance change, but a game where once you hit max level the goal is to obtain new skills/talents that are not automatically available just from picking a class/weapon and leveling up, could be really interesting as it could open up an entire new world of customization and synergy for a character and their play style.
Let me know what yall think and if you know of any games with similar or even just really unique takes on endgame content!
NA progression is mirroring KOR progression right? When does the game get PvE content that you have to actually be geared for? Currently the game has no end game and the player base continues to cope with the lines “but it’s F2P” or “PvP is end game”
UPDATE
Thank you all for your comments and advice. You’re all very helpful! I’ve decided to play both for a while until I decide which I like more. I’m leaning more toward ESO as I’m somewhat more familiar with it, but that doesn’t mean GW2 is completely out of the race. GW2 has been interesting so far and it reminds me of WOW in some ways. Thank you all again!
Looking for some opinions about these two. I’ve played as much D2 and Warframe as I can stand. I’ve taken roughly a 6 year break from ESO, but I’ve never played GW2. Which one’s the better experience overall? I know GW2 has a higher up-front cost than ESO, but seems to lack a monthly fee. Any recommendations would be greatly appreciated!
Welcome to a new digital world! Here, you can do anything you'd like. You have hundreds of hours ahead of you and endless options, including crafting powerful weapons, armor, and consumables for fellow players! You're level 10? Well, you can make gear for level 5. But nobody is buying level 5 gear, because we progress past it so fast. No matter, keep grinding, you'll reach level 50! And you'll be making... level 40 gear. Which, again, nobody is buying, because it's not max level. After grafting hundreds of these useless items, you're finally max level! But, unfortunately, there's still no demand. Your crafted gear isn't Best-in-Slot, the looted gear from raids is. Even if it was, the majority of max level players have their BiS already. If you've ever tried meaningfully engaging with crafting in a modern MMO, this should sound familiar. So, how do we make crafting not suck? How can we balance a player-driven economy, especially when population isn't really growing? Well, here's a couple ideas...
Slow Down Levelling
Long ago, in the great before times, max level wasn't something you achieved in a weekend, and endgame content was just that, the end. It was a capstone reached after dozens or hundreds of hours. But gone are the days of a level spread. Now, we're all rushing straight to max as soon as humanly possible. An extension of this is the attitude that anything not max level is "pointless" or "fluff". Players will skip any and all actual content to shoot right into an endless endgame grind, then complain there is no content (Looking at you, New World community).
So, to counterbalance this, we simply slow levelling back down. Once upon a time, a casual player could spend months without coming close to the max level. On games with large communities, or communities centralized to few or even one server, you'd have a range of people at all levels. To top it off, you'd remain at a mid-level for a long enough time that it was actually worth it to invest in buying gear or consumables, instead of the main story quests catapulting your gear and XP straight on to the next main story quest. That's where crafting comes in; this mid-level demand means mid-level crafting can actually feel worthwhile. In games where crafted items have randomized elements, you may be churning out stacks of swords, but if there's a market for good rolls on mid-level gear, you can still turn profit crafting. As it stands now, most crafting, and even some gathering skills in a lot of games are a net loss until you are crafting Best in Slot. But, we can bring up the demand...
Gear Loss/Durability
Let's say you have a core community of 5,000 hardcore players. After 6 months, even with the slowed progression, they're all max level and may have already found the build they're going to stick with. The demand for crafting is once again gone, now even at top levels. But there are more ways to create demand. For many games, it is an endless power creep as each new update brings better items, but that just creates more dead content and inflation of now useless items. Instead, what if items simply weren't permanent?
There are two major ways to remove items from a game. Loss due to death, and loss due to durability systems as you use the item. The latter is simply enough to see the effects; if you have gear, you will use it. Eventually it breaks down, and you'll either need to buy new gear, or get it repaired, both of which can be tied in to trade skills. Loss on death, however, can have much more complicated interactions.
Let's start with the simple stuff: players lose all or some of their gear on death, so those players either buy new gear, or make new gear, both of which feed back into trade skills. But, there is another dimension to this. If there is a lot of very dangerous content, where death is expected to be frequent, the risk/reward equation shifts. Let's say a group of players wants to farm resources in a dangerous PvP zone. It is a high risk area with frequent combat, and this very average group could win maybe 50% of PvP encounters. That's a tough gamble if you've spent your entire bank of BiS gear, but what if you were to do it with less optimal but far more cost efficient gear? Say, a sword that does 50 damage but only costs 100 gold, vs a sword that does 70d but costs 1000g. This once again feeds the market for mid level crafted items. This was something I've seen in several PvP MMOs, like Gloria Victis, where having affordable backup gear for your players during larger scale events or wars could mean the difference between losing on first death vs getting back in the fight.
Conclusion
Crafting kind of sucks. As it stands, crafting and trade skills are essentially worthless until you max them out. It ends up being a repetitive and expensive process of grinding instead of any sort of meaningful engagement with the player economy. By stabilizing a consistent demand for new items, you create demand for raw materials, and you give the chance for guilds based entirely around these networks to shine. This system also opens up more horizontal progression, meaning newly added content doesn't have to powercreep older content completely out of relevance just to get into a limited audience, because they'll need new gear soon anyway. So uh... yeah. That's my rant.
P.S. Bonus idea, what if you could request a crafted item on the Auction House and crafters could bid for it? Probably would only work for bigger purchases like very high level gear sets, or player houses. Maybe ships if we can get another nautical game? We need more ships in games. Sailing ships. With pirates. Aaarrrrr.
I've seen people ask this question, but most of the comments are just Runscape or OSRS. I'm looking for something different in a way. I'm looking for a game that has a vast ability selection based on elements and all of those categories. Also looking for a game that's a bit more community based if that makes sense, like trading, messaging, and squading up together. Again, sorry for the popular question, but I'm looking for something different and I'm really bored :[
Hello everyone,
I am a Dofus youtuber and this game is about to become super cool, if you have curiosity in trying the new version, there is a beta going on!
Feel free to check my video about the first quests in the game, so if you give it a try you know how to do them. My channel also covers a lot of different guides for new players :)
Video: https://www.youtube.com/watch?v=FyJ5gyYkS9I
Let's adventure together in the World of Twelve, Dofus website: https://www.dofus.com/en
The MMO is kind of like a dress up game where you go around the cities and your character starts out as a teen I think and you can also set your character age. As you play more your character ages and looks older. I remember it was browser based if I could remember.
The options seem pretty sparse. I like WoW battlegrounds but after so many years they are getting a bit stale.
So to start I played EQ1 Way back when I was in middle school. For what ever reason I never played EQ2. After seeing all the healing frog posts I decided to say fuck it and play EQ2 Origins and its been great. I have to say once you get off the "Tutorial Island" it was a bit confusing but if you ask around in general there is lots of people willing to help.
Something I am actually enjoying is the slow progression. I don't feel as though I am racing anywhere. I mean I wandered around Qeynos for over an hour trying to find things. A huge reccomendation I got that really helped was installing the DraqUI if you just good search it it comes up and it adds a lot of markers to the map and other useful stuff.
I have also been surprised at how many people I have seen around and active in chat. Sure its not an insanely massive game but its honestly pretty lively. It has been a bit hard finding people to play with as group play makes questing and mobbing much more enjoyable. But soloing early is pretty easy early on it seems. Just a bit quicker with a group. I luckily ran into a guild called Knights Who Say Ribbit and they helped me quest and even make a new frog char to I could join there guild.
If you have been sitting on the fence with trying EQ2 I really recommend it. It takes some getting used to as there isn't a ton a hand holding like modern mmos but I think with DraqUI and some patients you will find the game enjoyable.
It’s a fine line … do you cross it ?
I just built a pc after decades, and my first thought was to download games I played when I was younger and some newer ones as well. there is this one game I loved playing but I don't remember the damn name. I had to sign up to be 18+ so I used a fake birthday when I was a kid. it's similar to how scorn looks and feels, but it's an MMORPG, and it was around 2012. you start in a town learning your abilities and you can venture out into a world. An open world with monsters and learnable skills. I completely forgot the name or website I used to download this game. somebody, please help EDIT: MY BAD yea I realize I was being extremely vague, sorry guys. So the game let you start out with a bladed arm if you chose, the game had literal hell bats, it was set in a post apocalyptic world, the armor looked very mad max style. And the brutality of everything was insane. I know that's even more vague but that's all I remember. I was a child. Thanks and again sorry for being vague. UPDATE* UPDATE UPDATE* a comment or found the answer. Thank you all. It was Requiem : Memento Mori
I want to start playing mmo games, what's the best mmo to play between these two or if you have any recommendations
Hey everyone!
We’re thrilled to share that we reached our goal on Kickstarter for A Wizard’s World! 🎉 It’s been an incredible journey, and we’re so grateful for all the support. Reflecting on the campaign, we’ve learned a ton, and there are definitely things we’d approach differently next time. Here are some of the key lessons we took away:
1. The Challenge of Converting Leads to Backers
One of our biggest surprises was the gap between the number of leads we generated and the number of actual pledges. We managed to collect a significant list of interested players early on, but converting that interest into support was tougher than expected. We learned that keeping the excitement alive with consistent, meaningful updates and strong community interaction is critical. If we were to do it again, we’d prioritize lead engagement and retention more heavily, perhaps through exclusive previews or community events.
2. The Importance of Early Gameplay Showcases
We realized how essential it is to show real gameplay early on. Initially, we focused more on setting the scene and story, but it turns out that MMORPG backers really want to see the game in action as soon as possible. If we could do it again, we’d lead with clear gameplay showcases to help potential backers visualize the experience from the start.
3. Building Community and Sustaining Engagement
Building a strong sense of community early in development is challenging, especially for an MMORPG. While the Kickstarter showed strong initial interest, keeping the community engaged throughout has been a learning process. Next time, we’d try to use more tools and events to create interaction points for players to get to know each other and start building those connections even before the game is live.
4. Balancing Familiarity with Originality
Our magical school setting naturally draws comparisons to other franchises, and we found that some potential backers were concerned about originality. While we wanted to capture that familiar, enchanting atmosphere, we also wanted to make sure the game had its own identity. In future campaigns, we’d emphasize more of our unique lore and features to help convey what makes A Wizard’s World distinct.
5. Transparency with Microtransactions
Although our microtransactions are purely cosmetic, we noticed that mentioning them in our goals created some concern. We realized that being crystal-clear about their purpose (cosmetic only, no pay-to-win) is key. Next time, we’d aim to build trust with backers by clearly laying out how we approach this topic and possibly waiting until later in the campaign to discuss it.
6. Refining Our Target Audience and Messaging
Finding the right audience was trickier than we expected. While our game appeals to fantasy lovers, tech enthusiasts, and MMORPG fans, balancing the message to reach each of these groups was more complex than anticipated. We think that in hindsight, a more focused campaign targeting just one core audience could have made our messaging clearer and more effective.
Now that we’ve hit our goal, we’re continuing the journey on Discord, where we’ll share updates, host community events, and keep the conversation going. We’d love for you to join us there to stay connected and see where A Wizard’s World goes from here, maybe even share your input for some of our upcoming feature developments!
Best regards
Marco
If you haven't heard about this game, it's really damn good!
Embers Adrift is a PvE MMORPG focused on group-based gameplay, exploration, and community.
It's low fantasy, no dedicated caster classes that you would expect in an mmorpg, but it does have an alchemy system which functions as the games magic, and there is no shortage of fantasy in the game.
Released just over 2 years ago, Embers has pumped out constant monthly updates. The game has improved drastically since release, if your just sitting there scrolling and can't find something new to try like many of us have in the past. Give it a shot, it's completely free at the moment and includes all subscriber benefits.
I made a video a couple months back Called Embers adrift I think I'm in love, covering why this game got me hooked. Here I am 28 days played time later, still not max level with more friends and community than I could ever have hoped for in a mmorpg.
The game has already seen an increase in population since the free to play announcement, and they have plans in the works to migrate to steam. I don't want any trouble okay :D I just wanted to share what I'm enjoying and let you know it's completely free to play at the moment. Hope to see you in game-Baru