/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
IF YOU SEND A MESSAGE TO THE MODS ABOUT A POST YOU MADE INCLUDE A LINK TO THAT POST. I WILL IGNORE YOU IF YOU DON'T.
/r/MMORPG
Planetside 2 were my jam for years. I like shooter MMOs. Such a shame we don't get more, just more wow/ff14 clones.
And I don't mean if it will release or not, if it's a scam, any of that. I mean as the concept. Open World PVP, node systems, and so on. Personally, I think it will fail pretty much a year after release. The hardcore PVP already turns people off, but when you go and gather resources, only to find yourself getting attacked by a group who claimed the farming spot as their own, then it will 100% kill the playerbase until only the most "hardcore" stays. You can see it already with the second phase of Alpha, groups are fighting over mobs, PKing just to secure their grinding spot or hoarding any plentiful mining spots. Unless you belong to a guild or a big group, you simply can't survive.
Over all, I personally think it's a cool idea but it's not well executed because they're stubbornly clinging to their "Vision." which will kill all interest and create plenty of "Quit moments" for players.
Hello everyone! I am trying to find an old MMORPG I played as a kid (I believe it was my first mmo game). These are the bullet points (memories I have of it). I tried chat gpt but it was not as helpful.
Blizzard is an insanely greedy company, WoW is already the most profitable game in the genre and making billions of dollars but they still needed to make more money to feed fat slobbering investors. So they became the biggest and most profitable pay to win mmorpg in the genre too, and many in the WoW community defend them for doing it.
Firstly they sell the huge numbers of tokens for $ to their customers (which removes the stigma from buying gold with real life money, and normalizes handing $ over for gold), and the player is then required to sell those in the game on the auction house for gold.
Where does that gold come from?
This encourages mass botting from players to obtain that gold to pay for the token and their game time.
It also creates mass increases in everything a player would legitimately farm to make their own gold on the AH, which makes normal players paying a monthly sub even more reliant on the token as the only viable way now to make gold (as the auction house becomes more and more flooded with items being sold, it makes it harder and harder to sell your farmed items)
It also adds an incentive for Blizzard to not ban people botting to farm gold to pay for the token, because if there is no gold to buy the token and the person can't sell it they won't buy more tokens.
So what are players really doing with all this gold they get from selling the tokens?
They give it to mercenaries (high geared players who clear content for you, for gold), who clear content for them so they can lot the best items in the game. They in effect paid $ to get all the best gear, mounts, titles in the game for them with real life money (just with an extra step).
This destroys any prestige having good gear, mounts and titles used to have, because now any scrub with real money to spend can get them all too.
Blizzard profits off this entire process, even if they are not selling the actual armors and titles.
So what do the mercenaries do with all this mass mountains of gold?
They sell it to RMT sites, for cheaper than the WoW token. Although they sell for cheaper prices, there will always be people who are afraid of being banned, and who will continue to buy the token even though it's more expensive.
Again, because Blizzard needs this circle to be maintained (they need the mercenaries selling gear and clears to encourage token sales, they are fully aware what people spend the gold on) they have less incentive to deal with RMT and Mercenaries selling stuff than before now too.
Game world ruined, economy ruined, buying gold for money normalized and legitimized, immersion ruined, prestige from effort destroyed, profits up.
We’re all really aware of the kind of classic MMO style camera. Some, you’re kind of free to zoom in and out at will, wherever. We all also have our fair share of games that we feel we can kind of log in and enjoy, clearing content without much issue. That brings me to one of my main talking points. Tension. That’s not to say that MMO’s don’t have difficult content, some do and may also bring about their own exciting moments. But there’s a bit of tension that may be missing in each similarly crafted MMO and I think it partly falls on the Camera and fashion which we’ve become comfortable cycling abilities. I think we’re missing just those couple titles where we have our own character who feels just a bit more present, kind of like your character in maybe.. a Souls game. A Camera that’s maybe a bit closer, and a cycle of abilities that feel tangible. It’s setting is just another thing that makes it unique, and naturally a different game can take its own path.
A lot of people like to play with their camera zoomed out, it allows them to see everything. Nothing wrong with it, awareness is good. With that being said, I think there’s a bit of fantasy for everyone, brothers and sisters alike, in the “Trust and battle sense gained through experience in combat” type of character building. You may not necessarily have two eyes on everything, but you’re capable of reading your situation. You may be in a dangerous situation that you can’t directly withdraw from, but you have some reliable backup. Maybe for that Warrior minded person, a situation where you’re just a little more often encountering a being who makes you lean forward a bit to prevent a loss of life. Capable of catching you off guard. I just feel like a little of this would be a healthy mixup to such a vast Market of games, which typically go the route of trademark MMO Template, miscellaneous task, leading to end game content. I also feel it can spark ideas for content expansion and Enemy archetypes in MMO.
Then one final point I’d almost forgotten to mention. Don’t be afraid of Enemy Collision. Not always hit detection. Tangible feel also comes from enemy interaction.
But anyways, I just decided to ramble a bit. Thanks for coming to my Ted Talk.
Hello! I know that for some reason auto MMORPGs get a lot of hate but they allow me to play and enjoy a little due to chronic pain and disabilities in my hands, elbows, and shoulders.
I am currently playing Maplestory M (Played the OG one in my childhood 😊).
But, would like to know if you guys have any favorites? Thank you
What do you guys think about an MMORPG where you are not alone, no empty in-game chats what so ever, You can chat like you would be with a real-life friend about anything and get real advice for it while you mindlessly grind? Our game is powered with LLM AI, is a type of artificial intelligence designed to understand and generate human-like text. It's trained on massive amounts of text data. How could've been if your favorite game characters would come to life and be able to chat with you as a real person? We are making this game! Let me know if you have any questions.
Does anyone know of any mice that are a good replacement for the G600? All the recommended replacements Ive see don’t have the third mouse button, which I’ve grown so used to with the g600 idk if I could deal with not having it.
A lot of people who aren't used to it are put off by the monthly subscription model. People often say that they feel pressured to only play that game and that they have to play every day otherwise they feel like they're wasting money.
If instead of buying full months of playtime, what if it was divided into 1-day chunks? So that when you log-in for the first time after the daily reset it just spends 1 day of playtime, and any days you don't play you still have that playtime when you come back later? It would make it easier to take breaks or play something else when you get tired of the game, or if you're someone who only has time to play on the weekends.
typo, obviously. "themed events" :/
I always return to Middle-Earth in LOTRO during winter times, 'cause their Yuletide event is old, but fun - but what are some other MMORPG winter time events one shouldn't miss? I remember GW2 being good, but can't put my finger on it. What's your favorite or sleeper hit?
Hear me out, because I know EQ was before a lot of peoples time. But Everquest was pretty much the predecessor to WoW in every way. Except it didn't over complicate it's PvP like WoW did.
1. Every spell had a cast time. There was no instant cast CC. This is a huge in PvP because it requires a lvl of counterplay. This is removed when you have CC lockdowns. It also keeps casters playing the kite game. Every game that has tried to put a caster in perma melee range role, always results in a high dmg mystical barrier tank that performs like an ambush thief with tons of survivability, or a stun lock spell brute.
2. Faster Melee Abilities. Physical abilities are meant to be faster than spells. Because everyone but the bow guy needs to get into close quarters where the most danger is, So they need to attack fast. This forces a chase kite dynamic that keeps balance between ranged and melee.
3. Interrupts over stuns. This allows for a higher level of skill based play where the dynamic is more about timing abilities, than quickly smashing a rotation. You have to observe your opponent and respond accordingly. A lot of modern games have been flooded with instant casts that allows macros to outperform player abilities. When your balance is based around counterplay, both coordinated offense and defense becomes necessary.
4. Spell Resist System. In EQ there were five resists, and they all mattered in PvP. If your magic wasn't high enough you could be rooted or snared. This made resist gear the most sought after gear in the world. If someone was very high in a resist you either had to lower it or change dmg types. Support roles were given the ability to lower resists which made a diverse party makeup vital to pvp. And also made party coordination a huge factor. Oddly enough this promoted an increased identity for players in the community. You started to know players by name, because their gear setup and play style was an important factor to remember. Every time a game moved to a pvp only resistance, or single toughness, or resilience system, it caused huge imbalances and lead to a cookie cutter status of PvP.
5. Item Based Cleanse System. In EQ you had to have potions and pumice in your bag to remove dots, and magic effects. This added a huge factor modern games have lost, preparedness. Fortune favors the prepared and having the means to remove effects meant you could avoid a grief. When games moved to simple spell cleansing it forced dot classes to rely solely on hard CC which is an anti counterplay system. But when you revolve on dots and interrupting a potion drinker, you're forced to react and respond.
I don't think a lot of modern games went down the right path of innovation for PvP balance, it's like they chose a checkers over chess format.
Because this comes up whenever anyone says the word "full loot" here, I want to debunk this.
Game-Type | Game | Cost to develop | Source |
---|---|---|---|
Traditional | FF14 | 400 million (other sources claim 120 million) | https://www.ffxivpro.com/forum/topic/39217/square-enix-financial-speculation#:\~:text=Square%20ENIX%20has%20spent%20more,in%20development%20and%20marketing%20costs. |
Traditional | ESO | 200 million | https://mmos.com/editorials/most-expensive-mmorpgs-ever-developed |
Traditional | New World | 500 million or more | https://mmos.com/editorials/new-world-amazons-200-million-blunder |
Full Loot | Eve Online | 4 million | https://forums.mmorpg.com/discussion/369743/how-much-did-this-game-cost-to-make |
Full Loot | Albion Online | 10 million | https://massivelyop.com/2017/07/17/albion-online-raised-almost-10m-officially-launches-today/ |
Full Loot | Mortal Online 2 | Single digit millions | Starvault has 8 employees: https://pitchbook.com/profiles/company/159815-98 |
When you say that full loot games don't work, or aren't competitive... and don't factor in that full loot MMORPGs have gotten a tiny fraction of the funding that traditional MMOs get, you show that you aren't interested in a serious discussion.
Of course games with a half billion dollars in funding are going to wind up with more players than games with 7 figures worth of funding. Full loot MMORPGs are surviving *BECAUSE* they're full loot, not in spite of it. They're surviving even though the genre is starved of funding.
Don't just compare the number of players, factor in initial investment costs, and full loot MMORPGs are fantastically successful.
This is a massive untapped market. Rust has 16 million copies sold and 10 years after launch is still in the top 10 most played games on steam. Albion is literally playable on the phone and has 27,000 concurrent players. Mortal Online was made by 8 people.
What is the most P2W MMORPG? And how much do you need to pay to win?
Years ago an old podcast was playing Tabula Rasa with their fans. It was closing down very soon and they said that it doesn't matter what they do because there is no way the mods would care about enforcing the rules on a game that is about to be shut down in a week. Were they right?
Its finally happened, CIG finally launched 4.0.
This is a huge milestone for a very controversial game.
Now, Star Citizen has its problems. Particularly in its sales model. They rip people off to no end selling internet spaceships for huge sums, as much as $40,000. Yep, you read that right, $40,000 packages to buy internet spaceships.
But this post is not about that. If you want more of that go here:
r/AstroturfAlpha
This post is about Pyro and full loot.
And this is the one area where I 100% support CIG. Star Citizen should be full loot.
Star Citizen's business model is about selling status. Its always been about selling status.
Say you're a 50 something male that's got some money but lacks friends. Say you are lonely.
You start playing Star Citizen, join an org and make some friends. You're part of a social circle.
But you find that you're kind of at the bottom of that circle. The officers in the org all have the fancy expensive ships. Because they have those ships, and because so much of the team based nature of the game revolves around those ships - particularly the Carrack, you find yourself joining their groups, doing what they tell you, having your playtime organized and controlled by them. You're having fun, but you're kind of a space peasant. You don't have time to farm up the ships in game, not the time and not the patience. You want to be more central in the goings on in your new friend circle.
So you buy your own Carrack (or Hammerhead, or Redeemer or whatever, you spend a bunch of money on a big overpriced ship).
Now some of the time, you take your ship out, and you get to be THE CAPTAIN. You get to run things.
You like this, you like being the one in charge, even if its just from time to time, next thing you know, you've dumped $40,000 into a video game.
That, in a nutshell, is Star Citizen's business model, and its made them nearly a billion dollars.
Now Pyro launches.
You go to Pyro, in your big ship, with your inflated status that you at least partially purchased from CIG for... well... a lot of money... and bam! You get killed by 5 kids in a gang of small ships.
You are no longer the hero of your story. You are a victim. You aren't the captain anymore <insert Captain Philips Meme Here>.
So what we're seeing now, is the backlash against that. Star Citizen is funded by a bunch of wealthy carebears, and those carebears paid for status in their friend's circles in that game.
They paid big money for it.
And now they're being hunted, they're barred from doing new content without losing status and getting murdered by other players. People are PISSED. No one dumps $40,000 into a game for status and is happy about realizing that they should have learned to PVP, should have researched the game they were paying into a little better. The expectation was that they paid the money, and they get to be THE CAPTAIN. The reality is that they paid the money, and they are now the victim.
When they're killed in Pyro, they're not just the victim, they're THE FOOL.
They didn't pay all that money to be THE FOOL.
Now there's a whole other dimension of status out there. Its not just about what ships you bought, its about whether you're the kind of player that can thrive in the lawless zones, whether you're the one that hunts or the one that gets hunted.
Not what they wanted, not what they paid for.
But of course, its great for the game.
Full loot action MMOs are - I believe - the biggest untapped market in gaming right now.
The market is currently dominated by Albion, which is fantastic (I'm currently playing it) but is a very simple game. Its good, but its not the kind of technical masterpiece that Star Citizen strives to be. It hasn't had the kind of funding that other big MMOs get.
It runs on phones.
Despite this, Albion is a highly successful formula. Its a mix of lawful zones and lawless zones. Players can join and decide their own level of risk. They can be daring and venture into the full loot zones for extra money, or they can be cautious and stick to playing in the games safe areas. You choose your level of risk, and over time - I believe - players slowly migrate from the safe zones into the full loot zones, as they become more comfortable with the game, as they become more experienced and competent in playing it.
And that's what Star Citizen aspires to be. And its a good model.
I hope CIG sticks to its guns and doesn't fold as Amazon did. I hope the money-bugs at CIG don't ruin it as the money-bugs at Amazon ruined New World.
Because PVP optional full loot games are the future. It will draw in players from traditional MMOs, and it will draw in players from action and survival games too. It will combine these markets together, creating the very broadest appeal. The Rust and Call of Duty players might pick up an MMO if it can satisfy their competitive itch.
I'm trying to figure out the names of two games I used to play alongside RuneScape back around 2001. One was much better graphics than is than original RuneScape, better than RuneScape 2 even (not hard to do) I believe it had Hel in the name and if I recall there were a lot of Koreans playing. The opening area had some large slimes you could farm. There was a short demo area before you had to pay.
The other was a free to play, I'm pretty sure it was much older than RuneScape and I was playing at the tail end of its lifespan. It started with a F or T but I'm pretty sure it's not Tibia though it did have small sprite graphics, it did have a crafting system and I just recall that it took forever to mine the mats to make gear and then the game was unforgiving if you died.
I am on the hunt for an MMO mouse with a shift button. I currently have a G600 and love the shift function. I had the OG Naga and I recently plugged in my 2014 Naga/ Naga Chroma and realized I love that hand feel. I would like to know if anyone knows of any MMO mice that have a Shfit-like function. I know the ROCCAT Kone XP has something, but having a shift on your thumb isn't appealing, and the EVGA X15.
Any help with this would be appreciated.
I feel companies are somewhat ignorant to the emotional link people establish with their characters in mmorpgs they have played for a long while. Which is why they face so much backlash when they close the games, and why their future titles tend to not get anywhere near as much support from those burned customers (NCsoft)
How do you feel about your characters personally? do you simply see them as an avatar representing you, and so are easily replaceable with another boosted to the same level, or do you feel a real emotional attachment to them akin to a pet or something?
Hi everyone! This week our Indie MMORPG, Eterspire, had one of its biggest updates ever with a Christmas event, festive cosmetics, and new main story content.
Our main town got a makeover for the Christmas Event
The biggest new feature, however, was the launch of Eterspire Infinite, a one-time purchase account upgrade package that gives players a long list of gameplay features and benefits for life
Among other perks, Infinite gives you a lot of extra inventory and bank space, batch crafting, unlimited skill reset tickets, more character slots, a shared stash between characters, and access to a new hub map with a conveniently placed bank, blacksmith, crafting table, and shop.
Heroes Hall Tavern, a new Infinite-only hub full of useful NPCs and fun easter eggs!
We’ve been working on an overhaul of our game’s monetization for quite some time, and we’ve considered a few alternatives to this model, including a paid subscription.
We felt, however, that a monthly fee wouldn’t fit our game’s audience and that a one-time purchase would be a much better deal for committed players in the long run
We know there are lots of different ways to monetize an MMORPG. What is your preferred one? Do you prefer paying for a monthly subscription? New expansions? A free game with microtransactions?
Let us know what you think!
What's the reason Pantheon is getting much better reception than Embers Adrift? Both are old school mmorpg.
We know pantheon has had a long failed history so why is it getting a better reception? What's making it a better game in your opinion?
Everyone asks about what exactly makes an MMORPG good. I've seen people extrapolate on many things, but the answer is very simple:
That's it. This is why WoW is still king and will be until someone can get those things right.