• troy-carrington - October 14, 2014 10:59 a.m.

    Played Diablo when it first came out and it really sucked when you wiped in a dungeon and had to walk back, nekkid, to get your stuff. (all though it made for great lore) Back in 97, my group and I were playing Diablo at a gaming center (ah the old days). There were five of us and we were sailing along, just wiping floors out with ...ahem.. customized white gear and staffs of apocalypse (not me, oh never me) we get to the second floor of hell and every monster was waiting by the door. We had agreed to stop at 1am and go get breakfast. ummm. that did not work out. We were there until 7am because in the old days, you quit, you lose your gear. Ahh, us old folks. We did not have the fancy dan nether realm of being a ghost and walking to our corpse. LOL
  • Scoob - April 20, 2014 4:25 p.m.

    11 Ways, and I think this is probably one of the most important: An in game non-tradeable currency as well as tokens starting with Zu'Gurub near the end of 2005. It's a system they still use today. Then later in TBC with badges of honour for PvE gear, and honour points for PvP gear, a system which got refined over the years. The important effect it had was less reliance on RNG to gear up. While doing Molten Core on my priest back in Vanilla, it took me 8 months to complete my Prophecy set, while I never did finish the Transcendence set from Blackwing Lair (was 5/8 at least for the set bonus). All of our druids were 8/8 Stormrage though, and we never got Dragonstalker chest, so we had hunters at 7/8. Thanks to the token system, I was able to finish the Oracle set from AQ40 in less than two months. The badges of honor allowed a player who never got drops to buy upgrades instead so they were never behind. I think this is probably the most important innovation ever made in the genre. The reason being is that your ability to progress and move on to new content relies entirely on your guild's ability to get the right gear. It's a shitty situation where your progress is held back by RNG. Sure skill is important, but you can't skill your way out of situation where the math is too far out of your favour (lack of DPS on enrages, undergeared tank getting hit too hard or healers who can't heal the damage tanks are taking, or going OOM). Such a system allows a more linear progression path.
  • Bansheebot - April 19, 2014 12:19 p.m.

    Auction houses are great and all but... Well there's something special about looking for that high level crafter and commissioning a badass axe or a batch of powerful potions or avoiding the shadier types of player traders.
  • Ascalonian5 - April 20, 2014 2:22 p.m.

    I hate Auction houses. Recently began playing ESO, and when people complain that there is no AH, I want to slap them. In the way you mentioned, Auction Houses force a player to look for a craftsman, and said craftsman is rewarded for his/her time spent raising the craft he/she desired. When you add an AH to the mix, people can just pump out all sorts of things, and fewer individuals are necessary to meet the players' needs. This devalues crafting skills and creates lazy players. It also causes inflation. Rather than being a pure bartering market like the name would suggest, the prices are always set, and suddenly the most common price becomes higher and higher. Suddenly everything can be gotten if you just have money, leaving the experience less fun.
  • Earthbound_X - April 19, 2014 1:23 a.m.

    I remember dying in EQ when it was still new, around 2000 or so, and having to ask higher levels to help me grab my body. MMOS are so much easier now, but they are still fun.
  • matthew-laforest - April 19, 2014 3:22 a.m.

    Remember having to loot and drag each item one at a time from your corpse lol. I still play eq now and I still think its the best game ever made. The tactics and strategy involved are better than any game.
  • alllifeinfate - April 18, 2014 8:39 p.m.

    It's commendable for this genre to come out with a lot of these now essential parts of the MMO experience, but the lack of polish unfortunately comes out first in the public minds.
  • Shigeruken - April 18, 2014 4:37 p.m.

    I think it's worth mentioning in the mentor system entry that Guild Wars 2 levels you to 80 when in world vs world and edge of the mists, so that you can jump into pvp with your level 80 friends no matter what your level is. You'll still be behind because of your skills, traits, and gear, but at you can run with the zerg and not worry about being killed in half a second. Once you get to level 50-60 you can hold your own 1 vs 1 against a proper level 80, so if pvp is your thing you can skip a lot of the pve grind. You earn a lot of experience too, so it's a little easier to level up a new character that way.
  • Ascalonian5 - April 20, 2014 2:29 p.m.

    In ESO you can go to the "WvW" PvP and be leveled enough to actually 1v1 a full-fledged level 50 if you have better tactics/skill. Sometimes even 2v1. I like that much better because it shows how unimportant having the best items are if you know how to fight. Also the PvP map has actual quests, towns, etc.
  • Shigeruken - April 20, 2014 8:13 p.m.

    It's exactly the same in Guild Wars 2, you can always kill a real level 80 if you're better than them, but by level 60 their level means next to nothing. You're agreeing with me that pvp scaling should be added to the mentor slide right? Because ESO does scaling the same way the GW2 does it.
  • Talvari - April 18, 2014 11:34 a.m.

    I wouldn't trade party finder for anything, but i kinda miss finding your own party in ye olde trade chat ._. Also the only thing i want from ff14s hud cusotmisation is adjustable height for health bars and to be able to change the width / height of your own hp/mana/tp bars :( Still super legit customisation though. Cool article :D

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