Notes: Ahead are hypothetical untested claims about improving MMORPG's for an action audience. You may also need to understand how the "series of tubes" works (the internet).
1. WASD Movement.
For a audience who likes action games, there is nothing more mind-numbingly boring then moving with clicking the mouse. We're used to moving with a button, not telling our character where to go.
That's the realm of those guys who like those weird CRPG's.
If it's such a good idea, why don't more people do it?
Client-Server synchronization is slightly harder for WASD movement to keep track of. Essentially, to have smooth WASD movement, the server has to assume certain things about the position of the player. The players position is less of an exact point, and more of a diffused cloud.
You see, we are so used to being able to move swiftly as human beings, that the slightest non-responsiveness feels clunky. WASD must be a client-side thing, with the server attempting to synchronize as much as possible.
2. Left click to swing your weapon / fire your gun.
None of this auto-attack stuff. If I swing and it hits something on my screen, I want that to be counted as an attempt to attack something. Every click of a button should correspond to an action that my character attempts to perform.
The problem with auto-attack and the like, is the abstraction. It removes me from the game. I realize that MMORPG's are supposed to be slower paced and more thought oriented, but there's no reason to have the pace be several thousand times slower than normal.
1. WASD Movement.
For a audience who likes action games, there is nothing more mind-numbingly boring then moving with clicking the mouse. We're used to moving with a button, not telling our character where to go.
That's the realm of those guys who like those weird CRPG's.
If it's such a good idea, why don't more people do it?
Client-Server synchronization is slightly harder for WASD movement to keep track of. Essentially, to have smooth WASD movement, the server has to assume certain things about the position of the player. The players position is less of an exact point, and more of a diffused cloud.
You see, we are so used to being able to move swiftly as human beings, that the slightest non-responsiveness feels clunky. WASD must be a client-side thing, with the server attempting to synchronize as much as possible.
2. Left click to swing your weapon / fire your gun.
None of this auto-attack stuff. If I swing and it hits something on my screen, I want that to be counted as an attempt to attack something. Every click of a button should correspond to an action that my character attempts to perform.
The problem with auto-attack and the like, is the abstraction. It removes me from the game. I realize that MMORPG's are supposed to be slower paced and more thought oriented, but there's no reason to have the pace be several thousand times slower than normal.
Emergent Gameplay: As soon as I have to aim at my opponent in order to target him, player opponents have to attempt to dodge my targets in order to avoid taking damage.
3. Mouse-Aim to target opponents (None of this Tab-Selection / Auto-targetting)
Let player aim matter. If I am casting a fireball, I want to cast it at what I am actually looking at. This brings an element of skill into the game, where aiming and dodging matters. When two players circle each other in battle, movement matters.
This also brings about emergent game-play. If the monsters were flying, or could move and skitter very fast, then the monsters would effectively dodge my shots if I targeted the wrong spot. This also leads to very natural obstructions and positioning requirements on the player. To target correctly, the player must avoid natural obstacles and the obstruction of other monsters with ranged attacks.
4. Some form of Defensive Maneuver or Active Dodging. (We'll accept that we can't dodge every hit, but at least make our dodging attempts *do* something)
A 'block' button would be nice that gives us some sort of defensive move. Most action games have a defensive reaction concept that gives you time to do something once you see that something bad will about happen. I admit it's unreasonable to expect that we can dodge every attack in an MMORPG battle sense, but at least let my dodge attempts have an effect of the gameplay.
A simple bonus to avoiding ranged attacks while moving would be good. A larger bonus to avoiding attacks while 'dashing' would be great. A block button that reduces damage taken by some percent while blocking would be terrific.
5. AI that does something other than hit us repeatedly or use generic damage skill #37. Or perhaps having fewer mobs and have them be more challenging.
For example, AI that dodges intelligently might be nice. Or perhaps AI that refuse to be herded into tight little packs to be AoE'ed. I admit, this is quite a strain on the server and could be quite computationally expensive to execute and synchronize.
On the other hand, a monster that keeps you on your toes by intelligently dodging (that has an effect) and forcing you to pay attention to your fight rather than your skill rotation might also be a welcome change of pace.
7. Knockback / Altering the Position of enemies.
This is born out of the desire to be able to use our surroundings to our advantage. Knocking the enemy into deadly areas or out of the way of our friends is the kind of positional advantage that makes each potential fight different and engaging.
8. Being able to take cover to avoid enemy fire, Crouching.
This is a natural follow up to #3. If we have to aim at opponents to target them, they should also be unable to hit us when we take cover behind natural obstacles. The most natural form of defensive cover is the crouch.
9. Greater rewards for harder difficulties.
A game is most fun when the enemy you face is roughly as challenging or a little more challenging than enemies you can barely kill. That said, each player has a different skill level in this case. By having greater rewards for harder difficulties, you give an incentive for players to improve their skills and reward players who have great skills in your game, allowing them to skip boring content in favor of ones that are more challenging to them.