1. Low drop rates for quest items
This is one of the most notorious hassles of the game. If you want me to kill 30 bears, then ask me to kill 30 bears. Don’t ask me to collect 3 bear claws and have only 1 in 10 of them actually drop a “claw”. Like, you want 3 bear claws? Then I should have to kill one bear, because a standard-issue bear has four of them. There is nothing like having a wild bear rend your flesh in battle, only to loot the body and find the animal has… not a single claw? Just like the last 5 you killed.
I’ve killed toothless wolves, headless boars, and clawless bears. I’ve wiped out an entire village of Murlocs, who had not a single eyeball among the lot of them.
Low drop rates are annoying, but they really tend to rile people when they are both low and nonsensical. Ideally the quest should just specify the number you need to kill. Barring that, the requested item shouldn’t be something that is an integral part of the animal. Have me collect Murloc spears or earrings or something.
Amen, brother! This sort of design contributes heavily to the whole "grind" aspect of such games. i want to gain experience so that i may level up my character, but i do not want to have to run around in circles to do so.
6. Arbitrary Level restrictions
It has long been a pet peeve of mine: “You must be level 10 to use this item.” This isn’t so much a dig at WoW, but at about half the RPG’s out there that impose these ridiculous limits on otherwise mundane activities.
Yeah, I can see why you’d want this on armor and other combat-related items, but… food? Blacksmithing? Leatherworking? Do you really need to be a seasoned warrior before you can learn how to smelt better? Do you need to have a firm understanding of arcane magics before you can properly command a needle and thread?
I actually like the idea of a character that hangs around town and levels up crafting skills without needing to go out adventuring. For gathering professions you’ll need to have the chops to survive in high-level areas to get the more valuable resources anyway, so I don’t see the need to impose a hard limit.
And to the person at Blizzard who decided you must be level 5 to drink a glass of milk: You are a madman and you must be stopped.
My first character is level 21 now, which means she’s still a good thirty levels from being qualified to eat a pie.
Really. What the hell?
i've said it before, and i'll say it again: Level-based systems are inferior to skill-based ones. Sure, that may only be my opinion, but here is yet another example of how level systems tend to encourage arbitrary stupidity. Granted, you could build a game with skill-based restrictions, but most skill-based games that i've played will allow you to do just about anything--you just might not succeed at it.
At it's core, having such a restriction in a game, be it skill- or level-based is rather dumb. How does valor in battle contribute to my ability to eat?
8. Respawning monsters
Again, this is more about MMO’s in general, but we’ve been doing this MMO thing for… what? Ten years? At least? Are we at the point where monsters can stop beaming down from the Enterprise yet? Maybe try to have monsters appear in the spaces where player’s aren’t? At least make it so that a monster won’t respawn if a player is standing within attack range. It’s no fun being in the middle of a fight and having Scotty beam in reinforcements for the enemy right on top of you. Things like that tend to result in unjust player death. This goes double for those that rely on ranged magical attacks to do their thing.
i've had this same complaint for years...
9. Heavy Drinking Mages
Mages have to replenish their magic power by sitting down and drinking water. It takes a while. It’s a constant drag on performance, and means that everything just takes longer when you’re playing a magic user. Worse, you can’t put that time to use. You can’t work on leatherworking, or tailoring, or alchemy, or any of the other secondary activities in the game while you wait. You just sit there.
I don’t see a reason for this, other than as a simple timesink. Mages can conjure water using magic. Then they sit down and drink said water. What exactly are we accomplishing here, except to squander the player’s time?
Any game mechanic that requires you to constantly stop playing the game to do nothing for a worthless thirty seconds at a time is bad game design.
EXCELLENT point.
10. Wandering Elites are Asinine
In Desolace a vast portion of the desert is populated by monsters with levels in the low to mid thirties. Except, there are these massive level 39 giants roaming around. Given that you can’t see monsters until they’re thirty or so meters away, and given that you’re peering into the world through a 90 degree viewport without peripheral vision, it’s actually really easy for one of these bastards to get on top of you before you’re aware of him, particularly if you’re in the middle of a fight. What is the point of spiking the lower-level areas with these high-level monsters? Someone that wants to fight level 39 stuff will go to a harder region where he won’t have to wade through a dozen worthless level 34 mobs to get to the giant.
Suddenly being attacked by something you can’t fight and can’t outrun is more or less the same thing as being killed by a random bolt of lightning. Life is random and unfair, but when I’m playing a game for entertainment I’d like for penalties to be related to mistakes, not bad luck. This does not enrich the game experience. It’s just a pointless death to punish the player for… what? Playing the game in the first place?
I've got to agree with this one, too. Penalties should be based on user errors/mistakes and not for anything else.
To read more, go check out the blog post. Great stuff!
A Passage in Time ... Dead Can Dance