Mechanics and features that you like/want and don't like/want in MMORPG

I like that kind of loot system. In RO, every mob only drops one instance of loot regardless of party size. That's what I dislike the most about RO system. RO has a lot of meaningful collectibles. There are hundreds of unique monsters and every monster has its own pokemon card. I really like the various buff consumables that you can farm and craft. Many mobs drop unique materials for crafting consumables and gears. I would love to farm every item with a group as I did for levels.

The collection system sounds really cool. I would love to have similar system for cards in RO. So after you found a card, you could craft a copy since you might need more than one of the same card but crafting a copy would be less grindy than finding the card for the first time.

The trait system sounds kind of similar to RO card system. You can socket a card to a gear to give it a unique affix. The affix may grant additional stats, passive skill or active skill. Gears don't drop with a random card/affix though. Some gears drop with random stats but you can't change the stats.

In RO, you don't need to be max level to do endgame content. There's stat allocation and you can have maximum base damage stat (str, int or dex depending on your weapon) very early in the game. You also don't absolutely need more than a basic weapon and consumables to do any content. The support skills are overpowered in RO. The gears are basically there to fulfill people's power fantasy but not absolutely necessary to play the game. There's virtually no ceiling for gear progression especially since the game has devolved into a gacha game and they put BIS gears exclusively in loot boxes.

/r/MMORPG Thread Parent