List of things that shouldn't exist in an MMORPG :

All RPGs should have an AH it helps the realm/server

Yeah no on that .

Agree should go .

No it works fine as it is .

Without them more players would leave as servers are still dead after recent connections

No just no removing things is never good

Only thing i would remove is your ability to post on multi alts and force you to post on one char only to show you have the courage to back your convictions instead of trolling all the time on 7 chars .

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Multiboxers

I hate when I get sharded with 1 guy and his 9 computer-aid-controlled-moonkins nuking the world quest area instead of getting there REAL PEOPLE who talk and do stuff.

DH /10char

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It doesn’t. I actually asked the vanilla devs about this.

These guys had made Battle.Net and matchmaking basically before anybody else. They had the network engineer from iD software on their team - the guy that made Quake.

As far as networking goes, they were VERY capable. Doing CRZ would not have been an issue.

Allan Adham suggested the realms with fewer players. Originally he wanted to go for 500, but others on the team thought that was too low, so they settled for about 10 times that.

The intent was to get a “town effect” where you can’t know everyone and where you’ll repeatedly bump in to the same people, and everyone can know of a particular person, i.e. you can become famous in the local community.

The map size and amount of players was linked together. They didn’t want too many players you could group up with, but they needed twice the amount of players in the game world to really fill it up. That is why they went from Warcraft 3’s unified races at the end of the RoC campaign and straight over to two factions with no real explanation.

I think Mark Kern talked about this in an interview as well. They did it on purpose.

EDIT: Proof

I’m not talking about CRZ nor WoW specifically, the whole idea of CRZ implies having different servers. We also know the original devs took inspiration from the previous MMORPGs they played and enjoyed but ultimately it was impossible to fit everyone in a single world anyway.
The concept of servers already existed and was known how it affects the game at the time WoW started being made. As for the server capabilities we known they were more limited back then, we saw the difference with the classic release.

What i’m talking about is the idea of making the first MMORPG, probably the model for every other mmorpg to come. If it was technically possible fit 3 mil players in the same world, would have they done it and how would that affect world design? that is the question

What about roleplaying in my Massive Multiplayer Online RolePlaying Game?

No, it’s not the question, and I just linked you to an interview that says it wasn’t.

Your reasoning with all this is completely backwards. They wanted small servers and community by design, but they could only buy and run so much hardware. So the engineering guys were saying that they needed bigger servers to not waste CPU cycles (there was no virtualisation at the time), and the design guys wanted 500-2500 players on a server.

How to fix that? 2 factions! Smaller communities, less servers. It accomplishes both goals. Watch the interview - I’ve even linked the timestamp. Also, don’t stop it after like 10 seconds. The answer is complicated and he makes it sound like it’s the opposite way around within the first 10 seconds, but then he elaborates.

That sounds horrible.
I think black smiting NPCs should be where the line is drawn, not players. :stuck_out_tongue: Right now it feels like any random guy can repair though.

For me sharding / phasing is the big one.
Heirlooms.
Shared raid sets. Warrior, DK and Paladin should all have a different looking set.

What’s next? Break my character’s legs so a Druid has to carry me everywhere?

Well then you gotta tell Anduin to invest in his harbor, and the council to get more zeppelins because you gotta get around the world somehow.

So am I supposed to walk around with broken armor looking for a blacksmith?

I don’t see how spamming what I want to sell in trade chat is quality player interaction

I don’t even understand what this is supposed to mean honestly.

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Who are you to tell me what question i asked? that’s the question because I asked it. Your interview has nothing to do with the point i’m making, what’s so hard to understand?
The fact that the WoW dev team was able to make bigger servers but it didn’t want to is IRRELEVANT to the fact that for the original concept of the first MMORPG a technical limitation thats prevent too many people from joining the game in the same time ultimately leads to the creation of different servers.

I seriously don’t know who you’re arguing with.

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Weren’t we talking about how WoW was influenced by those games, so WoW had the same technical limitation, and if WoW could have 3 million people on a single server they’d have done it?

I must’ve misunderstood. Because if that was the question you’re posing, there is no question without an answer, which I meant by “that’s not the question”. We know the answer to this, and the answer is that they did it because they wanted to.

Here’s another interview (contained within a reaction from Asmongold because I can’t find the original video) that says the same thing:

WoW’s servers exist because they wanted them to exist, not because they had to exist. Only some MMO’s had servers, others did not. I’m sure it was a technical limitation if you go far enough back, but for WoW it wasn’t.

EDIT: And example of a really early MMO without servers, which I am not a fan of by the way, but I know it exists: Furcadia. No servers, definitely an MMO. 1996.

Runescape doesn’t have realms either.

Except it absolutely does have a total of 141 servers, called “worlds”.

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You got me. I was looking for “realms” and “servers” and a bunch of other names, and I found nothing other than references to private servers.

Oh well, I can just use Guild Wars as an example as well. Doesn’t have realms, although there’s a lot of instancing, so it’s a little bit of a cheat. 2006.

EDIT: EVE Online does not have shards/servers/realms/whatever. 2003.

Yeah man, i understand that, WoW probably wouldn’t have done it, i get it that Allan Adham wanted small servers with their own communities because of his previous experience with other MMORPGs at that time, he saw value in small servers.
But what if he didn’t have that experience? it’s ultimately a question without an answer, we don’t have those supercomputers i mentioned in the first post. What if Ultima and Everquest didn’t have servers but instead a huge open worlds capable of carrying millions of players.

Looking back at the early games, the trend was to have more and more people playing in the same time and interacting with each other, games one-upping each other in this category, until a technical limitation was reached.

The original Guild Wars game is not technically an MMORPG (it certainly was never marketed as one) and does create overflow servers once it reaches a certain number of players, similar to Guild Wars 2. So the game does in fact have servers, you just cannot freely choose which one you’re on, and both have them due to technical limitations.

This is, in my opinion, is a significantly worse system as it makes it incredibly hard to play with your friends as you cannot join their map once it is full. WoW handles this much better

Not really. Some of the earliest MMO’s didn’t have shards at all. EVE was 2003 and has ½ a million people in it.

It was also Allan Adham who suggested reducing the number of units in WarCraft 3 from 200 to ~30-40 per player.

That’s just who he was.

I think SoE said ~6000 online at once on their realms for Everquest, but the info is long gone. WoW had less than that.

“… so it’s a little bit of a cheat.”

But even without Guild Wars or MineCraft I still found 3 examples.

I am starting to see a tendency here.
Actually tell me, Isha - what is your subjective take on what is MMORPG? Refrain from using “just like game X”.

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I am just sick and tired of people wanting to force THERE ideas and FEELINGS onto others just to make it a game THEY enjoy and only THERE view matters .

An MMORPG consists of two parts:

MMO - Massively Multiplayer Online
The game takes place online and there are far more players than what is typical for a multiplayer game. Often it’s in the thousands on a single map.

This is in contrast to regular multiplayer games which feature much less. Some reach about 100, but they’re rare.

RPG - Role Playing Game
The idea of building characters and acting out a role in a game world. Character customisation - could be classes or talents or professions or any other number of things. These choices should influence who you are and what you do.

You put the two things together:
You get a massive amount of players playing together on a single map. In vanilla WoW’s case two maps but each is big enough to be considered an MMO. They interact with each other, as you do in multiplayer games, and their character builds and specialisation will create roleplay based interaction, such as tanks helping out damage dealers or skinners gathering for leatherworkers. Of course chatting is also important, and to reduce the amount of spam with so many players, often your messages will go out to a vicinity rather than a global channel.

That’s an MMORPG to me.

So WoW is MMORPG.

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