Site's About page wrote:The Mana World (TMW) is a serious effort to create an innovative free and open source MMORPG.
Anyhow, I don't mean to trash talk your game, but I would like to offer my perspective. Personally, I think it's a shame that 95% of MMOs are exactly the same. I don't just feel bad for the developers putting all that effort into making something that's been done before, but I also feel bad for the players and myself since it's so hard to find an interesting MMO. Here's what I feel defines a generic MMO:From the wiki wrote:The Mana World aims to be a unique place for people to interact by not only fighting but also forming a community, a microcosm inside the game.
- Bashing heads with the enemy until you run out of potions. This is done either by holding Ctrl or click your enemy to lock and auto-attack.
- Pressing skill hotkeys either inbetween or to entirely replace attacks. Note that this takes no actual skill.
- Great focus on grinding and leveling up so that you may proceed to the next area.
- Great focus on getting better gear.
- 99% of quests are based on collecting x amount of y items or killing a amount of b monsters.
- Having zero impact on your world and surroundings.
Now then, let me address the problems I believe this game has.Wiki wrote:The game should include background information to give it the altern reality feel, i.e. history (currently being worked on), politics, culture, countries, tribes, climate, etc.
Some topics (http://forums.themanaworld.org/viewtopi ... =4&t=15748 + http://forums.themanaworld.org/viewtopi ... =4&t=15661 + http://forums.themanaworld.org/viewtopi ... =4&t=15325) lead me to believe this game has the grinding/stat focus problem.
Solution1: Give the players real goals and have enough content that they don't feel the need to camp a spot for days since it's the most efficient area to gain levels. Grinding is filler material inserted into MMOs to make them "last longer". The reason it's common is because it encourages players to buy extra features with real money to make that grinding less tedious. Your game is free, so it has no need for grinding.
Solution2: Have minigames where players can compete against each other based on skill, not luck or stats. Fighting monsters is almost guaranteed to always become predictable and repetitive in MMOs. Humans, however, have far more complex thought processes and widely varying skill. This means facing humans would generally be more fun and challenging (see: people like playing console games online because the AI becomes too easy). Also, it'd be ideal to not punish players for playing minigames (see: why waste time on minigames when I can spend that time getting a level up?).
Although I barely scratched the surface of the combat system, the "clicking to auto-attack" thing gave me a pretty clear idea of what I'd be in store for. Maple Story, Trickster Online, Wonderland Online, Endless Online, games made with Eclipse engines, games made with BYOND engines, Ragnarok, and many more. Using a pre-made game engine and pre-made graphics, any nobody could pretty much make a game similar to the one you've worked so hard on. Frankly, what's the point? I played another uninspired game called "The Forbidden Gates" before. A four-directional, 2D, isometric world that'd been worked on for 2 or 3 years before meeting its end. It had potential until they decided to take the generic route. People got bored of it, developers included.
Let me name a very popular game as an example: Minecraft. Why did it become so popular? I believe one of the main reasons is because it's very different from the hundreds of generic MMOs. It hardly even has a battle system, yet millions of people are intrigued by it. Minecraft introduced an unfamiliar concept to many of us. Freedom. To not be bound by levels, equipment, class trees, and bland quests. It focuses on exploration and creation, not "building up your character to be really strong". This is why people like it.
Solution: Humans are not designed to repeat tasks like machines. Treat your players like humans and give them something more interesting to do than click enemies and watch them be beaten down. Put down your textbook and think of something truly original for your game. Try and think of a battle system that relies on the player's attentiveness and quick wits, not on their stats or number of potions. Don't allow the battle system to become the worst and most tedious part of the game like it has in so many other MMOs. Besides, people would rather play a more developed game if they compare the battle systems and see they're pretty much identical.
It's your project, your decision, etc. You don't have to hang on some random person's every word, of course. People will play your game even if it's bland since some people only care about reaching the "top", but I don't think it'll ever stand out or become popular if it stays similar to how it is now. Other people just like the casual/social aspect, which is also very important, but you need to lure people in first for that to work well. Honestly, I think I'd wanna play it if the battle system didn't put me off so badly. Some of the screenshots look somewhat interesting, and I think small MMOs that have a chance of being shaped a bit by the players are more enjoyable. I just can't stand the thought of wasting more hours on boring gameplay and following class builds as I've done in other MMOs. Good luck and I hope your project becomes better.
PS: You should put better screenshots on the wiki. Screenshots of events where half the players are gathered in the main town for the picture doesn't give people any idea what the game is like. Screenshots used to promote the game are at their best when they're natural and depicting different areas of gameplay.