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>>369916554
>What sort of gameplay would you want from a VRMMO with current headset/controller tech?
Honestly I"d be fine with the pseudo-turn based combat we have in MMORPGs now, swing controller, sword hits target. Can't feather-duster controller because of your ability/attack cooldowns. Use free movement to evade enemy attacks when possible. In fact, Zenith doesn't actually look bad on the combat side if you look at the videos on Steam. Here, they're using a class with a block ability and attacking a monster with their normal attack, which only strikes once because of said cooldown.
The problem isn't that in Zenith but everything surrounding it. The immersive part of a VR MMO would be the ability to actually be in that world and interact with other people with your character instead of being a third person camera watching from perfect creep-shot angle. Which has always been the problem of trying to interact with people in MMOs, you're really just a character on the screen and it takes some disconnect to imagine yourself as being there. Instead, it kind of looks like VRChat where everyone is locked to a human race and not really a step forward in interaction or community-building. Picture assembling a group of 20 people in this game and having a Ragnarok Online-like campout at a monster spawn for a couple hours trying to farm items. THAT is where a VR MMO would shine the most. The combat would be flavor on top of that.
tl;dr: I think the combat being standard wouldn't be a negative, it's the socialization that would have be top notch to make it all work.