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I'm just not to sure what to think of this. I am always following this game so I can see it reach the level of gameplay that I would like to go back to. But after reading this, I just don't know if that will ever happen or not. Is there some type of logic that I am just missing here?
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11/02/09 9:53:06 AM#2
I think that more accurate to say we want a tight community rather than low population, I personally enjoy seeing players I know or have played with while I am on. In the end having a "smaller" server lets players feel a little more connected and gives each server its own identity.
That is messed up.
It's naive, and silly also. Jesus, what kind of MASSIVELY MULTiPLAYER ORPG focuses on creating a tight community by persisting in maintaining dead servers, denying transfers to populated one(s)??????
They looking for a server identy? I'll tell you what, start with kicking the noob mods who close and delete 97% of threads and let the "community members" interact with each other a little. If they want to feel connected, why dont they make their own little server with their own little community of 7 and play together? Leave the rest of us to enjoy MASSIVELY MULTIPLAYER ORPG with EPIC PVP BATTLES please.
Next, they will be telling us they crash siege on purpose because they enjoy minigames more... |
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11/02/09 10:31:06 AM#3
Originally posted by SirPaco It is exactly the kind of logic that prevents them from making sound decisions which will both benefit the community, the business and the product. I don't think I understand the core design that enables population levels to decline rather than grow or at least remain stable. This is an attempt at explaining away their design decisions so that you don't ask why you can't get a group going because there is hardly enough players online in that level range, or when you have ghost sieges because there aren't enough players to fill a 48v48 siege in the 2 guilds that are warring. Funcom get a clue, fix your game mechanics and then sell your product. |
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11/02/09 11:11:24 AM#4
Well it looks like they succeeded in reaching one goal at least |
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maskedweasel
Tipster
Joined: 9/24/07
"Kids, try imagining how far the universe extends! Keep thinking about it until you go insane." |
11/02/09 11:14:39 AM#5
Originally posted by Jackdog Its actually making sense now. Dev A "When we launch this game, we're gunna have tons of players, but how can we get just a tight, low populated playerbase?"
Dev B "Lets mess shit up!"
Dev A "Good plan"
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11/02/09 11:31:22 AM#6
Way to take their quotes out of context. |
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11/02/09 11:36:32 AM#7
Originally posted by arenasb
some myself included would say what a way to spin a negative. but what else can you expect I actually read a letter from Craig where he actually said that he thinks the development cycle of AOC compares favorably to the rest of the industry. But honestly folks when a company can't even be bothered to deliver ALL the features it advertises on the game package what more can you expect. |
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11/02/09 11:40:40 AM#8
if you want to check the context, the link is there mate :) |
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11/02/09 11:50:39 AM#9
Originally posted by SirPaco
Allow me to provide context.... 11.0 Technology Read all about the technological aspects of Age of Conan, from how the graphics is rendered to how it all sounds.
Perhaps most importantly, instances will also allow us to set certain areas aside for the individual player and keep things fun, engaging, and intimate. There are also wider, more open areas with lots of people for those who want the feel of a big crowd around them at all times. This is a tricky decision to make, but we feel the level of detail we’re able to put into an instanced world makes for the best, most immersive MMO experience to date.
Well there you have it. low enough, more fun and exciting, maintain that sense of community, and still feel like a massively multiplayer feeling, and thats about all you get, a feeling, cause the reality is declining populations are leading to server implosions, which will lead to server merges or the shutdown of AOC. It really isn't that far off, another 6-9 months. |
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11/02/09 12:29:03 PM#10
FC loves to spin things more than a Maytag dryer. At what point does FC say," You know what?.....we aren't fooling anyone." "Fooling people," being FC's number one marketing strategy over the last year and a half. Whether it be hiding population numbers, or volunteers viral marketing all over the place;...they are finally starting to see that their tactics were short term at best. The problem is, that once a company has taken this road-there's no turning back. "Once bitten twice shy," Fool me once shame on you......" the advice on this type of topic has been handed now from generation to generation. I guess FC didn't think it would apply to them? If they want new players they have to earn them properly by offering a decent product. Not just claiming it's good. Because now they are starting to enter the Age of Consequences...where FC is paying for the "error of their ways." We all knew this day would come. And believe me when i say. ..stick around because this is going to get good.
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Darth_Osor
Apprentice Member
Joined: 2/17/09
Just because you are unique does not mean you are special |
11/02/09 12:45:24 PM#11
Originally posted by arenasb
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread. What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops. |
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11/03/09 1:05:13 AM#12
Originally posted by brimstone728
Problem: If everyone already knows your name because of the low population then theres no extra incentive to make your name known. It then relies only on combat skill, and not combat skill + time invested. MMO appeals to people because they know "if I try really really hard I can make my name become known!" Funcom wants everybody to be equal and you not have to work hard to become "liked" on a server. Sounds socialist to me. Seeking admiration (either way) sux imo. |
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11/03/09 1:24:05 AM#13
Reading txt I must say I have not seen nothing simmilar to this, maybe they know something we do not. |
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11/03/09 3:01:52 AM#14
Originally posted by DaX.9
like what? a secret economical model made by an underground researcher in the 18th century that shows how viable it is to sell role playing games based only on small, dead communities?
the trail leads to the underground passages in Rome !!!! |
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11/03/09 3:19:39 AM#15
Yeah, Funcom is dead wrong here. Just compare it to the real world. Walking down the street in a busy city you see tons of strangers and once in a while you meet someone you know and its a nice experience. Living in the countryside you constantly meet people you know and there are't that many strangers. However ask yourselves, where do most people want to live? In the city or in the middle of no-where? I am guessing most of you here in this forum live in some sort of city. Funcom should change their ambitions here. /shakes his head sadly.
Originally posted by BishopB: Are a lot of the trolls just angry kids with old gaming hardware? |
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11/03/09 3:41:14 AM#16
Originally posted by Darth_Osor
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread. What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games. Nonethless, that's me! Glen ''Famine'' Swan |
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11/03/09 4:11:17 AM#17
Originally posted by FC-Famine
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games. Nonethless, that's me! The thing is Famine, you cannot have a TIGHT community that is also LARGE. If you want a large community to be tight you need to make it fragmented. There is a danger here that each fragment reaches below a critical mass of polulation and then dissapears. A tight community is a nice ambition and it sounds good on paper, however it does limit your population. Or limit it to many groups. You should think outside the box Funcom has made for itself here and read the responses in this thread. Tight is NOT good. Tight does not mean small - but its the most likely alternative. Move away from the "thight" ambition and you will make it easier to grow a larger community and consecuently a larger playerbase.
Originally posted by BishopB: Are a lot of the trolls just angry kids with old gaming hardware? |
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11/03/09 4:24:21 AM#18
Originally posted by jaxsundane
some myself included would say what a way to spin a negative. but what else can you expect I actually read a letter from Craig where he actually said that he thinks the development cycle of AOC compares favorably to the rest of the industry. But honestly folks when a company can't even be bothered to deliver ALL the features it advertises on the game package what more can you expect. There are many many games that advertise features that are never in the final product. Fable 1 and 2 spring to mind. |
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11/03/09 6:14:49 AM#19
Originally posted by SirPaco
LOL, maybe, who knows. :D |
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11/03/09 6:30:46 AM#20
Originally posted by FC-Famine
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games. Nonethless, that's me! You got a lot of balls there Famine. Since when has community building been a priority of Funcom's or the AOC dev team? Were that the case would they not have been much wiser offering free server transfers months before they did forced server merges, after the vast majority of players who would play the game ever, had already left? Do share with us the logic of how "tight" communities are created by servers which implode because there are more hours of the day when you can't get a group going than when you can? Tight communities, are created when you have veterns who stick with the game while welcoming new players because the game is growing and not an MMO representation of the titanic about 2 hours after it hit an iceberg. |
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