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Darkfall

Darkfall 

General Discussion  » Why pre-trammel UO failed, and the similarities to DF

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310 posts found
  Azrile

Advanced Member

Joined: 7/29/08
Posts: 2316

Any new or returning player to WOW, send me a PM for some help getting started.

 
12/21/08 11:18:24 AM#1

It's apparent that  part 6 of Noobs really clarifies how 'exactly' the ruleset of DF will be the same as UO was before Trammel.   Her comments about going rogue (grey in UO).

The fact is, that UO was dying pretty rapidly up until they announced Trammel.    Let me give you some reasons why players quit under this kind of system.

1.  Exploits -     Dying to players who exploit in other games is annoying.. dying to exploiters and losing all your stuff will make you completely stop playing until the exploit is fixed.   How fast do 'exploits' spread? Once someone learns it, they will pass it onto their guild and friends.  How fast do most games take to fix an exploit?  A few weeks to acknowledge it, another 2 weeks to fix it?  UO had a bunch of real exploits (spamming chat to get people to lag) and they also had 'tricks'.   Just like in UO.. players will learn how to get you to go rogue/grey so they can get you killed.  Honest players will just stop playing, everyone else will learn to use the exploit.

2. Lag/Crashes - Same as above.  If you have lag spikes at all, will you really play that day? In other games, death isn't that big of a deal, so you don't mind getting killed a few extra times because your connection is bad.  

3. Brit graveyard - To those that didn't play UO, I'll explain this :)  Brit graveyard was typically the first area where new players would 'wander' outside of town.  It was right outside of the biggest town, and it had easy monsters to kill.  Because of this, it was often the place where Murderers hung out.  In UO, new players were often essentially trapped in town.  Yes, if you knew people before you started playing, they could help you.. but you basically had to know them BEFORE you started playing.  Someone who just bought the box, logged in and started playing, probably spent their first month rarely getting out of town.  This is the exact reason UO introduced Trammel.   Players weren't renewing after their free month, and they were citing 'ganking' as the reason.   The same thing will happen in Darkfall.  Anti-social players will camp the area where new players first step into the 'world' and gank them. 

4. Don't come late to the party -  This kind of goes with #3.  But basically what happens is if you are a month or two late starting the game, you will be getting ganked all the time by players that are more powerful than you and they will block your progress.  The first players who got through 'brit graveyard' were free to advance their skills pretty freely, but anyone who started late, always had more powerful characters waiting for them.  This was the reason that some players 'loved' old UO.. because they were out there early.   I was lucky when I played UO, i started at launch.  But I had enough friends who started late and I 'experienced' what they did.   New players won't renew

5. Class/skill balance - Class balance is extremely hard to do.  Class balance in PvP is almost impossible.   How much fun is it going to be to play if you aren't the OP class? If because of skill/class balance you are losing your gear all the time.  In every game, players cry about class balance.. in a game where it means you lose your gear..they will do more than cry, they will quit, or they will reroll to the OP class.

6. Bring your friends -  full-loss death means that players will group up and wander in bands.  This sounds cool in theory, but what happens if you log in and you don't have many friends on?   And again, what about new players?

UO pre-trammel showed exactly what is going to happen with DF.

1.  New players won't last the first month
2. Exploits will be rampent and spread quickly.   'tricking' players into going grey will be considered a tactic.  Players who are successful aren't the ones who use their skills the best, they will be the ones who learn to game the game.
3. The Flavor-of-the-month class will be the only one played.   UO had a phase (about 6 months) where everyone was a mage who carried a polearm. 
4.  Gear grinding -  You'll have to have many sets of gear stored, or else when you die with your group, you will get left behind as you try to get more gear.

There is a reason why UO made Trammel, they were losing a ton of players because of the ruleset.

If you have a pre-built guild and you plan on starting on day 1 things will seem fine for a few weeks... but the UO ruleset just is not viable for a longterm game

If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available

  Loke666

Elite Member

Joined: 10/29/07
Posts: 13305

12/21/08 11:23:51 AM#2

This is a big possibility with DF, that is true. But since I am not in the beta I don't know if Aventurine have thought about these things or not.

  silicon111

Novice Member

Joined: 2/29/08
Posts: 67

12/21/08 11:29:16 AM#3

Yes it sounds very fun, But i agree with you. OP.

  Blodpls

Novice Member

Joined: 7/29/08
Posts: 1466

12/21/08 11:54:35 AM#4

All of the things that you have listed are true of every game that has non consensual pvp in it, some of them are very popular.  Go through your list and compare it to a WoW pvp server, all of it applys.  The only exception is the full loot and if gear is easy to get that won't be a problem.  I assume you play mmorpgs on pve servers.

  Brenelael

Elite Member

Joined: 10/19/06
Posts: 3332

Pointing out the Obvious to the Oblivious since 2006

12/21/08 11:59:40 AM#5

These are some of my concerns as well. However they have been my concerns before playing any PvP based game prior to launch and some have been very successful games. Only time will tell at this point so saying the game will fail because of this is a bit premature.

 

Bren

while(horse==dead)
{
beat();
}

  Thomas2641

Novice Member

Joined: 10/10/07
Posts: 146

12/21/08 12:06:37 PM#6
Originally posted by Azrile

It's apparent that  part 6 of Noobs really clarifies how 'exactly' the ruleset of DF will be the same as UO was before Trammel.   Her comments about going rogue (grey in UO).

The fact is, that UO was dying pretty rapidly up until they announced Trammel.    Let me give you some reasons why players quit under this kind of system.

1.  Exploits -     Dying to players who exploit in other games is annoying.. dying to exploiters and losing all your stuff will make you completely stop playing until the exploit is fixed.   How fast do 'exploits' spread? Once someone learns it, they will pass it onto their guild and friends.  How fast do most games take to fix an exploit?  A few weeks to acknowledge it, another 2 weeks to fix it?  UO had a bunch of real exploits (spamming chat to get people to lag) and they also had 'tricks'.   Just like in UO.. players will learn how to get you to go rogue/grey so they can get you killed.  Honest players will just stop playing, everyone else will learn to use the exploit.

2. Lag/Crashes - Same as above.  If you have lag spikes at all, will you really play that day? In other games, death isn't that big of a deal, so you don't mind getting killed a few extra times because your connection is bad.  

3. Brit graveyard - To those that didn't play UO, I'll explain this :)  Brit graveyard was typically the first area where new players would 'wander' outside of town.  It was right outside of the biggest town, and it had easy monsters to kill.  Because of this, it was often the place where Murderers hung out.  In UO, new players were often essentially trapped in town.  Yes, if you knew people before you started playing, they could help you.. but you basically had to know them BEFORE you started playing.  Someone who just bought the box, logged in and started playing, probably spent their first month rarely getting out of town.  This is the exact reason UO introduced Trammel.   Players weren't renewing after their free month, and they were citing 'ganking' as the reason.   The same thing will happen in Darkfall.  Anti-social players will camp the area where new players first step into the 'world' and gank them. 

4. Don't come late to the party -  This kind of goes with #3.  But basically what happens is if you are a month or two late starting the game, you will be getting ganked all the time by players that are more powerful than you and they will block your progress.  The first players who got through 'brit graveyard' were free to advance their skills pretty freely, but anyone who started late, always had more powerful characters waiting for them.  This was the reason that some players 'loved' old UO.. because they were out there early.   I was lucky when I played UO, i started at launch.  But I had enough friends who started late and I 'experienced' what they did.   New players won't renew

5. Class/skill balance - Class balance is extremely hard to do.  Class balance in PvP is almost impossible.   How much fun is it going to be to play if you aren't the OP class? If because of skill/class balance you are losing your gear all the time.  In every game, players cry about class balance.. in a game where it means you lose your gear..they will do more than cry, they will quit, or they will reroll to the OP class.

6. Bring your friends -  full-loss death means that players will group up and wander in bands.  This sounds cool in theory, but what happens if you log in and you don't have many friends on?   And again, what about new players?

UO pre-trammel showed exactly what is going to happen with DF.

1.  New players won't last the first month
2. Exploits will be rampent and spread quickly.   'tricking' players into going grey will be considered a tactic.  Players who are successful aren't the ones who use their skills the best, they will be the ones who learn to game the game.
3. The Flavor-of-the-month class will be the only one played.   UO had a phase (about 6 months) where everyone was a mage who carried a polearm. 
4.  Gear grinding -  You'll have to have many sets of gear stored, or else when you die with your group, you will get left behind as you try to get more gear.

There is a reason why UO made Trammel, they were losing a ton of players because of the ruleset.

If you have a pre-built guild and you plan on starting on day 1 things will seem fine for a few weeks... but the UO ruleset just is not viable for a longterm game


 

Can you document that postulate?? I have always been under the impression that UO did fine in the T2A era... And I was playing back then... (In fact I think you would have trouble proving it since they didn't show the server population numbers back then.. )

  Hotjazz

Apprentice Member

Joined: 11/13/08
Posts: 599

12/21/08 12:20:10 PM#7
Originally posted by Thomas2641
Originally posted by Azrile

It's apparent that  part 6 of Noobs really clarifies how 'exactly' the ruleset of DF will be the same as UO was before Trammel.   Her comments about going rogue (grey in UO).

The fact is, that UO was dying pretty rapidly up until they announced Trammel.    Let me give you some reasons why players quit under this kind of system.

1.  Exploits -     Dying to players who exploit in other games is annoying.. dying to exploiters and losing all your stuff will make you completely stop playing until the exploit is fixed.   How fast do 'exploits' spread? Once someone learns it, they will pass it onto their guild and friends.  How fast do most games take to fix an exploit?  A few weeks to acknowledge it, another 2 weeks to fix it?  UO had a bunch of real exploits (spamming chat to get people to lag) and they also had 'tricks'.   Just like in UO.. players will learn how to get you to go rogue/grey so they can get you killed.  Honest players will just stop playing, everyone else will learn to use the exploit.

2. Lag/Crashes - Same as above.  If you have lag spikes at all, will you really play that day? In other games, death isn't that big of a deal, so you don't mind getting killed a few extra times because your connection is bad.  

3. Brit graveyard - To those that didn't play UO, I'll explain this :)  Brit graveyard was typically the first area where new players would 'wander' outside of town.  It was right outside of the biggest town, and it had easy monsters to kill.  Because of this, it was often the place where Murderers hung out.  In UO, new players were often essentially trapped in town.  Yes, if you knew people before you started playing, they could help you.. but you basically had to know them BEFORE you started playing.  Someone who just bought the box, logged in and started playing, probably spent their first month rarely getting out of town.  This is the exact reason UO introduced Trammel.   Players weren't renewing after their free month, and they were citing 'ganking' as the reason.   The same thing will happen in Darkfall.  Anti-social players will camp the area where new players first step into the 'world' and gank them. 

4. Don't come late to the party -  This kind of goes with #3.  But basically what happens is if you are a month or two late starting the game, you will be getting ganked all the time by players that are more powerful than you and they will block your progress.  The first players who got through 'brit graveyard' were free to advance their skills pretty freely, but anyone who started late, always had more powerful characters waiting for them.  This was the reason that some players 'loved' old UO.. because they were out there early.   I was lucky when I played UO, i started at launch.  But I had enough friends who started late and I 'experienced' what they did.   New players won't renew

5. Class/skill balance - Class balance is extremely hard to do.  Class balance in PvP is almost impossible.   How much fun is it going to be to play if you aren't the OP class? If because of skill/class balance you are losing your gear all the time.  In every game, players cry about class balance.. in a game where it means you lose your gear..they will do more than cry, they will quit, or they will reroll to the OP class.

6. Bring your friends -  full-loss death means that players will group up and wander in bands.  This sounds cool in theory, but what happens if you log in and you don't have many friends on?   And again, what about new players?

UO pre-trammel showed exactly what is going to happen with DF.

1.  New players won't last the first month
2. Exploits will be rampent and spread quickly.   'tricking' players into going grey will be considered a tactic.  Players who are successful aren't the ones who use their skills the best, they will be the ones who learn to game the game.
3. The Flavor-of-the-month class will be the only one played.   UO had a phase (about 6 months) where everyone was a mage who carried a polearm. 
4.  Gear grinding -  You'll have to have many sets of gear stored, or else when you die with your group, you will get left behind as you try to get more gear.

There is a reason why UO made Trammel, they were losing a ton of players because of the ruleset.

If you have a pre-built guild and you plan on starting on day 1 things will seem fine for a few weeks... but the UO ruleset just is not viable for a longterm game


 

Can you document that postulate?? I have always been under the impression that UO did fine in the T2A era... And I was playing back then... (In fact I think you would have trouble proving it since they didn't show the server population numbers back then.. )

 

I do remember Fel died and alot of my friends quit UO when Trammel came. I still had a blast and probably most fun at the factionwars on my server a while later. Closed my account for good when Aos hit with blessed and insured items.

 

Trammel killed my favourit MMO, thats for sure. I didn`t even try EQ, AC or Shadowbane. Why should I when UO was for me the best game ever.

  Azrile

Advanced Member

Joined: 7/29/08
Posts: 2316

Any new or returning player to WOW, send me a PM for some help getting started.

 
12/21/08 12:24:57 PM#8

you can look at mmochart.org or whatever that site is.   Note that I said that it started increasing when trammel was 'announced'.  Subscription were dropping, and then turned around about 6 months before the actual release of trammel.   Regarding the t2a expansion, every game gets a bump around an expansion, but it was short lived.  The devs at the time stated that the reason for trammel was the overwhelming number of people who said 'getting ganked is not fun' when they cancelled.

And about this being true of any FFA game.. mostly true.. but again, Darkfall is a big budget game.. there has not been a big budget game (10+ million) that has survived long as a FFA game.

If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available

  downtoearth

Novice Member

Joined: 2/26/08
Posts: 3704

12/21/08 12:28:22 PM#9
Originally posted by Azrile

you can look at mmochart.org or whatever that site is.   Note that I said that it started increasing when trammel was 'announced'.  Subscription were dropping, and then turned around about 6 months before the actual release of trammel.   Regarding the t2a expansion, every game gets a bump around an expansion, but it was short lived.  The devs at the time stated that the reason for trammel was the overwhelming number of people who said 'getting ganked is not fun' when they cancelled.

And about this being true of any FFA game.. mostly true.. but again, Darkfall is a big budget game.. there has not been a big budget game (10+ million) that has survived long as a FFA game.

 

hopefully the guards in the starter cotys will help the game will be  bit diffrent form uo so hopwfulyl they thought about these problems

  Azrile

Advanced Member

Joined: 7/29/08
Posts: 2316

Any new or returning player to WOW, send me a PM for some help getting started.

 
12/21/08 12:33:52 PM#10

I quit after AOS also.  but that doesn't change the fact that for the year or two before that, Felucca was mostly empty.  The devs had to put a lot of effort into changing Felucca to get players back ( Factions, then later powerscrolls).   Even with a lot of extra rewards, Felucca was still empty.  The ruleset does not work.

If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available

  Azrile

Advanced Member

Joined: 7/29/08
Posts: 2316

Any new or returning player to WOW, send me a PM for some help getting started.

 
12/21/08 12:36:35 PM#11
Originally posted by downtoearth
Originally posted by Azrile

you can look at mmochart.org or whatever that site is.   Note that I said that it started increasing when trammel was 'announced'.  Subscription were dropping, and then turned around about 6 months before the actual release of trammel.   Regarding the t2a expansion, every game gets a bump around an expansion, but it was short lived.  The devs at the time stated that the reason for trammel was the overwhelming number of people who said 'getting ganked is not fun' when they cancelled.

And about this being true of any FFA game.. mostly true.. but again, Darkfall is a big budget game.. there has not been a big budget game (10+ million) that has survived long as a FFA game.

 

hopefully the guards in the starter cotys will help the game will be  bit diffrent form uo so hopwfulyl they thought about these problems


 

There will always be the area 'just past' the guards.  That is what Brit graveyard was.  At some point, a new player will have to leave the guard zone.. and it will be at that area where the real jerks will congregate.

If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available

  Syyth007

Apprentice Member

Joined: 5/15/08
Posts: 251

12/21/08 12:42:08 PM#12

Seeing as there are too many unknown variables concerning the way the ffa pvp will be handled, and the conditions, it's a bit too early, imo, to say DF will be a replicate of pre-trammel UO and will fail because of it.  I see the ffa full loot pvp turning away most casual players, but if they execute everything in a fair enough manner, they can still pull in quite a good number of players for a niche game. I think, if after 1 year, if DF still has 100k + players, it should be considered a good success.  It's never going to get WoW numbers, obviously, but I can easily see them achieving Eve type numbers after some time, if they can make everything fit, and work well.

  Azrile

Advanced Member

Joined: 7/29/08
Posts: 2316

Any new or returning player to WOW, send me a PM for some help getting started.

 
12/21/08 12:55:52 PM#13

I was going by Noobs description in #6.  The whole 'rogue/grey' thing she described is how UO worked, and it caused a lot of problems because people 'gamed' the system and learned ways to make non-criminals turn criminal.

While you say it is too early to tell, the fact is that everything they have released is EXACTLY like pre-trammel UO.

No way 100,000  

If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available

  Syyth007

Apprentice Member

Joined: 5/15/08
Posts: 251

12/21/08 1:08:29 PM#14

If similar exploits that were in UO are going to be in DF is yet to be seen. As for the 100k remark: I stated that if they released successfully, and implemented  an open pvp system that isn't easily exploitable, then a year after release, 100k subscribers should be considered a success.  Pre-tram UO had over 100k subscribers.. Eve has near 200-250k.  100k isn't astronomical, but for a niche title, is quite a bit.  Everything is pretty much opinion, and we'll all be able to see how everything plays out when it releases.  I'm not saying DF is going to be a success.. I have my own doubts about the game myself, but as they are keeping everything underwraps for the most  part, it's too early (imo) to make blanket statements on how successfull (or disastorous) it will be.

  Ironic

Novice Member

Joined: 1/05/07
Posts: 10

12/21/08 1:11:21 PM#15

UO was always packed full of people pre-trammel. AoS is what killed UO for most people. Half of my guild quit when trammel was introduced.

  Azrile

Advanced Member

Joined: 7/29/08
Posts: 2316

Any new or returning player to WOW, send me a PM for some help getting started.

 
12/21/08 1:13:55 PM#16

agreed,  but UO was the only game back then.  Pre-trammel was pre-EQ (mostly).  It was the only game, players didn't have a choice.  The whole idea of a MMO was amazing back then.  I remember going to brit bank and being amazing thinking that all those 'people' were being controlled by real people.

All of the things I listed are things that ARE going to happen.   Exploits (tricking players into going grey), ganking new players at low level areas, class/skill imbalances etc.

we'll see.. Jan 22nd will be a fun day... just to see things shake out

If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available

  User Deleted
12/21/08 1:17:38 PM#17

UO pre-trammel showed exactly what is going to happen with DF.

1. New players won't last the first month
2. Exploits will be rampent and spread quickly. 'tricking' players into going grey will be considered a tactic. Players who are successful aren't the ones who use their skills the best, they will be the ones who learn to game the game.
3. The Flavor-of-the-month class will be the only one played. UO had a phase (about 6 months) where everyone was a mage who carried a polearm.
4. Gear grinding - You'll have to have many sets of gear stored, or else when you die with your group, you will get left behind as you try to get more gear.

There is a reason why UO made Trammel, they were losing a ton of players because of the ruleset.

If you have a pre-built guild and you plan on starting on day 1 things will seem fine for a few weeks... but the UO ruleset just is not viable for a longterm game
 

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This is totally crap your ill informed and based facts on a 11year old game, you have absolutely no clue what so ever how Darkfall is.

Again some troll try place Darkfall in negative light bah:(

  Eyrothath

Apprentice Member

Joined: 9/01/08
Posts: 145

12/21/08 1:23:41 PM#18

Even before Trammel, UO's subscriptions were on the rise, and when Trammel came, we had around 250,000 players and it was still going up.. I admit, the game was still good.. But then they made AGE OF SHADOWS! They brought insurance into play, so you couldn't lose your items, just your money, they took away the sandbox elements of the game and itemized it and now there is 3 more rulesets like Trammel..

But their numbers declined and now there is easily around 90,000+ subscribers.. So what happened??

Well, the game is RAN by scripters, gold farmers, hackers, dupers, and more, EA won't do anything about it, and the players cannot fight them... And it is like 30 million to get a decent gear to PvP with if you want to compete and everyone is always looking for the next best set of skills to PvP with when they edit the skills, there is always a skill that over-comes the rest.. People farm for gear now more than ever before..

I do not wish for Darkfall to head in this direction..

It sounds like Darkfall is not for you though.. Planetside sounds like it is for you..

  User Deleted
12/21/08 1:30:05 PM#19

I played UO from launch until EQ was released. I left because there was nothing else to do but kill each other.

Darkfall may very well fail, but it wont be because it's too hardcore.

  Clixgamer

Apprentice Member

Joined: 11/04/08
Posts: 21

12/21/08 1:42:58 PM#20

I was one os the UO players that quit because of the pvp ganking, and came back after the implementation of Trammel. My skill level was too low for my guildies to allow me to tag along on major hunts so I would hunt elsewhere to increase my skills. The thing about building up your skills in UO is you never wanted to bring your best gear in fear of losing it.  Then I would find a good grinding spot and doing pretty good, something that gives you a good challenge, but you won't die from. Then suddenly another player runs by you followed by 5 MOB's and go into stealth.  Now all the MOBs are on you. So you try to run getting smashed along the way. You make it out the cave with a sliver of health only to find the same player who trained the Mobs on you to deliver the killing blow.  This would happen everywhere I went and every time I attempted it. I easily felt like this was a waist of my time.

I am all for a PvP game, but there has to be certain restrictions. Player Killers, Ganking, Training, Ninja looting, MOB stealing, Griefing: these are all negative gaming terms and are originally from UO.

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