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All Posts by Dauzqul

All Posts by Dauzqul

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1366 posts found
Originally posted by Kaladin

Define successful.


A game that sustains a healthy player-base and earns more than enough income to remain.

A game and company that is respected. Eve is a great example. While it's not for everyone, the game itself is respected. Compare that to someone like BioWare, Funcom, Mythic, Cryptic, etc.

A game that doesn't have to sucker people in with "limited time cash shop" offers etc.




Moreover, it would not be niche at all. ArcheAge on paper would be niche. However, if it wasn't for such a lousy P2W ruleset, it would do quite well.

Originally posted by Dewm


Good feedback, I appreciate it. And gives me some stuff to think about. 

It's cool. You have good content and great drive.


I would guess that your best bet is to be more than prepared for the next big game, e.g., EverQuest Next, Lineage Eternal, Black Desert, etc. Do anything you can to get into beta - even if you have to buy it. Learn the game inside and out and secretly design the fastest levels tricks / best solo builds / best pvp builds / possible exploits etc. Gather it all, compile it, and massively launch that stuff on via YouTube or twitch on launch day. It will spread. Be sure your is clearly linked and be ready.

If you want a large following, you have to create a video of something completely unique and/or difficult to do.


A perfect example of this would Kripparrian. He was the first, or at least had the first video, of taking down Diablo via Diablo 3 in Hardcore (1 death only) Inferno mode. He made a video of it being done and gave great input. He then got a ton of a subscribers and has been making videos ever since.


Nobody really cares about opinions unless the person giving the opinions is qualified to make a legit opinion, e.g., fatal1ty on mouse acceleration etc vs. some random person of mouse acceleration.

MMO Crowd Funding take advantage over avid collectors. Some people will shell out a few hundred just to sport a unique player title or item.

People like to stand out. Most of those types of people buy into these stupid things just for the 2-bit digital goods.

Asian males. It's hard to feel like a weathered warrior when my character looks like he can cry at any given moment.
Originally posted by Arawulf

Here's a shower thought: The value of one month of a subscription based MMORPG (or patron status), considering the rate of inflation, is almost $4 cheaper in 2014 than it was in 2004. Enjoy your savings gamers! You're paying the equivalent of $11.97 per month.

Enjoy your cheaper subs (or patron status)!


Devs would like you to believe that. However, you are now paying a subscription fee with an almost mandatory need to delve into the cash shop on top of that.

You want a successful MMORPG? Then scratch the following crap from your developmental blueprints:


#1. Remove Quest Hub to Quest Hub progression. A game might seem big. However, when it comes time for end-game, most of the world is rendered useless, as most lands become pointless due to being under your level.

#2. Remove Set in Stone Item Loot. It's so predictable; it's so boring. Such a lame axiom should be replaced with something more statistically randomized, e.g., SWG Loot / Diablo-style loot. This style of loot makes level grinding much less arduous. Of course, crafting should still have a major benefit such as allowing the user to either pinpoint certain attributes and/or bonus effects.








#3. Remove Story. A theme/setting with deep lore is fine. However, the story element always turns into a mind-numbingly redundant bore-fest. Moreover, I personally find that personal kills player immersion. NPC Kyla has lost her Gold Needle in that bale of hay for the 200,000th time... Quests should be massively believable, e.g., SWG-like Mission Terminals, city-style collective quests that require users to provide enough of any needed supply (meat, wood, stone, etc).

#4. Remove Instanced PvP / Dedicated PvP Areas on PvP Servers. I can understand the desire to have optional PvP areas on PvE Servers. However, on PvP Servers, such areas should either be removed or offer no participation rewards. There is nothing "Massively Multiplayer" when it comes to 6v6 CTF, Huttball, or whatever other Immersion breaking game mode lack-luster developers may introduce. Make it realistic; make it Open World War.

#5. Add Player Bounties. Why this feature is never added is beyond me. It's requested during the development of every game, yet it gets zero attention from any dev team. Player Bounties should automatically be placed on those who constantly grief lowbies and team-kill. If the target is hunted and killed, the target should suffer greatly, e.g., inability to respawn "x" amount of time, severe debuff, or whatever...


#6. Remove Clueless Developers:



#7. Make ALL factions aesthetically appealing. Some people wonder why most servers are horribly one-sided. The answer is simple:  The "good" faction always looks goofy and sassy. All factions must have aesthetic appeal.



#8. Remove Character levels that appear over your enemy's head. Players would have to be much more careful when picking their targets. How different would the following movie be if he had known Miyagi's true combat level:



#9. Remove Asians. This is not a racist statement. It's a simple fact that gold selling destroys games. It's a simple fact that gold selling is virtually all because of Asians. Sanctions must be in place to block foreign IP addresses. I know there are ways around this, but even a simple grammar test to enter the game would do wonders to NA-MMO gaming. They can play on their own servers...



#10. Deep crafting. Star Wars Galaxies. Enough said.





Screw it. I could go on and on and on and on. However, the realization of my monumental waste of time is finally here. Keep on pumping out the same crap, devs. If a game is finally good, it will most likely be raped beyond repair, e.g., Trion's P2W greed and ArcheAge.


NCsoft has today announced that Lineage Eternal, the third in the big-in-Korea series, will feature a simultaneous worldwide release both for the PC game and for the mobile edition. Yes, there's a mobile edition. has translated all of the G-Star 2014 documents relating to the game and confirms that it is indeed an "open-world MMORPG" with mouse cursor movement, 20-man raids, random and dynamic dungeons, PvP, and no "generic questing system." According to Steparu, NCsoft is testing a new cloud gaming system that will nullify the need for a Korean account to play the company's games. Instead, gamers can just link a social media account to play.

Lineage Eternal is apparently slated for a "2016 or later" release; closed beta is now planned for the first half of 2015. Check out the new G-Star videos below.



I didn't realize that launch was so far off :( That's in like... "EverQuest Next" time.

ArcheAge was the worst launch I've ever experienced in my 15 years of MMO gaming.

#1. Many Founders were bugged and did not get their benefits, e.g., ability to plop down housing, etc. By the time the issue was fixed, the land was gone and most hardcore players had already grinded to 50...  smashing everyone they see.

#2. Those few who were able to get in the game dominated the land grab. They are still sitting pretty with $$$$. People are still struggling with the economy just to get the smallest plot.

#3. 14 hour queues for weeks.


For those of you who aren't familiar with Lineage Eternal, it's ultimately a Diablo-style / Hack 'N Slash MMORPG. They released this video in 2011. Since then, we haven't heard anything at all.



let me guess....

Locked frames at 60... Front row movie theater FoV...

Wow. This game would've been great with the basic BUY THE GAME + MONTHLY FEE / NO CASH SHOP rule set.


The perfect example of the best/worst game ever.

Unreal Tournament 4

Black Desert

Lineage Eternal

EverQuet Next

SWG Final Wipe


ArcheAge didn't fail as a game, IMO. It's in fact quite solid. What failed with it, for me, is how it was run.


#1. Nothing done to combat the endless economy-busting gold farmers / spammers.

#2. A handfull of 24-7 guild players can virtually grab as much land as possible due to the ease of obtaining a subscription without paying a single dime. I personally could've funded several accounts with mere gold.

#3. The labor system. I felt like I could only play a few hours per day due to the limited labor system. Worst idea ever.

#4. Not westernized enough. Too Asian. It's hard to feel like a torn and weathered warrior when it looks like my character can cry at any given time.

World PvP is the only way to feel truly "massive". However, it's never been done right. Even a world as large as ArcheAge's world is way too small to make it work.


MASSSSSSIVE world size. World housing / Player Cities. Non-dedicated areas for PvP...

After seeing Trion's true colors, I'm not even going to look at this game.
Originally posted by Siphaed

You guys are all clueless to understanding a joke.  He posted a sort of joke to what the AA chat box is nearly every other day.  They ban 5,000 spamming bots, but being a F2P title another 5,000 just recreate and join again.    


P.S. Not one of those are actual sites listed.  They're all fake and it's satire.  Get over it.

Thank you!

Have fun in Auroria...









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Unreal Tournament 4



Soon to be only Unreal Tournament 4.

Originally posted by TiamatRoar

AA isn't the future of MMOs.  For that to happen, AA would have to be like, you know, successful.  While the jury's still out on the western version, the other versions of AA got a niche-sized playerbase at best.


Unless you mean it's business model (upgrade items for equipment in the cash shop, best mounts in the game in random lottery cash shop boxes, patron subscription, costumes, labor potions, etc).  In which case, AA's business model isn't the future of MMOs because that business model is already here and already has been here for a long long time.  AA's business model is basically the same as many many MANY Facebook browser games out there right now, some of which are arguably MMOs (if really really low-quality ones).  The only thing remotely new about AA's business model is that it takes the typical facebook game's model and then applies it to a much higher-budget game.

You can't compare the success stories of NA AA to foreign AA statistics. I mean...   NA players want to play Monopoly, while Asians etc are more content with something like... Candy Land.

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