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All Posts by Shaigh

All Posts by Shaigh

10 Pages 1 2 3 4 5 6 7 » Last
198 posts found
Originally posted by Nadia
Originally posted by doodphace
Originally posted by Nadia

mmochampion has links to both the 1st and 2nd census breakdowns

http://www.mmo-champion.com/threads/1517288-Guild-Wars-2-Launches-in-China!?p=28076642&viewfull=1#post28076642

And both are a census of charecters on each server, not one of them mentions accounts or sales.

doodphace did claim the 1st census of 760k was characters   ( i strongly disagree that 760k is characters)

 

otherwise i agree with him - this census data is not reliable unless it's from KongZhong

First census

Second census

Its two censuses made on the same site.The most popular server in the first census has a total population of 46,725. Two months later the most popular server has a total population of 304773. If the most popular servers were massively crowded with 46.725 players on them, imagine how it would be two months later if there were 304.773 players on it.

 

By that account the most logical would be that its characters and not players.

The chinese article never mentions 3.8M sales in china, it only lists characters on different servers. The claim of 3.8M sales is made by a reddit user.

Originally posted by stevebombsquad
Originally posted by Meowhead
Originally posted by Shaigh
Its 3.8M characters, not 3.8M units sold.

Uh.... no?

It's 3.8 million accounts.  :I

Actually it might not be. If you go to the actual source that you posted, you can read the translated comments beneath it that imply that it is most likely characters and not accounts. The translation literally says survey. I would wait for ArenaNet or NCSoft to release numbers. If they are this good, I am sure that they will. 

If you also look at the list you have servers with 300k on it. I have no idea how gw2 servers are structured, but you usually don't have 300k players on the same server, so its far more likely that its 3.8M characters and not 3.8M players.

Originally posted by DMKano

Leveling speed is not the core problem.

The core problem is the linear content that is given to players to consume, and once consumed players have "tiny" endgame (which is usually 1/1000th of the game world - being repeated over and over again - like end raids/zones/dungeons).

That is the issue.

 

Compare that to an open-ended game that is player "built" - example EvE, or SWG (pre-NGE)

 

Thempark - huge influx, followed by sharp decline (content consumed - players move on)

Sandbox - slow ramp up, it takes time for players to build worlds and alliances/politics also develop over time

Games before wow had a slow ramp up of players, games after wow had a huge influx and a sharp decline. If you are going to make a themepark v sandbox comparison make one with games of the same era.

Originally posted by Meowhead
Originally posted by Shaigh
Its 3.8M characters, not 3.8M units sold.

Uh.... no?

It's 3.8 million accounts.  :I

Its a census on the population, and if you check both links you will notice that the chinese article has no mentions of there being 3.8M accounts, that's only on the reddit article.

Its 3.8M characters, not 3.8M units sold.
Originally posted by sunandshadow
Ugh, strongly disagree.  MMO players are not a unified group; different MMO players are asking for completely different things.  Some of them are more self-aware than others and more accurate about asking for things they would actually enjoy.  Some are very easy-going and don't ask for anything.

+1

Michael Bay of games are stuff like call of duty ghosts and need for speed. Current batch of MMO's aren't flashy enough to be MIchael Bay games, instead they are more like procedural tv shows. They might be Interesting for a while until you realize every episode is the same.

 

The only reason we watch them is because there is nothing else on.

I find it funny that you go on about why people hype it up, when this thread is the first new one on destiny in the last 10 days. People here don't care about Destiny.

Originally posted by Scot

Bethesda is owned by Zenimax, the larger company does not have to follow what Bethesda used to do. So there is no conspiracy as you are implying.

Zenimax online studio makes ESO, Zenimax Media is the parent company of ZOS and bethesda.

Originally posted by GrayImpact

I feel like this wasn't given much thought or only mentioned big names.

 

What about Nexon, frogster, Ankama? They're all much worse then any of these.

I totally agree on nexon and gameforge, but I can't say I ever heard of ankama, 

Originally posted by Jacxolope

-Guys, forget how it looks for  a second. Many of us prefer depth over pretty colors and  high definition explosions with bullet time. Many of us use our imagination and have had more fun in MUDs and Tabletop games than the next bif AAA Graphic explosion and action fest-

 

-Put all that aside for a sec...

 

And explain how they have 90K with 3 backers based on what is shown?

There is no way. No way at all- They already have 90K with 3 backers.

 

Something is really fishy here- Unity aside....

They have 90 pounds, not 90k pounds. Its likely that its the only money they will get since its the worst kickstarter page I have ever seen.

I don't care as long as the story is interesting and fits into the game.

Kickstarter is a good thing, but you have to be careful on what you pay for. Way too many kickstarters don't really show anything, and they promise you the world, and don't ask for much money that is supposed to fund the whole project, and expect it all to be ready within a year. You don't even know if they will hold true to what they promised.

 

Steam early access is something I completely avoid. Pay more just to access alpha on games that is in awful shape. In the same category is the $60-$150 paid alpha/beta.

 

I am more comfortable in the old ways, companies releasing the game with a demo so that you can actually playtest or at the very least see some longer game footages and read a few reviews and also player reviews before I give them my money.

Swtor had a crazy amount of dead servers after 3 months (there was a reason they went from 200+ down to 24), so your group enjoyment completely depended on which server you rolled on. Swtor also lacked any tool to make groups, so you really had to make an effort to create your groups.

 

During questing swtor was almost bug free, but after two months operations still had serious bug problems, and I have no idea how it was during the third month. Swtor classes had severe PvP imbalances, and in PvE jedi/sith healer was much more powerful than the other healers.

 

ESO has a megaserver and dungeon tools, which means its a lot easier building groups in that game, and you can also have access to 5 guilds (lfg channels) so finding people to play with shouldn't be as big a problem as in swtor. I can't really tell how much bugs and how the PvP balance is, but PvP balance doesn't exist in MMO's during the first few months anyway.

 

I would put ESO in a better position thanks to the megaserver.

After beta it was pretty clear the game wasn't ready for launch, but with the game improving with each patch I would give it a try if it went f2p. I would never pay a box cost just to try it again.

I feel sorry for all people that were let go prematurely. Console release gets delayed, and lots of people lose their job because of it. I know all too well how it feels to have zero job security.

We have to find a way to create worlds that players have strong social ties and high attachment to characters. Re-introducing class dependence, in a modern way, is key to this. The MMO that can recapture the group play aspects of older games is going to feel more special and be far “stickier” for players than current MMO offerings.

 

This one really hit home. I can find better singleplayers and if I wish to play with my friends we play a coop, the only special thing MMO's have is the social aspects and attachment to characters, and without them MMO's no longer feel special.

 

Looking forward to your next column.

The problem with niche isn't just limited to making a game pre-wow era, but what kind of pre-wow era MMO you wish to create. You can't lump together UO, EQ, AC, DaoC and SWG into an imaginary old school niche.

 

Its not only about making an old school game, but you actually need to create new solutions to issues that existed in the old games and you also have to make the game feel fresh bringing new ideas to the table. We had enough of wow-clones to realize that it takes more than just copying stuff to make an interesting new game. People might want old school world, but they don't want the same content as any other game.

 

The last thing is budget, its expensive to make MMO's, so if your intent is finding a niche of 50-100k subs you will have a tight budget.

 

There are niche games being made, like pathfinder online, camelot unchained and shroud of the avatar, problem is that they might not be niched for your specific needs.

Nice work having server transfer ready to fix the queue issue on certain realms. Shows they learned something from other games mistake.

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