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All Posts by Rhygar

All Posts by Rhygar

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People need to learn that prepayment comes with risk. Even buying a game on release comes with a risk.

Hardly that new or enterprising.  They are just jumping on the band wagon that most people haven't realised has started yet.  I knew from their website and silly, community-happy terms like "the Tribe" that they would produce something that is fashionable.   F2P and online shooter... lol.  So innovative, yawn.  How about a REAL sandbox?  No one has done that yet.  But I suppose every one wants the easy money and I can guarantee you these guys are seeing that genre as the new blockbuster success.  These guys only do products that lends itself to polish, which means restriction, expect a lot of it.

These companies that are peddling "F2P" are merely trying to get away from what I call the "unsubscribe factor". Most players leave a game at some point no matter what the developer does. For arguments sake let us as 70% leave and 30% stay within a 1 year period.  Subscription games are then left with the dedicated players but the money they get from them is set at 30%, thus the new subscriber desperation.  BUT that 30% are likely the types of people that are willing to pay extra for benefits so why even worry about the 70%?  So some smart CEO cottoned onto this and viola... the F2P system is born!

"F2P" allows them to (1) widen the net to attract players with this "free" nonsense and increase the absolute values of the %s, and (2) enables them to ignore the unsubscribers, because they can milk more than the traditional 30% from those that will continue playing.

I guess I am a 70% type of player.

Tanemund's explanation basically hit all the main points, especially the 'exclusivity' aspect.

The problem with having the players 'be the story' is that the developers then completely skimp on the world design.  I am primarily referring to sandboxes.  It becomes sterile.  The developers need to work on a RPG infrastructure that the players can partake in and the pre-written snippets of dialogue will shape around their actions, choices, affiliations and locations and use facts like their size, age, name, scars, profession etc to give colour to your NPC actions.

Sandbox games are in principle much better than theme park type RPGs BUT thus far sandbox games have completely lost the rich story immersion of the world.  Obviously developers cannot create unique content in the form of quests.  This is why the Sandbox RPG-MMO will only be realised once players are able to assume the traditional NPC roles within the game.  How is this possible without being bored you may ask?  Well, players need to have multiple characters and all of these characters need to be persistent in-game at all times.  These characters need to be connected via an RPG story system where by you leave instructions based on how to interact with other characters.  Each of these character need to be a warrior, blacksmith, farmer etc and fulfill that NPC role within the game world.  Events such as sieges, war, shortage of materials or whatever other features you have are communicated via this system.  In other words even if my mate is offline his blacksmith is still online and I can buy, sell, repair etc and get the latest news from a neigbouring kingdom from this character.  The text needs to be presented in the developer designed phrasings.  Rewards in game are derived by acting within whatever role you are.  This will give the impression you are actually living in a real world (like you do in single-player RPGs) and not the sterile, everyone-is-clad-armour, monstrosities we have currently. 

I am glad some people are saying they don't buy into all this interactivity crap that the media are peddling.  How much interactivity do we need?  What the hell do you need Facebook involved in an MMO for?  How does it add value to the game experience by being able to access the game from your iPhone?  At best it is a less impressive experience than being at home at your pimped out desktop.  Not saying it won't happen, because in certain circumstance it might come in handy, but really... this not revolutionizing anything.  Get off the band-wagon!

Forget about political correctness.  If you want to be edgy, make a permadeath game.

And still no customizable titles, useable chairs/tables or anything to do besides PvP... instead it is slot machines, bumper carts and easter flags. What is the matter with these people?  None of this allows you to 'live' in the world.  Sweet lord.

General Discussion « Mortal Online
6/10/10 5:29:44 AM
Originally posted by Toferio
Originally posted by Thorii

Very smooth launch! Never been in a launch so good actually.

As I been trying to say, that is because that wasn't a big deal of a "launch", they just started charging money. There is no difference between the "launched" game and the beta version people were playing the day before except for the loot fix. There are same people playing it who were playing it the day before, give or take ~50 extra.

That is not really true.  Of our clan during beta there was maybe 5 in game at any time, and that was a lot.  Over 30+ are online now with more rolling in over the weekend.  From speaking to various other clan leaders this is pretty common for everyone.  Obviously, many of these players had pre-ordered and had played beta at some stage but they definitely were not all online at the same time.  There is easily a x3 to x5 increase active players on the server.

You guys often write a bunch tripe, but this is a pretty good article.  Even though I wish Darkfall all the best, and it has its place because many people do enjoy it for its FPS-PvP-24/7 style, it is most definitely not a sandbox.  A sandbox does not exclude non-PvP playstyles.  It is immersive and should allow a player to just 'live' in the world without being forced to grind/compete.  It can still be in the form of a conquest MMO but the game design needs to inherently benefit community builders more than destroyers purely because there are so many fewer people that are able to create/build.

And despite 94% fantasy, which is mostly of a medieval theme, we don't have one realistic medieval MMO.  It is a disgrace.  What is even worse is that somehow we can't get a sandbox that doesn't turn into a PK-type game.  A MMO where realistic societal interaction and immersion is prized over quick-fire ganking.


This is a complaint against the current reviewing system.

I think a 6 is fair from a PvP-MMO player's perspective - especially as this game is breaking new ground and is reviewed from the blinkered perspective of the level/themepark MMO market.  Please note that I am not saying the reviewer is blinkered but that the system of grading is.  He has to compare it to games such as WoW because that is how the system works. 


There is definitely a fundamental flaw in game reviewing.  I hate WoW because it has levels but it gets a 9 or whatever.  As someone that wants to play an MMO I would think "ok great" that is a good score.  However, the score is for a type of genre, or sub-genre, which is different from a game such as Darkfall.  Yes, Darkfall and MMO are not in the same genre.  MMO's are far to diverse to all lump into one group.  At the very least a numerical score should come with a lot more specific details such as whether it is level based, FPS, quest driven, size of developer etc.  Say 9L would be WoW's score - L donating its very specific sub-genre and Darkfall would get a 7.5F or something.  People can then evaluate the number relative to the genre and the base quality available.  Did you love Shadowbane more than other level based MMOs?  Well Shadowbane got a 6F (for arguments sake as I don't know) and Darkfall gets a 7.5F.  That is a lot more helpful.  You know that this is an improvement for your chosen sub-genre.


Think about it.  What other semi-sandboxish, FFA-PvP, conquest MMO are out there?  Not many and none of AA quality.  So Darkfall is practically the leader it its field regardless of its faults.  How can you compare WoW polish and newb-friendliness with Darkfall?  You can't because Darkfall is breaking new ground with a limited budget.  Obviously polish and other finishing touches will go astray as they try to iron out the kinks in a revolutionary game.  Sure there are complaints about customer service etc.  Fine, but this whole booha about Darkfall and "misleading" reviews is because we are trying to grade apples in the matured meat category. 


Level and FPS MMO proponents get in each others face so viciously because they hate each others sub-genres.  Many WoW-lovers would not like Darkfall even if the game was smooth, had outstanding graphics, good CS etc.  They would never countenance such a game getting any score remotely close to their beloved MMO, and vice verca.


I played all the way from beta up to a month ago which is much much longer than I played WoW. That lasted maybe 2 weeks before I went "wft? levels are dumb.". That does not mean WoW's score is not deserved - but that the score does not give enough information.  Darkfall is innovative and deserves credit for that. Does it fail to deliver on things, sure, but needs to be in perspective that this is a sub-genre that is beginning with very few previous tried-and-tested systems and design.


The reason I am not personally going back is because there is not enough sandbox elements to the game.  To heavily PvP-orientated for my taste - but I only realised that now.  That is my personal choice and not Darkfall's fault.  So please put sandbox/PvP in a different category.



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