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Author Topic: DAOC 2 petition [Locked]
TheREALVrykyl
Posts: 5
Registered: 2011-3-1 08:17:59
As a tank, I hate that casters can hit me for 500+ from across the yard....I cry myself to sleep nightly over this.


While you're revamping the interrupt system that occurs if i'm able to somehow make it to you before you drop me, can you also revamp the fact that i'm not able to do anything to you until i reach you, while taking this 500+ damage every second?


Not saying it's perfect, just the other side of the coin.


Thanks!

 

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Petiro
Posts: 16
Registered: 2008-12-26 11:33:42
ArkadyTepes posted:

CrzyHawk posted:

First, you have to accept the fact that most players are not good...or even what I would consider average. Most players are simply bad.



i didnt read the rest of your wall of text.. but this part caught my attention..
an Average is around the middle of a scale of evaluation ...
so if one one side you have good, and one on side you have bad... and in the middle the "average" ...
the goods and bads would be the exceptions... the average would be what most players would be...
maybe you just choose the wrong word... most players would be average...
that doesnt mean that the majority of the players(the average) would have the median skill level
average skill level would be the majority...
median skill level would be in the direct center of skill level...


Let me rephrase that, my little grammar nazi: the average players sucks at this game.

And I have to disagree with CrzyHawk.
While most players are bad at this game (don't know styles, don't know casts, can't stun when a mob hits the druid) due to its complexity i assume, this wouldn't be the road for a "good" mmo.

Easy games attract alot of players at first, but can't hold people for long, because no one wants to play a game 10 years in easymode. It's no challenge.

While 8man can run down a zerg with bombs, even me the average zerger has the chance to go out with his guild and take a shot at zergbombing. you'll die,... but it's a challenge, it's fun... and everyone playing daoc could do it.
that's why I love daoc and play it for 9 years.. it can be challenging if you want it to be.

Semi, when you post more than one sentence of hatred, it's a real pleasure to read your post. I couldn't agree more on what you said.
Petiro
Posts: 16
Registered: 2008-12-26 11:33:42
TheREALVrykyl posted:

As a tank, I hate that casters can hit me for 500+ from across the yard....I cry myself to sleep nightly over this.

While you're revamping the interrupt system that occurs if i'm able to somehow make it to you before you drop me, can you also revamp the fact that i'm not able to do anything to you until i reach you, while taking this 500+ damage every second?

Not saying it's perfect, just the other side of the coin.

Thanks!


Mate, you group with the wrong people. you're not supposed to do that
It's the bard's job to interrupt, or the elds... not yours. It's your group's job to keep the casters busy until you arrive and take down the clothies.

Daoc is all about rock paper scissors... and you are rock.
CrzyHawk  2 stars
Posts: 250
Registered: 2002-2-14 07:53:08
Semi4 posted:

CrzyHawk posted:

. . . . you have to ask yourself which is going to be more frustrating for those bad players to deal with: . . . .

I agree with much of what you posted but some of it I would slightly disagree or take a somewhat different slant on.

I do not think that WoWs success has a lot to do with the interrupt system (it may, but I am not so sure). A huge percentage of MMO players are PvE centric and the hard interrupt system at DAoC does not really cause much frustration for the PvE centric players that are fighting mobs.

I agree with what you're saying here; I do not think that the interrupt system in and of itself sucks, or that people leave daoc over it in general. I do however think that give their choice between the two systems, most people would chose the wow system. I play a sorc as my main at the present and dont' mind what they've done. I'm more annoyed by the 2-3 second wait between an interrupt and the ability to cast again then I am the fact my entire spell was shut down. That said, I also do not have MoC and choose to deal with it. It's not a deal breaker for me personally.

I totally agree with your comment about players not wanting to be frustrated and in that comment is the key to it all. Players want to have fun. Players do not want to spend their game time writing the same feedback about the same problems over and over and over. Players want to just play and have fun.

Mythic’s problem is with overall player frustration.

The problem with DAoC is the HUGE list of things Mythic did that frustrated players. Also, Mythic often lied to players about why Mythic would not change something that needed changing. Mythic ignored obvious bugs and responding to players that pointed out obvious bugs with “Please be specific. Without accurate and specific information we are unable to locate and duplicate the problem” when the player was specific and the bug was/is obvious to any and all players that actually play the game.

Don't disagree with this. Mythic handled this poorly through out the life of the game


Games should be fun and while DAoC has a fun factor, Mythic has done a very good job (an exceptional job) of ticking off players.

Couldn't agree with the above more. The Devs stuck to their guns too long and now changes are too little, too late. They've fixed a lot of the balance issues, and most players will agree that the game is better balanced now then it's ever been, and in the old days those balance issues were the biggest things people cried about. Now, that stuff is mostly fixed, but the damage is done. Things that still need to be fixed can't be because of the resources.

More frustration happened when each Xpac pushed old world areas toward obsolescence. Huge percentages of MMO players are PvE centric and yet with each Xpac Mythic implemented, when Mythic did not update the old world drop tables and did not update the old world quest, Mythic all but destroyed huge old world PvE areas. Yes the areas still existed but aside from sightseeing there was no reason for players to ever go into most of the old world areas.

I think they'd be better off if they deleted a lot of the un-necessary expac areas, and leave us with the old world. Shut the servers down which lowers the cost to maintain the game, and concentrate the remaining population.

There is also the frustration MMO players have with the stupid DAoC Min/Max problem. Players do not need huge OP items/gear/abilities to get the player excited to purchase an Xpac. Players will spend hours and hours designing the perfect template to squeak out every point. Instead of Mythic putting in marginally better gear in the Xpacs, with total disregard for how it would destroy balance, Mythic put greatly OP gear/items/abilities/etc and OP characters into every Xpac (adding to player anger and frustration).

The list could go on and on and on and on . . . .and that is the huge problem with the game. The list of things Mythic did, to frustrate the player, is HUGE (Obscenely HUGE).

It is spot on that a big problem with DAoC is player frustration.

The typical player is PvE centric and while WoW is not perfect, Blizzard does a good job of limiting the frustration of the PvE centric player and WoW does a good job of giving players many features that make play fun.


Mythic tried to cater to them with ToA, Catacombs and Darkness Rising. They just failed.

Mythic seemed (seems) to enjoy ticking off players.

I dont think that Mythic enjoys ticking people off. I think they have never really had a clear understanding of what's going on. A good part of that is dedicated testing. DAoC has by and large been a player tested game; the developers can't think of every little thing that the power gamers can/will do to come up with a competitive advantage. That leads to a situation where something will be "tested" on Pengradon, and not found to be broken, but that's only because people haven't thought of ways in which it can be used. A larger permanent testing population imo, could have found a lot of the problems and gotten them fixed in a more expeditious manner. Mythic could have allowed players to sign up to play exclusively on pendragon and have waived the account fee. I'm not saying let everyone in for free, but allowing people who met play time criteria and pass a certain game knowledge screening could have gone a long way to putting a larger amount of dedicated testers out there who would have more thoroughly tested new abilities and content as part of their normal game play experience before those things went live.

What they chose to do is a half-ass implementation of allowing everyone (idiots included) to copy over their characters, and perform half baked "testing" of new things that went in. Things that were overpowered were likely not reported because the people testing those things out played the class on live and probably liked them. Most people focus only on what impacts their class and not the game as a whole, and thus issues slide though, because there is no true testing.

Then, the patch goes live with all kinds of imbalanced crap, and people get upset about it, while the devs wonder why players didnt complain during testing.

So no, I think Mythic TRIED to do the right thing. I think their implementation fell far short of reasonable expectations.





My comments in blue

 

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CrzyHawk  2 stars
Posts: 250
Registered: 2002-2-14 07:53:08
Petiro posted:

Let me rephrase that, my little grammar nazi: the average players sucks at this game.

And I have to disagree with CrzyHawk.
While most players are bad at this game (don't know styles, don't know casts, can't stun when a mob hits the druid) due to its complexity i assume, this wouldn't be the road for a "good" mmo.

Easy games attract alot of players at first, but can't hold people for long, because no one wants to play a game 10 years in easymode. It's no challenge.

While 8man can run down a zerg with bombs, even me the average zerger has the chance to go out with his guild and take a shot at zergbombing. you'll die,... but it's a challenge, it's fun... and everyone playing daoc could do it.
that's why I love daoc and play it for 9 years.. it can be challenging if you want it to be.

Semi, when you post more than one sentence of hatred, it's a real pleasure to read your post. I couldn't agree more on what you said.



I realize you disagree with me but WoW has managed to hold it's subscribers for quite some time. it's my belief because the same bad players that can't cut it in DAoC play WoW because they can be successful at it. It might not be the game for you and me, but the 7 1/2 million subscribers paying 15 bucks a month for the right to play a steaming pile of dung are giving Blizzard millions of reasons a year why dumbed down games are cash cows. remember, games are businesses first, and people like us who remain playing DAoC are the minority. They key, is to find a balance we can all live with and have fun with.

The elitist attitudes have gone a long way towards leaving us with the population we have now.

 

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Tricksyn - Akatsuki
Aerendar/Aziza - Tristan, retired
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TheREALVrykyl
Posts: 5
Registered: 2011-3-1 08:17:59
I guess I should look into grouping......

 

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Semi4  3 stars
Posts: 566
Registered: 2003-8-8 13:58:29
CrzyHawk posted:

Semi4 posted:

Mythic seemed (seems) to enjoy ticking off players.


I dont think that Mythic enjoys ticking people off. I think they have never really had a clear understanding of what's going on. A good part of that is dedicated testing. DAoC has by and large been a player tested game; the developers can't think of every little thing that the power gamers can/will do to come up with a competitive advantage. That leads to a situation where something will be "tested" on Pengradon, and not found to be broken, but that's only because people haven't thought of ways in which it can be used. A larger permanent testing population imo, could have found a lot of the problems and gotten them fixed in a more expeditious manner. Mythic could have allowed players to sign up to play exclusively on pendragon and have waived the account fee. I'm not saying let everyone in for free, but allowing people who met play time criteria and pass a certain game knowledge screening could have gone a long way to putting a larger amount of dedicated testers out there who would have more thoroughly tested new abilities and content as part of their normal game play experience before those things went live.


What they chose to do is a half-ass implementation of allowing everyone (idiots included) to copy over their characters, and perform half baked "testing" of new things that went in. Things that were overpowered were likely not reported because the people testing those things out played the class on live and probably liked them. Most people focus only on what impacts their class and not the game as a whole, and thus issues slide though, because there is no true testing.


Then, the patch goes live with all kinds of imbalanced crap, and people get upset about it, while the devs wonder why players didnt complain during testing.


So no, I think Mythic TRIED to do the right thing. I think their implementation fell far short of reasonable expectations.






My comments in blue



Yes, I agree. Some things get past those that test and some things that are put into the game get used in a different way than expected.


Instead of saying, “Mythic seemed (seems) to enjoy ticking off players.” perhaps I should have said that Mythic seemed ambivalent or that they were not interested in the overall health of the game if the games health conflicted with Mythic’s agenda. But saying it that way does not really do justice to Mythic’s actions.


I based the rant, “Mythic seemed (seems) to enjoy ticking off players.” on what I saw when I was testing on Pendragon vs. what went live.


There were a many bugs that I stumbled on when testing on Pendragon, bugs that were fixed before things went live. Some of the developers were on Pendragon leading some of the testing. Some of the developers created unique and interesting ways of solving reported problems.


There were many bugs that I stumbled on, and reported, that were not fixed before an Xpac went live. Some of those bugs were never fixed. Often those doing the testing would discuss problems and often the following comments would crop up, "They aren’t letting that go live like that, are they?” “Did you report that problem too?” “I’m reporting it again to make sure it is not overlooked." "It would suck if that went live the way it is now". Any that did extensive testing will say similar things about reported problems/bugs going live anyway. A reported problem/bug going live was a normal thing to have happen.


Some testers did not report evaluations that showed OP gear/characters but often testers would be objective and report OP toons or OP abilities. There were testers that would swing a new ax 10.000 times against different characters and/or mobs (or cast a spell 10k times), collect the data logs, evaluate and compare the data to existing axes in the game and hand the compared data to Mythic with an overview evaluation and suggestions for nerfing/improving the item before letting it go live.


Some of the Pendragon testers, and Xpac beta testers, were dedicated and very serious when it came to giving Mythic accurate evaluations. Some that were in the Beta of an Xpac were only there as lookieloos but many of those doing the testing were seriously interested in helping the game.


Often after an OP class went live the VN boards would fill with angry player posts of how the new character was OP. Testers would almost always post on those VN threads about how Mythic had been warned that the class needed to be adjusted down before launch but Mythic ignored the data and suggestions.


While some players only gave Mythic anecdotal evaluations based on the feel of a new character or new ability, some testers spent long hours collecting detailed data.


When a class or gear or ability went live, if the class/gear/ability was just generally OP, Mythic knew. Mythic was almost always aware the class or item or ability was OP and I can only think that Mythic intended it that way to entice players to purchase the Xpac.

 

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Belkiolle  1 star
Posts: 144
Registered: 2004-1-14 12:02:15
The biggest problem with all the "analysis" about why games hold people is that everyone is using WoW as the barometer. WoW has so many factors (polish, tons of money to throw at it, years of lore and a loyal established game following, etc) as to why it has 7.5 million, 10 million, 15 million or whatever number Blizzard is spitting out this week subscribers that you can't use it as a comparison. WoW is a freak event and an anomaly. There have been dozens of games come out since WoW went live that copied WoW trying to steal some of it's success. They've all failed and some of them have failed horribly.

WoW isn't my kind of game but I won't say it's a bad game. It's got great polish and if you're interested in the Warcraft lore and storyline it's a great game.

As far as normal MMOs go you have to admit that DAOC was a huge success. Other than WoW, MMOs have always been a niche in the gaming market and a game having 250k subs like DAOC was and still is outstanding. Even getting 250k subs in today's market would be considered a run away success. Somewhere along the way Mythic lost their understanding of why their game was great but at what point that happened is going to vary depending on who you talk to on any given day. Implementation was part of that loss of reference point as well. Mythic has done a good job, in a very vague sense, of giving the player base what they wanted at any given time. Implementation has always been the issue. ToA was made when the player base asked for more epic PvE. New Frontiers was made when people asked for a different RvR experience. I don't think Mythic has ignored the player base so much as they've misunderstood or been unable to execute what they came up with to fulfill the players' wishes.

 

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CrzyHawk  2 stars
Posts: 250
Registered: 2002-2-14 07:53:08
To be fair, DAoC has a pretty fair amount of lore as well, going back to Arthurian legend, and the Saxon/Danish invasions of Britian. Where the lore fell apart when when they brought in Greek Atlantis. As an MMO, I believe that WoW is a fair comparison, because Warhammer had every single thing that you threw out there and it epically flopped as well. You pretty much HAVE to use WoW as the gold standard that you try and get to. The bottom line is, Blizzard has done a lot of things right that appeal to an awful lot of paying customers.

Identifying what those right things are, then applying them to a game with a DAoC like feel is the key to success.

 

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Tricksyn - Akatsuki
Aerendar/Aziza - Tristan, retired
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Teach a man to solve his problems with violence, help him for a lifetime. - Belkar, OOTS
Belkiolle  1 star
Posts: 144
Registered: 2004-1-14 12:02:15
CrzyHawk posted:

To be fair, DAoC has a pretty fair amount of lore as well, going back to Arthurian legend, and the Saxon/Danish invasions of Britian. Where the lore fell apart when when they brought in Greek Atlantis. As an MMO, I believe that WoW is a fair comparison, because Warhammer had every single thing that you threw out there and it epically flopped as well. You pretty much HAVE to use WoW as the gold standard that you try and get to. The bottom line is, Blizzard has done a lot of things right that appeal to an awful lot of paying customers.

Identifying what those right things are, then applying them to a game with a DAoC like feel is the key to success.



There's a huge difference between Arthurian lore and having years worth of gaming lore built up. Arthurian lore didn't provide a ready made player base. Warcraft's lore did because gamers had already been playing the game for years, in both tabletop and video game form.

If you try to achieve WoW's popularity you are doomed to fail off the bat. No other game out there can touch it. The only way you can do something is to make something new and different or remake something old that is unique like DAOC. If all you're doing is playing a copy of WoW then why wouldn't you just play WoW. That's why all the other games that are trying to be WoW failed. Had Games Workshop and EA allowed Mythic to make WAR like DAOC I think it would have been a big hit. Warhammer is the only IP out there with as much lore as Warcraft. Instead EA tried to beat Blizzard at its own game and they got slapped to the ground hard. I played WAR from the first session of closed beta till release and I knew from the first day that WAR was doomed. Nobody is going to try something new when they're already playing the same game and they are established already in the old game as long as the established game's population is solid.

WAR is a perfect example but it's a perfect example of what not to do. To stand out and keep people playing you'll have to give them something new and different. Recycling WoW is just beating your head against the wall because the best version available is already out there.

 

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