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Topic:
What about DAoC do YOU think causes players to quit? [Locked] |
DarkPCK Title: Got to go house is on fire.
Posts: 457
Registered: 2003-12-14 12:38:01
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
Rewards low/no risk behavior.
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Sunsand Posts: 12
Registered: 2010-5-11 04:57:10
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
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What makes players quit? The "endgame" is not fun for casual/new players. If Mythic's concept of character development for new players is to be fed into the NF buzzsaw once they hit 50, then most new players will quit, and they have quit by the thousands. What you have left is...well, that's already been well covered by others in this thread.
Cathal Valley is a joke, every other battleground has a CENTRAL keep, not some out of the way hole in the side of a cliff that nobody goes to. Take all the other battlegrounds and make them level 50-RR5 and under battlegrounds on a rotating basis. People can and do play battlegrounds for the hour or two they have to play and have fun. You can sit in NF for 2 hours and never get a group, or if you try to form a group it could take you two hours, then it disbands after the first wipe, or you can try to run out and small man NF and donate your realm points to stealth groups and guild groups for 2 hours. Call it whining, call it whatever you want, bottom line its not fun, so people don't do it. They pay Wow their money instead. Check the subscription numbers for each game for the details.
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Rhint Posts: 268
Registered: 2002-9-17 20:38:54
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
Sunsand posted:
What makes players quit? The "endgame" is not fun for casual/new players. If Mythic's concept of character development for new players is to be fed into the NF buzzsaw once they hit 50, then most new players will quit, and they have quit by the thousands. What you have left is...well, that's already been well covered by others in this thread.
Cathal Valley is a joke, every other battleground has a CENTRAL keep, not some out of the way hole in the side of a cliff that nobody goes to. Take all the other battlegrounds and make them level 50-RR5 and under battlegrounds on a rotating basis. People can and do play battlegrounds for the hour or two they have to play and have fun. You can sit in NF for 2 hours and never get a group, or if you try to form a group it could take you two hours, then it disbands after the first wipe, or you can try to run out and small man NF and donate your realm points to stealth groups and guild groups for 2 hours. Call it whining, call it whatever you want, bottom line its not fun, so people don't do it. They pay Wow their money instead. Check the subscription numbers for each game for the details.
This pretty much covers it. I do not have time enough to log into a game for 4-5 hours at a time. I can log into DAoC for a couple hours and donate some RPs, or play something that will allow me to accomplish something with that time.
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CrzyHawk Posts: 250
Registered: 2002-2-14 07:53:08
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
The above few posts are one of the reasons I enjoy playing in Thidranki. I don't have to keep up with the template arms race: Been using the same template for 3 years (didnt get killed by rog nerf). I can group or solo as necessary. I don't have to worry about being out realm ranked by everyone who comes along.
For casual players, being a battleground regular is a great option.
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poenadare Posts: 381
Registered: 2001-11-5 08:09:53
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
ToA
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
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The things you hate or hated about ToA
ToA Zones
=========
ToA and the new zones was a great expansion that added much to the game. It was too bad that on it release it failed so badly.
Originally many players were required to do some of the quests. That meant that the larger/power guilds could push through quickly by drafting other players in their alliance to help and all the other players got out of it out of it was possibly of a good item. After the larger/power guilds got done, they had no reason to go back except to farm specific mobs so it took a long time for some players to complete it. Thankfully we did have some that cared more for their realm mates than hitting RR12 so most that stuck around got it done.
Another reason it took a long time for some player to finish is all quest originally had to be done IN ORDER. What were they thinking! This was fixed, but should have been this way from launch.
Add to the above the fact that most of the time the whole BG didn’t get credit. Sometimes just a few or even none and the mobs had a long spawn time. Grant Credit from the BG leader helped, but took a long time since some of the BG’s were huge with 200 people and other not even able to join in because the BG was full.
Farmers keeping people from getting drops and credit because the mobs were down much of the time. I always thought there were simple ways around this that was never implemented.
Impact on RVR
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Too many items were way to over powered. It would have been better for none of those items to have an impact in RVR (just Pve or at least more passive abilities like the fools bow.
Impact on Crafting
==================
Instead of crafted items being the very best, it became a template filler and forget about most other crafts, they had no value @ 50. Plus Crafted was ugly.
While ToA is now fixed for the most part it OP legacy still lingers.
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kxsleeper Title: Solution Seeker
Posts: 216
Registered: 2004-6-5 10:31:36
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
I thought toa was fun when it 1st came out,but soon realizing it was a must and in the begining,before bg leaders could give credit,there was a lot,a lot of wasted time and frustration.Then the artifacts u had to have and omg,the waste of time farming scrolls,ACK.
As far the group thing,what about a pre-group box where if ur box is checked/un-checked u allow people to move names/class's around and if u get 8 people that like the setup,they all hit accept and BAM,a grp is formed??
There has to be an easyier way of forming grp for folks not in a guild or limited time to play...
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Ohforf Posts: 49
Registered: 2009-11-27 03:29:51
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
I must admit I really hated ToA when it came out.
I went from being one of the highest RRs on my server at that time to constantly dying to RR1s cos I was a Euro playing on a US server & just couldn't get any ToA stuff done apart from the weaker artes.
Most of my friends quit around then for the same reason.
I quit for a year or two & then started again on the Euro servers only to be confronted by the same problem. Everyone already had their ToA stuff done & few wanted to go anywhere near the place again. Now I end up making new toons again back on the US servers.
Now my opinion is that ToA was very nearly a really awesome expansion.
The only problem was that they hadn't tested it anywhere near enough so everything & its dog was totally & horribly bugged, and they hadn't considered the repercussions it would have on either RvR or non-US-Prime-time-players.
Had they had a bit more time & thought about it a bit more it would probably have been the best expansion any MMORPG ever had. As it was it came close to killing the game completely.
It's a lovely place to swim in
NF coming immediately afterwards was ofc an absolute deathblow.
We went from having challenging realistic scenery to having zones which look & feel like a four-year-old has made them in a sandpit.
People complained about the MGs in OF, but we have just as irritating choke points now as we did then, without the concentration of action which the MGs brought.
I always thought they should have just added an additional zone between the 3 end-zones, attached where the old PKs were, with 1 central keep, so all 3 realms would have at least 2 different ways into each enemy realm & serious action could be concentrated in the central zone on the central keep there.
Anyway...
/waffle off
[Edit4punctuation]
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
Rochambeaux posted:
Ohforf posted:
conistan posted:
Bottom line, DAOC is not a casual player friendly game, and in my opinion, the fewer casual players, the fewer elite players the game can support.
Good observations!
The bottom line in any PvP game is that There Can Only Be One!
PvP centric MMOs appeal to a very very small segment of the gaming market. DAoC was originally successful because it combined stellar PvE AND PvP. At it's height, DAoC had a huge, active PvE population.
Mythic's full tilt towards PvP, combined with the advent of console gaming (where people can kill each other online without paying a monthly subscription) sealed DAoCs fate to the same as any other PvP centric MMO: niche player.
As much as the "elite" players hate them, PvE'ers are what pay the bills and bring in the $$. It's the only way an MMO can survive and continue to release content.
I would disagree somewhat and say DAOC was originally successful because it combined PvE and RvR. DAOC didn't become the typical PvP game until later. No realm loyalty, individual and small group stats and the hardcore farming out the casuals were all big parts of where DAOC is now.
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Date Posted:
1/1/00 12:03am
Subject:
What about DAoC do YOU think causes players to quit? |
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im new to the game myself but i have to say that macro groups with high rr are somewhat disturbing.
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