Hubris and Server Mergers

Post » Tue May 15, 2012 2:51 am

One thing the TES:O devs should take into consideration is that there is an enormous base of migrant MMO players, at least a few million; that are tired of games with the same end-game as WoW. So, they play whatever new game comes out, get to the end, start grinding raids/heroics/pvp, and quit within 2 months. The hubris of the SWTOR developers has put them in a position where their subscriber numbers are in freefall; because they were too arrogant to prepare for mergers ahead of time.

No matter how "great' TES:O is, in a best case scenario it will only please half of that huge chunk of migrant players, who love the idea of MMO's but not theme parks with gear grinds at the end. As a result, it might be wise for Zenimax to plan for losing half to 3/4 of their player base in the first 6 months, and put things like unique names across "clusters" in the game from the get go to facilitate mergers as soon as needed. Too many servers will need to be created to meet initial demand, and you will lose players that actually like your game if they are stuck in a ghost town past the rush of MMO migrants.
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Manuela Ribeiro Pereira
 
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Post » Tue May 15, 2012 1:30 pm

Look, this game is going to be amazing. The best game ever.

I mean seriously.

It's going to be like, mini-map, quest, skip dialogue, lvl up, buy expansions for ever.

Its going to rock!
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Danii Brown
 
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Post » Tue May 15, 2012 12:13 pm

wise words OP

i think they should also change the "end" grind fest formula if they can
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Lou
 
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Post » Tue May 15, 2012 10:15 am

wise words OP

i think they should also change the "end" grind fest formula if they can

I think based upon the limited information we have it's already too late for that. The mere existence of things like "heroic dungeons" and "raids" implies epic loot. PvP loot is confirmed as well. So, yeah; it already is what it is. That being the case it's better for them to prepare for that bleed. Even games like Tera will get it, because cool combat or not grinding is grinding, it's not exciting to MMO veterans that aleady did it in EQ, and WoW. The only alternative to a grind endgame is strong sandbox content, which if houses pose too much of a technical challenge to this team, we can pretty much consider to be off the table.
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TASTY TRACY
 
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Post » Tue May 15, 2012 6:42 am

I think based upon the limited information we have it's already too late for that. The mere existence of things like "heroic dungeons" and "raids" implies epic loot. PvP loot is confirmed as well. So, yeah; it already is what it is. That being the case it's better for them to prepare for that bleed. Even games like Tera will get it, because cool combat or not grinding is grinding, it's not exciting to MMO veterans that aleady did it in EQ, and WoW. The only alternative to a grind endgame is strong sandbox content, which if houses pose too much of a technical challenge to this team, we can pretty much consider to be off the table.

hmmm that is bad :(

well hear to hoping it won't be exactly like wow game play cause I'm sick of wow for good
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Rhiannon Jones
 
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Post » Tue May 15, 2012 10:53 am

hmmm that is bad :(

well hear to hoping it won't be exactly like wow game play cause I'm sick of wow for good

It's not necessarily about game play, it's more about design goals. DAoC worked because it unapologetically catered to PvP players first. There was no "epic loot". The best loot in the game was player crafted. When they added "epic loot" with the 2nd expansion they began bleeding players, and it never stopped. Prior to that expansion everyone could save up money and get equilavent gear for PvP relatively shortly after hitting level cap, the whole "end-game" was centered around factional warfare. This worked rather well, because pride, bonuses for your realm, and what-not were the primary factors in play.

This doesn't work so well when you have a segmentation between PvP and PvE gear and/or have raiding content that provides meaningful loot. Having that content means that people who just want to PvP must grind gear constantly to remain on par with the best PvE raiding gear. This is somewhat ameliorated by having PvP stats, and gear, but not really. It leads to a situation where upon hitting level cap everyone "does their time" getting facerolled doing repetitive content for 2-5 weeks to gear up. This is the "innovation" WoW brought to PvP, which serves only to further segment the player base, and burn out everyone as new "tiers" of gear are added every 2-3 months to keep the "MOAR EPIC MONSTARS" crowd happy.

The more mature a game is, the stronger the effect. Games like WoW and SWTOR try to counteract it somewhat by adding new sets of "starter PvP" gear, but it doesn't change the fundamental equation much at all.
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JD bernal
 
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