From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
Well, Koreans are also complete carebears when it comes to open PvP. They might play a lot of arena type games, but when they actually have to risk their progress ie. open PvP with death penalties, they don't touch it.
In L2 you'd regularly see screenshots of the top level Korean characters with less than 100 PvP kills, whereas in NA and Europe it was more common to see 10,000+ and lots of PKing
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
I agree that a lot of end game content is necessary. It always seems to be an after thought since they always underestimate the time it takes to exhaust content.
However, I strongly disagree with what you think is necessary for launch.
You must have played wow. Your acronyms suggest so.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
Multiple tiers of raid content is also unnecessary. Make too many tiers and people will burn out and quit. Gamers are an OCD bunch. They won't stop until they have the best gear in the game currently, even it it costs them the enjoyment of the game. There needs to be an adequate amount of content, not tons of it.
Meh customization tools. So long as even after customization the look and the feel of the game are retained. One of the things that Blizzard was amazing at doing is being able to have a coherent art style to define the feel of an expansion or game at the cost of customization. They reneged on that and now Wow looks like some stupid circus. Tera is actually even more limited in this regard, but in exchange the world looks incredible.
Addons meh. If the default ui were good enough addons wouldn't be needed. It leads to addons playing the game for players. Certain addons giving competitive advantages making them mandatory. Wow is plagued with this stuff. Players shouldn't have to search outside the game to be on even footing.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
I recently popped a "free ten day trial" BS thing Blizzard sent me because I've really wanted to play an MMO for some random reason, and the servers are ghost towns now...People just sit in org/IF and wait for queues to pop, that's about it.
I can't even remember the last time I managed to do anything on my server - granted I'm not 85 as I don't own Cata, and don't run the raids, but yeah.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
Rofl. I am typing on iPhone and it turned out like that . Agreed, it saves time. And on the surface LFR and LFD are great. But the negative consequences such as destroying server community and player interaction are just not worth.
Just watching wow decline as a result of the group finder is sad. The game is dead. Just sit in queue the whole time and wait for loot.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
Rofl. I am typing on iPhone and it turned out like that . Agreed, it saves time. And on the surface LFR and LFD are great. But the negative consequences such as destroying server community and player interaction are just not worth.
Just watching wow decline as a result of the group finder is sad. The game is dead. Just sit in queue the whole time and wait for loot.
I still don't understand the appeal of searching/shouting for members to group with. How was that such a crucial part of player interaction that it resulted in a decline of the game? Because it was with people from your own server who you might play again with later or?
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
Not for a game like Tera. It's an open faction PvP game, not a PvE game like WoW. A limited number of instances are fine, but most of the game should take place in the main world. It should be like a constant series of battles for green dragons just to find a place to level, until alliances are made.
It's not going to be a WoW replacement like Rift or SWTOR.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
Not for a game like Tera. It's an open faction PvP game, not a PvE game like WoW. A limited number of instances are fine, but most of the game should take place in the main world. It should be like a constant series of battles for green dragons, until alliances are made.
It will be just like l2, free ganking unless your on the pazy pve server ^^
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
Rofl. I am typing on iPhone and it turned out like that . Agreed, it saves time. And on the surface LFR and LFD are great. But the negative consequences such as destroying server community and player interaction are just not worth.
Just watching wow decline as a result of the group finder is sad. The game is dead. Just sit in queue the whole time and wait for loot.
I still don't understand the appeal of searching/shouting for members to group with. How was that such a crucial part of player interaction that it resulted in a decline of the game? Because it was with people from your own server who you might play again with later or?
For me I enjoyed shouting for a weekly PuG's as I would interact with people in my own server and add them to friends list and I would be able to group with them again later knowing that they were skilled. Eventually some I grouped with so many times that we would start doing other things together~ With a LFD cross server feature, I wouldn't be able to interact with the poeple I met after the run is over and I wouldn't make any new friends :-/.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
Not for a game like Tera. It's an open faction PvP game, not a PvE game like WoW. A limited number of instances are fine, but most of the game should take place in the main world. It should be like a constant series of battles for green dragons, until alliances are made.
It will be just like l2, free ganking unless your on the pazy pve server ^^
Exactly. I'm basically hoping for L2 with wasd, aimed spells instead of targetting and better balance.
On January 19 2012 09:28 Necrophantasia wrote: From what I've seen in Japan, the game is collapsing. They launched with I think 12 servers. They got alot of people into the open beta because of the appeal of the Elin to Japanese otaku.
Since then people have saturated at the level cap because there's nothing to do. The leveling itself is also quite fast for Korean mmo standards. So people have been quitting in droves.
The game just did its 2nd set of server merges and there's only about 4 servers left.
The lack of end game content is a huge problem for SW:TOR as well. This is a lesson nobody seems to have learned from successful launches like RIFT. MMO players play A LOT. They are not your typical players. Significant numbers of people will be at the top level within a month of launch. There needs to be lots of stuff to do!
At launch games should have fully functional:
cross server LFD queue several tiers of varied raid content fully supported customization tools addon support
And with these completed the first month or so of the game should have several patches a week addressing bugs and PVP/PvE imbalance.
LFD cross server killed the game. LFD and LFD leads to people camping out in a city zone with no one doing anything except sit in queue. It also leads to people being complete asshats and kills docial interaction within the game It's a good idea in theory but the unintended consequences of that destroyed the game.
The amount of time it saves vastly outweighs the "docial interaction" that comes with asking people for parties.
Not for a game like Tera. It's an open faction PvP game, not a PvE game like WoW. A limited number of instances are fine, but most of the game should take place in the main world. It should be like a constant series of battles for green dragons, until alliances are made.
It will be just like l2, free ganking unless your on the pazy pve server ^^
Exactly. I'm basically hoping for L2 with wasd, aimed spells instead of targetting and better balance.