Jam21 wrote: » Depraved wrote: » now when is the game dead, when it has a million players and doesn't generate a lot of money per year, or when it has 10,000 players but generates a billion per year? just a question, how do you consider a game dead, revenue or amount of players? For players revenue doesn't matter. Game is dead when there are not enough people to fill it. Even if it generates some money off the weirdos who still stick to it. The big flaw of La2 was the fact that it was run by the players. When there were people everywhere, random fights, random boss farms, doing obscure quests, spoil expeditions, small fort sieges, minor fights between midwar clans for spots/bosses (and not just the top ones) etc etc - this was the best game. But when people are not enough it is lacking sadly. Lineage 2 was perhaps the best defitinition of MMO - by the people, for the people. You cannot play it solo, literally (well in late chronicles you can but thats another story - for me La2 died with GoD). While La2 lore was deep it had no real story, basically the stories of that game were written by players There is literally nothing to do solo or if you play with only few people on server. That is very different from other modern games- e.g. Newerwinter of TESO. There might be 100 people playing on server or 10000 - you will never be able to tell. And honestly you won't even need those people for most content. In La2 you literally -=FEEL=- when server is full, when it is half empty, and when it is dead/semi-dead.
Depraved wrote: » now when is the game dead, when it has a million players and doesn't generate a lot of money per year, or when it has 10,000 players but generates a billion per year? just a question, how do you consider a game dead, revenue or amount of players?
Depraved wrote: » eq has 300 player daily (lol). new world is more alive than eq...
Depraved wrote: » new world is more alive than eq...
NiKr wrote: » Noaani wrote: » In a PvP game, if you lose 75% of the population, you lose 75% of your content. The game feels dead, feels boring. This depends on the design of the game. I've played on servers with about 100 people on them, but they were split into 2 guilds and were fighting constantly. All bosses, all sieges, all farming spots - everything was contested. It was really fun. I expect Ashes to be somewhat similar, because people's activity will siphon them all into 1-2 places and they'll be playing with each other at all times (either with or w/o competition).
Noaani wrote: » In a PvP game, if you lose 75% of the population, you lose 75% of your content. The game feels dead, feels boring.
Noaani wrote: » That last statement is why I have long since said there is very little variation in PvP - you tend to be fighting the same people over and over again.
Noaani wrote: » With that said, in my experience, when a server has 2 sides like this, as soon as one starts having a fairly consistant edge, the whole thing unravels down to nothing fairly fast. You may have different experiences, but I have seen it happen a number of times.
Noaani wrote: » Depraved wrote: » new world is more alive than eq... I mean, as a statement, this just amuses me. "That 25 year old game is so shit that a game 2 years old has more players than it does" is a really odd thing to say. How valid a statement it is really doesn't matter - it is just an amusing thing to think. With that out of the way, as a metric to assess how well a game is going, the number of players on Steam is about as valid for EQ and EQ2 as it is for L2.
Depraved wrote: » didn't say it was shit. i just said its dead. lts of games from back then arent also, FYI, l2 is harder than eq, and that's absent pvp (by ur metrics, harder = better, somehow). i was gonna reply on the other thread but I was like nah I keep taking the bait, and I just did now fml
Depraved wrote: » didn't say it was shit. i just said its dead.
Depraved wrote: » a game is dead when the servers shut down.
NiKr wrote: » It's simply a different mentality to what you're used to, where you want constant new content to consume to be happy with the game.
I'm not saying that having a full 10k server fighting each other would be more fun. I'm saying that fun can be had even if it's not a full server. Just as you could have fun with your guild and mobs, I could have fun with my guild against another guild (and mobs ).
Noaani wrote: » I don't doubt at all that having non-static spawn timers on mobs would slow down the attrition I have seen happen, but I can't see how it would do anything other than slow it down.
Noaani wrote: » The point I was making is that a PvE game is still 100% as much fun with 25% of the population, where as a PvP game is less fun with less population. It may still be some fun, but it is less fun. In order to be as fun as it's design intended it to be, it needs that population, where as in order for a PvE game to be as fun as was intended, you just need your group or raid.
Otr wrote: » Each player will have it's own node where he would be mayor and have a very hungry dragon.
NiKr wrote: » Otr wrote: » Each player will have it's own node where he would be mayor and have a very hungry dragon. I know you're most likely joking, but in case anyone who doesn't know the node system all that well - the system doesn't support this at all. You need people to prevent node decay, so Ashes will always pool people together, because that's the only way to create content in the game.
NiKr wrote: » If you have the people but don't have the content in a pve game
Noaani wrote: » Some may want to argue that games today take more time to make more content for - but with the tools available to developers today, I would disagree with that argument.
NiKr wrote: » There's a chance that we'll have at least a few amazing mmo by the late 20s. I just hope that world economy doesn't collapse by that point
NiKr wrote: » Noaani wrote: » From the perspective of a PvE game, there is always going to be a desire to have progression servers after a few years of your game being live. This isn't necessarily due to any changes to the game (although in some cases it is), it is because PvE obsoletes content to the point where it isn't viable to go back and run it - not even on a new character. The only way to run the content is to be at the appropriate level, and unable to level further. I'd say that in recent years Genshin seemingly succeeded at "increasing the sub cost".
Noaani wrote: » From the perspective of a PvE game, there is always going to be a desire to have progression servers after a few years of your game being live. This isn't necessarily due to any changes to the game (although in some cases it is), it is because PvE obsoletes content to the point where it isn't viable to go back and run it - not even on a new character. The only way to run the content is to be at the appropriate level, and unable to level further.
Otr wrote: » We could have a post apocalyptic real life game.
Otr wrote: » Here I found one more for you
NiKr wrote: » From everything that I've seen of the "majority's" feedback - none of those things are attractive or interesting to them. People want bright, flashy, dumb-easy to understand, completely unique visually content.
But the current tech is just that - current. It's been only a few years since pumping out content has become semi-"easy".
NiKr wrote: » Otr wrote: » Here I found one more for you They have a sub that went up in price? What does it provide for the players?