Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
The Rise And Fall of MMOS.

1.Price point to value of game
2.Depth of characters and activities in game
3.Continued progression upgrades announced and planned "follow-through"
4.Game depth, economy, social structures "mail", Group encounters.
5.Nearing max or end of game, experienced all there is. Is the game re playable?
6.Game updates, Server maintenance "will it sustain players?"
7.Bot accounts, new player experiences the same as day 1 players. In game economy
What would you add to this list or remove and why?
2.Depth of characters and activities in game
3.Continued progression upgrades announced and planned "follow-through"
4.Game depth, economy, social structures "mail", Group encounters.
5.Nearing max or end of game, experienced all there is. Is the game re playable?
6.Game updates, Server maintenance "will it sustain players?"
7.Bot accounts, new player experiences the same as day 1 players. In game economy
What would you add to this list or remove and why?
2
Comments
Do we expect to see player population grow gradually?
If yes, advertising and hyping should be avoided.
For AoC that is not possible anymore. Youtubers already talk about it.
The 2nd part of the question I would rather reformulate it as
How MMOs can (or theoretically could) retain a large population base 20 years long?
(Such as when BDO moved to heavy P2W payment structure.)
Few ways to look at this.
Hypothetically if combat is on a scale of 1 to 5 with 5 being the highest output...
If the goal is to keep the average damage class output around 3/5 and a certain class is 4/5.. you would want to tune it down to a 3/5. Not bring bring everyone other class up to a 4/5. Some people would consider tuning down a 4/5 to 3/5 nerfing it which is a bad term to use in my opinion.
Some games do rotational meta's where a few builds will be 4/5 but they'll also want to keep the progressive climb because some gamers get nerd boners when they see big numbers. that then leads them to making them all 4/5 but eventually changing the scale ratio until they have to stat squish. Eventually it would be a 3/5, 4/5, 4/6, 5/7.
But I get what you mean
Balance is more then DPS and how it scales
What I mean is when developers knee jurk nerf a class without looking at the big picture first. Take a moment and ask questions like.
Can we have other classes have a counter to what's OP build by adjusting their skills, armor sets or other means?
Sometimes the answer is to adjust the OP build in some way but don't make that the only move in the deck.
I just kept it simple. WoW's burst dependence is an awful design choice for a game around rotational meta's. I could go much further into depth.