I'm Disappointed :

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This topic has 20 voices, contains 52 replies, and was last updated by Avatar of Wildcopper Wildcopper 47 days ago.

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February 5, 2012 at 5:59 pm #12286
Avatar of ksungjune
ksungjune
Player

It was said that because of the Free Aim system booth DFO and MO failed which is simply not true.

>>> Cannot agree more.

I am not a dedicated pvper more like a sheep btw.
No personal direct interest by defending Free aim system.
This system is just better and more realistic fundamentally put aside it’s technical defect.

February 5, 2012 at 6:35 pm #12289
Avatar of niburu
niburu
Player

that was exactly what me and the other guy meant ^^

February 5, 2012 at 9:02 pm #12291
Avatar of korman112
Morman_Korman
Player

Wildcopper: Both Darkfall and Mortal failed greatly because their combat system is so easily exploitable in a MMO setting. That type of combat simple doesn’t work for a MMORPG, at least not a PvP MMO with a murder flagging system. Nobody wants to play a game where cheaters can just stand near you when you fight a mob, get hit first, and then kill you without penalty (or of you fight back and win, YOU get the penalty).

Like niburu said again the flagging system has nothing to do with the combat

also while i agree the alignment system for darkfall was way to extreme and annoying since by pvping in a war you will get -100 alignment which takes a while to get off is bull S**t

When you talk about “cheaters” walking infront of you and flagging you, this flag only last for I believe 20 secs (might be more or less havent looked up on it in a bit) and enles you kill them you will not become red. Also this makes for a more fun pve experience for me cause you have to be aware of your surroundings and not just locked onto a target if your participating in a group.

Mortal i believe is a diffrent story when it comes to the flagging system but again that has nothing to do with the combat system

Wildcopper: FACT is, both DFO and MO ended in mindless FFA PvP gank feasts, and not sandbox MMOs. They failed badly, and that’s enough of a reason for Dawntide to NOT imitate them in any way, and specially not for their crappy combat system.

Please dont say “FACT” when it is as far away from the truth that you can get. Darkfall online and Mortal Online provide one of the best and most intense group/clan warfare that I have had (mainly darkfall). The political aspect of the game is very important in darkfall and mortal. Take the clan “the Gentlemen” they were caught cheating and the entire server turned against them.

Also the pvp that happens outside of organized group combat is enjoyable cause if you see someone in trouble you can choose to help that guy or run away and hope that the guy that is winning does not see you.

So I dont want to be defensive with these game cause I do know their problems and they made me not want to play the game anymore. However, when people say things they dont know what their talking about it does bug me.

February 6, 2012 at 12:55 am #12295
Avatar of recon03
recon03
Player

The issue with Tab targeting like WOW, and TOR, etc, that it is to gear based and less skill… That is one of my issues with it and its boring as hell.. I like Skyrim, and Darkfall, most people who hate twitch style just have no skill and can’t handle it. But the fact is , twitch based and combat like that makes it fell more real, unlike WOW..

Now if they did it close to AOC that would be better than WOW’s combat… SO hopefully they will have a little more skill base than rock , paper sissor style combat.. ZZZzzzZZZ

I pretty much will give up on Dawntide and I been here since early beta if they don’t fix combat , because everyone I knew refuses to play the game because the combat in DT is horrid.

FYI, WOW target combat , you can cheat just as easy, and people lag as well, Darkfall and Mo did not fail they are both still online, but they both are indies, and have less money, look at Skyrim, if that game was an MMO it would of done well, people need to stop being babys and handle combat that takes skill…

I been playing games since they came out and been in game design most real sand box players, will not like WOW style combat and won’t touch this game, there for it will fail watch and see …

  • This reply was modified 102 days ago by Avatar of recon03 recon03.
  • This reply was modified 102 days ago by Avatar of recon03 recon03.
February 6, 2012 at 3:38 am #12298
Avatar of LordWiese
LordWiese
Player

Twitch combat cant be done in a mmo setting well. why? because people in EU, since the server is based there, can lagg the crap out of people in NA, since their ping will be through the roof.

February 6, 2012 at 10:46 am #12299
Avatar of Wildcopper
Wildcopper
Player

Guys, I’ve been playing online games with PvP since MUDs in the 80s (yeah, I’m a 43 years old fart). I was in UO beta. I’ve seen all types of PvP combat implemented in all mainstream MMOs and most smaller ones too since then. I’ve a pretty good experience of what worked and what failed.

“Twitch” combat, without targeting, doesn’t work in a MMO. Yeah it works in games like Skyrim… but Skyrim is NOT a MMO. You don’t interact with other players in Skyrim.

And saying that “tab targeting” combat is automatically gear based is just complete nonsense, of course. You can make a “tab targeting” combat system which would be absolutely not gear reliant, and a “twitch” based one which would be heavily gear reliant, the core combat and the gear reliance are completely different parts of the mechanics of a game.

More nonsense: People who hate twitch lack skill. Can’t you guys find any better arguments than making broad generalization based on assumptions about other people who may actually have played those games for much longer than you?

Pretending “real sandbox players” (the “real” made me laugh out loud…) won’t play a sandbox game with “tab targeting” is nonsense. Don’t generalize your own little world to the entire universe. I’m a “real” (haha…) sandbox player for 25+ years and I would actually be way more wary of another potential failure with “twitch” combat than a game that uses the proved and working “tab targeting” system.

The first thing WAI must make sure of though for Dawntide to be a success is that PvP is HEAVILY controlled to avoid this game to end as another mindless gankfest. Crafters, PvEers, explorers, all those people must be able to enjoy their play style too. That’s even more important than the combat system. If this game ends like DFO and MO, a gankfest where any other playstyle than PvP is crushed by PvP, it will just be another failure on the list of failed sandbox attempts of these last years. And yes, that’s a fact, I actually played those games, I even have a collector pre-order of MO sitting on my shelf… In DFO and MO, PvP took over the whole game and destroyed any other playstyle.
And they must avoid the mistakes those other games made. The “twitch” combat is one of those mistakes which proved not to work in a MMO setting.

  • This reply was modified 102 days ago by Avatar of Wildcopper Wildcopper.
  • This reply was modified 102 days ago by Avatar of Wildcopper Wildcopper.
February 6, 2012 at 9:48 pm #12313
Avatar of korman112
Morman_Korman
Player

Also a good point brought up by recon that I cant believe I missed would be that darkfall online and mortal online are not failures. Darkfall Online has made its mistakes and manily that has to do with the lack of interaction with the dev team and the players.

The dev team is now working on Darkfall 2.0, again they are not realeasing much information but that does not bother me cause I do understand that they probably have to deal with contracts that the players do not know about which they have hinted at. Darkfall 2.0 I have to say like the original darkfall is one of the most highly anticipated games that we hope to come out this summer (open beta).

Mortal online again did not fail and is only bad (IMO) because they used the clunky engine that they should have never used. However, they are comming out with an expansion hopefully this summer also that is supposed to change the engine and make the game much more of a sandbox in every way possible.

Now I really really really did not want to bring up these games on a Dawntide fourm “alone” without talking about dawntide cause obviously THIS is dawntide and again I am excited about playing this game also and I hope the combat system is not to WoWish as i said before

February 6, 2012 at 10:08 pm #12314
Avatar of korman112
Morman_Korman
Player

I wouldnt be too upset if their was a tab target system with like 2 diffrent attacks for mele and your skills like strength and dex determined how fast you can use them and how much power they do so there’s somewhat of a twitch combat feeling with a tab target. Like their would be attacks like Slash, Stab, And overhead all having their disadvantages and advantages with certain weapons and against certain armour. You could individually skill up the 3 attacks and that would be your custom play style.

I cant really think much about how this would work for archery and magic to make it feel more realistic other than making it harder to hit people that are moving and not be a guided missle chasing a guy around like some old british comedy. I think this would make people atleast think about constantly moving so you are not peppered down by arrows or burnt down by magic.

This would also mean realistic distance with weapons so no WoW 50 foot swords that ghost hit you. Also this would also mean no attacks like super swirl wind of gayness.

February 7, 2012 at 3:29 pm #12320
Avatar of Wildcopper
Wildcopper
Player

It always amuses me when people pretend Darkfall and Mortal Online did not fail… I just have to look at the subscription numbers and laugh. A MMORPG with less than 10k subscribers is not a failure, it’s a utterly total disaster. Let be realistic. When you make a supposed “sandbox MMORPG” with 3D graphics and you have not even 10% as many people playing as people still playing UO, which is 16+ years old and has crappy isometric graphics, you know you have failed big time.

It also makes it pretty obvious which game to use as example, and which games to ignore.

  • This reply was modified 101 days ago by Avatar of Wildcopper Wildcopper.
  • This reply was modified 101 days ago by Avatar of Wildcopper Wildcopper.
  • This reply was modified 101 days ago by Avatar of Wildcopper Wildcopper.
February 7, 2012 at 8:06 pm #12330
Avatar of TehBlah64
TehBlah64
Player

“A MMORPG with less than 10k subscribers is not a failure, it’s a utterly total disaster. ”

That is a completely unfair statement. A game does not need anywhere near 10k subscribers to be a success. These are small dev teams with much smaller budgets than games like SWTOR, thus they don’t need anything close to the number of subscribers those bigger games need.

February 8, 2012 at 10:19 am #12336
Avatar of Wildcopper
Wildcopper
Player

You indeed don’t need millions to succeed. But 10k is NOTHING. There are YEARS of unpaid development (aka the developers don’t get a cent…) before a MMORPG is ready to be “pay to play”. 10k x 13€(per month)=130000€ income per month… remove charges, server fees, taxes… that’s nothing. Remember, developers are human beings needing to eat and take care of families too.

A GOOD sandbox MMORPG not making the same mistakes than the few predecessors of these last years has the potential to gather several hundred thousands of players. All the UO veterans, but also the others, SWG veterans, Asheron’s Call veterans, not to mention the player potential the sandbox genre displayed through games like Minecraft. 10k or less players for a sandbox MMORPG, when the genre is badly missing such games, is meaning the game has badly failed.

March 9, 2012 at 12:03 pm #12694
Avatar of Suomijamppa
Suomijamppa
Player

““A MMORPG with less than 10k subscribers is not a failure, it’s a utterly total disaster. ”

That is a completely unfair statement. A game does not need anywhere near 10k subscribers to be a success. These are small dev teams with much smaller budgets than games like SWTOR, thus they don’t need anything close to the number of subscribers those bigger games need.”

Less than 10k, you get new content like every 5 year. MMORPGs needs to have healthy sub base. I’d say more than 100k is good start, that means 1 mill monthly, should make every dev happy.

  • This reply was modified 70 days ago by Avatar of Suomijamppa Suomijamppa.
March 14, 2012 at 5:00 am #12698
Avatar of Kotic
Kotic
Player

I’m going to have to agree with the other DF players. The Darkfall combat system CAN work. Darkfall only fails because there is no other content compared to the PvP.

The Ping Issue only has affected melee combat in Darkfall (Good ping = Stickyback), which is the only broken part about Darkfalls combat and it could be fixed.

To Wildcopper, it seems to me you only hate on Darkfall because you were prob one of those newbies who had to deal with griefers at your goblin spawner. You havent stated anything else bad about darkfall other than the flagging and the ping.

~Just another Darkfall player looking for another great game

March 17, 2012 at 8:05 am #12705
Avatar of Suomijamppa
Suomijamppa
Player

I dont know if you’ve ever played Darkfall but its exactly the opposite. 95% of your time is killing mobs, macroing, afk-swim. (PVE) They killed the PVP when they made it possible to characters to grow too strong, difference between noobs and vets are way way too big. Hopefully some decent size of companies start to make Darkfall clones, at least we gave them hell and showed this genre aint dead.

March 17, 2012 at 2:10 pm #12709
Avatar of GMPathy
GMPathy
GameMaster

Having a skill cap is very important in PVP as that determines the “balance” point. If players then have a choice about how they utilise those skill points through personal allocation that is the beginings of building a “personal” character, even if it is a cookie cutter build. Even if some skills are more powerful than others the player makes the choice, so is indeed an element of the “player skill” argument, but if the option is available to all to train that skill over another then the resulting output of that skill IS balanced.

The basis of having no skill cap such as EVE or Darkfall has its benefits as well as its penalties, but in terms of making PVP enjoyable accross the whole playerbase it does have its restrictions, hence why a FPS with no skills at all is seen as the pinacle of PVP and e-sports.

All IMHO :D

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