Yes, that is the misconception I have read a lot.
All successful games of that genre are extremely cheap to host, maintain and to develop. That is no coincidence.
This game on the other hand is a monster in terms of cost.
Yes, that is the misconception I have read a lot.
All successful games of that genre are extremely cheap to host, maintain and to develop. That is no coincidence.
This game on the other hand is a monster in terms of cost.
Archeage was brought to the market by Trino Games and then taken over by Scamigo. It never had a chance with those two companies. Lots of mistakes were made in the US and EU markets. I believe AA is still a strong game in KR.
Archeage will be run by KaKao and XL games starting in December. Lets see if they can fix the mess that was made.
AA was all about Gear score, having the right gems etc. Skill was involved for some but most of it is gear based.
Referencing Archeage, it appears they have a land issue which is most prominent on their servers at the time:
game all ready dying down (archeagegame.com)
There are also ignored issues as highlighted from that same thread:
its not just that specific reason tho. there is plenty of others to why they left
game gets boring fast
arena is a rage fest
safe border trading cant only be tolerated for some time before you get board.
cant farm much cause either space is all taken or is being used by guildies or what not
Before even reaching PvP, the game has a first and foremost issue with hacking.
Archeage is the WORST example to bring to the table here.
When it comes down to it, it you don’t like the numbers game, rpgs are not for you. PvE and PvP; both. Rpg pvp and “regular” pvp are very different beasts.
One of the defining elements of an rpg is that a lot, or even most, of your capability is supposed to be about the character, not the player.
Then RPGs should have remained tab target from the 90s till now yes?
Games change, mechanics evolve, graphics advance and gameplay mechanics become more suited for the style of gameplay required.
I have referred one of the best genres for PvP and how it works yet the counter argument seems to be go look at Archeage which has a hacker problem, land ownership issues, gear scaling issues (yes, I have found complaints over there on that) and all round bad design.
It is the worst example for justification of the numbers system.
We haven’t even addressed how hit/miss is a fading concept, something that was present in old rpgs now are being phased out in favor of the action combat system. The best example of which is present in FPS.
I’m not saying to copy FPS combat in a one to one ratio but look at how successful they are using the same system. You can’t ignore that and just say RPGs are RPGs.
hacking, most pvpers are using macros which are against the tos to maximize animation cancelling and dropping just dps bombs on people before they can react with the touch of a button on the mouse.
Land is a finite thing in AA as it is used to farm on. It is only an issue on super full servers. Land can generally be found or purchased. Land is not necessarily required to pvp.
Buying and the selling of accounts and gold is a huge issue for the game.
Those aren’t the only issues with the game.
We need Vanilla Archeage : archeage (reddit.com)
Requesting a return to original state of the game implies bad progressive game development.
To my knowledge, the game has had several re-launches and it wasn’t good with the first relaunch.
Server Population : archeage (reddit.com)
Complaints of zerging.
This is common in games using a numbers system to create God-Mode for it’s veteran players.
Those are just two quick grabs off of reddit.
I can Guarantee you there are more. I just have no reason to pull them.
Archeage is a terrible example for justification of the current numbers system.
Every game hemorrhages players, even WOW. Archeage has done a lot well and failed in many areas. Mistakes were made but that can be said for every mmo out today.
People have short memories and wish to return to what the game initially was. WOW did this and people came back for a bit and remembered all the things that bothered them about the early game and many left. It is just a marketing scheme to remove $$$ from the players pockets again.
mmo without open world full loot pvp after 2005 is like opening an amusement park, where you have to queue for long, you can buy trash fast food and holding a balloon but the roller-coaster and all other tools of the park are closed. Amazon saw it clearly when they were given green light for a project as - lets make an mmo. Than something changed. (the last bastions of “I’m grinding and lvl’ing up since the hype of lvl’ing up” were WoW and Everquest)
It’s not about the hemorrhaging, it’s about the failing mechanics of mmorpgs that are constantly being replicated and proven to be failed concepts time and time again.
You can’t blame “Short Memories” nor the people. If people come back only to leave despite the game returning to its base state then that means there are mechanics in the base state of the game that needs to be rectified.
Usually, when an mmorpg updates, they slap on new skills, maps, items, areas and do bug fixes. Rarely would they ever change core mechanics if ever after they release a game. This is why old MMORPGs fall off over time.
It’s even worse when you return to vanilla because you now blatantly show why these problems exist in the first place and now players can more comfortably leave compared to before where the decision was up in the air.
Outside of Archeage’s many problems, one of the core problems I’m trying to tackle is the numbers for attack and defense. Seeing as this is an action MMORPG, those things should have died when the hit/miss mechanic died in transit. There is no need to have a number to attack and defense when machines can process damage to specific positions of the player character’s body.
In every game you will have an imblanace whether it be by skill or by numbers. The vast majority of gamers evidenced by financial records, prefer skill imbalance because:
I like open world PvP mmos, it’s really fun when everyone is max level and you’re just taking turns sneaking up on this guy to put them down knowing that there isn’t a numbers barrier preventing you from fair battle.
It’s also really boring to just kill swathes of low levels just for the heck of it. Been there, done that. It’s not fun. This is why I suggest the gutting of the numbers in favor of a more skill-based approach.
first off i’m against free handouts and mentality where newbies are owed something. if you think that lvl 20 character should be able to kill lvl 60 char, then he should be able to kill lvl 60 mob as well right? People who spend time to get stronger should be stronger. if someone starts a new game and expects to catch up in power in 2 days… i have no words for this.
either way, its always easier to catch up to people later in the game than in beggining, because although best in slot items are still going to be very expensive, second best will be really cheap as more people get best.
Then let me ask you this, why play an MMORPG if they could do the same in an FPS but far faster without the hassle of getting involved in killing mindless monsters?
My argument isn’t about handouts. It’s about the stupid large numbers that prevent fairplay even if/when they do reach max level and have to go hunt for legendary equipment to reduce the numbers difference.
That’s why actual PvP players play FPS games. They don’t want to contend with mindless monster killing, monsters which have the same pattern all the way up until lv60, just to do something that’s available in a next game from start.
It’s common sense to either drop the game quickly or just not play in the first place. Financial information from other game genres support this so it’s not a blind guess I’m making here:
FIFA matches New World and it is OLD:
FIFA 20 Live Player Count and Statistics (activeplayer.io)
LoL is very old and still lives:
League of Legends Live Player Count and Statistics (activeplayer.io)
Finally:
New World Live Player Count and Statistics (activeplayer.io)
It stands currently at a good number but really, this is a new game and it’s initial nose-dive since release is concerning.
So far, if New world can maintain its current player base which is mostly PvE players because PvP players sure as well will not get involved in a game which they must mindlessly kill monsters to do something they can do in any FPS game.
You want a PvP focused game, you need PvP focused mechanics. You can’t keep PvE mechanics and force it into PvP.
I see your logic. And you are having a valid point. But practise could start a debate due to that
And let me quote one more sentence of your before I explain how:
In an arena game or in an FPS game the mentioned by You above sentence is the goal due to the game mechanics to make it competitive.
BUT in an MMO the whole statement turns upside down.
As Hilary Putnam once mentioned due to the “brain in vat” theory, as life is different from a virtual simulation, since in life we imagine a model and we are trying to build a society around it but in a simulation first we have a structure that builds a model based to it’s nature.
An FPS game or an arena game is a synthetic environment where alternative solutions are blocked to make place for clear reflex and tactical based competition.
An MMO from the other hand is a simulation where you never know what the corresponding “particles” will draw out.
And why I told that practise can overwrite the sentence of “Numbers can scale to Infinity, skill doesn’t exactly scale, it expands” IF we are speaking about PvP content in an MMO? Since an MMO holds so many variations to react on something that is not predestined in the original game mechanics concept, that these alternative solutions will receive the infinity indicator that numbers should own and numbers will be limited by “expansion”
I know it by practise I played a bunch of open world pvp mmo’s and I made guilds that concurred the whole map true sieges that had nothing to do with stat numbers or player reflexes
We were using alternative solutions but ALWAYS in a legit way (I never ever cheated or exploited in any game) This is the true nature of open world pvp in an MMO VS in a moba, arena or FPS game. This is why we, who are fans of this genre are lurking around every even game that has the promise of open world full loot pvp content. How infinite, non expected never ending excitement and content it can provide. A deep rabbit hole as that can not be dig, no matter big the background infrastructure of a project is, what open world full loot pvp content can generate.
I agree in that fps and mobas have their limitations but at the same time, I really don’t want to just sit down and watch yet another mmo’s pvp crash because of the same thing that is a time tested failure. I mean look at the so called PvPers on this board, bringing up the so called glory games like archeage and lineage which have very clear flaws that’s stupid easy to dig up.
MMOs need something different for PvP and since all players aim to get to max just to have balance, why not design the system for balance from the get go? Looking only at hp, atk, def is a very narrow scope when there is dmg resistance, move speed, aim snapping when close enough to target provided they don’t move away fast enough, etc. There are so many other factors which affect action combat that stats like hp, atk and def should have been phased out with hit/miss.
I give up, you win… just let them sacale everyone to equal lvl from the get go for both pve and pvp. lets completely separate pve from pvp. maybe even separate other players from each other so that noone is toxic. then add free gear every time you log in. or just best armor once you register, etc etc. make everyone happy.
Valhalla is their most pop server, we will see. That’s the server to collect data from and see what’s up.
This game could easily appeal to both if they offered pvp flagged only servers. That shouldn’t be too hard.
It would be.
Catering to PvP means catering to the specific naunces PvP requires.
MMORPGs by default cater towards imbalance. Making a server for PvP just creates the “Zerg fest” which has been commonly reported on multiple dead games.
For there to be a PvP server, you have to put forward actual justification for one in terms of profitability and popularity.
It is very easy to argue AGAINST a PvP server rather than for one given evidence of all dead MMORPGs for reasons outlined in this thread and others such as hacking, bad design, etc.
I disagree, I think the entire dynamic of the game would change. It would be much harder to instigate wars and easier to defend against threats. leaving your home territory would be a challenge. Gold farmers could be waged war on. A lot of things would be different. I would roll on such a server immediately.