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Reader Comments (18)

Posted: Jan 29th 2011 2:25PM Furdinand said

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Rolling for group loot is also kind of annoying. You have to go into a separate window to even see the item and to select need/greed/pass. There is a timer, which make sense if someone disconnects or afks, but the default is "pass" not "greed" when it runs out. With some drawn out fights, you're basically given the choice of stop fighting or miss a chance at an upgrade.

Posted: Jan 31st 2011 3:37AM Ken from Chicago said

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@Furdinand

Wait, what?! DCUO is using that lame WOW need/greed group looting nonsense?!! Argh. Fail. I guess I'm better off I haven't needed to group yet. Round robin group looting has prevented years of needless loot ninjas from ruining a good session.

-- Ken from Chicago

P.S. Now if only camera would actually auto-follow you, that would eliminate my one headache (yes, including targetting, which I kinda like being messy in that I could end up hitting someone or something I'm not targeting).
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Posted: Jan 29th 2011 2:30PM Wic said

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Articles like this and the pressure it delivers is needed to highlight glaring over sights to mmorpg vendors. Consumer pressure does not always work especially with companies like soe who don't seem to respond to their community in a social way I.E responding on forum posts.

I said before and I'll say it again my league have already moved onto another game. Its not just the chat issue its also things like if someone DCs you cannot reinvite them to your Alert and it is likely you will get a queued pugger, even worse is the fact that this happens in raids as well even if the raid group is formed outside of the instance.

On a sidenote especially in hardmodes tank taunting has been broken since launch. Oh and a sorcery healer needs to target someone for his aoe heal not exactly helpful when theres 20+ mobs around you + you need to hit to regain power.

SOE need to start seperating out between the pc and ps3 version and the capabilites of each system, keeping a port to both the same will please neither camp and will only lead to lost subscribers. So much potential here I feel is being lost by the day. Personally I won't pay beyond the month if I do not see fixes within the time I am playing.

Great RPG I loved the interaction and generally the game is wonderful but theres just no MMO to the RPG at the moment.

Posted: Jan 29th 2011 4:15PM Itoao said

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Great article. Points out many of the things that are wrong with the whole social portion of the game. It is very frustrating. It makes you wonder if they brought in someone completely new to do the UI and chat system. Why can you not click on someones name in the chat box and get options on the PC? As well as the controller works on the PC why does it sometime just fail to respond?
I am also wondering why there is no mention of it from any developers or community managers assuring us it is being worked on. I wanted to believe SOE could do things better, seems like more of the same sadly.

I really enjoy the game but these things need to be acknowledged to calm peoples fears.

Posted: Jan 29th 2011 6:20PM Twilt said

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One point:
where it is said that you can only tell what league members are online by friending each one of them is incorrect. If you go to the social tab, there is a button down the bottom labelled, 'League'. When you click it, it brings up a screen with the list of league members.
You can then sort it with the tabs at the top to only show online members or offline members etc.

Posted: Jan 29th 2011 6:48PM illansesher said

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The league online/offline thing is broken. Twice yesterday I tried to pst my league leader who was showing blue (online) & twice it came up "player not found".

Posted: Jan 29th 2011 7:06PM Itoao said

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Yes the League social page online/offline status tab does not show the correct information.
Often times people who are not online will be shown as online.

Posted: Jan 29th 2011 7:31PM wagonfactor said

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wow dcuo has outsold eq and/or eq2 and it just launched? theres going to be alot of angry ragequits coming soon. i thoroughly enjoyed the game untill lvl30. its decent if u wanna just jump on for an hour or less each day. but if you want to play alot all the little things start to drive you insane.

theres already a cash shop ingame (though im not sure if theyre selling anything in it yet). this game would really do better without a sub. pay for the game, but no sub, with a cash shop. alot of games go overboard with the cash shop but i think it could be pulled off rather well in this game.

i wont be subbing after my first month. not trying to say its not worth the money, its just not for me. have a baby INC!!!! and rift is coming out. however, if the game didnt have a monthly sub i would definitely log in from time to time.

Posted: Jan 29th 2011 9:04PM JonBuck said

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Bingo!

Posted: Jan 29th 2011 9:04PM Malagarr said

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Hmm... are you sure /r works for reply? Granted, the last time I tried it was a day or so after launch, but I kept getting an "unknown command" error. Maybe they've fixed it? I'll have to check.

Excellent article, though. I'm loving DCUO. The lack of much content at 30 doesn't really phase me, yet, since MMOs almost never launch with endgame content in place. But the chat system is absolutely killing this game for me. I often don't even bother chatting with my friends when they're online right now, it's that bad.

Posted: Jan 30th 2011 8:17PM Malagarr said

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@Malagarr

Just a follow up, but to confirm, /r does not work.
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Posted: Jan 30th 2011 8:57PM Krystalle Voecks said

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@Malagarr

If that functionality has changed, and /r [message] is no longer working, then my sincere apologies. I tested /r [message] the very same morning I wrote this piece, just to double-check, and it worked at that time.

I will note that if the message you are replying to is too old, off-screen, etc, you've zoned since getting a message, etc, then the system seems to forget who you're talking to, but overall, it still worked for me.
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Posted: Jan 29th 2011 9:30PM Yellowdancer said

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I'm pretty sure the chat system will be finished. Its not a lazy port. Its an unfinished UI. The downside to developing for two totally different platforms.

Its odd...I didn't notice the bad UI till I read the forums b/c I never tried to talk to anyone and pretty much played solo. I think I'm burned out on MMO's. All the bickering and flaming. Le sigh.

Posted: Jan 30th 2011 12:24AM Skyydragonn said

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the problem goes even boyond the bad chat interface, the lack of tooltips and mouse over options for current buffs/debuufs, lack of numerical values for powers, And a general lack of detailed information on well anything takes away a good chunk of the fun to be due to frustration at not knowing wth is actually going on. Leveling is also insanely too fast. I leveled to 30 in less than 4 days and thats not even playing for overly extended lengths of time. (2-4hrs at a time) Those issues aside the game is still incredibly fun to play.

Posted: Jan 31st 2011 1:51AM JuliusSeizure said

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@Skyydragonn

I'm not going to excuse the other issues, but the fast levelling is entirely fine. I think of the levelling system in the game as just a way to make sure you have a bit of experience with how the game plays before you hit the endgame.

Every bit of content that you might have missed on the way to 30 is still an entirely valid task even at the level cap. Whether it's to unlock costume styles, grind feats or just enjoy the sense of completion or the content for what it is, there's a motivation for everyone. Being overlevelled doesn't make races easier, doesn't make briefings, investigations or collections easier to complete, and while it reduces the challenge of enemies, it just makes you feel all the more superpowered. Besides, the power level gap between levels is much slighter than most other MMOs.
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Posted: Jan 31st 2011 2:24AM JuliusSeizure said

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@Skyydragonn

Actually, on reflection, the lack of numbers and tight definitions for powers reflects the beat'em up genre that DCUO is structured around. I'm not saying it's necessarily a good design choice, but it I can see where it comes from.

I suppose the point is to discourage min/maxing in favour of personal expression. (Which is the whole point of a game where you create your own superhero/villain, right?) Game balance is a Sisyphean task, and players are generally drawn to what If the exact numbers are kept hidden, then the majority will just do what they like rather than what they feel they have to.

Hiding the details of exactly how powers work? Eh, maybe that's verisimilitude? Our characters don't fully understand their powers until they've used them a few times. At least we have a good enough idea of what they do to know if they fit our character concepts.

This might sound like I think they're trying to make everyone roleplay, but that's not quite right. I think they're trying to make the gameplay reflect and feed into the setting and story, to boost immersion. They don't care if you talk out of character ingame, they just want you to identify with the struggles and developments your characters go through.
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Posted: Jan 31st 2011 2:28AM JuliusSeizure said

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@JuliusSeizure

*and players are generally drawn to what works best according to the number-crunching elite. Those who try something unconventional get snubbed, a situation which is anathema to creativity.

Bleargh.
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Posted: Jan 31st 2011 3:47AM Ken from Chicago said

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Vent solves some of the group chatting issues, tho not all (e.g., the stuff about listing and sorting and maybe even filter people in said league list).

A bigger issue is the lack of "Turn left" and "Turn right" keyboard commands. It wasn't until I got to my 5 alt and first level 9 (not that I'm an altoholic) and finally got rocket glide (tho remapping the "." key to activate it, because "numlock" is difficult to reach while using the spacebar) with acrobatics to essentially have flight that I saw the game COULD have characters moving and turning easily, all with one hand, instead of having to constantly push the up arrow to keep the character moving forward..

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