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Reader Comments (11)

Posted: Apr 27th 2011 9:43PM Ehra said

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Wow, great to see DAoC still getting some coverage here :)

I was pleasantly surprised to see the patch released today so soon after I decided to return to the game. The new "quest completed" NPC icons will be helpful and players now taking damage when they fall through the floor is interesting (it's presumably a sideways fix meant to prevent people from exploiting holes in the ground to avoid deaths in PvP).

Admittedly, it's not much. There are still lots of bugs and issues with the game that have been around since release and are extremely unlikely to ever get fixed (my Friar still has Strength as his primary stat despite it having no effect on Staff damage!). But it's nice to see that money and work is still being put into the game, no matter how small.

Posted: Apr 28th 2011 1:32AM Rayko said

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@Jeff Reahard

"Given the meteoric rise of F2P and the swarms of new titles that are blotting out the sun"

Come on Jeff, that is hyperbole; at best. What was the last major MMO to come out that was not sub model, besides Guild Wars ? It's okay ... I'll wait. The F2P model has helped some of the Big studio MMOs that have been struggling, but basing the state of MMOs on small/indie studio game business models is illogical.

Posted: Apr 28th 2011 11:42AM Birk said

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@Rayko

Hmm...I don't think his statement has anything to do with how "big" the F2P titles coming out are.

Indeed, there are so many (many, many) F2P titles out these days that they might just "blot out the sun", and one could call the new F2P fad "meteoric" given just how many companies are flinging that buzzword/model around.

Cheers

-Birk
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Posted: Apr 28th 2011 2:33AM Seffrid said

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It's unbelievable how absurdly some people try to argue about the demise of subscriptions, and take every opportunity to promote F2P. Why even mention that point in a news announcement about DAoC, for example? It's completely irrelevant.

F2P is popular at the younger end of the playerbase with shallow Korean cutesy grindfest clones and a hybrid F2P/P2P model has proved successful for a couple of the mainstream titles that were struggling in an over-crowded market of mediocrity, but those examples apart the MMO genre in the West remains largely subscription-based and most gamers recognise that they get better value for money from subscriptions because they know exactly what they're getting for their money and what they are getting is usually the whole game. They also know there's no such thing as a free lunch and that if they want a decent game with depth of content they have to pay for it. The shame is that subscription prices haven't risen over the last 12 years or so, if they had done there would have been no need to look to other methods of funding to support the subscriptions. Current subscription levels are ridiculously low and represent superb value for money with no distraction to the immersion factor as you get with constant prompts to visit the cash store in F2P/hybrid titles.

Back to DAoC - I played it a few times at launch and had another look at it a year or so ago, and it remains what it was namely a decent but not earth-shattering game that offers quite a lot of depth and gameplay but which suffers these days from sub-par graphics and a low population. I'm glad they're still supporting it, and the latest patch is to be welcomed.

Posted: Apr 28th 2011 2:31PM (Unverified) said

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@Seffrid
1) DAOC is much, much more complex, rewarding, and unique than you give it credit for in your post. To this day, there is not a single more rewarding PVP/RVR system available that can be enjoyed by a few friends banding together and committing to some goals. EVE Online is the only close experience and requires much, much more dedication than DAOC did. "Meaningful" PVP is essentially non-existent - still - to this day... by "meaningful" I mean, you fight for land and a structure that YOUR GUILD / team gets to claim and use, that confers VERY TANGIBLE BENEFITS.

Capturing a keep, capturing a relic, defending that relic, gaining bonuses, getting a nice plot of land to gain XP bonus on, opening Darkness Falls for your realm, and engaging in rewarding siege warfare with large numbers of enemy players, not restricted to "scenarios" or "instances"? Nothing else does it so well.

2) Subscription prices did increase. As a matter of fact, JUST as World of Warcraft was getting hot, DAOC decided to increase the subscription price by about a dollar. I considered this suicide for them, and, it turns out that the game did steadily decrease in number since then... increasing the price is stupid, you're paying for very little.

3) F2P exists because everyone is starting to realize that you are paying for next to nothing from an MMO dev. $15 a month, for a couple of database records and a 3k/sec tops connection? There's just no way to justify it... "content creation this, content creation that" ... sorry but no, if we didn't have to BUY EXPANSIONS, you'd have a point, but every piece of meaningful content comes with a $30-50 price tag in ADDITION to the monthly fees.

Even if a user were to stay connected 24h/day, $15 a month is far too much to charge each individual. I can host that level of bandwidth, with a backed up database, for 1000 users simultaneously for well under $1000 a month, and if I charged each of them $15 a month, that'd be $15,000... the other $14,000 into development? It's just ludicrous greed is what it is, and people will pay for it because of the perceived value. you don't just see a couple records in a database as your characters...

F2P is more honest (or at least, has the capacity to be)... You pay for what you use. Play DDO... you don't like one of the modules? Don't buy it. You want to XP slow? Don't buy XP boosts. You only played in January and March of one month? You might spend $8. You only played in January and March on WOW? You paid $45.

I'm not picking on WOW here - I'm talking about any pay MMO. None of them offer anything above and beyond. The battlefield and call of duty games keep a database record for you - in perpetuity - and ask you for no more than the initial cost of the game. - They even operate a large number of servers and don't ask for extra cash for that (albeit relying mostly on private ones).

Furthermore, many pay to play MMOs don't even offer a trial period. Rift - buy now banners being a hilarious example. "Yes, I want to buy this game because it is named Rift, that's all I've got to go on before I'm grabbing a credit card, maybe some screenshots". Forget that.

I say this having played EVERY MAJOR MMO since DAOC. I've got toons in all of these games, and I currently don't subscribe to any, because frankly, they're all the same thing... though I really WANT an MMO to come out that is more like DAOC - I would pay for it.
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Posted: Apr 28th 2011 7:19AM dudes said

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Congrats to DAoC for still soldiering on in the downturn.

Posted: Apr 28th 2011 8:23AM Ogged said

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"no end to their success" ... meh, DAoC is on life support for some time now.

Publishing these patches may placate your stockholders but there's no new content to speak of.
Sure, they revamped the loot tables for the lower level dungeons over the last two years or so, and at the same time tried to push more people into the level 50 endgame by nerfing low level twinking.
And of course they still work on class / realm balance with spell updates or things like the revamped realm abilities and they do their live / seasonal events. But it's all just minor stuff.

The last "real" expansion came out in 2006 and after the dragon event in 2007 (I think) the game drifted into maintenance mode :(

Posted: Apr 28th 2011 11:14AM Beau Hindman said

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@Ogged That's 4 or 5 years of "life support." :)

The game is great, and I loved playing it. I plan on resubbing as soon as I find more time.

Beau
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Posted: Apr 28th 2011 12:23PM Daemodand said

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God bless DAOC!

Posted: Apr 28th 2011 3:29PM (Unverified) said

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With how awesome everyone exclaims DAoC PvP/RvR to be, I don't understand why no other MMO has tried to duplicated it. 3-way faction war with sieging territories etc. Is it just insanely hard to do or something? Clearly this is the sort of thing PvPers want, and DAoC seems to be a perfect mixture of PvE and PvP content.

No idea why it seems no one else can take these ideas and improve on them to make a "DAoC 2." It would make a killing.

Posted: Apr 28th 2011 9:13PM Ehra said

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@(Unverified) I'd imagine part of it is because it's damn expensive to develop exclusive PvE content for three separate realms. Not to mention the balance issues of each realm having so many unique classes.
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