err yeah but people said this even before they started making the game, its not like they were demanding lol, they just wished it as you wish to have 1 billion dollars. Now lets say someone announced that they would give you 1 billion dollars and remained quiet for 2 weeks and suddenly they say to you: Hey dude we can give you your billion but just after you work for us your entire life. The way they did it can just be considered a scam no matter how you look at it lol.
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Games do not live up to their hype because for everything good they have, they have twice the crap that could have been avoided in it.
So while we start initially, enjoying the good eventually the bad overcomes it and we start looking for the next game.
Until devs start to cooperate with veteran gamers or start doing their homework like a proper business it will not stop. They simply seem to be interested in developing highly short-term games these days.
They have no real channels to reach them in a timely matter. Once they launch their hands are pretty much tied to small changes since bigger ones take longer to verify & develop. Not all people wait 2 weeks to be able to trade with their twinks. The people lost there will not come back, another game already hooked them.
Issue per issue your numbers dwindle. So if you want to make a longterm successful game you should build a game that has 2-3 nice things and then just make sure that the rest of a game is designed solid enough to not lose players over during the initial 2 months. It doesnât have to be perfect, but the whole game-system has to appease and not frustrate & stab you.
The initial release is your GROWTH period as a MMO. If youâre in massive decline there you have most likely already failed. MMOs grow by word of mouth, you excite players and they excite their friends. If all my friends become unavailible to play XYZ because they all play e.g. tree of savior, then I will play it too and once a group is there and rooted for 3-4 weeks it can go on for quite some time.
Tree of savior polarizes people - many features are merciless & without wriggle room and that is literally the worst you can do.
I just wanted to address this a little bit, because while I do agree that nostalgia as a concept certainly exists, itâs always a really bad excuse to throw around for thinking something was better, and I do have an example on-hand.
I am an old school WoW player, from around 2005-all the way through warlords. Iâve quit more times than I can count (right now Iâd say Iâm officially forever done, but WHO EVEN KNOWS?).
Itâs very common to hear from players of my experience that vanilla wow was better. Worlds better. Exponentially better. That puts todayâs WoW to shame. Itâs very popular for newer players to throw ânostalgiaâ around at players like me to discredit our assertions that the game was much superior back in the day, despite adjustments here and there that were indeed positive. Less social interaction, no accomplishment factor, less immersive, more âarcadeâ-ey with everything being queue basedâŚthe list goes on.
âŚand then last year I started up on a vanilla private server (Kronos, still going).
Everything was true. I was addicted. I interacted with other players. Formed bonds. Enjoyed the challenge of organization in huge 40 man raids, felt the with of hitting level cap through the punishing 1-60 grind. I did that all over again. At level cap we feuded with other guilds, fought for world bosses with horde and alliance guilds both, dealt with guild drama and loot opinion discrepancy, formed cliques to run the heck out of our 5 mans and get that gear we needed to optimize. PvP was more straight forward, classes were unique and all somewhat broken in a way that defined them, but still with enough room to gear up and overpower 5 people in a fight in PvP videos that were more exciting than the dull arena matches of today (I say this as a several time Glad from season 8 and onward 2700+ ratings).
The experience was on another level, and I feel truly lucky to have been able to be on the server when it started up last year.
It was this experience that has me question anymore if it really is just nostalgia that has us longing for games of yore.
I think itâs more accurate to say that game design has actually shifted significantly to a different audience. Back then the target audience was more niche, they could afford to keep their design integrity, and while it wasnât all pretty, and a lot of the time maybe even frustrating it was so worth it.
Now a days games are trying to make as much money as humanly possible in as little time as possible. They account for cyclical customers, people who pick up the game for a month then leave. Games are DESIGNED around these people now.
Itâs not just nostalgia, is the sway of game design catering to a potentially profitable market, and it arguably has ruined the âsoulâ of what we used to love MMOs for.
you wrote a novel to express my feelings of âgames doomedâ ive been saying it since day 1 of logging into the game.
people, mostly kids that didnt grow up with just atariâs and nintendos, and 1st gen anything⌠think things are going quite well⌠its ALWAYS other older audience that sees the âthis game caters to casuals too muchâ âthis game is too linearâ âthis game is holding my hand too muchâ⌠âthis game has this flawâ âthis game needs to change this to be a better version of itsselfâ⌠game companies hate listening to them because they know that THOSE players are going to leave soon. STRICTLY because the developers flop.
its very rare for a company to listen to the ppl i speak of. when they do. poe is born⌠when they do ⌠darksouls is born⌠when they do. wows and FFXIVâs are bornâŚ
this games biggest problem right now is not communicating directly with its audience⌠none of the kids developing the english version are talking to us and asking us what we like and dislike about the game we are experiencing⌠they just TELL us whats happening⌠that shits weak, that shits been weak for so long everyone already knows that â â â â creates failures.
Iâve put in 200 hours so far and I feel like the game isnât quite right.
There is something about it I canât quite put my finger on but it has so many fundamental problems that seem to be ignored. Server issues like over population are being resolved but the actual game itâs self has so many bugs that I just canât ignore.
The low fps problem is an example, this is a game client problem that should have been fixed before release, in this day and age with competition from multiple gaming companies you canât afford to leave these problems in.
Iâve experienced so many bugs on my journey to level 200+ that itâs difficult to ignore. I have skill lag (packet checks) which hasnât been addressed. This has caused my to close the client in frustration and not play as much recently. I feel like these problems arenât being fixed as the development team are amateur at coding and game development.
Just my input, before you tell me to come back in a few months⌠My token 
you make some good points. If i think about it, game design is incredibly different then before. and yes, they are all starting the cater to the âcasualâ player which leaves ânicheâ, âlong termâ or âtrue rpgâ players wanting.
I guess my point was to say that nostalgia really created the hype here. Not all the cool features of the game, outside of being able to create a very unique class build (which still is reminicient of RO ) Everyone remembers the good experience they had with RO and expected the same with this game ( or any game for that matter ).
I see what your saying though, Vanilla WoW was good becauseâŚwell it was just good. Vanilla RO was good because Vanilla RO was good. they stood by themselves. ToS was hyped to be good because it was reminiscent of RO, not because of the particular game features. I dont know about anyone else but I probably wouldnt have followed this game so closely if it wasnât for the RO-like mechanics
Im not sure my explainations are coming across correctly
This exactly. I did the same - I went back and played on the classic iRO server 1.5 years ago. The game is still a lot of fun, itâs just the changes that have ruined the long-term gameplay. Iâd still have been playing, if it wasnât for the dragons event making everyone too lazy to actually participate in the normal game, and the release of monthly pay2win headgears that need to be +9âd to be relevant.
Itâs very easy for someone to just throw nostalgia up and tell someone else they donât know what theyâre talking about.
The thing I wonder though is that aside from visuals looking similar (except more modern and refined) has IMC ever outwardly even mentioned Ragnarok in their marketing? At any point?
We could even attribute that connection to being player driven hype in that sense.
Before the game was announced to have publishers in the first place, (let alone Nexon being the Korean publisher) the developers had their own website for this game, and indicated it was a spiritual successor to Ragnarok Online. The developers, from what I understand, broke off from the developers who made Ragnarok Online 2, which is currently out, but I wouldnât recommend playing it. There is also the mentions of âProject R1â or âProject R2â that refers to Ragnarok Online developers.
Iâve been hyped for this game due to it not having tiles like the original Ragnarok Online, but uses a lot of the assets and whatnot. I really disliked the tiles of the original Ragnarok Online, hence why I donât play it.
Your response to other players who give suggestion is so ignorant. You need to work out your issues or you are just trolling around.
Okay.
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