What's so "far" about it? BPG added some good things like Dyes, Tasks, Easier key commands configuration, and markets. BPG added some neutral things like Runebooks, Billboards, Potions and Champions. BPG added some stupid shit like Maintenance, Toys, and the new Alignment system. But really overall... the gameplay loop is basically identical. PvP for the sake of PvP because nothing really matters. BPG's inability to grasp that there needs to actually be an endgame is why the game is failing so hard. Going back to a classic server that has the same problem won't fix anything.
BPG broke the economy and removed the grind which put the game on a 3 month death timer at launch (remember I warned them well in advance of launch) Darkfall can't have a population without long term character/ item progression and SCARCE high end resources with plenty of item/gold sinks that FORCE people to keep going out in the world and farming Honestly increasing teleportation was pretty stupid too if you want dynamic open world pvp to happen Scarcity drives conflict and lots of teleportation allows people to dodge fights and or miss running into each other randomly in the world, it also fucks up sieges and territory control. Classic DF1 was overall better for those reasons alone. The instant gratification kiddies, autistic "fair fights" crowd, and the economically challenged short sighted developers killed ROA in the womb. They don't have even a basic understanding of how sandbox PvP mmorpgs are supposed to work or understand the concept of risk vs reward. Sometimes you have to do things you don't necessarily want to in order to get to the good part/ MAKE things more meaningful in pvp/ make long term pvp keep occuring/ keep other people playing, They just want to be the predator on offense 100% of the time while never potentially being the prey (farming) or being at a disadvantage in character skill/gear/ numbers/ buffs/ logistics. Time spent grinding your character, the gear you wear, and logistics should matter more in RoA. When individual player skill is SUCH a singular determining factor of the outcome of fights and there is no way to mitigate that through risk vs reward or character grind, you aren't going to be left with many people long term because most people suck and will just go play something else when they keep losing. Especially in a zero sum game like RoA. If BPG were smart and added a % durability hit on knockdown (KILL) and a chance for items to be destroyed on (gank) then that would make the losing team feel like they accomplished something (assuming they got some kills/ganks before being routed) AND it would really help the economy/ keep EVERYONE farming and getting more open world pvp long term
It's fucking July 13th 2020 and Smurf is still writing paragraphs on these dead ass forums. Unbelievable.
We all have our flaws. A few of yours are constantly, a fair guesstimate being 50% of your post last year, constantly mentioning this and thinking that it somehow makes you special, and writing to an audience that obviously doesn't give a shit about what you have to say. You do not have a crystal ball, you have not come to a unique conclusion, and I think a fair amount of people saw this chain of events coming. You are pretty much doing basic math, feel entitled to brag, and somehow manage to take pride in it. What this makes you is a shitty person in real life, bordering insane, with a very basic understating of MMOs. A few of mine are being a bully to bullies, checking people misrepresenting the truth or using flawed logic for their benefit, and writing shit just out of annoyance. I have no practical need for it, I shouldn't do it, but my impulse control is too bad. This makes me a bad person to shitty people or stupid people without any self awareness. Can you figure out who my audience is?
I agree with everything except last paragraph. I loath Albion style loot destruction on death. When I kill a dude I want to take every fucking thing. With that said the new system in roa is just as bad as the system you like. When you die in a blue zone you keep your gear you had on. going back to what you said in the opening: make resources a lot more rare and grindy would mean: an over flooding market of gear, is non existent (which is good). Could even go a step further and make free accounts not being able to craft. And make paying accounts only able to choose 1-3 crafts per toon. (I hate that idea because I love being a jack of all trades) but if it made the economy great than it would be worth it. Or allow people to craft everything up to tier 50 and than only allow 1-3 masteries. And if you choose crafting masteries than it will lock you out of combat masteries. This would make crafters even more rare and demanded.
1. I was warning about these things back in early 2016, years before midwits like you caught on (bet me $ and I'll post the receipts) 2. You aren't capable of bullying me 3. Your parents wasted $50,000 on that Psych 101 Zoom class
We still have 100 players because we play a vanilla version of DF, no one want to play Classic DF because It was tedious, empty, hell for new players. Durability Is not a problem, the real problem Is the time to spend to make a ready bag in bank and the enchanting system that still sux, no recipes, nothing explained. I think that armors have too much pieces, this Is a problem for market infact no One buy armors.
Classic DF can never be better than roa in the same manner that classic wow or classic runescape is better than their counterpart. That is simply because there never was a classic dfo when dfo never has been completed in development in the first place. How can we even call DFO a classic? More like ol-df. Not to mention, the best of the past are all bad today: like we can flawless them if we want when they used to flawless us. DFO never was a classic to me personally because i could never reach a point where i could have some fun. I have been grinding and exploiting up until the point where they have decided to remove the grind for a short period of time before the ''shut-down''. I get that the elitist had the most fun, but that's not true for most people. I used to like dnd a lot because it was trying to be like dfo on paper before we even knew how dfo was really going to become in the end. What you guys really want is a complete classic DF or at the very least, you want classic combat. Now, how do you envision that? ROA is not taking that direction currently, but i do love the current progress. Having rare nodes outside with a timer on them, i like it. rare mats have been doubled in cost? I don't care. Classic combat may never come back. I just can't bother to login and play at all these days unless there's a siege as i'm playing other games, but i wish ROA's combat was back to the way it was in ROA alpha/beta. Current wof can stay. eyerot that partially blinds with screenshakes has to come back. Current impulse can come back(but not the broken impulse that could be used to knock-up enemies so easily). But i really hate a melee haste that can make major siege fight last a few second. ... I go as far as playing oldschool, classic, nes, unfair difficulty type games just to eventually make longplay videos on them. And i can't get through battletoads atm: stuck on stage 8. I'm tired of easy games we are getting these days. I miss the old times when we had 3-5 life, 3 continues and that's it. Grinding was only good to get a 1up. And this roa community has been bad for the longest with them allying each others and blobbing other clans with bad excuses for it. Clans have been behaving in such a selfish manner that it's just not something i can stand for so long. I wish to take this game like a sport, not like an actual war, but i don't want arena's at all. When playing outside is better than playing df at any given time, there's a problem.
i just wish there had been some more vetting on staff early on so we didn't end up with so much trial and revert. A game by the community for the community with votes for all major changes i what i remember supporting. Also wheres all that advertising kasmos was promising?