Have weapon/gear efficiency degradation with use, not just durability loss. That will boost the crafting economy significantly and bring back serious risk v reward on what items individuals use and how often. Add to that skill/spell degradation with NON-use and you keep ppl playing in order to 'keep up with the rest' and continue to enjoy whatever addons and tidbits you throw into the game. Make skills 1-25 drop off slowly with non use, 25-50 slightly more, 50-75 noticeably more and 75-90 greatly so. Surging ought to drop a skill to 90 or something. These would be decent compromises to the ease of skilling you've gimped the game into. Games need a reason for ppl to return, ortherwise it, as you can see, they just turn into a casual to non-existent player base once they max out in a month or two, pvp a bit, get bored and move on. Like alpha, but let's call it alpha light. I have noticed some loot tables have changed which is great considering I was told a year ago it wouldn't happen. To see enchanting recipes changed would be f'ing HUGE in bringing back a sense of mystery and wonder, rather than have noobs just go google to find what to kill, skin and craft .. yay for that. Although, I was also told a year ago that enchanting is too involved in too many aspects of the game to easily be manipulated. I love what you added to the game, but the ease of skilling blows, there not much risk and zero reward for putting time and effort into the game when others can't. Make catalysts more rare, etc .. something to have high end items hard to find or create, yet again bringing back the risk.
No a REAL reason to play would be adding fluff like cards games, board games, new content like farming and dungeons. However I am thinking none of this will ever be coded into the game because we have side job developers who really only change xml files. I mean every patch introduces new bugs. The game needs to focus on being a mmorpg not a pvp arena; there are better options for that.
Well, you can easily see the steady decline in pop throughout all versions of DF since '09 as they make it easier and easier to skill, max out and everyone pvp with the same toon and no diversity. That's working out great. Obviously. --- Post updated --- Better yet, just call it alpha with eventual board/card games, dancing, karaoke or w/e other fuck that shit you think will bring in the niche this game was made for in the first place. --- Post updated --- They should just relaunch dfo, market it for new pvp/sandox oriented ppl, add all the new shiny thingies they want and tell the bitchy vets that want it all with no work or commitment to go screw themselves
are you stupid,nobody even heard about DF...they need to find dota streamer with 200k viewers and then show them df pvp
Yes, and the reason should be that the game is fun, not because there are more chores you need to do to remain relevant in a game that's NOT fun.
They should remove content because as content was added over the years the pop went down. Correlation is not causation.
The only reason I continually play is to get better at the game. Darkfall has a high skill ceiling that isn't too demanding (imo) on the player (something like Gunz seems more demanding to me). It's combat seems perfectly paced for me, and I love the fact that everyone is equal, setting the only differentiating factor in MOST fights to be player skill alone. Reasons for people like me to continually play? An Arena with elo ranking system. Other reasons for other people to play: A better PVE board with incentives and rewards. More PVE Content. A better Siege rewarding system with incentives and rewards, territory wars. More open world hotspots, towers, lower village timers, better village loot, village connection to territory. Bank building, fatest bank, richest person in agon, boards the showcase this. Etc. More fluff for casuals.
I love the combat system. It's my fav in last 20 years, but the ease of end gaming with no diversity is what's reduced df to a negligible population over the last 8 years. They can continue to add all the chickens, trees or whatnot to the game, but if it's just an fps (even beautifully complex and RL skill based) with everyone in the same template, it'll continue to dwindle. As I've said many times, this is Alpha light. If they wanted ppl to come in and 'endgame' their toon with no effort or commitment and hence no reward, they should've left it Alpha. It took a week to die off then and a month now. It's easy to see why.
Alpha died because they knew it was getting wiped homie, and there was 0 gear grind. And even then, alpha never truly died, there was more PVP at the end than there is in current
No, believe what you wish in your bubble, but I had to organize a streamed siege for over $200-300 for those streaming to get a 25 vs 20+ siege fight on a Saturday prime time NA siege. Not good. Was great fights and entertainment, but the pop was beyond negligible. Khaoz and Inositol were fun to watch and poor Grim got smooshed in between a few groups, but other that that and a city defense for 1 hour? Nada. Not good signs for w/e business model this is supposed to be. As a free shard? It would be fine for the few that play The sandbox free for all combat with 500x the pop died in 2011 or earlier and has continued to dwindle since thx to the ease of skilling in the current version. Ppl crafting infernal in 1-2 weeks and dragon in less than a month is beyond retarded. All reasons to put time into ROA have been removed for the sake of non diverse pvp warfare (solo or otherwise) Just return it to Alpha status and watch it fail in a week rather than 2 months Not a hater, but the facts are easily found and support my belief
Homie, if you think "endgame" grinding content from 8 years ago is going to keep this game going, you're mistaken. We all know at least 1 other person who quit, because they didn't want to grind, while getting dumped on at mob spawns. Mind you I think this could have been changed with some safe zone additions, but who knows. Though I agree a lot of time sink is being thrown out, we can't rely on grind in a PVP focused, FULL LOOT game to be content. That siege you organized was actually very good. Infact it was perfect, the only problem with that situation, is that, that is suppose to be happening literally all over the map. 2 Alliances going at it for a couple of hours each day is what this game needs. Reasons to siege, Reasons to go to Villages, Reasons to leave your bank. This is the content we need, this is the endgame grinding we need, because if people are playing this game simply to grind their characters, they're just going to leave once they get to the end anyways (and that is assuming they even make it to the end.) Reasons to keep players logging in is what we need to be focusing on, and character grind is a finite resource of that. Take a look at why most players are currently STILL (EVEN AFTER ALL THE SHIT WE'VE GONE THROUGH) logging into Darkfall. These people are your true loyal fans, these are the people that will keep coming back, and these are the people we need to continue to find and bring into Darkfall. PVP: Full Loot/Bank Building, Conquest, Competition, Crafting all these things need to be supplemented to keep Darkfall going, these things are Darkfalls games endgame, whether people want to admit or complain and RP their ass off saying no, it is, end of story. The only thing you need to participate in these in game activities, is a decent character. Thats it. The grind in it's current form is not fun, the only reason to do it, is to do the above things, so why not make it more fun or shorten it, so players can enjoy the game? - Increase village loot/lower village timers ($$$$/Conquest) - Hellgate variant ($$$$/Competition) - Arena with Elo ($$$$/Competition) - More reasons to own holdings ($$$$/Conquest) - More trading options ($$$$/Crafting) - More crafting options ($$$$/Crafting) - BIGGER (Emphasis on the big part please) harder mobs for better loot ($$$$) - The champions were a step in the right direction for these, but they need some alteration, look at the fire dragon, most lucrative thing in the game was down every server up for the first month of the game. ^Those right there. Those things are things we need be grinding. The character is required to get to all that, PLUS you have to duel (OR USE AN ARENA WINK WINK) to get better at the damn game in the first place, so you can compete with the people who are better than you.
You're mistaken on this. Most people didn't stop playing because of the grind reduction. Most people stopped playing because Darkfall is a really bad game. The physics based combat is quite literally the only thing it has going for it. The only people that really stuck with the game were the people that loved the combat. Lengthy grinds are primarily 'enjoyed' by people who don't enjoy their lives, as with everything there's exceptions to the rule, but it's a positive reinforcement thing. Repetitive actions for a 'reward' in this case the game going *ding* 'Your mastery of x has increased.' I'll see if I can find it tomorrow, some behavioral psychologist wrote a paper on it. Basically super grindy mmos are preying on this demographic of people. While it's a solid business model in most cases, Darkfall has the problem of people can prevent other people's progress, thus delaying or preventing the dopamine rush of the *dings*. Some people might stick with it for the lengthy grind but a lot of them won't because they can't get what they're after.
Correction: most people quit because the ONLY interesting thing to do is PVP (which is fine, in and of itself), and the only way to get viable for PVP was to do 100s of hours of crap that's not fun, all the while being victimized by people who already did. The rest quit because, once you got PVP-viable, getting any PVP was usually a waiting game, or a colossal hassle. --- Post updated --- Had?
A sandbox game with the only interesting thing to do is pvp is not a viable business model, it is better suited to an arena game. You realize that the reason people were "victimized" while doing 100s of hours of things that are "not fun" is because of bad game design, because as I said it's a bad game. It took so long to get pvp because the population was low, and it was low due to there being nothing to do but pvp because it's a bad game, lots of potential but nothing was fully fleshed out. It's not a "correction" to repeat what I said...