Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That was true, but turns out they fixed at least that.
I'd really like that as well. But that's never happening I guess.
Other games have found scalable ways to solve the problem, like adding a server suffix so for cross-region play, a Bob-RE (Regulus) can still be differentiated from Bob-AZ (Azena). This is much more scalable than region wide character names. Or allowing a clan name for the account. So part of the development effort should have been modifying the naming restrictions of the (old Korean game) and properly scaling it for worldwide release.
Right now, this game really should be in a textbook study of how not to launch an MMO:
- The population was funneled into a global download (steam) before the game will work, and of course funneling everyone in a global queue overloads the update server. They should have allowed the download and unpack for an hour or two, before opening up the servers for character creation.
- People who got in early could claim six names, so the first 2000 players who got lucky and got into the download queue could tie up 12000 names (not counting deleting to tie up names for troll reasons) from the region-wide pool. If there's eight servers in the region, the first 2000 players on each server would be able to hog up 2000 players x 6 toons/player x 8 servers = 96k names from the region's name pool! LA should have opened the character creation a day early and with only one or two slots available, so that everyone can generate and reserve one character but not actually play the game. Then the community wouldn't be as mad because everyone had a much higher chance of at least getting one or two characters with a halfway decent name--not just those who got lucky in the steam download dice roll.
But it really appeared like the developers had misguided priorities (like cross-region play having higher importance than a scalable name strategy / namespace pool), so yeah, blame is appropriate for this completely avoidable fiasco. Maybe incompetence is too strong here, but it really is coming close to that.
It's a really frustrating not only because you can't have any differentiaters like last names and you only get 1 unique name per region.
I really wonder what names would look like in real life if countries didn't allow duplicate names :P
Nonetheless I really hope a change to the naming system that hopefully allows duplicates could be introduced at some point.
You forgot LaQueefa
But some names have sentimental values for people and they'd like to name their character a certain way. And it takes away from the experience for them. While I personally don't fully have that issue a lot of people in my friend group do. Which I completely understand.
And honestly people should be able to get the names they want. The solution for this problem has already existed in some mmos 20 years ago via an ID system that is separate from the name.
And it is a common problem. Each time an MMO comes out where the naming restrictions are very limiting you have folks complain about it. How people didn't get to pick their usual name etc.
So I seriously wonder why is that still the case? The solution for that is very obvious and yes it requires more work on the back end structure. But it's not this mythical code that can only be figured out by a few mortals :P
Cross region play sound a bit more important than you getting a special snowflake name.