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Noted, thank you for Putting your thoughts out in the open,
Everyone will decide soon, what the game really offers, and we each can each decide if its worth it or not...
If an MMO manages to make enough profit with 10k players to continue developing it in a healthy way, then it's already a success.
Many normal Indy games didn't need a million players to be a huge success. But in MMO genre many seams to think that every MMO must be produced for all players. I don't know from where this selfish thinking comes.
no raids for pve, no genuine pvp content.. world bosses? no it looks bland and empty
people are fake hyping due to its unreal 5 lol.. but watch this game tank hard.. and watch the subs not come in.
it looks worse than new world and thats saying something..
RiP another scam mmo
quinfall next
then ashes
Other than that, I'm in.
1) Don't segregate the players with a bajillion servers.
2) Don't allow sweatlord guilds to gatekeep or control players.
3) Allow in-game systems to match playes or help them party up.
4) Ban bots.
5) Fix glitches, cheats, exploits.
6) Ban RMT'ers
7) Don't add P2W elements.
8) Don't dramatically alter the original game.
9) Limit each character in trade skills or combat ability so the player has to make alt accounts.
10) Don't add "Sharding"
11) Give reasons for high level end game characters to interact with newbie zones or spread rewards through out the world so it isn't empty.
There you go, now you can have an everlasting MMO, you know, like in the OLD days. MMO's last longer than any other game if the devs don't get greedy or mess up the base game. WoW actually GREW in population till Cataclysm, Archeage did amazingly well till it went full blown P2W. SWG, Everquest, Ultima, etc all did great, and there's a reason why. They mostly followed these rules.
Prove me wrong then?
Hopefully you're not one of those middlemen that keep 90% of the profit and offer the YT'er a crisp $20 while the actual devs paid out a grand? (More than 90% but whatever there's people that do this and younger YT'ers don't know better.)
His "advice" to solo humanoid mobs is to infinitely kite them around with a bow. Yeah... no. Not gonna spend 9 minutes whittling down an NPC that's not good gameplay.
Lol. Lmao even. There are ROBLOX and FORNITE custom lobbies with more active players than 10k.
10k is not successful.
I'm not a game dev and I can get 50-100k views a day sometimes if I put a little effort into it.
10k is a terrible, very low, and not proud player count to have.
If you're an indie dev with a very small team or a solo dev, sure it's a livable paycheck I suppose, but if you're a AAA studio or you've blown MILLIONS OF DOLLARS developing a game and you can only get 10k people to play it? There's a problem. Again, look at New World. Richest company in the world, loads of seasoned experienced developers.... 4k players. (LOL!)
Here's WHY that game died the way it did:
1) Too many servers split the playebase
2) Once a mega-guild took over the servers, no one else could do wars, do the pve wars, and got "max tax'd" so there was a drain on their coin. The guild in control made millions.
3) Entire game was eventually clique'd so if you didn't make friends early and often you were stuck being a solo. No one random partied for stuff. (Even if you offered to pay 10k coins for a dungeon no one cared enough to take it.)
4) Bots that were never, ever banned, even from day 1.
5) Glitches and exploits from ALPHA that we the testers REPORTED that were never fixed and allowed to make it to release, which are still to this day either unfixed or fixed then re-introduced in a new patch.
6) Guilds and gold farmers RMT'ing to business wagies too lazy to farm going unchecked. Also dupers that RMT'd. Money became useless after the first year. Fresh servers didn't fix this cause dupes and RMT persisted. This ruins the game for the crafter / gatherer player.
7) Forced expansion shot player counts up... for one month, because it was REQUIRED to play. If you didn't get the DLC you were screwed.
8) Re-worked old starter zones players loved into end-game zones because lazy. Changed basic early core mechanics and added bloat.
9) Once players maxed every craft and trade skill they had nothing left to do and only logged in when new updates came out.
10) Sharding is coming soon™ to New World, and with it, more bots to farm more resources. Even less player interaction.
11) High levels only sit in town or sweaty clans only log in to defend territory. Booooring.
Glad you get it. The MAJORITY of youtubers and steamers are of the "fake" variety. Too afraid to speak their mind. Too scared of backlash from "wrong" opinions. Too scared to "get on the devs bad side" since they want to be featured as a clickable video in the launcher, or collab with the employees moonlighting as youtubers, or get special freebies from the community or the devs. Making ANY kind of non-praise video gets dislikes and downvotes, gets you doxed and swatted, and turns you into a target from devoted fans. Me? I tell it how it is, and want to surround myself with people that do the same. I have no reason to sugarcoat or have false hope just to "make a few bucks." Does it make me a lot of haters and enemies? Sure does. But I couldn't live with myself if I was all fake smiles and positivity. That's not how the real world is.
What points do I not know what I am talking about? Tell me about 'em.
"It's just an alpha, they'll fix it."
"It's just a beta, they'll fix it."
"It's just early access, they'll fix it."
"It's just release, they'll patch it."
"It's just post release, they'll add a DLC to fix it."
Fortnite, Roblox, League, and many other games are literally free to play, and make their money in more honest non P2W way, with cosmetics.
I live in a ghetto. People that dye their hair get murdered, and complaining about food in my area gets you poisoned. Albion is a garbage game but I'm the king of it so it is what it is.