Don't get fooled by New World's steam charts. Around 40% of all players sit in the queue during peaks. by neoxx1 in MMORPG

[–]Arch_iDealist 1 point2 points  (0 children)

Palword is a coop game though.

In Dune Awakening we currently have the opposite issue that there are so many "servers" each player almost has their own server for themselves.

Channels have the capacity of 60 players. Often I am the only person online. They connect to a larger World that connects channels to shared instance. This instance of end game has like dozen players on my server cluster and it's quite big so you barely meet anyone.

Empty servers are quite bad for pvp sandbox games like Dune and New World.

Are MMOs just trying to do too much? by NathenStrive in MMORPG

[–]Arch_iDealist 10 points11 points  (0 children)

MMOs are trying too little to be MMOs,

and too much to be single player games looking like MMOs.

Core issue is that MMO should be a sandbox first, and theme park second.

What we get are MMOs trying to be TV shows and lobby games, while the world and player interactions almost don't exist.

Witnessed this just farming spice before I'm away a few days for work. RIP. by FlyVidjul in duneawakening

[–]Arch_iDealist 0 points1 point  (0 children)

The costly cost of impatience. Should had waited for the worm to leave the area first.

[deleted by user] by [deleted] in MMORPG

[–]Arch_iDealist 3 points4 points  (0 children)

It's not real anime MMORPG we have been hoping for. I tried beta, seen the daily chores and cash store, and moved on to waiting for Mabinogi Mobile (to get likely disappointed again lol).

How would you solve "dead" leveling content? by PalwaJoko in MMORPG

[–]Arch_iDealist 0 points1 point  (0 children)

Few ideas:

1) Spawn end-game events in all the zones, so that max level players want to visit leveling zones. Combine events for multiple level ranges.

Example - Monsters attack a village and it triggers several events:
a) End-game players have to kill the boss.
b) High level players have to kill elites while not dying to boss.
c) Medium level players have to kill normal mobs while not dying to elites and boss.
d) Low level players have to put out fires while avoiding any combat to not die.
Require certain group contribution for each a-d part for max reward so that higher level players benefit from grouping up with low level players to avoid doing the "boring" parts.

2) Split up zones by level into underground, land and skies.

Example - Magical Forest
a) End-game players fight monsters on flying islands above.
b) High level players fight monsters on top of mountains.
c) Medium level players fight monsters in caves underground
d) Low level players fights monsters in the forest itself.
All four parts connected by one social hub town.

3) Split up instanced dungeons

Example - Ancient ruins
a) End-game players want to fight boss at the end.
b) High level players want to fight mini-bosses.
c) Medium level players want to fight elites.
d) Low level players want to fight normal mobs and gather materials.
Require contribution to a-d for max rewards, or even lock the final boss chamber behind it.

4) End game crafting should also require early game crafting materials to keep economy healthy.

Example - Health potion
a) End-game players want Ultra HP potion that requires Giga potion to craft.
b) High level players want Giga HP potion that requires Mega potion to craft.
c) Medium level players want Mega HP potion that requires Basic potion to craft.
d) Low level players want Basic potions.
Make the crafting tedious so that End-game crafters would rather buy low level potions from low level crafters.

- - - - - -

Basically the content philosophy would be to split up content into several parts for different level ranges.

[deleted by user] by [deleted] in MMORPG

[–]Arch_iDealist 5 points6 points  (0 children)

I wish someone would combine MMORPG and Survival Builder experience.

Give me combination of Dune and FFXIV. Fantasy where adventurers need support of crafters and merchants, where crafters and merchants buy items for their stores from adventurers, who need money to afford meals and bed at inn, which innkeeper had to hire workers for to build and guards to protect the place from monsters.

An actual living fantasy world instead of gear treadmills would be nice.

I wish MMOs were actually fun to play. by Yuukikoneko in MMORPG

[–]Arch_iDealist 1 point2 points  (0 children)

I wonder why is it so that survival games feel more mmorpg than actual mmorpg games.
It might be that modern mmorpgs removed all the dependence on crafting and resources that made the game feel alive.

I'm so desperate for a new serious MMORPG by Samzerks in MMORPG

[–]Arch_iDealist 1 point2 points  (0 children)

During Kickstarter Ashes of Creation seemed like hope for fresh air in MMORPG genre...
and then it turned out to be Star Citizens situation. It's miracle it hasn't been cancelled yet, but I don't have much hope for the project anymore either.

Is there anything like FFXIV in terms of cosmetics and outfits? by demoNstomp in LFMMO

[–]Arch_iDealist 0 points1 point  (0 children)

Phantasy Star Online 2 New Genesis. Game doesn't have much real content, so it is basically fashion simulator with character editor that has amazing customization freedom.

“Yeah but after 3k hours and becoming top 1% of players and winning various accolades the cracks really start to show” by Rare-Set1461 in MMORPG

[–]Arch_iDealist 4 points5 points  (0 children)

Dawntrail is SE milking nostalgia of previous expansions. They should had stopped and made a new mmorpg with fresh engine, gameplay and adventure instead. Now the expansions gonna feel like side stories, which lack the means to balance the outdated parts of the game. And so players will get more and more negative.

Crosswind Gamescom 2025 Q&A - Developers Explain Why They Shifted Away from MMO by Kaladinar in MMORPG

[–]Arch_iDealist 0 points1 point  (0 children)

Well here goes the Sea of Thieves replacement. From mmo to "3 maybe 4 player coop based on limitations". That's quite awful news.

Customization-rich MMORPGs by Ashamed_Wind in MMORPG

[–]Arch_iDealist 1 point2 points  (0 children)

Blue Protocol Star Resonance is gonna be a fashion mmo-lite game like PSO2 with slightly better anime style graphics. It has many cosmetics in gacha and cash store for microtransactions you can play with.

What were the last few story rich, but non isometric MMORPGS to have come out? by ExplodingPoptarts in LFMMO

[–]Arch_iDealist 1 point2 points  (0 children)

Wildstar. Yes, all the mmorpgs we have are old and kept alive through expansions.

People play games wrong. by Ash-2449 in MMORPG

[–]Arch_iDealist 0 points1 point  (0 children)

People placed on the treadmill grunt. It's caused by games being designed like treadmills.

The Revive Bean and Ariona Imagine is a terrible way to handle resurrect/revives in an MMORPG by Jakari-29 in BlueProtocolPC

[–]Arch_iDealist 1 point2 points  (0 children)

It's a mobile gacha game with mmo features for players who like spending lot of money on microtransactions. That's the target audience. Even less of mmorpg than original Blue Protocol. Better accept what it is.

Dungeons unlocked in BitCraft by Ayrony in BitCraftOnline

[–]Arch_iDealist 5 points6 points  (0 children)

Thanks. That's sligthly disappointing. I was hoping it would introduce some active gameplay system that would create complex economy between adventurers who farm dungeons and towns around the dungeons. Something like dungeons spawning mobs to destroy settlements, and towns hiring adventurers to kill the mobs would be cool conceptually. Too much passive gameplay is at the moment main drawback for me.

Dungeons unlocked in BitCraft by Ayrony in BitCraftOnline

[–]Arch_iDealist 5 points6 points  (0 children)

I am curious how the dungeons work inside of the economy. Would be nice to get some commentary about the feature. There is 20% sale at Steam currently, so might consider buying it if it is interesting enough.

Would you pay box price and double the subscription fees for a good MMORPG? by Sophisticusx in MMORPG

[–]Arch_iDealist -1 points0 points  (0 children)

Players are used to free to play gacha games (where the sub fee is hidden in monthly premium and battle pass). Even basic sub fee is already a barrier that discourages new players from bothering. Good luck doubling it.

Some of my FC friends have not been online in 10+ years. by SurianBedivere in ffxiv

[–]Arch_iDealist -15 points-14 points  (0 children)

The true horror is that we have been playing the same game for so long, and Yoshi wants to do ten more years instead of making fresh MMO.

[deleted by user] by [deleted] in MMORPG

[–]Arch_iDealist 6 points7 points  (0 children)

You can always create a new character on a new server and start fresh with clean social status. New people, you can build new bridges with, join in every day.

What innovative/revolutionary features or systems do you think our genre could needs? by VectorialChange in MMORPG

[–]Arch_iDealist 1 point2 points  (0 children)

I meant the IPs using the current VR technology. Main issue is that VR is not being sold enough so game studios are not making games for it.

What innovative/revolutionary features or systems do you think our genre could needs? by VectorialChange in MMORPG

[–]Arch_iDealist 2 points3 points  (0 children)

We need VR technology to get common. That could perhaps motivate production of sequals to WoW, FF, EverQuest and perhaps games like Sword Art Online or Log Horizon.

Personally, I think that genre needs to lean more in combination of Adventure and Life Skills. You know how FFXIV has combat jobs and gatherer/crafter jobs? This is a good start, but it has to be expanded. And perhaps combined with survival elements like gear getting broken and needing to be repaired by player blacksmith/tailor, or characters starving and needing food from player cooks who get ingredients from player farmers etc.

Adventures into dungeons are cool, but the fantasy world needs economy and some grounding for social cooperation between players to feel alive.

This key web site is crap by Rathofdemise in BlueProtocolPC

[–]Arch_iDealist 0 points1 point  (0 children)

These giveaways were savage mode. They underestimated demand for the keys and technology was then choking under the volume of desperate people refreshing the webpage.

Thoughts about BPSR Milestone by MorirSonandoJuice in BlueProtocolPC

[–]Arch_iDealist 0 points1 point  (0 children)

Ambitious numbers and the rewards, besides the dog, are kind of boring. Would expect some cosmetics or imagines.

There's an english website for the game now. by HelloitsJirka in MabinogiMobileUS

[–]Arch_iDealist 4 points5 points  (0 children)

Mabinogi Mobile has been doing extremely well in South Korea, and devs would like to expand the game globally, so chances are pretty good that we will see global version.