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Thursday, April 10, 2014

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Ciaran_Laval

The pre-auhorisation billing mess has not helped the launch for those of us watching from the outside.

The lack of an auction house is an interesting idea but I really can't see it lasting, the problem with MMO's is that a lot of people like to do their own thing and don't want to be tied to guilds, even if it is just for trading and trade chat may become way too noisy. However it's early days there, it will be interesting to see how it evolves.

Arcadia Codesmith

I can see the point of not having an auction house, but personally I don't think the advantages of the current system outweigh the disadvantages.

Crafting is a bit odd because you get more experience from destroying gear than from creating it, and you get much more from destroying other people's creations (and dropped gear) than your own. That's clever from a design perspective, as it acts as an item sink, but from the player perspective, it means you don't get the best advancement rate unless you team up with another crafter.

I see a lot of that in this design -- systems that address issues like database bloat but don't adequately consider the impact on the player experience.

The guild-centric elements have a disproportionate negative impact on soloists. I know pro-guild designers think this will encourage soloists to join up; in reality, soloists will just cancel and go play a more welcoming game. We don't like people telling us what to do, whether it's a guildmaster or a game designer.

It's by no means a bad MMO, but it has a lot of work to do to be a good one, much less a great one.

Pussycat Catnap

So as an outsider reading this - I wonder how much of this is 'release bugs' and how much is 'by design' aspects that will more or less push this game to the discount bin and layoffs by year's end?

Arcadia Codesmith

The "discount bin" for a subscription MMO is going free-to-play, where it's transformed into a marketing tool for the cash shop.

A responsive live team can salvage bad design decisions, but they have to act fast and be very attuned to the community. There are some good games out there that were horrible at launch, and getting people to give them another look is an uphill struggle.

I count this as a "not bad" game that could be salvaged, but I'm not seeing much evidence that the developers are actively soliciting the community for advice. That's an error. Never assume you know your own game better than the people who play it every day.

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