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Meta
Category Archives: MMO design
Themepark goes F2P, take infinity
Some quick thoughts on the Rift F2P thing, since a few people have asked. First, it’s not surprising. Scott Hartsman leaving Trion was basically the “Rift is going F2P” announcement. Second, not surprising given what Rift is. It’s an above-average … Continue reading
DF:UW – The value of owning a city
A popular topic on ForumFall of late has been the value of player cities and hamlets, with some believe they are not worth owning, or that the cost to build them up is too great and needs to be reduced. … Continue reading
Posted in crafting, Darkfall Online, Housing, MMO design, Old Timers Guild, PvP
1 Comment
DF:UW – Distilled core
In the MMO gaming scale, time is far more valuable to me than money. $60 for a box or $15 a month is a trivial amount compared to the amount of time I spend gaming, so free crap is not … Continue reading
Posted in Darkfall Online, MMO design
21 Comments
Ghost audience
When I wrote my PvE sandbox series of posts, I wrote them thinking that the audience would be similar to those that play PvP sandbox MMOs, but instead of competing directly against each other, those players would be more focused … Continue reading
Posted in MMO design, Rant, RMT
44 Comments
Darkfall: Unholy Wars – Peaks on top of peaks on top of peaks
Readers here know that I like MMOs (hence, you know, this here MMO blog). And unless this is the first post you are reading here (hi), you know I prefer my MMOs to be more sandbox/virtual world than themepark, and … Continue reading
Posted in Darkfall Online, MMO design, Old Timers Guild, PvP
17 Comments
DF:UW – Review after two weeks
(Note: I write this sitting on my just-crafted boat, fishing away far off the Agon coast. Let’s see what I end up with at the end.) MMO sequels are tricky. When you create a sequel, you generally do so because … Continue reading
Posted in Combat Systems, crafting, Darkfall Online, MMO design, PvP
13 Comments
DF:UW – The pace of progression
The early ‘controversy’ in DF:UW right now is progression. Specifically, some are very upset that those with more time and more efficient farming methods are ahead of them in prowess. Yes, people with more time and skill get more done … Continue reading
Posted in Darkfall Online, MMO design
13 Comments
DF:UW – Nighthags
Near our chaos stone there is a mob spawn that changes depending on the day/night cycle. During the day, the mobs are easier, while at night there is a chance a far more powerful version of the mob will spawn. … Continue reading
Posted in Darkfall Online, MMO design
3 Comments
Darkfall: Unholy Wars – End of beta and the plan going forward
Originally I was going to chronicle the DF:UW beta from day one to close, but a lot of what I had down no longer applies, and after re-reading it, it was honestly not that interesting. Instead, I’ll just type up … Continue reading
Posted in beta, Combat Systems, Darkfall Online, Inquisition Clan, MMO design, PvP
15 Comments
Camelot Unchained: Concerns based on MJ’s history
As previously mentioned, the Camelot Unchained kickstarter is up and running, but as of now I’ve not contributed due to a few concerns that I want to cover today. First and foremost, the total removal of PvE raises some doubts. … Continue reading
Posted in Camelot Unchained, Dark Age of Camelot, MMO design, PvP, Rant, RvR
41 Comments