TokTok wrote:The only real big learning curve is that the game has high levels mixed with low levels all over the island instead of say diffrent games where you would expect the mobs to get progressively harder away from hubs.
That's what makes potential customers delete the game instead of subbing, that and losing their 2nd "reward robot" in an early level 0/1 (whatever it's called) mission that sends you to your death (yes, lol, a little QQ from me).
I think the mistake this game is making, as Darkfall did, is that hardcore PvP is a very niche market, yet game developers expect hundreds of thousands of subscribers (and they expect to keep them). They won't get it. CCP was lucky that they survived and thrived. Sometimes, a company gets lucky.
Things have changed since the UO/EQ (and the later, somewhat odd and bizarre EVE) grind mindset. I'm not going to never wear/equip my "rare" drops because I don't want to lose them if I die in PvP. What's the point of getting it to begin with if you can never wear/equip it? There are plenty of PvP games out there, MMOs, FPS and such, where if you die you don't lose your gear. And the PvP is just as competitive. (If I sound like I'm attacking you, I'm not--your post just made me "remember" past PvP/PvE experiences, so I guess you can charge me for therapy
And almost all players want that. A few don't. That's okay. They have their niche game which will probably close its doors soon, and I have endless, mindless, poorly crafted "MMORPGs", if you still want to call them that, which will close their doors in a few years instead of a few months (and which I quit in 2 months since there's no content after that).