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 Post subject: Re: Almost open world dungeons
PostPosted: Sat Oct 29, 2011 2:17 pm 
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Partisan wrote:
I hate to rain on any parades... because I'm really on your guys side of the fence on this. But we have to ask a big question. What's going to make DMO hugely successful? Ease of play. It's as easy as that. If we want our game to be a huge hit that derails WoW... it's gotta be easy mode guys.
I have absolutely ZERO fucking interest in derailing or killing WoW and sincerely hope that it lives on for many many more years and keeps its acidic and toxic community RIGHT where it is.

DMO will be 40K and that means PVP, period. They have to get pvp right, as the fans that they are trying to turn into customers WILL NOT stay to play whack-a-mole on pve mobs. Yes, they have to have some pve elements, but intertwining said elements with a dash of pvp is certainly the way to go. The point of this almost open dungeon is to try and blend the over world, pvp heavy, dungeons that ol' timers from the sandbox age tend to favor with the instanced, pvp absent, dungeons that the newer generation is accustomed to in a fashion that helps to mitigate some of the drawbacks from previous iterations of these systems.

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 Post subject: Re: Almost open world dungeons
PostPosted: Sat Oct 29, 2011 2:29 pm 
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EVE Online does fairly well on 300,000 subscribers, and their community is pretty awesome (if slightly hardcore). That game is pretty much the bane of WoW players everywhere due to the complexity.

I'm wholly against complexity for no reason, but 100% for extremely challenging content.


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 Post subject: Re: Almost open world dungeons
PostPosted: Sat Oct 29, 2011 8:30 pm 
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Well, as long as we can keep our game active with a large loyal player base I don't care. I just don't wanna see DMO go free to play within a year.

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 Post subject: Re: Almost open world dungeons
PostPosted: Sat Oct 29, 2011 8:46 pm 
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I have played many games that have claimed to have "killed" WoW and EVERY time they either fall short of the mark or just are terrible games in general. I would rather they continue to make their game IN THEIR OWN WAY. Yes, copying a few game play elements from WoW, but for them to really shine, they are going to have to strike out on their own and make something, if not original, fresh and entertaining.
Because as Partisan above me has said, I do not want to find out after 3 months that I can count the number of subscribers on my hand. As awesome as it would be to just play with die hard 40k lore fans and TT fans, I KNOW this game will only survive from the continued support of the general gaming masses.

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 Post subject: Re: Almost open world dungeons
PostPosted: Sun Oct 30, 2011 3:51 pm 
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Here here! Didn't mean to sound harsh in my response, but fully agree we'll need all kinds to make it a success. I'm just of the opinion that WoW is a "flier", a statistical outlier, and would be happy as a clam if DMO can land and sustain 100-300k player base.

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 Post subject: Re: Almost open world dungeons
PostPosted: Sun Oct 30, 2011 3:57 pm 
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However, if I see any pandas in DMO, throats WILL be slit! :evil:

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 Post subject: Re: Almost open world dungeons
PostPosted: Sun Oct 30, 2011 4:52 pm 
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Aren't BT's the PANDAs of Space Marines? 8-)

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 Post subject: Re: Almost open world dungeons
PostPosted: Mon Oct 31, 2011 5:39 am 
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jmpatter wrote:
However, if I see any pandas in DMO, throats WILL be slit! :evil:


We need more blood!

Panda blood for the blood god!
Panda skulls for the skull throne!! :twisted:

Eherm.

Yeah personally I'll just be happy as long as they keep putting out new content for DMO40k. This is one MMO I really want to do well and last. I really hope GW and Vigil are willing to make this a lasting endeavor.

EDIT: @Partisan - Hmm your sig intrigues me....currently reading Fallen Angels (Finished Descent of Angels. Unlike others I actually liked it! But I haven't encountered anything in HH series I dont like!). :mrgreen:

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