DRADIS C0ntact said:
Arkengetorix said:
Why try and create ANOTHER fantasy mmo on top of the already existing million of them? Why not go with War40k? I still personally want to try the game. Though I'm at least 4 months away from being able to, time will tell.
Because THQ and Vigil Games are already in the process of making a Warhammer 40k MMO.
http://www.massively.com/2009/04/03/warhammer-40k-mmo-gets-a-release-date/
http://www.gamespot.com/news/6166560.html
Don't get too excited just yet though. It isn't scheduled to be released until 2012.
Yeah the issue was essentially that THQ owned the production rights to the 40k MMO so it was bust for anyone else to try. It's too bad THQ is so often fail...
I was a closed beta player, collecters edition owner (still am and the artbook is sweet), and a longtime player. I recently canceled after the botched job that was the 1.3 and 1.3b patch sets. If you were playing up until then you'll know why I dropped out (Shaman/Magus were my mains >.< ).
The game failed for a number of reasons and are likely far too numerous to list off in one post. Generally it was a failure to roll with their initial plan for how the endgame would look, in favor of caving to outcry from players who had no real far sighted vision on how the game would look once populations started to mass in the endgame areas.
First major patch dealt with mostly bugs but it did the one thing that started the decline of the game. It removed the normalization of all game item sets to prevent stat stacking and unbalancing their original career abilities. See in the beginning all your gear, especially set gear, had all kinds of stat distribution on them. It prevented anyone from amassing too much power while keeping everyone on a level playing field where using your abilities properly is how you won a fight.
After this first big patch they retooled all the gear stats (except a few blue staves that retained wep skill...) so they dropped a lot of the normalizing values like toughness/wep skill/initiative/WP and allowed for primary stat stacking. Suddenly we saw certain careers who relied heavily upon one stat jump far ahead of the pack, while leaving those other classes who were really balanced around this normalized idea behind (dual role classes like healers, tanks and utility classes like marauder and white lion).
This caused the first nerf waves to roll in. Witch Elf was neutered in favor of more "line busting" or AoE and melee was pretty much left to rot. For the single stats AoE RDPS this was to shape the rest of the game from then on. Melee would not see a shot in hell at being effective again until the Choppa/Slayer patch about 6 months later.
It took them 8-10 months to realize why the AoE idea wasn't so grand even though the decline in subscriptions can be easily mapped by using those patches to determine where the problems first occurred. Even now the Bright Wizard and Sorceress are still considered the most powerful and hard to kill classes in the game (no foil to them was ever provided after the AoE patch).
Add to this the increase of AoE CC effects that people complained about having too much of already. Ineffectual ways of trying to keep these mechanics in the game instead of just moving away from what was clearly antagonizing their user base. It's pretty much the story of Warhammer from it's inception.
Cave to public pressure on the first patch you do and break your entire concept from the 2nd week of it's release but then refuse to listen to them for the rest of your game's lifespan because you know better than they do if your game is 'fun to play' or not.
The article clearly states the obvious problem with Mythics internal view of the game and the view that the players have. They can't understand what they are doing wrong so it must be an external source, while players leave in frustration after spending weeks writing massive thesis' on why the game is not working.