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Why DCUO was doomed to failure from the very beginning

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  • brucieeeebrucieeee Member Posts: 12

    I'm a PS3 player and from reading these forums it sounds like our servers are much lower than that of the PC's version. 

    I've just taken a 2 week break from the game as after level 30 you have to work on Duo's, Raids or Alerts and they are always the same Duo's, Raids and Alerts day in day out. So taking a much needed break before I bash my head into a brick wall lol.  

    While I have loved this game since release (with it's issues), will see what the near future brings as to whether my sub continues. So expensive for all this repitition.

    Anyways going back into it tomorrow. Can't imagine what it would be like on PC not to have my PS3 controller on me. Chatting would be easier I guess... Final Fantasy XIV was sure a hell of a lot user friendly with a PS3 controller but the fun factor on that game lasted a whole 5 mins :P

     

  • theAsnatheAsna Member UncommonPosts: 324

    Originally posted by Mrbluray

    The game was designed for and marketed to casual gaming fans.  That in itself is not a bad thing, however, the problem is that by their very nature, MMOs are not for casual gaming fans due to the requirement of a subscription fee.    Paying 15 dollars month after month for an extended period of time to play a single video game is an activity that is "hardcore" by nature.  You can not expect casual gaming fans to do this.

    SOE tried to get around this by offering a lifetime subscription package, however, this is also not something casual fans do.  Paying over 200 dollars for a video game is definatly not a "casual gamer activity"

    So in essence, DCUO is a paradox.  It is a game designed for casual fans, but has hardcore gamer prerequesites to participate.

     

    The subscription model doesn't define whether or not a game is hardcore or not.



     Suppose there is a game. Let's say it's an offline game. It gets released at some point. The developer will provide support (including updates / bugfixes) for a certain period of time. After some deadline the customer can still play the game but gets no more support.



     Now let's take a game which is available online. I won't make a distinction now between games that need a standalone client or are usable via browser. For the game (or rather service) to be usable the developer needs to provide a certain infrastructure. The infrastructure itself requires some hardware and admionistrators. With the subscriuption fee you don't only pay for the infrastructure but also for a smaller development team that takes care of bugfixes and updates. Instead of subscription fees the microtransaction route is thinkable too.



    But maybe you wanted to discuss "subscription fee vs. microtransactions"





    The expression "hardcore" is very vague. Do you feel that if you pay a monthly fee you are forced to play the game every single day during that month? Are you afraid if you take a break the other players will get an in-game advantage due to playing more than you?

  • BeaumanBeauman Member UncommonPosts: 142

    Originally posted by Krytycal

    Originally posted by Beauman


    Originally posted by Krytycal DCUO is doing as good, if not better than the competition (COH/V) and definitely better than CO. Hopefully SOE will get their shit together and give this game the attention it deservers.

    Playing both CoH/V and Champions, and with my DCUO account currently active (but ending on Sunday), I will yell you that you are wrong.

    Unless you want to add the PS3 DCUO population into the mix. But, no, from all in-game appearances the PC side right now is not doing better in population than a 7-year-old game, nor the F2P one.

    Which is sad, honestly.

    I guess we have to define a couple of things here to make a decent guesstimate. Personally, I spend most of my game related time PvPing and reading the forums. In that regard, I can say that the PC version of DCUO has a lot more activity than CoH/V. I'm standing in RV right now (Freedom), a /who shows 3 villains and one hero. The arenas are empty, as always. I can jump in DCUO (D&G) right now and get in a match 8-16 players within minutes, and then get in a match against another set of 8-16 players as soon as the first one is done. Even at peak time, and factoring in all the other zones (BB, SC, lolWB) I guarantee you DCUO has a lot more PvP going on that CoH. The general and PvP forums (the ones I bother checking) are also more active in DCUO.

    This is of course a poor indicator of overall activity, but it's an indicator of the activities I partake in, and from my perspective DCUO is doing better than CoH/V. I would attempt to measure how often alerts/raids/trials/taskforces are run and how many costume contests are held on each side, but honestly those things do not interest me. I'll leave it to someone else to figure out.

    If you want to talk PvP, then sure. But CoH/V was never designed for PvP, and it was tacked on almost 2 years later-- albeit poorly. I played CoH for 6 years, and the PvP zones were never hopping (except maybe on Freedom, 1 of 3 servers I never played on). DCUO, however, was built around it.

    However, after the first 3 weeks I avoided it, and I played on Cry For Blood and thenn D&G. SOE was just too slow in fixing the serious exploits, and then refused to punish those responsible for using them.

    CoH is a PvE game, though, and one much more instanced than DCUO. And I know that as of last month, while DCUO showed all but D&G at Low on a Friday, CoH showed 2 Heavy, 7 Medium, and 2 Low at Prime Time on a Friday.

    Granted, their population could have dropped in the past month (I'm subbed, but haven't been able to log-in in almost 3 weeks due to work and family, and that fact that CO has had my gaming attention), but I'd have to check that this weekend.

    In the end, though, there is no doubt that DCUO suffered more than the normal share of end-of-free-month attrition in February. Their slow-to-fix mentality hasn't helped that any. PC players don't care to be on a PS3 patch launch schedule. Period. They've made that clear at the forums.

    Plus, even on a casual play schedule, the wife and I got 3 characters to Level 30, and half of our T1 gear on one character each, before our free month ran out. We'd subbed for another another month, and played 9 days out of it before we gave-up.

    1) While levels 1-6 (10 if you push) have different missions between mentors, and there is both a level 15 and level 30 mission per mentor, the rest of levels 11-30 are the same few missions filtered acrosss all 3 mentors per side.

    2) You hit level cap too quickly, and then run the same 5-6 Duos and same 5-6 Hard Alerts ad nauseum. Nevermind that every single Duo and Hard Alert are nothing more than a "hard mode" of instances you already did while levelling.

    3) Solo Challenges, where you cannot group, are also nothing more than harder modes of leveling instances. *yawn*

    4) Scavenger hunting (briefings and investigations) are okay as a side thing, but linking flying around a city and hunting glowies-- and linking that activity to gaining skill points to continue advancing your character-- did not appeal to us at all.

    5) We understand locking a Boss room so you can't get out. But then having a way too fast Rez Timer on players, coupled with the fact that if you die on a Boss fight in a group you cannot get back in unless the team wipes or defeats the boss without you, was just not fun. Particularly with the bugs in the game, like Healing Barrels going off but not actually healing when you stood in the aura. A bug or just bad luck can wipe a character from a fight, and then they get to sit around and watch the fight from outside. Unless you run the game solo.

    6) Nowhere near enough character customization in a super-hero MMO for our money.

    7) Chat and Social functions. This has been stated ad nauseum, so no point in rehashing it. I know Update 2 next week is changing some of that, but too little/too late. DCUO is an MMO, and it had a PC release as well. Chat and Social should have been ready and working at launch.

     

    All in all, while the clicky-clack combat was cool, the rest of the game just seemed like several steps backward in MMO design.

    It was not the game for us. We feel either of the other 2 games out there offer much more for a super-hero, comic book MMO experience.

    Even if you look at all 3 games at their respective launch content times, CoH and CO still offered a lot more-- and CO was horrible at launch.

  • SpytedSpyted Member Posts: 108

    I think there is something in the OP's proposal, but I also think that as the market expands the appeal of a casual friendly game is also going to escalate.

    The tradtional mmo is a time sump with little or no real reward, its a way of exploiting boredom and habit (addiction), the only real return comes from the social interaction - an irony as so many are locked behind their pc's and socially excluding themselves in a real sense. But the frustration and impatience of that playerbase is increasingly apparent, and the newer players are imo much more receptive to console style gaming and quick fixes for their fun... the perception and requirement behind an 'online experience' is changing and if that continues then DCUO is really a portent of the future (even if it is too early to benefit it), the relative fun per minute starts to become more of a factor as that allows you to pursue a life away from the game without penalty - suddenly the perception of such games changes and choice is offered back to the player, something future games will have to adapt to as the dogmatic aged traditional mmo player is spread thinner and thinner between more and more titles.

  • erictlewiserictlewis Member UncommonPosts: 3,022

    I think it was,  I could see where it was heading during beta,   Folks were like hey its fun.   Fun and quick to level then what.

    All the pvp bugs that still remain not fun.

    I can add this SOE decided to kill the agency, and it was going to be using the same engine as DCUO.  So there at least SOE could see by the way DCUO is going to go ahead and cut their losses on the Agency.

    I guess they have to somewhat support DCUO now with a reduced staff.

  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690

    If the game did not have a monthly fee I would be playing it right now. They should have gone with a business model like ArenaNet did with the original Guild Wars. I would have liked to see dlc for sale instead of the monthly fee. 

    30
  • SBE1SBE1 Member UncommonPosts: 340

    Yep, making it a monthly fee essentially made this console game an MMO by default.  As a stand-alone console game with the amount of content and other issues, it probably would qualify as a success.  The game provides probably 30-40 hours of satisfactory gameplay, which is standard issue for most console games of average quality.

    However, the moment you add the monthly fee to the game, it takes on a whole new requirement.  A game that charges a monthly fee should provide 200+ hours of enjoyment IMO.  It must be a game where one wants to log in a few times each week for at least 3-6 months.  This game fails on every level in that regard.

    I know I'm repeating myself on this last point here, but the review of DCUO by almost all "professional" reviews simply decided to review the game as a console game, rather than as an MMO.  They found the fun of the console game refreshing (as if they never have played a console game before) and gave it a very high rating.  I couldn't believe it because there was no way this game offered 200+ hours of content.  With MOST people (not just the hard-core crazyfolks each game tends to attract) hitting max level in a week and then complaining of lack of content, plus the fact that communication was so difficult with the UI (another basic requirement for an MMO), plus the fact that monthly content updates were only promissed (and now are no longer monthly, go figure) and bugs that were present in beta found there way into production just really amazed me that so many people gave this game a glowing review.  As a console game, it's fine (maybe average to above average); as an MMO game its definately below average, and that is confirmed by the servers becoming a ghost town 1 month into the game.

    I really hope MMORPG.com staff takes another look and re-reviews DCUO, and this time reviews the game as an MMO and not as a console game.  It's not just MMORPG.com, as many people did it but this is where I come for information on MMOs, not on console games.  I also hope MMORPG.com staff stops giving every single MMO game a 7.5-8.7 final score, as it makes it nearly impossible to figure out if a game is good or bad in their opinion.

  • SpytedSpyted Member Posts: 108

    It's amazing how egocentric and pretentious people can become even going so far as to define an mmo to be something other than what the initials represent.

  • huskerman34huskerman34 Member UncommonPosts: 252

    Theres nothing wrong with dcuo. i played the beta to this game and acutally bought the game ,but im playing other mmos right now so somewhere down the llne i will get into playing it . I think every one bashes a game when it comes out. The consumer is never satisfied with the product.

    Edgar F Greenwood

  • Daffid011Daffid011 Member UncommonPosts: 7,945

    Originally posted by Spyted

    It's amazing how egocentric and pretentious people can become even going so far as to define an mmo to be something other than what the initials represent.

    The message I get is that people have higher expectations when a game demands a $15 recurring fee to access and play it. That it should do more than just throw a bunch of people into a some gamespace together so that it meets the criteria of being "massive" and "online" and thus be being an mmo.  

    If this was a case of a few people saying they didn't like the game and it wasn't up to par with what other mmos offer then perhaps you would be accurate in pointing that out. 

    Since it seems that the overwhelming majority of people are echoing the same complaints, that DCU plays more like a single player console game with a smattering of co-op play, then it seems more like the commonly accepted view of the game being presented. 

  • Pest138Pest138 Member UncommonPosts: 114

    I dont believe this game was "DOOMED to FAILURE"! so much as it seems they are trying to shoot themselves in the foot every chance they get.

    Since the first content patch/update I and many others have been unable to play the game becuase of a "graphics lag" glitch that was not there when the game released. For the 3 weeks I was able to play I thought the game was great and had alot of potential, now I sit and wait(playing other games) for them to fix what they broke.

    I contacted CS and tried all the fixes they sugested, sent in system logs they requested but nowits been six weeks, I had the "Legends" subscription so I am paid up until late May but I have cancelled and wont re-sub unless thye get the game fixed prior to my time running out.

     

    I am hoping that when I get home today and get the game patch downloaded they will have fixed the problem, but I am not overly optomistic.

    Remember prior to release all the updates we got from "Chris and Jens"? Where did they go? I know they have done some interviews since but a video update on the state of the game on the DCUO website would be a nice thing, just saying.

  • eddieg50eddieg50 Member UncommonPosts: 1,809

    Originally posted by Pest138

    I dont believe this game was "DOOMED to FAILURE"! so much as it seems they are trying to shoot themselves in the foot every chance they get.

    Since the first content patch/update I and many others have been unable to play the game becuase of a "graphics lag" glitch that was not there when the game released. For the 3 weeks I was able to play I thought the game was great and had alot of potential, now I sit and wait(playing other games) for them to fix what they broke.

    I contacted CS and tried all the fixes they sugested, sent in system logs they requested but nowits been six weeks, I had the "Legends" subscription so I am paid up until late May but I have cancelled and wont re-sub unless thye get the game fixed prior to my time running out.

     

    I am hoping that when I get home today and get the game patch downloaded they will have fixed the problem, but I am not overly optomistic.

    Remember prior to release all the updates we got from "Chris and Jens"? Where did they go? I know they have done some interviews since but a video update on the state of the game on the DCUO website would be a nice thing, just saying.

     I had a problem with lag and had to put in an earlier driver in my ATI 4870 card and that fixed it

  • therain93therain93 Member UncommonPosts: 2,039

    Originally posted by Daffid011

    Originally posted by Spyted

    It's amazing how egocentric and pretentious people can become even going so far as to define an mmo to be something other than what the initials represent.

    The message I get is that people have higher expectations when a game demands a $15 recurring fee to access and play it. That it should do more than just throw a bunch of people into a some gamespace together so that it meets the criteria of being "massive" and "online" and thus be being an mmo.  

    If this was a case of a few people saying they didn't like the game and it wasn't up to par with what other mmos offer then perhaps you would be accurate in pointing that out. 

    Since it seems that the overwhelming majority of people are echoing the same complaints, that DCU plays more like a single player console game with a smattering of co-op play, then it seems more like the commonly accepted view of the game being presented. 

     Just like CO....

  • etharnetharn Member UncommonPosts: 152

    F2P :O

    A man who fears nothing is a man who loves nothing; and if you love nothing, what joy is there in your life?

  • therain93therain93 Member UncommonPosts: 2,039

    Originally posted by Spyted

    I think there is something in the OP's proposal, but I also think that as the market expands the appeal of a casual friendly game is also going to escalate.

    The tradtional mmo is a time sump with little or no real reward, its a way of exploiting boredom and habit (addiction), the only real return comes from the social interaction - an irony as so many are locked behind their pc's and socially excluding themselves in a real sense. But the frustration and impatience of that playerbase is increasingly apparent, and the newer players are imo much more receptive to console style gaming and quick fixes for their fun... the perception and requirement behind an 'online experience' is changing and if that continues then DCUO is really a portent of the future (even if it is too early to benefit it), the relative fun per minute starts to become more of a factor as that allows you to pursue a life away from the game without penalty - suddenly the perception of such games changes and choice is offered back to the player, something future games will have to adapt to as the dogmatic aged traditional mmo player is spread thinner and thinner between more and more titles.

     I don't think you will find any argument that mmo's will evolve, and the "appeal of a casual friendly game is also going to escalate", especially considering the demographic of the EQ and UO gamers now is basically the mid-late 30-somethings working full-time with families growing up.  The issue is attaching value to that type of game experience (especially in this economy).  Many of us, before DCUO was even released, said it doesn't have enough to support a subscription model and the amount of content it delivered and attempts to deliver on.  We got shouted down for it, but look what's happened now.  I think SOE would have been forgiven some of the missteps (bugs/design decision/slower than promised release schedule) had it not opted for the subscription model (or atleast rethought how much to charge).

  • syntax42syntax42 Member UncommonPosts: 1,385

    The reason I didn't play DCUO was that it didn't live up to its genre.  Sure, it had superhero art, powers, NPCs, and story.  However, the gameplay was about the same as an arcade-fighting button-masher.  I never really felt "super" in the beta, which was the real problem.  The entire game could have had a Street Fighter (or similar arcade fighting game) theme and made more sense.  Instead, my "super" heroes died too easily to the average thugs.  One person would never stand a chance against a real super-villain, unlike what happens in the comics, movies, and cartoons.  At least in City of Heroes, I can feel tough enough to take on the world most of the time.

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