I've seen a comeback, that was New World when the population dropped down like hell to around 10k and people just started to go back and raised back to around 60k. It was before the mount update. But man.... this game has around 20 players. I played as well and enjoyed it but also stopped because everyone is just leaving. How they want the players to go back I don't know but I won't bet a pence on it and I definitely will not go back for the third time.... Too small, too late...
I tried the game on steam twice before refunding. The concept of a large open sandbox map with lots of gathering/crafting had me interested since I love Runescape/RPG MO style games. Unfortunately, there were too many things that made the game feel bad for me.
1.) I do not like travelling systems with gathering. Such as tradepacks from Ravendawn or Archeage packs. I understand they incentivize risk vs reward PvP but the gameplay is boring. It's a literal walking/run simulator.
2.) I didn't like how you needed to "gear up" to farm monsters in this game. I wish it took on a more traditional power progression approach.
3.) Not a fan of games where players own land or build player made cities in the actual game world. Instancing of this is fine but I don't like it in the world.
If Fractured Online changed gears to be more of a "skilling" MMO like Runescape/RPG MO and the player had there own player land instance where you can build houses / crafting benches and there was a new spell called "Recall Home". The game would be a lot more fun. The PvP could be something that is rewarding but also optional.
So what it comes down to is this... Fractured Online is a decent game but it's not my cup of tea. I can say the same thing about Ravendawn and Archeage.
I see this as a common thing in recent games. People are making niche of a niche of a niche style games. Open PvP games are SUPER niche. To spend millions of dollars on a PvP MMORPG is like taking your money and throwing it on a roullette wheel. If Fractured had been a skilling game like Runescape/RPG MO with optional PvP, it would attract a lot more players because the idea of gathering/crafting in a large sandbox world is appealing. (Just look at the popular games right now. Rust, Enshrouded, Valheim, Stardew Valley, Palworlds...) All have elements of Runescape/RPG MO... People like to gather/craft but not everyone likes forced PvP. Optional PvP is fine.
I tried the game on steam twice before refunding. The concept of a large open sandbox map with lots of gathering/crafting had me interested since I love Runescape/RPG MO style games. Unfortunately, there were too many things that made the game feel bad for me.
1.) I do not like travelling systems with gathering. Such as tradepacks from Ravendawn or Archeage packs. I understand they incentivize risk vs reward PvP but the gameplay is boring. It's a literal walking/run simulator.
2.) I didn't like how you needed to "gear up" to farm monsters in this game. I wish it took on a more traditional power progression approach.
3.) Not a fan of games where players own land or build player made cities in the actual game world. Instancing of this is fine but I don't like it in the world.
If Fractured Online changed gears to be more of a "skilling" MMO like Runescape/RPG MO and the player had there own player land instance where you can build houses / crafting benches and there was a new spell called "Recall Home". The game would be a lot more fun. The PvP could be something that is rewarding but also optional.
So what it comes down to is this... Fractured Online is a decent game but it's not my cup of tea. I can say the same thing about Ravendawn and Archeage.
I see this as a common thing in recent games. People are making niche of a niche of a niche style games. Open PvP games are SUPER niche. To spend millions of dollars on a PvP MMORPG is like taking your money and throwing it on a roullette wheel. If Fractured had been a skilling game like Runescape/RPG MO with optional PvP, it would attract a lot more players because the idea of gathering/crafting in a large sandbox world is appealing. (Just look at the popular games right now. Rust, Enshrouded, Valheim, Stardew Valley, Palworlds...) All have elements of Runescape/RPG MO... People like to gather/craft but not everyone likes forced PvP. Optional PvP is fine.
My 2cents
Agree like it or not, and I was an OG MMO player with both UO and EQ, the majority of the player base is NOT going to support games like Ultima Online nowadays. Why? The forced PVP is not what this crowd wants. It's a softer more PVE crowd than the old old school online games days. Even then though to be honest the population of EQ was far beyond UO. And now companies like this want players to support an indie bare bones version of what UO was then let alone what it eventually grew into. If you can't even release something with the quality and features of a game at launch 25+ years ago, don't bother at all.
Sad but I knew I made the right call to bounce. I paid for 2 higher end packages and played it hard for 2 weeks straight. I have seen the patterns they are falling into many times before in games just like this. They all end the same just like this one will. I had hope and I did try to support them. Just at that point with games where I get even a sniff it's going down the same paths as other failed games I just dip.
Comments
1.) I do not like travelling systems with gathering. Such as tradepacks from Ravendawn or Archeage packs. I understand they incentivize risk vs reward PvP but the gameplay is boring. It's a literal walking/run simulator.
2.) I didn't like how you needed to "gear up" to farm monsters in this game. I wish it took on a more traditional power progression approach.
3.) Not a fan of games where players own land or build player made cities in the actual game world. Instancing of this is fine but I don't like it in the world.
If Fractured Online changed gears to be more of a "skilling" MMO like Runescape/RPG MO and the player had there own player land instance where you can build houses / crafting benches and there was a new spell called "Recall Home". The game would be a lot more fun. The PvP could be something that is rewarding but also optional.
So what it comes down to is this... Fractured Online is a decent game but it's not my cup of tea. I can say the same thing about Ravendawn and Archeage.
I see this as a common thing in recent games. People are making niche of a niche of a niche style games. Open PvP games are SUPER niche. To spend millions of dollars on a PvP MMORPG is like taking your money and throwing it on a roullette wheel. If Fractured had been a skilling game like Runescape/RPG MO with optional PvP, it would attract a lot more players because the idea of gathering/crafting in a large sandbox world is appealing. (Just look at the popular games right now. Rust, Enshrouded, Valheim, Stardew Valley, Palworlds...) All have elements of Runescape/RPG MO... People like to gather/craft but not everyone likes forced PvP. Optional PvP is fine.
My 2cents
Agree like it or not, and I was an OG MMO player with both UO and EQ, the majority of the player base is NOT going to support games like Ultima Online nowadays. Why? The forced PVP is not what this crowd wants. It's a softer more PVE crowd than the old old school online games days. Even then though to be honest the population of EQ was far beyond UO. And now companies like this want players to support an indie bare bones version of what UO was then let alone what it eventually grew into. If you can't even release something with the quality and features of a game at launch 25+ years ago, don't bother at all.