June 27, 2011, 22:22:11 |
Quote (Gobbos @ 27 June 2011 21:13)
I understand what you mean, "its not dofus its wakfu" and i agree, i was happy that this game had a difference in system it added to the "apparent" difference and didnt make it basically dofus 3. Let me make it apparent here i am in no way saying that changes such as this skill update are THE best thing that could happen.
My point remains this is the devs' choice on how to solve the issues they are faced with, and i feel that currently they are pushing back to more "what they know works" instead of "trying something new" purely because the third time around is hardly the place to stop and say "hey!, lets try this!".
Part of this is that they've essentially screwed it
well before this point, and 3 versions on they've come to the end of the road, and burnt all their bridges... They can't decide "oh wait, 200 levels is a terrible idea" because that is such a huge change, that they'd probably feel the need to start v0.4 (fundamentally it is only a number, but in practise they'd probably have to change the world/monster/skill layout yet again).
The project is basically bankrupt, and they can probably really only rearrange what they have now without pissing off Square-Enix, and whoever sits at the very top of Ankama (because payrolling 4+ yrs of nothing is gonna hurt anyone's bank account).
The influence of Dofus on the development has been very palpable at times. They added soft-caps
at one point, the "Temporal Dungeon" idea they floated basically insisted that the two MMOs had to be compatible (which they implemented in a very blunt manner). At other times they seem to want to create as clear a distance as possible so people might actually consider paying for both MMOs simultaneously (having 2 thematically near-identical MMOs is a pretty questionable market strategy in the 1st place)... but often create such a bizarre system that it's just a car-crash to play. Each piece at least wastes some time, or leaves some dumb system loitering in the guts.
It has never come across as a very "strong" project with real design goals. Rather a mish mash of "prototype toys" and "Dofus proved
" ideas (much like the dodge/tackle system that Dofus has actually abandoned), and missing features (things like the ability to transfer between your own characters, even if those are clearly popular/or in Dofus).
As far as rage quitting goes, no offence but beta testers, open or closed, should test what they are given regardless. This is the most common problem in QA teams these days, people join (job wise i mean) thinking its all fun, then realise they have to run into a wall 50 times to work out where a bugs comming from. People simply do not understand the concept of tester VS customer.
Well, thankfully this isn't an actual job, with money-exchanged and contractual obligations. But, even if it were a job... I'm going on sabbatical.
Kinda why I said "disappoint-quit" as opposed to rage-quit... at least for me, I know there's a core of the game which will simply be Dofus (The 12+ classes, at least in name/theme. The monsters, the gods, the lands, the equipment, etc). But that's not important if they can really create the split needed, and push the technology and "from scratch" opportunity. But it's like drying mud, there's a layer of fluidity on the top, but every so often another layer solidifies into a rather Dofusy texture, so less and less is "new and fresh" (and even that is questionable after the 3rd reinvent)
Basically the more and more it goes on, the more and more disappointing the development looks, so the less and less I want to play it.
What I'd really like to see from Ankama? A game that has nothing to do with anything they've already done. Not an Iop or an Ecaflip or a Gobball in sight. Not even an MMO (thankfully they've shown they're willing to try and make non-MMOs).
This post has been edited by GoldfishGod - June 27, 2011, 22:46:06.