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Ya know, I had a lot of fun playing this game. It was fast paced and well thought out. There were a few drawbacks, but in general it was/is a solid title. However, I just canceled my account after two months, and there's really only one reason: Lack of players.
Even at the low levels I never saw more than 10 or so other players (I played Bio on Apoc) and at the mid 30s, I could play for 5 hours and see nary a soul in towns or in the wasteland. I can't really say what is wrong with the game, but there's just something missing and no other players is a big part of it.
I don't mind soloing, but I like to have some contact with others. I joined a guild, but there were never more than 4 of us on at a time. I logged in for one last time yesterday and did a /who * * *, and it showed 47 people in all of Biomek on that server. That means 200 at best on the entire server. Between the 4 servers, I think NetDevil is lucky to see 1000 players.
I went back to EQ at the behest of some friends and playerd on the Combine server. The first night there were 300 players in Nektulos, 500 in GFay. EC maintains 200+ on average. I am having a ball and it reminds me that the "massive multiplayer" part of MMORPG is essential. No one wants to feel like he's the only player in a huge world.
I tip my hat to NetDevil and NCSoft, because the game they delivered is a good one, but it just didn't resonate with the players. I can't say whether they'll fold or be able to scrap out a niche following like EVE, but I won't be playing.
So long, Auto Assault. It was fun while it lasted.
-----
Old timer.
Comments
I know what your saying, i got a character up to level 26, saw nearly no one.. log in for some viscreral playing at destruction but without more poeple i might as well be playing a console game.
The game really looks like its got a lot of potential, but with no one to play with .. bleh..
they did a major update and i didn't even know it until a couple weeks after the fact since I log in so rarely.
You know, it almost begs the question. Are there too many MMO's out there?
I approach MMO's in a weird way - I grind out solo and practically don't speak to anyone until I hit a reasonably high level, and once I reach a high level, I then get to know people and help out other players in their quests etc.
Even if there were a lot of players there, I think the fast pace of the game hinders much socialising - its a lot harder to have a convo with someone while hurtling down a road than it is while just walking. Obviously they have voice chat, but not everyone likes to have that on
SIRadio - Online radio for gamers by gamers
Blizzard proved that the MMO player base is expandable, but I still think there are only so many MMO players out there. The limiting factor is time. As much time as it takes to develop a character, level it, etc., most people don't have time to play more than one game.
A game like Auto Assault has a much tougher time now than it would have say 3 years ago, mainly because of the competition. I honestly thought AA would distinguish itself because of its unusual premise, but I guess people really aren't tired of sword & sorcery games.
I don't know how AA recovers. I mean it, I really don't see how it bounces back after such a poor launch. I hope it does. I would enjoy playing if there were some people to play with, but that's just not the case.
-----
Old timer.
First off; I found the cars to be bland.. Very little variation between two cars - they later tried to address this via the new patch I think.
I thought the gameplay was rather one-dimensional. Many of the missions, though they had exelent background history etc - was just similar.
I missed severel community build tools auction house, ingame recrutment system etc. Maybe a tier system ala AC - perhaps in confunction with clans - aka warlord on top of his little posse.
I was never afraid to loose anything - was a big surprise to me. There was just not much thrill in knowing that nomatter what I did I would not loose anything, nor could I in PvP actually win. I dont consider it winning when the opponent doesn't loose anything.
The background with war, conflict strife and scarce resources felt underused, since there was never a shortage of anything. Maybe if the cars used fuel, and you had to fight for fuel-rights (would have been a good mission rewrd too). Maybe only for a turbo or similar...
Anyways, was a fun littel game for a while. But in the end, just to non-immesive for me to pay for.
(I won the CD key in a store contest, soso never actually paid anything for it)
Still, it would be hard to balance since each faction have their own archtypes and classes. Not to mention the NPC element would be .. interesting.
It's a Dark, Dark, Dark, Dark World
Daemon Hatfield
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May 8, 2006 - Today Tulga Games shed some light on a new MMORPG called Dark World Online.
With a modern setting and a horror theme, Dark World Online givesplayers the chance to step into the skin of a human, vampire, or
werewolf, each with their own skills, abilities, weapons and dwellings.
The three factions are in the middle of an intense rivalry, fighting
for control of their fantasy world.
With support for both player vs. player (PvP) and player vs.
environment (PvE) gameplay, Tulga has both the popular gamers and the
lonely hearts taken care of. Stay tuned to IGN for more details.
>>>>>
Dark World Online Interview
Strategy Informer: Could you tell us the storyline for Dark World Online?
David Bowman: I
could but if I did I'd have to kill you. Then we'd have to find your
family and your friends and kill them, too. But, since this is a
vampire game, you would only be undead, not really dead. It's like a
haiku, without the words.
Strategy Informer:
Are there any features we don't currently know about that you'd like to share?
David Bowman: No,
we were as explicit in our FAQ and press release as we are prepared to
be at this time. As we begin to play-test and balance the game, then
we'll begin discussing features in greater detail. Until then, we are
not falling into the trap of premature feature promises.
Strategy Informer:
What can you tell us about the graphical and physics features?
David Bowman: Dark
World Online is being developed on the proven server and simulation
platform developed at Tulga Games. The team has been working on the new
client that powers DWO for over a year. The new client has been
architected with all of the future needs of making multiple persistent
worlds in mind.
There are still developer hours of work to go, but we believe that
we're creating a great client which will make Dark World Online an
intense experience.
Strategy Informer:
Do you plan to release extra content for the game once it's released?
David Bowman: Absolutely, new weapons, vehicles, structures, clothes and gear are currently planned for regular releases after DWO goes live.
Strategy Informer:
Can you tell us about the multiplayer side of the game?
David Bowman: Since
Dark World Online is a massively multiplayer game with heavy elements
of player vs. player combat, multiplayer is the core of the experience.
Strategy Informer:
What are the current system requirements for Dark World Online?
David Bowman: Current generation computers will have no problem running Dark World Online.
Specific requirements will be finalized during the Beta process.
Strategy Informer:
Can you give us an assessment of the health and long-term viability?
David Bowman: Dark
World Online is still very much in its infancy. We obviously predict a
healthy and extremely long life. It's designed to be entertaining and
to offer variability that provides a reoccurring challenge.
Strategy Informer:
How well is the game progressing at the moment?
David Bowman: We
are working on the core client elements to support the design. The
simulation has the benefit of being built on a proven platform. We've
been carefully building our toolset and art pipeline for Dark World
Online knowing from our past experience in building Horizons what our
needs will be.
Strategy Informer:
Could you tell us a little bit about the factions and weapons that will be featured in Dark World: Online?
David Bowman: The
Slayer faction (humans) are heavily weighted toward high-tech gear,
magic, and hexes. The Werewolves use their natural physical prowess and
ability to morph between forms combined with their pack bonuses to
engage in combat. The Vampires have their mental domination,
supernatural strength, enthralled humans, and abilities to inflict
damage on their foes.
Strategy Informer:
Will there be any secret bonus features built in the game?
David Bowman: If there are, they will be secret.
Strategy Informer:
What has been the hardest part of development so far?
David Bowman: The intense anticipation of what we can build, and the knowledge of the many barriers to success that we have yet to overcome.
Strategy Informer:
Do you think it's likely we'll see some changes to the current release date?
David Bowman: Since we haven't released a date for going Live, that is definitely going to happen.
Strategy Informer:
Is there anything you'd like to say to the Dark World Online community before we wrap this up?
David Bowman: We
>>>>>are extremely excited to broaden the number and style of MMOs that we
have developed. We believe that no current games provide the
combination of PvP with long-term goals that DWO will provide.
Links:
IGN Short Report
Strategy Informer Interview
Lord only knows if Tulga will get it off the ground, let alone where they came up with the resources to develop another project in the wake of what happened to their only other title. I'd definitely prefer to see White Wolf gather its own development team for an online version of the mechanics and lore they've already perfected, but I guess we'll see how Tulga does with development of their own IP. It's certainly unfortunate that a company with such a short and unstable track record is going to be the first one to introduce the horror genre to the MMO industry (at least in any major way), though.
I love the fast paced action so far!
Later
~Snoop912~