Originally Posted by
GoldyGopher
osirisisis,
First I would like to say well done on this reply... your post is very straight forward, polite, and most of your points have allot of ligament validity. Here is my reply:
There are a number of items in your Retrospective that I would like to provide an alternative view point.
From my vantage point 32 hours a week is not a lot, well probably more than many players but I doubt it puts you in the top 1% of players. I spend between 28 hours and 35 hours a week in DDO and I know that several of my guildies and people I run with regularly are more frequent players than I.
The point is life time DDO experance. 5 hours a day for 910 days = 4550 life time hours. Now I'm going to conservative through number out there and lets say that there has been about 300,000 people who have bought 1 or more months of a DDO subscription. Some played for a week or a month or for years. Now find me 3000 players who have 4000 plus hours lifetime. you and your 2 guildies are not going to cut it. On my server there is about 100 of them. I know I been playing with them. That leaves you 2900 on all the rest of the servers.
Only turbine knows the truth. But I would be willing to bet you a w/p rapier that my statement about 1% is correct.
SirBruce of MMOGCHART has stated that his subscription data for DDO is based upon information provided by an anonymous source, to which he believes the accuracy is worthy of a B. The information he has is from Launch to January 2007, a period of about 10 months. Module 6 was released in January 2008, a period of 12 months after the last reported number on MMOGCHART.
These facts alone represent credible reasons to dismiss your opinion as stated, regardless of your opinions validity.
I challenge your to find a more credible source that has charts online of MMO population that includes ddo population.
Your argument in a nut shell is that crafting is driving away players.
Incorrect my argument is that a soild decline in random loot table excitement (weaked random loot table dept) and loot runs is a major contributor to the decline of population since mod 5. I support the crafting system. I say synergy and balance in a exciting random loot table/exciting named loot/exciting raid items/and exciting crafting system. With random loot runs, Raiding, and crafting all in balance.
I would like to look at other aspects that have been potentially effecting the player population over the same timeframe.
In July 2007 we saw the last of our Monthly Updates. They were no longer monthly but Turbine officially discontinued the practice of updates between Module releases.
In August 2007 we saw a server merge combining 14 servers in 5.
In September 2007 we were introduced to the Black Abbot in Module 5.
Those three aspects probably affected far more players than the introducing of Crafting in Module 6. I state this as my opinion based upon my friends and guildies who have left the game over the past three years. (We are close enough to the Anniversary for me to call it three years). I do keep track. I also keep track of the reason they are leaving. Not one individual sited crafting, actually several sited crafting as a reason they were going to other games, as in they have it. Most people sited personal problems, lack of “fun” in game, or as one individual noted money (they were getting rid of cable, broadband and ddo)
Fun is a tough one to describe as I am lumping of things like lack of content, lack of solo play, lack of people to play with when they wanted to play. Peoples really saw Module 5 as unfun. All you have to do is look at how many people run the adventures from Module 5 today to decide what the general population thinks.
Here's what I saw:
Mod 4 Giant hold Strong loot runs, strong easy raid with good items, well done new content, with some +1 loot weekends that hurt power 5's rarity. Population peak.
Mod 5 necro 1 new random loot run, hard to flag for really hard to beat raid with not so good items, good new content population drops some.
mod 6 crafting introduced, hard to complete then was adjusted, loot run declined dramatically, Random loot table strength and excitement declined dramatically due to crafting item strength, no new raids, raid item excitement drops.
Good new content. I would say mod 6 probably didnt changed population level much ether way.
mod 7 slight increase in population for a short time do to monk excitement but after the grind effect of the shroud takes hold and monks not turning out to be that good at the higher levels population drops. Turbine try's to address the raid item excitement issues and does a good job with 2 new raids which helps some, but the last month or so of mod 7 I would say subscriptions where at there lowest since the peak of mod 4
mod 8 new starting area may have increased poplution slightly due to new player influx. I think they did a great job with revamping the starting area.
As it stands now: random loot and loot runs are hurting badly to non exsistant. Random loot table excitement is at a all time low with w/p being its last real strength. Raids and raid loot is ok but could use some help and crafting drone grinding to clone everyone with the same crafting items is in full force. New content, races, classes, loot runs, and random loot excitment are desperately needed.
I’d further argue that the game population is currently growing. GamerDNA, MMORPG, Massiviely, and other online resources suggest that it is. In a recent article on GamerDNA (A self reporting study) showed logins on DDO up 300% from last summer. Looking at the who list and the number of LFMs up on Khyber I can’t disagree that more people are playing DDO (or that people are spending more time in game) I just don’t think it is by 300%.
Show me the chart that GamerDNA has for log in on that last 2 and 1/2 years.
In all I don’t think your opinion matches the information that we have seen nor my experiences with friends and guildies in game.