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everyone is most certainly NOT complaining about the community.
there's nothing to complain about when it doesn't exist.
everyone is most certainly NOT complaining about the community.

Sub-Saharan IQ.there's nothing to complain about when it doesn't exist.
Yup. Pretending communities don't exist in WOW and FFXIV is smooth brained at best. They aren't based around mutual suffering like EQ communities were, but they are fucking legion. So many people to talk to in chat. So many guilds and social event groups. So many raid teams. Literally *millions* of people paying subs to enjoy the shared world and what it has to offer.People keep acting like removing bad friction killed MMOs when the exact opposite happened. And that's the funniest part of all this. The people arguing for these systems always talk as though they're defending some massive untapped audience that modern games abandoned. But where is it?
fanaskin was always one of the dumbest motherfuckers in the Politics thread, so it's no surprise he's a complete retard when it comes to MMOs.
The thing that jumps out at me reading this discussion is how often people confuse inconvenience with good game design. Every time somebody questions one of these systems, the response is never, "Here's why this mechanic creates better gameplay." None of these old fuckers with way too much time on their hands can EVER defend their stances on these issues of "friction" from a gameplay perspective and what it is/isn't adding. Instead it's just regurgitated platitudes like, "That's how EQ did it", "It creates danger", "It doesn't "feel right" otherwise", "You just want everything easy and are a WoW zoomer!!".
At some point you have to ask whether you're defending actual gameplay or just defending nostalgia. But when you're as fucking thick and dense as people likefanaskin , it's very hard to access that part of your brain and ask those questions.
The gate discussion fromQuaid is a perfect example. The argument isn't that gate would somehow break progression, trivialize encounters, destroy class identity, or ruin the economy. The argument is basically -
"Being unable to leave the game conveniently is part of the experience."
Think about how fucking absurd that sounds when stated plainly. We're talking about a video game in 2026 and people are seriously arguing that a player being called away by work, family, kids, emergencies, or real life obligations should potentially be punished because otherwise the world would somehow lose its sense of danger. No. That's not danger. Danger is pulling too many mobs. Danger is making a bad decision. Danger is failing an encounter. Danger is not "my daughter broke her arm and now I have to spend the next two hours thinking about my corpse run." And this mentality shows up everywhere with these ignoramus'. Manual loot distribution, campfire "maintenance" (LMAO - think about how absurd that sounds), contested content, anti-instancing arguments, travel friction, corpse recovery, etc.
It's always the same defense - "The PUNISHMENT is the point!!!!" And honestly, that's probably the most revealing statement in the entire thread. Because that's exactly the mindset that has filled the MMO graveyard for the last twenty+ years. The assumption that if players aren't being inconvenienced, frustrated, delayed, or denied access often enough, they somehow "won't value" their accomplishments.
Meanwhile the most successful MMOs on the planet spent the last two decades systematically identifying which forms of friction were actually fun and which ones were just wasting everyone's time. What's funny is that the defenders keep asking for a modern gold standard MMO. There isn't one built around these philosophies. Not one. The market answered that question years ago. These are also the same dipshits who have the mindset of, "let the free market decide!!" - yet when it comes to MMOs, somehow "REAL MMOism has never been tried before!".
People keep acting like removing bad friction killed MMOs when the exact opposite happened. And that's the funniest part of all this. The people arguing for these systems always talk as though they're defending some massive untapped audience that modern games abandoned. But where is it?
Every single retro-inspired MMO arrives with the same promise - "We're bringing back what made MMOs great!" Then it launches, attracts a small dedicated community of Luddites who more often then not live off the government and have dozens of hours of free time to play each week, who then immediately discover that there aren't actually millions of players eager to return to corpse runs, spawn camping, schedule coordination, contested camps, and administrative chores masquerading as gameplay. Because it turns out most people liked the worlds. Most people liked the exploration. Most people liked the social interaction. Most people liked the progression. What they didn't love was spending half their evening dealing with systems that existed primarily because developers in 1999 didn't yet know better alternatives.
That's why I always laugh when someone says, "The punishment is the point!" No. The fucking GAME is supposed to be the point. And if your strongest defense of a mechanic is that it makes life more annoying, you're not defending gameplay anymore. You're defending inconvenience as a design philosophy. That's not "hardcore". It's not immersive. It's not "preserving what made MMOs "special". It's just confusing obstacles for "content".
Confirmation that the wrong lessons were learned. Six months post-launch is still my bet on complete population crash. But I'm leaning more and more on lowering that prediction.'the game is trying to slow you down', because 'no studio no matter the size can keep up with the consumptive pace of the player'.
He notes that they have about 250 players who have played 500 to ONE FUCKING THOUSAND+ hours since closed beta launched 92 days ago. Do the horrifying math on that one.
It's just confusing obstacles for "content".
I have a 40 with less than 5 days played, it's really not a hard game, you have to tryhard to be this mad at it.
Then defend the "mechanics". That's kind of my point. Every time one of these discussions comes up, the defense immediately shifts from explaining why the mechanic improves the game to simply pointing out that it exists.it's not content it's mechanics
I like the flavor of non-casters not getting gate but it would be cool if Gate pots are accessible or maybe there was a quest in game to get a gate idol to your deity’s shrine or something for anyoneI'll mention the pros of the lack of gate thing, though I agree 100% everyone should be able to safely get home via gate
-Caster power! It's neat that casters can be all mystical and just gate home. I felt like I gained some real power when I unlocked that one (FIZZLE FIZZLE OOM) back in 99.
-encourages group mechanics to help each other out.
..and that's it. I planned on waiting for actual release before I see if my circle of friends wants to try it. They're hard in on Pantheon, so they can only go up from there hah....

You know what I mean. Yeah, maybe they keep a couple hundred for years and years. But development will slow to a crawl and it'll just be the same people grinding the same bullshit. They're not going to be drawing new players in. Ever. When I say the game will be dead in a year, I mean it'll be forgotten by everyone.Can you name even a couple noteworthy MMOs that shuttered in under 12 months? I can’t think of any. These things can run on fumes for years, especially the smaller productions.
Then defend the "mechanics". That's kind of my point. Every time one of these discussions comes up, the defense immediately shifts from explaining why the mechanic improves the game to simply pointing out that it exists.