Why though?!?!? I think we can all agree that that this had real potential . DAIMP could literally been 10 times bigger than it was(cant say is because a ton have left in the past month)with proper support. With a better money model they could have made 10 times more money to. Do they not want money?.....I just dont understand why DAIMP was treated like it was : (
So how long you think?
#26
Posté 28 août 2015 - 01:21
#27
Posté 28 août 2015 - 01:23
ME3MP was supported for a couple years (as far as patching/ balancing/ new content being added) wasn't it? DAIMP will likely lose support on the new consoles and pc long before the two year anniversary.
ME3 SP and MP were supported for exactly one year. But there was A LOT more content made for ME3.
- CitizenThom et Kalas Magnus aiment ceci
#28
Posté 28 août 2015 - 02:34
That's really stunning to realize that all of that content happened in one year. I can only blame my poor memory on both the week or two of beta gameplay... and the ton of content released for the game. Now that I realize that they did that all in one year, ME3, especially ME3MP, is a benchmark that probably won't be achieved again for some time.
ME3MP team, WE SALUTE YOU.
- llandwynwyn, BansheeOwnage, Kalas Magnus et 1 autre aiment ceci
#29
Posté 28 août 2015 - 04:05
I hereby reserve the first MP match of MEA with the salad.
The first MEA Thunderdome challenge confirmed! I accept
- Kalas Magnus et ParthianShotX aiment ceci
#30
Posté 28 août 2015 - 04:10
There are actually two games... ME:A and another unrevealed RPG...
Hopefully another KOTOR/ Jade Empire game
#31
Posté 28 août 2015 - 04:13
Hopefully another KOTOR/ Jade Empire game
Jade empire would be really interesting.
But I believe they said it was a new IP.
#32
Posté 28 août 2015 - 05:29
Based on gameplay trends, I'm guessing Dragon Age: Kingdoms of Amalur.
Oi! I like Amalur and the DLCs for that game were actually really fun. ![]()
#33
Posté 28 août 2015 - 06:07
After all I have expirenced in the world of DAMP nothing would surprise me now.
I didn't even think about the MP component of the game at the time of purchace for my PS3. A friend mentioned it. I tried and was hooked.
The PS3 console support got dropped after bookoo dollars were spent by many. That was a surprise to me.
I have migrated my info to the great new powerful PS4 mainly to continue my DAMP quest because last gen console owners were informed by Bioware themselves this was the only way I could continue to enjoy a robust and manicured PS4 version of the MP component.
Therefore, I say based on Biowares previous track record of speaking volumes by being silent before a hammer gets deciededly dropped, I wouldn't be surprised by anything. 2-4 months tops if we are lucky.
Like Rodney Dangerfield said in the movie, Back to School, "and she said why not the rooms already paid for."
Or the famous line from a Steve Miller song, "Go on take the money and run."
- CitizenThom aime ceci
#34
Posté 28 août 2015 - 04:30
I'm going to say we'll get support until Fallout 4 launches, then it'll be a ghost town. So what 2 months at best?
#35
Posté 28 août 2015 - 04:48
Why though?!?!? I think we can all agree that that this had real potential . DAIMP could literally been 10 times bigger than it was(cant say is because a ton have left in the past month)with proper support. With a better money model they could have made 10 times more money to. Do they not want money?.....I just dont understand why DAIMP was treated like it was : (
Horrible stability was and is the 1st issue.
For every moron like myself that still plays the game and puts up with the 10 crashes a week there are 10 people who shrug their shoulders and say meh, game doesn't work
- CitizenThom, Mobius69, ParthianShotX et 1 autre aiment ceci
#36
Posté 28 août 2015 - 04:55
Oi! I like Amalur and the DLCs for that game were actually really fun.
Manic pixie dream elf, amirite?
I enjoyed the combat in that game, but I didn't find the world or characters all that compelling.
- CitizenThom aime ceci
#37
Posté 28 août 2015 - 11:55
Manic pixie dream elf, amirite?
I enjoyed the combat in that game, but I didn't find the world or characters all that compelling.
Some of the characters were neat, and it was more the art design that made me like it. Getting Todd McFarlane to design most of their stuff was a good idea. Favorite weapon: Chakrams.......because you know they're friggin' Chakrams.
The talent trees were also better designed and came with baked in bonuses which is something DA:I took out for some silly reason. It actually rewarded you big time for sticking to a certain build type for an extended period of time. They also gave you flat percentage increases instead of a percentage of a percentage when you upgraded via a skill point or a part on your gear, so you got more bang for your buck when specializing for a certain build.
As for combat, it was far more reactive when you learned to parry, block and riposte correctly. You also different dodge mechanics based on the type of weapon wielded and the kind of character you were, such as the freezing poison teleport dodge if you were high powered caster.
I'm just sad we probably wont see a sequel ever, I think it went into the EA backlog after 38 Studios and its cohort went out of business.
- CitizenThom et Gya aiment ceci
#38
Posté 29 août 2015 - 01:40
I enjoyed Amalur... sure, it was kind of like Destiny, a lot of action and a little story, but it was very re-playable. I may have to dust that one off, chakrams did feel like the only way to play mage.
It's too bad that it wasn't more successful, because it was clear that a lot was invested in the game... it unfortunately had to go head to head with Skyrim, which, sure, had it's problems at first, but had a ton of customer loyalty... which they didn't turn around and throw in the trash bin... they actually jumped on fixing the bugs, and voila.
Lessons for Bioware and EA to learn, customer loyalty can carry a slow release (see DAIMP for example) even against a newer, shinier toy, so don't throw that away for nothing gained in return.
- Domiel Angelus et Gya aiment ceci
#39
Posté 29 août 2015 - 01:48
Some of the characters were neat, and it was more the art design that made me like it. Getting Todd McFarlane to design most of their stuff was a good idea. Favorite weapon: Chakrams.......because you know they're friggin' Chakrams.
The talent trees were also better designed and came with baked in bonuses which is something DA:I took out for some silly reason. It actually rewarded you big time for sticking to a certain build type for an extended period of time. They also gave you flat percentage increases instead of a percentage of a percentage when you upgraded via a skill point or a part on your gear, so you got more bang for your buck when specializing for a certain build.
As for combat, it was far more reactive when you learned to parry, block and riposte correctly. You also different dodge mechanics based on the type of weapon wielded and the kind of character you were, such as the freezing poison teleport dodge if you were high powered caster.
I'm just sad we probably wont see a sequel ever, I think it went into the EA backlog after 38 Studios and its cohort went out of business.
+1 for chakrams. I loved the freedom to create hybrid characters, which Skyrim didn't really manage that we'll. DAIMP would have been more fun with Amalur combat mechanics, for sure. But I'd personally prefer if the next DA stuck to a more tactics based combat, with a focus on characterisation and developing the lore that they built up over 3 games. With proper action RPG mechanics for MP, and a decent timing based block/riposte system.
- CitizenThom et Minuos aiment ceci





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