Darkfall Online

Roo Stercogburn

Resident Freddy
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Dec 22, 2003
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4,486
One of the things about the free-to-play / small studio market: If you fling enough shit at a wall, eventually some of it will stick. Its likely only a matter of time before one game comes along that can take on the giants. Word of mouth is what sells games more than marketing and it only takes one company to get it right. Eventually it *will* happen.

I'm not saying that game is Darkfall, I've hardly even looked at it.
 

Ctuchik

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But this is the problem aint it?

A small company will not be able to keep up with patches etc that takes multimillion doller companies weeks to get out.

that depends what you are trying to do with the patches. no, they probably cant make WoW type patches but any patch is good.
 

Lethul

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Truthfully, Darkfall is a game that is to "deep". Casual gamers won't like it one bit i think. Just imagine all the wow teens dying in Darkfall, it would flood the forums with cry posts. Hopefully it will get a mature and large enough (but i doubt the last part) player base so it can stay alive.

edit: all of this is in my opinion!
 

Tallen

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Mar 2, 2004
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Truthfully, Darkfall is a game that is to "deep". Casual gamers won't like it one bit i think. Just imagine all the wow teens dying in Darkfall, it would flood the forums with cry posts. Hopefully it will get a mature and large enough (but i doubt the last part) player base so it can stay alive.

edit: all of this is in my opinion!

It might be "deep" but i think a lot of players fear it will unravel very quickly.

Having "sandbox" mmo's where anyone can obtain any skill is great, until someone figures out the wtfpwn combination and winds up unkillable, then everyone copies this and instead of a sandbox mmo, you get a very poor FPS clone with everyone the same. This is the curse of games without specific class archetypes...group mechanics will rarely work and be able to accommodate the multitude of possible combinations.

If the game is perfectly made with detail to every eventuality considered in the initial design then it might be glorious, unfortunately from what little i know of the dev team on this game, it seems unlikely it will work and unfortunately i forsee this being an almighty messy flop on a scale Funcom never even achieved :(
 

Ctuchik

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i forsee this being an almighty messy flop on a scale Funcom never even achieved :(

thats not possible.. FunCom is failure personified :)

a game needs to be SERIOUSLY fucked up if they are to beat FunCom in failure ;) especially after age of Conan.

but yes, having multiclass crossovers is never a good idea.
 

Aada

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Mar 12, 2004
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6,716
This game will fail, lets look at it from the games PVP point of view which many resemble to the old pre Trammel UO days and think will be the best game since sliced bread.

What some people fail to remember about pre trammel was that Ultima Online was dying, people were leaving in droves for the simple fact that if you did not have someone who was skilled enough to protect you the moment you stepped into brit graveyard to try and skill up you would be met by the noob killers who's sole purpose in life was to annoy as many as possible with no risk.

People would exploit the crappy red system and force you to become red through no fault of your own thus making you a 'murderer' and anyone could kill you without reprise.

UO only began to take off again once the mega patch came in and people could actually PLAY the game without being ass raped by the unsociable kids who camped the main roads all day/night.

I played UO from the very start and pvp'd from day one but never ever killing noobs and let me say this:

Many peoples first MMORPG here was probably DAOC/EQ or even WoW, let me tell you that you have no idea what you are letting yourself in for as you have probably never played a game where you can be killed and everything on you stripped by the vultures that hang around waiting for somebody to be killed.

You are in for a rude awakening to the so called PVP that many games have had but never had any real penalty for being killed, after the 10th time of being gang banged by a group of people and everything you had taken the game starts to become a chore unless you have a serious mindset and know what you are getting yourself into.

Ultima Online had a host of servers after the Mega Patch with the Trammel/Felucia zones and every server was brimming with players. They had 1 server for the hardcore pvpers and the old rule set and let me tell you this that server was dead 24/7 after the patch came out so that sort of tells you what people thought about pvp system they had in place there.

All that being said Ultima Online had one of the best PVP systems to date and many players who have played still rate it as the best they have ever played, but you have to have a very high anger threshold :p
 

Tallen

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Mar 2, 2004
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I guess it comes back to the old risk v reward thing.

Games like UO and EvE are (were in UO's case) high risk, but the rewards can be equal or greater than the risk.

I honestly do not think modern mmo gamers will want this, they want high rewards with little or no risk. Players nowadays understand the thrill of winning when the consequenses of losing are so great, but not many really want this in their gaming, most being content to just wander through the experience.

This, again, is where sandbox mmo's can potentially fail. The modern gamer wants to be spoon fed and led by the nose through the game (although not in the way AoC tried to do it, that was extreme), give them a game with no direction and they will quickly get bored and reinstall WoW.
 

LordjOX

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It might be "deep" but i think a lot of players fear it will unravel very quickly.

Having "sandbox" mmo's where anyone can obtain any skill is great, until someone figures out the wtfpwn combination and winds up unkillable, then everyone copies this and instead of a sandbox mmo, you get a very poor FPS clone with everyone the same. This is the curse of games without specific class archetypes...group mechanics will rarely work and be able to accommodate the multitude of possible combinations.

They boast a hefty amount of skills and spells. Sure there will be a cookie cutter set of skills that give the most edge in PVP and/or PVE. But then again it needs to fit the playstyle of the player. Which is different wether you use a bow, spells or melee. There'll be "wtfpwn" combinations, but several so you won't see everyone running around as clones. Even so there is still need for certain archetypes when running around in small groups or big ones, so you don't die all the time.

It's true that PK with little risk and high reward encourages antisocial behaviour. The difference between UO and DF will be that DF encourages conflicts over clan cities and villages far outside the starter areas. Even so, there are 6 races with their own starting location and numerous bindstones in neutral villages, in the wilderness and dungeons. That's different than exiting just one hub and getting ganked just outside.

Darkfall won't be any WoW contender, but it will appeal as a niche to players that want to play in a more open world. It gives more options rather than being generic archetype healer raiding the same high-end dungeon day after day.
 

Tallen

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Yep, i think the key word is "niche'" as it's certainly not going to appeal to many of the WoW-type players.

After all the years of reading about this game and loosely following it's "development" i really am intrigued to see the "finished" product.

I truly hope im wrong and it turns out to be the game many of us have been waiting for, unfortunately im still reasonably confident it's going to be a mess of broken systems, screwy skills and spells and a dev team who are out of their depth and won't be able to fix the problems quicky enough to save it from the flop :(
 

Tallen

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Just a quick bump about the very odd run-up to release of this game.

Ok, release date is January 22nd 2009, thats 18 days from today.

Can i preorder the game? No.

Is there a known location for general sale? No.

Is a single games download site offering this for sale and download? No.

Is this game listed for sale on any of the games websites? No.

Is the game available on the official website? No.

Is there any download option anywhere for this game? No.

Do we know when and where we will be able to buy or download this game? No.

Put bluntly, it is impossible to buy this game, so release date of the 22nd....who exactly will be playing this game on release day?

Very odd.
 

LordjOX

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Yeah, it's a homebrew thing and they are not backed up by major publishers like EA. It's fair to say that only those that really are interested will stick with it. The fanbase is more or less used to this silence from Aventurine though, so no big surprise there.
 

Fast

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Jan 1, 2004
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1,055
Just a quick bump about the very odd run-up to release of this game.

Ok, release date is January 22nd 2009, thats 18 days from today.

Can i preorder the game? No.

Is there a known location for general sale? No.

Is a single games download site offering this for sale and download? No.

Is this game listed for sale on any of the games websites? No.

Is the game available on the official website? No.

Is there any download option anywhere for this game? No.

Do we know when and where we will be able to buy or download this game? No.

Put bluntly, it is impossible to buy this game, so release date of the 22nd....who exactly will be playing this game on release day?

Very odd.

A few questions to your questions found here FAQ about DF Release, Billing, and access - Darkfall Forums seems maybe, possibly free trial download available on the 22nd, maybe.
 

Faeldawn

Fledgling Freddie
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Dec 27, 2003
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A few questions to your questions found here FAQ about DF Release, Billing, and access - Darkfall Forums seems maybe, possibly free trial download available on the 22nd, maybe.

Pretty standard lack of any information from Aventurine.

No pre-orders might be because the game will not release as a retail game on the 22nd. If there are no pre-orders, they can theoretically blur the release date. While the servers may go live on the 22nd, im betting they will be almost empty and will fill over the following days as the download options become available.

They might be wary of thousands of players descending at once, the beta has been small and i doubt the servers have been stress tested to this volume. If 10,000 players have it installed on their PC's and all log in at once to the same server, im guessing the result would be catastrophic.
 

Ctuchik

FH is my second home
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10,466
WEBHALLEN.com have it on preorder, and have had it since the day it got a release date.

or rather, they have had it listed for alot longer then that, just not the preorder option turned on.
 

LordjOX

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Webhallen has it wrong though. The game will be distributed digitally and not through retailers.

There was a technology business meeting yesterday which some Darkfall fans attended. The 22. January release date still stands and a big update is expected next week.

Leaked information: Darkfall leaks

Transcript said:
Edited Translation of the Coffee Cup Event - Now with Paragraphs! - Darkfall Forums

You made a mistake about my presentation - we don't have 3 million users or 50 employees. We have 30 employees and, about the 3 million users… once, a journalist asked us how many people were following the development of our game (It's a video game... we will say more about it later) At the moment we have about 300k registered users at our forums and in our beta – that is, who are actually trying to get into our beta...

Of course, our system cannot support 300K users simultaneously at this stage. Our product is going to be released very soon - Darkfall is our product, a few moments ago there was an image of it here. It's an online video game - that is, it is played through the internet - it's a virtual world that we have created. It is located in a server somewhere in Germany. It’s a game where each user plays a role - that is, he has a character that enters this virtual world and every other character he meets in there is another user from a another place in the world. So, I could be playing with people from all over the world.

The most well known game of the genre is World of Warcraft, and if you haven't heard of it you probably are not familiar with the genre. They have announced having around 10.5 million users without knowing what exactly happens in China, in Russia and in other countries for which we don't have good statistics… 11.5 million users for a product. Up until then, the highest number of users that a game in the genre had was 500k users, from a previous game called Everquest… and in Asia there was something similar…

We started this effort some 6 years ago – it had already been started as a concept in Norway from 4 people. We went to find them, we brought them here to Greece, we incorporated them into us. The interesting bit is that a small company from Norway - as soon as it left the country there were headlines about it in the biggest Norwegian newspaper. I am mentioning this because if something like that happened to a Greek company, no-one would have noticed.

So how did Darkfall start out? We went to Norway and brought the company to Greece. We added Greek technical staff, we brought Greek scientists back from abroad who were working in foreign companies, we brought the technical expertise, and we've been in development now for 6 years non-stop, following a very serious pace because all of our competitors follow serious paces. All our technology is transferable/re-usable - we can make more games with it.

Our philosophy was this: What is it that the users (gamers) from these games want and why is it not given to them? We were playing these games ourselves, that's why we know it was not being done. So we moved in the opposite direction. We thought about what the users wanted, what we wanted, and why it wasn't happening and how it could happen. When we saw that it wasn't happening - because at that time there wasn't technology that could allow such things - we decided to develop the technology ourselves, which in hindsight was a very good decision. But we have doubted this decision many times over the years… we have been developing a video game for 6 years now.

To get an idea of what we are talking about, because you may not be familiar with it… a small video… everyone you see here is a character played by a user… in this case of course, it is us playing in the office. As you can see, it is medieval fantasy.

Q1: Do play with only with other users or also with the computer?

Tasos: Yes, yes, both with each other and the computer. There are creatures in the game they can face.

This is for you to get an idea. It is a virtual world which in size is something like a small country, and it supports, this virtual world, 10K users simultaneously… more actually, but we put this as a safety limit. So, imagine 10K users per virtual world, to enter it, to socialise, and... do what you see here.

Q2: In terms of hardware, what are we talking about?

Tasos: We’re talking about lots of servers, hundreds of proccessors, in Germany.

Q3: How many?

Tasos: 80, but times 8 processors. To get a magnitude of the processing power, it is enough to envision a virtual world, the tree leaves moving on every tree… lots of things going on, there are millions of objects, tens of thousands of users – this interaction requires much processing power.

Q4: Is there a plot in the game?

Tasos: Yes, there is one... but we are actually interested in... we call this a 'sandbox game' meaning that what we actually have done is give the users a virtual world that provides them with relatively absolute freedom. When I say 'relatively absolute'... well you can't just do anything. Whereas in other games there is a linear progression - meaning, you have to go there, do this, in order to progress (you can't just move freely, which annoyed us as players) - we decided to make what we actually wanted to play as gamers.

And thinking along those lines, I think we have created something unique, because a small company with zero marketing budget has at this moment millions of people following the game - and we are being told we are the most anticipated online game in the world. Of course you could challenge that; however, in every poll that is the result, from a large community… that is quite an achievement. And this is partly due to the fact that we aim to provide what the users actually want.

Tasos: I will tell you then something which can perhaps inspire you. Let's not talk just about the game itself but also how it was created. As we said we approached the problem from the opposite direction: what does the user want? We turned to the world market from the start - the Greek market only interests us because we are here. The way in which we function is to make the right partnerships - but always based on what WE want to do.

We had publishers coming to us - large companies, all have heard of them that are familiar with the genre – who told us “Take this money, lots of it, we will take care of the publishing for Europe, the US, anywhere… but we want you to do this thing” (which may not be compatible with what WE want). You may argue that we had the luxury to do something like that [turn the companies away] - no, actually we didn't, and we have made lots of sacrifices. But we would have never made it if we couldn't make it as we wanted, as we believed.

We have a partnership now with a company, Audiovisual SA, for the distribution of the game in Europe, with a deal which was the deal that WE wanted. We were looking and found a company that was willing to accept our terms. So we started from what the users wanted - or rather, what they 'actually' want, because there is a difference between what they want and what they think they want. This is very important - when someone tells you 'I want this' It doesn't necessarily mean that is what that person really wants. In practice, there is often a difference. I could be talking all day, but…

Q5: What percentage from the company are actually in the Board?

Tasos: We are 8 people in the Board from the 30 people in the company, and we are all actively involved in the project.

Q6: What will be the cost of the game subscription?

Tasos: It's a bit lower than the competition, about 10 to 11 Euros per month.

Q7: And when is it being released?

Tasos: The 22nd of January is our launch date.

Q8: And where is the game being launched?

Tasos: Worldwide. We are launching in Europe with the US also taking part. And we have seen that our game can run problem-free from our tests.

Q9: A large portion of your audience is crazy about WoW, why would a WoW player leave a game he's been playing for years and come to you?

Tasos: We could be talking all day about the things that make Darkfall unique. One thing is what I already mentioned earlier about the company. Another one is the level of interaction we allow among our users, which you can’t find in WoW. And let us not go into graphics and users per server. There is no doubt that WoW is a great game but it's a different game.
We don’t want WoW's users.

We want that portion of the users who are not covered by what WoW offers. And they play WoW and say 'Why can't I do this and that and that'

Q10:You mentioned something about 6 years development, Greeks you brought from abroad, a company from Norway - and you are still in beta... how exactly... ehh…

Tasos, who has just died a little more inside: You mean, how we can justify all these years, right? One of the hardest undertakings in the computer industry is video games, and in video games, the hardest thing you can do is make this type of game. We also made the technology from scratch, which is re-usable. If we had to make this game now, it could only take us a couple of years assuming we had the same team… we had less people than some large companies - who have around 300 people - to produce something similar, or rather not even something like that [but better] – [these companies have] 80 million Euros budget and an additional 80 for marketing.
 

popa

Fledgling Freddie
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Apr 26, 2004
Messages
672
the 3 million this is a bad information posed on that website
 

Draig

Fledgling Freddie
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dogmabanner.png

Updated: Sun, Jan. 11th 2009

Alignment: Neutral
Races: All races allowed
Guild Focus: Crafting and PvP
Guild Charter: The Dogma
Guild Structure: Please refer to this post.
Guild philosophy: Read more about who we are.
Server: European

Join us on IRC: irc.stratics.com
Channel Name: #dogma

Greetings there, fellow future Darkfall players,

this is a recruitment post issued by the guild administration of the European Darkfall guild “Dogma”. The post will most likely be a relatively long read, since our concepts, philosophy and way-of-play can not be described with just a few words. You can find a link pointing to our website at the bottom of this post, the website is considered a “beta website” and will undergo another design change before release.

Background Information:

Our guild has been together as a guild since 2002, when the first guild under the concept of "The Guild Project" was formed for Horizons - Empires of Istaria.

For extensive background information and what games we have played together as a guild please look here.

Darkfall actually becoming a reality now is the driving force behind this post.

dogmabanner.png

The People behind “The Guild Project”:

Most of us have been playing since Ultima Online and Meridian and are very experienced in the genre, you could also say we’re “MMORPG Veterans”. We are mostly Europeans, with usually a few US and Asian people thrown into our mix for the final releases, which makes this an “European Based” guild and leads to the fact that our main playtime is between 6pm GMT+1 and around 1am GMT+1 (Berlin, Stockholm, Central European Time). However, we do not restrict our guild to only inviting European people, since this would be against what we think is a major part of playing a MMORPG in the first place, diversity of people and muti-cultural and national setup of communities. The only important thing for us is that our members can be active in our peak playtimes.

The concept of “Dogma”, how is it different from other guilds?

The whole concept behind our guild is very different from many other guilds out there. “The Guild Project”, which continued to all of our guilds and eventually led to the forming of “Dogma” for Darkfall is a project to build up a strong, friendly and very efficient community of people who consider each other friends and value loyalty, friendship and honor above all else. A major part of this concept is that we want all of our members to take an active part in the ongoing development of the guild, especially in the initial “pre-release” phase. This could be considered an “open source” project, where input is valued and asked for, where everyone can take on an useful role and help to actively “shape the end product”, which is planned to be a rather small close knit guild community, that is successful in the game and will exist for the years to come.

Continuity is something we deem to be very important, we've built this guild to last for years to come, not for guild hoppers, nor for people who tend to quit the games they play after 6 months or take a break and never come back.

We strive to give this installment of "Dogma" a structure that allows for us to manage a small circle of guild members, yet flexible enough to allow us to manage a very large guild, should game mechanics of Darkfall require a guild to be rather large, that is. We achieve that by using a "guild constitution" with administrative organs that are connected via a system of checks and balances, The Dogma. Basically we take a good constitutional law system as the basis, modify it to fit a way smaller scale and tune it down to be simply and easy to understand and then we run the guild within this given frame.

For further information about who we are, our goals and what we are looking for in our members, please refer to our Information Database and this Guild Philosophy article.

dogmabanner.png

Current state of the project and how to go about acquiring more information

Our recruitment procedure is now partly in place and recruitment has been open for two weeks now. We recieved many high quality applications of mature, professional players and we accepted quite a few of these applications. Our member count is now at 23 active guild members, with 8 of those coming from former installments of our guild, the rest being newly invited members for Darkfall.
Our target size for release is between 40 and 50 members, we will continue slow recruitment after release.

To join our guild, you will have to post on the recruitment board on our website and get involved with the people there, get to know them a bit and then you may be taken in and get the opportunity to help in building up this guild, shape its way and develop various parts of its structure over the next months.

Currently we are especially looking for dedicated crafters who wish to be part of a crafting centric community that plans to control at least parts of the servers economy. We have been very succesful in this part of gaming ever since Horizons, being the economically most succesful guild on our server in Vanguard and the richest guild in Vanguard world wide for a very long time.

We are also especially looking for people interested in structurized squad PvP, with small squad sizes and actual purpose to any PvP mission besides just killing someone off. We need to defend harvesters, crafters, city builders and the likes more.

We are also especially keen on inviting people who see the establishment of a guild city as their personal in game priority.

However, since this is a kind of “open source” project, we are open for a lot more participation than other guilds are, although as you can see on our website our general direction for Darkfall is laid out as a neutral guild looking for dedicated crafters and PvPers. We do still not have finished our “Player core”, which means that we are also looking for people to volunteer for certain administrative positions within the guild, for experienced players mostly, best with leadership or officer background from previous guilds.

Also, we are open to “genre newcomers” at all times and we will do our best to help them where we can, since helping out is part of our philosophy.

dogmabanner.png

Dogma is a neutral all races guild!

After careful consideration of all valid factors we have decided that Dogma will be a neutral guild in the sense of classical good and evil. Dogma will have its own constitution and code of honor as usual and will be bound by it.
We will not be a "random PK" style guild, but we will participate in PvP in various ways, PvP will be one of two initial foci of the guild. We will do PvP with purpose, ladies and gentlemen.

Furthermore, we have decided to welcome all races in our guild, as we do not wish to impose ourselves with unneeded limitations.

A detailed reasoning why we have chosen this variant can be found on our website or directly by following this link.

Thank you for taking the time and reading this lengthy post, thank you for your interest in “Dogma”!

With best regards,

Myth and Ardenya
Initiators of “The Guild Project”

Contacts:
Emails: (Myth) / (Ardenya)
Web: http://www.dogmaguild.eu/
 

Tallen

Fledgling Freddie
Joined
Mar 2, 2004
Messages
3,357
Oh dear.....Dogma is a very apt guild name....

You guys gotta read their forums, it's freakkin hilarious how far up themselves this lot are....really thought players like this were extinct now, but seems not :)

Heres an example:

Dogma - European Darkfall Guild - Application-Ajz [CBB - Recruitment]

Check out post #11, the dude berates the applicant for using abbreviations and textisms like "2" and "4" but himself uses "imho" in the same post....it's wonderful hypocrasy and the forums are FULL of this anally retentive comedy gold.

This one is good as well :)

Dogma - European Darkfall Guild - Arhcelies - Application [CBB - Recruitment]

I never usually roll on like this and it's really nothing personal, im only having a laugh, but GOOD GOD you lot are crying out for a good ribbing :)
 

Ctuchik

FH is my second home
Joined
Dec 23, 2003
Messages
10,466
lol, i wonder how many of their "perfect fits" are gonna be left after all the ppl they rejected have had their way with their members when the game go live :) i've never seen that many uptight arses before :)

almost makes it worth getting the game just to beat them up alone ;)
 

LordjOX

Part of the furniture
Joined
Dec 22, 2003
Messages
3,885
Oh dear.....Dogma is a very apt guild name....

You guys gotta read their forums, it's freakkin hilarious how far up themselves this lot are....really thought players like this were extinct now, but seems not :)

Heres an example:

Dogma - European Darkfall Guild - Application-Ajz [CBB - Recruitment]

Check out post #11, the dude berates the applicant for using abbreviations and textisms like "2" and "4" but himself uses "imho" in the same post....it's wonderful hypocrasy and the forums are FULL of this anally retentive comedy gold.

Oh dear, you got a point, that reply was quite hilarious to read. :)
Berating the guy about dyslexia / spelling errs, when his own post is full of them.
This one is good as well :)

Dogma - European Darkfall Guild - Arhcelies - Application [CBB - Recruitment]

I never usually roll on like this and it's really nothing personal, im only having a laugh, but GOOD GOD you lot are crying out for a good ribbing :)

I wouldn't judge the guild as whole though, probably a bunch of nice fellas. But some people take it abit too seriously. ;)

Anyways! It's a discussion about Darkfall and who's going to play it, the audience here isn't exactly big so not many will see the guild advert I'm afraid..
 

Tallen

Fledgling Freddie
Joined
Mar 2, 2004
Messages
3,357
Oh dear, you got a point, that reply was quite hilarious to read. :)
Berating the guy about dyslexia / spelling errs, when his own post is full of them.


I wouldn't judge the guild as whole though, probably a bunch of nice fellas. But some people take it abit too seriously. ;)

Anyways! It's a discussion about Darkfall and who's going to play it, the audience here isn't exactly big so not many will see the guild advert I'm afraid..

As usual, you are quite right Jox....i shouldn't judge and that was not really my initial intention, just kinda wandered in that general direction. I just found it amusing :)
 

Lubbock

Fledgling Freddie
Joined
Jan 22, 2004
Messages
478
As usual, you are quite right Jox....i shouldn't judge and that was not really my initial intention, just kinda wandered in that general direction. I just found it amusing :)

Stop wandering away from the group Tallen, you will only end up causing trouble :twak:

But yes some people take things way to serious :p
 

Xandax

Loyal Freddie
Joined
Mar 4, 2004
Messages
911
Oh dear, you got a point, that reply was quite hilarious to read. :)
Berating the guy about dyslexia / spelling errs, when his own post is full of them.
<snip>

I wonder what the percentage of MMO players are dyslexic compared to "real life", cause it always seems massive and most everybody seem to excuse themselves with being dyslexic when posting online.
 

Legean

Fledgling Freddie
Joined
Jul 11, 2004
Messages
672
I wonder what the percentage of MMO players are dyslexic compared to "real life", cause it always seems massive and most everybody seem to excuse themselves with being dyslexic when posting online.

My excuse is that I'm a scientist :p
 

Ctuchik

FH is my second home
Joined
Dec 23, 2003
Messages
10,466
I wonder what the percentage of MMO players are dyslexic compared to "real life", cause it always seems massive and most everybody seem to excuse themselves with being dyslexic when posting online.

i dont, i just dont care to much if i make a spelling error, and if i'm unsure of something i usually write (sp?) after the word.
 

Tallen

Fledgling Freddie
Joined
Mar 2, 2004
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3,357
I wonder what the percentage of MMO players are dyslexic compared to "real life", cause it always seems massive and most everybody seem to excuse themselves with being dyslexic when posting online.

Not to go too far off topic, but there are many types and degrees of dyslexia. Another irony of the post is the person commenting doesn't even seem to know what dyslexia is or how it manifests itself while typing.

He is using dyslexia more as a colloqueal identifier than in it's true form (i.e. "You must be dyslexic because you cannot spell mate, you type mait"). The person he is referring too is using phonetic textisms, typing words how they sound (words in a dictionary are spelt phonetically to help people pronounce them) while also using widely accepted casual text abbreviations (2 instead of two, to or too for example).

Kids nowadays are not dyslexic, dyslexia is neurological, they are just lazy and are being brought up in a society which has no real issue with such text usage. Of course this does not apply to the workplace, but i, as im sure many others have found, seem to encounter this kind of thing more and more commonly in work related emails and texts nowadays. Not always deliberately and often by complete accident. My boss uses "lol" in his emails for example :)
 

Ctuchik

FH is my second home
Joined
Dec 23, 2003
Messages
10,466
Not to go too far off topic, but there are many types and degrees of dyslexia. Another irony of the post is the person commenting doesn't even seem to know what dyslexia is or how it manifests itself while typing.

He is using dyslexia more as a colloqueal identifier than in it's true form (i.e. "You must be dyslexic because you cannot spell mate, you type mait"). The person he is referring too is using phonetic textisms, typing words how they sound (words in a dictionary are spelt phonetically to help people pronounce them) while also using widely accepted casual text abbreviations (2 instead of two, to or too for example).

Kids nowadays are not dyslexic, dyslexia is neurological, they are just lazy and are being brought up in a society which has no real issue with such text usage. Of course this does not apply to the workplace, but i, as im sure many others have found, seem to encounter this kind of thing more and more commonly in work related emails and texts nowadays. Not always deliberately and often by complete accident. My boss uses "lol" in his emails for example :)


brain hurt.

to much useful information :<
 

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