What is the truth for the future of DCUO?

Discussion in 'Gotham City (General Gameplay)' started by Pyrozombi3, May 31, 2024.

  1. Raven Nocturnal Devoted Player

    Looks like it, but he literally said that for the last 4 or 5 episodes so ¯\_(ツ)_/¯
  2. BUDOKAI101 Dedicated Player

    I absolutely believe it will get better we no longer have the CEO that invented stats revamp the clamp nobody enjoys. He took the clamp too far so far that there's hardly any progression with base stats everyone's so upset that it's all about artifacts
    • Like x 2
  3. Tiffany6223 Devoted Player

    ~Raises hand~

    Ooh! Ooh! Don’t forget about augments and allies!

    ~goes back to surfing YouTube~
  4. Ghostknight Well-Known Player

    I want to believe it will, but it has to make changes that will draw in new players. I know people will hate me for saying this, but I believe getting rid of the clamp and the scoreboard would make this game better. I believe stats should be private and individuals can screen shot their stats if they want to argue who is the best.

    Peace and DCUO Forever
    • Like x 2
  5. SouƖ Dedicated Player

    I'll try to believe you man. I really want to believe that this is just a ''temporary situation'' and that it will change in the future.

    I've been playing a bit lately, I've hit CR 420 ish in about 2 weeks and I can safely say that the situation on the EU PC/PS server ain't looking good population wise. Instance Matching takes ages for older content. Also It takes time to find a group even through LFG for past stuff such as Cursed House of Mystery or Godseye Pyramid.
    • Like x 1
  6. Raven Nocturnal Devoted Player

    And to think Xbox was waayyyy worse (since I last played in Sept anyway)... I can't even imagine how poor Switch is doing either...
  7. BUDOKAI101 Dedicated Player

    stats revamp clamp is a 10-year project I believe we still have some time to deal with stats revamp. However I'm pretty sure the deal was 3 to 6 progression system before we even think of a new revamp. We have augments we have artifacts we have allies. If I heard correctly they are currently working on a new system to help with the clamp pretty sure that means another progression system on the way. We were supposed to have a fourth progression system for Next Gen update. The issue with old content and nobody running it isn't exactly the clamp it's the fact that it's an old game and it makes zero sense to make a Next Gen update without a relaunch 2.0. So without a relaunch players will not stay sticky and they will not run old content because players who already ran that stuff and have everything will not need to go back for anything else
    • Like x 1
  8. snippe New Player

    First: Fix PvP.
    They should have fix this problem long time ago, Use a old Style and let people buy pvp gear with higher Ilvl for in game money.
    Should not be the highest ilvl but high inof so new players can enter without geting one shot becuse of gear.
    PvP is like 50% of the game that we lost.

    Second: Styles
    Cant tell they different from styles now or 7 years ago. They all look the same if you ask me.

    Third: Graphics
    Heard alot of they cant change graphics etc becuse something something.
    We have ask for beter graphic for so many years now. Should have done it when people still hade hope for the game.
    Pay for a game that looks the same for the last 10 years? Would spend money in to the game if we got beter graphic and customization option for Charters.
    • Like x 1
  9. SouƖ Dedicated Player

    Agreed PVP wise. Currently PVP is a pile of s*** with all the glitches & exploits fr.
    • Like x 2
  10. Wallachia Devoted Player


    Not even you believe hat bullsheet. There are people who like the clamp (like me) and not "everyone" is upset (I am not), so relax your teets.
  11. Tiffany6223 Devoted Player

    I'm in the "very highly upset" category. The diminished sense of achievement imposed by the clamp reduced my satisfaction from getting stronger and overcoming previous challenges. The challenges are never overcome now, it now plays as it was originally intended. Same challenges over & over with no sense of achievement.

    More flexible scaling options should have been implemented instead of this one size fits all approach we got.

    Good riddance to J. Emmert.
    • Like x 2
  12. BUDOKAI101 Dedicated Player

    oh you'll still be clamped once they address the issue with art swapping.stats revamp didn't change anything in the sense of balance it only tried to put a Band-Aid on it with clamping your base stats. hopefully nobody would notice how broken power sets still were. You'll still get your beloved clamp because that's exactly where artifacts are headed next. artifact clamp is already underway they always wanted you to wear more so they can continue making more off you. there was always a bigger agenda it just didn't work with stats revamp that's why you can only have three slots because they're not clamped....yet. but they will be shorty #wolfpack
    • Like x 2
  13. thedemonocus Loyal Player

    The clamp should have been scaled up so that if a t6 player goes into T1 content it doesn't feel the same as going into T6 content, T1 should feel easier than T2, T3 and so on then you could at least feel like you are leveling up.
    • Like x 3
  14. the solowing Unwavering Player

    In my experience, it doesn't. It feels trivial, just you cant flat out ignore mechanics and turn your brain off.

    Whn it comes to content, if you want to single-handedly take chunks out a boss health with every attack, well what happens when you have 7 other people who are also taking chunks of heath per swing? You end up right back where we were prior to the changes.. Bosses dying within 10 seconds or less.

    But then you have complaints of the game lacking longevity. But players are trying to shorten their gameplay as much as possible. Via shorter instances, less mechanical instances, and the ability to blow through content in 10 minutes or less. How do you improve your game when the players are trying to suck out the fun to min max it?
  15. Tiffany6223 Devoted Player

    More flexible scaling options are the answer at this point. The clamp is hard baked in now, but it is a one size fits all solution.

    How do you improve the game to take into consideration players like myself who find satisfaction from progressing, out leveling the content, and going back to see the fruits of our labor. I get enjoyment from seeing how strong I am. With Omni, as it stands right now, whenever I play it, I just want it to be over. I’m not enjoying it. It isn’t fun. And when I see the group struggling for whatever reason, it irks me to no end knowing that if I were allowed to be my true strength I could do something about it.

    Square Enix recognized this problem with the Praetorium. It is now broken into 2 parts, reduced from an 8 player to 4 player raid, and the final boss mechanics and the whole final battle for that matter have been changed. No one wants to spend hours of their life in a single dungeon fighting and constantly failing only to have to keep at it over & over & over again. At least mercifully FF XIV has a maximum time limit on their dungeons, all we can do in DCUO is rage quit and get a 19 minute penalty. At that point I want to log off anyways.
    • Like x 1
  16. Raven Nocturnal Devoted Player

    Yeah but considering I started suggesting this even as far back as within the first like 20 pages of the youknowwhat thread, idk how well the idea has stuck lol
    • Like x 1
  17. Tiffany6223 Devoted Player

    Yes, and the idea was scoffed at as I recall even though it would be better than what we have now. No one wants to listen & try to understand the point of view of another. It devolves into toxic arguing.
    • Like x 1
  18. the solowing Unwavering Player

    You want satisfaction from gearing up outleveling the content and rolling it. Which take away from other players who may want to participate in content. There is a balance that needs to be struck, but thats threading a needle and not everyones going to like it.

    The Praetorium specifically was shortened, removing multiple cutscenes. The fight mechanics were revamped to keep them in line with recent battle designs, whereas mechanics were typically skipped or ignored before the update.

    Nobody failed Prae, it was just overly long without any difficulty, once it left relevancy.
  19. Tiffany6223 Devoted Player


    And thus we are at an impasse. No balance was ever struck and players like myself are left out. I'll just stick with End Game content.
  20. the solowing Unwavering Player

    There was, you just dont like it. If you got what you wanted, it would be right back to endgame players demolishing content and newer players would again be the bench warmers.

    What do you think a CR 400+ player is going to do in content rated for CR 300 and below without the clamp? Given the leap in stats you're going to trivialized content designed for full group. And what of those who don't get to participate because bosses are dead in under 10 seconds? You're gonna tell them well they don't deserve to enjoy themselves because you earned your ability to demolish content?

    What is your happy medium? Should 1 geared player be able to do 20% of the totall damage output? 30%? 50%? What happens when there is 2 geared players? Should 2 of them be able to solo the instance without any help whatsoever?

    Players arnt trying to do your damage at your gear level, they just want to have the ability to FEEL like they are getting to take part in content. And that cant happen if the boss can be killed in a matter of moments. So either the bosses health has to go WAY UP or your damage has to come WAY DOWN. You're still outdpsing them by a mile, but all participants get to feel like they are doing something. Rather then only those with the most gear already.