Feedback March/April 2026: Events Feedback

Discussion in 'Discussions on Current Topics' started by Hokori, Feb 28, 2026.

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  1. Enaggelion

    Enaggelion Active Author

    You raised a good point. However, in hearing from players and looking at the server as a whole and also judging from my own experience, there is no social interaction going on because the game is so boring and dead. Most players just log on, get their things done and log off. No time to hang around to talk, even with groups. The grindiness in the game doesn't leave much time for people to chill like in a coffee shop. So in reality, this game functions like a slot machine and even Faalhaas has identified that and mocked it.

    All the points you raised were of the past. DSO this year has evolved to become a shopping mall. As I said before, as long as there are buyers, DSO will continue in this direction because players created a market for them - it doesn't matter what the content is. So, in essence, the problem lies in the players, not the Dev.

    New players don't just enter the game and pay $500 US dollars or more and feel satisfied. If they have everything they want instantly, they will leave and move on to another game because there is nothing further for them to do. Instead, they will test the water and only invest if they like the game and think it's worth it. In hearing from player's feedback, it's not the newbies who feeds DSO, but the mid range to end game players.

    You ought to know, I am not saying DSO is totally removing veteran players, but deterred them from playing. If they didn't get deterred then they will stay on, like yourself. Some paid and there's no issue so they stayed. Others just stop logging on. If you read Discord, Steam and recall the feedback from here, such as, heresia, he is migrating to another game - that's what deterrence does! What you said about the social hub is ideal. That used to be the former glory of DSO days when it was released back in 2012 or 2013, but not anymore and this is evident from all the feedback.

    I will further argue that the 'solid base' of DSO does not depend on veteran players but on mid range players with rising newbies. Most veteran players are either retired, semi-retired, part time or casual players. I can testify this from my list of buddies and guildies because I hardly see them, even from the general public space. Again, your assumption is ideal and not updated.
     
    Last edited: Apr 19, 2026
  2. -dravin-

    -dravin- Padavan

    Being a veteran player myself I never played DSO for the Multi-Player/Community side.. I can't stand engaging with players nor enjoy Grouping I'm strictly a Solo player and have been my entire 15 years playing DSO I don't need to belong to any Guild to be Social to enjoy playing DSO and I'm glad DSO never really forced players to engage in Group play to complete content.. I played because it was a good Single-Player clone of Diablo.. and still today I find DSO enjoyable to play ALONE.. that being said the direction the game has been going with the Cash Shop Sets/Materials being behind Loot Boxes isn't a very good model but it's not stopped me from still playing DSO.. I just don't feed the DSO Machine and never will.. I will continue to play DSO until the servers are taken OFFLINE.. Engaging with players to Per-say "Talk/Community" is over rated and just irrelevant to enjoying any game ONLINE.. I'm glad DSO isn't Community focused..
     
  3. EmilyRose

    EmilyRose Forum Duke

    I see your point, and I actually agree with part of your analysis—especially about the lack of social interaction and how the game currently feels more like a routine than a real MMORPG experience. But I think that proves my argument rather than disproves it.
    The fact that players log in, do their tasks, and log off without interacting is not the natural state of an MMORPG—it’s a consequence of how the game has been designed in recent years. In other words, DSO didn’t “become” a slot machine because players wanted it to; it was pushed in that direction by design choices.
    Saying that “the problem lies in the players, not the devs” doesn’t really hold up. Players react to incentives. If the game rewards repetitive grinding, time pressure, and monetized shortcuts instead of cooperation and long-term progression, then of course players will behave accordingly. That’s not player-driven evolution, that’s system-driven behavior.
    About your point on mid-range players: I partially agree. Right now, they are probably the main source of revenue. But the question is why. Many veterans stepped back or left, and new players don’t stay long enough—so the burden naturally shifts to that middle segment. That’s not necessarily a sign of a healthy system, but rather of an imbalanced one.
    Also, I don’t think the “ideal vs reality” argument invalidates the importance of veterans. Even if many are now casual or semi-retired, they still represent the long-term identity of the game. They are the ones who create goals, set standards, and give newer players something to aspire to. Without that layer, progression becomes shallow and short-lived.
    And on your last point: exactly—if players who reach a certain level of investment start leaving (like the examples you mentioned), that’s a warning sign, not just “deterrence working as intended.” A system that constantly replaces players instead of retaining them is fragile in the long run.
    So yes, the game today may function like a slot machine—but that’s precisely the problem. An MMORPG that loses its social and aspirational core can still generate revenue for a while, but it risks becoming unsustainable over time.
     
  4. -heresia-

    -heresia- Forum Apprentice

    I don't understand why you're struggling with posts like those at dso and everyone involved is hurting somewhere that we're struggling, I think they're just laughing at us with our posts. I gave up and I'm investing a lot in the other game. I'm not revealing it, I'm sure you'll find it without delay. Good luck.
     
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