Dungeon fighter online steam registration
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The changes brought about in open beta in comparison to the alpha and Nexon builds are very exciting, and it's great to finally have more content to do - it's even better that a lot of this content is more difficult and dynamic than what we had before. I hope DFO Global does well, and intend to support it and Neople as the game moves forward. The community holds it dear to their hearts and has a tendency to blame Nexon alone for the game's initial failing, but we may end up seeing a sad reality in a year or two once the hype has died down and the rose-tinted glasses are off.Īt least I'll always have the memories with mai waifu Seria and our pet cricket Bugi. The game has had a rough time in the West in the past, so it's hard to say this new release will be a definite success. We've seen that Dungeon Fighter Online can do well in other markets, but only time will tell if it will be able to survive on a global scale. It has the very real benefit of slowing down bots and the game has been designed from the bottom up to use Fatigue, but Neople may find the Western market just can't deal with it. The game is only in open beta, and it's just been a week, so we've yet to see how Neople will handle the Fatigue system moving forward.
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For me, this is a win-win but for many others it's downright unbearable. It also encourages me to roll new characters and try new things. When my friends and I start on a new game, we're able to stay within the same level range and I don't worry about getting sucked in for nine hours straight. I personally am in favor of Fatigue systems, when they're done right. Sure, the game may be completely different from when Nexon was in control - but the Fatigue system will just not do for some. This type of system is not common in Western MMO releases, and anyone taking a look at the DFO Global Facebook can see how upset some people are over this change in particular. Once that character is out of Fatigue, they can run towers or PvP but they cannot run standard dungeons. It does this by deducting one point out of that character's Fatigue Point bar each time they enter a new room in a dungeon. Now we have the Fatigue system, which (as in the game's other territories), limits how much a single character can progress each day. Nexon's DFO Global used what was called the Blitz system, which effectively replaced the Fatigue system and allowed players to level as quickly as they wanted and even awarded more EXP the more they played. The question is whether it will now that it's released again using the same Fatigue system seen in the other versions of the game. Somehow in these other markets, DFO has staying power. The game has done similarly well in its native land of Korea, maintaining its position as one of the top MMORPGs since its release in 2005. The Chinese version even reported to have reached over 3 million concurrent players in August 2012 despite being five years old in the Chinese market at the time. Why the game's developer, Neople, has chosen to give it another go and self-publish is a mystery and to someone unaware of the game and its international history it may seem like a big gamble.ĭungeon Fighter Online has been very successful in Korea, Japan, and China ever since its release in those countries. Anyone who played DFO Global during its last years under Nexon knows how empty the game was at that point - and is well-aware of the lack of content updates and support at the time. This is a rare case of a game dying in a particular market and being brought back to life on a hunch. As of last week, Dungeon Fighter Online is back on the global market, and there are no IP blocks. Potential players outside of North America had to use a VPN to play, and the game's iffy server infrastructure made it a complete nightmare. It's funny - the original English version was labeled as a global release, when DFO Global initially had a widespread IP block. Is it because of a lack of Western interest or Nexon's lack of support? It's hard to say, especially since it's been two years since the global version closed down. This is all thanks to its hybrid beat'em up and fighter gameplay, paired with some pretty nice spritework and an emphasis on group play and PvP.ĭespite its success in China, Japan, and Korea DFO Global didn't do well during its first release under publisher Nexon. Dungeon Fighter Online has the international notoriety of being one of the most popular and longest-lasting MMORPGs out there.