
Dark Disciples/Pacific Alliance was born on the release of Tabula Rasa. Over time we grew into a large Australian/Oceanic community. When established, we were the largest Australian Guild on the server with over 180+ members approx 90+ accounts.
During our time in Tabula Rasa we participated in many PVP events against other guilds, especially some of the large U.S. guilds. At one stage we ranked 4th highest on the server in terms of win:loss ratios for war games against other guilds. Not a bad result for an Aussie guild to rank this high against some real hard core U.S. guilds.
As the game progressed we started to see a decline in member activity. The main reason for this was the lack of end-game content, bugs in the game, balancing of classes and NcSoft failing to release any new content. We tried to compensate for the losses with recruiting new members however even these new members were losing interest in the game. Towards our final days in Tabula Rasa, we decided to merge what active members we had to a new MMO in development which was AoC.

The release of AoC was a new fresh start for Dark Disciples/Pacific Alliance. Instead of the idea of mass recruiting and the leadership of a new GM (no longer a part of Dark Disciples), his idea’s were to limit the intake of members and keep a tight knit group.
We established a Tier 1 Guild City in Potain. AoC was looking promising in the early days of the game, unfortunately it would not last.
Funcom produced a half finished game, that felt like a beta towards the mid to higher levels with the lack of content, bugs, poor performance and that there had been some misleading information about features that would be in the game at launch.
The decision to limit our intake of new members hit us hard as a result, as the game lost almost all its player base in 2 months! Our members declined rapidly and by the time we realised this and started recruiting again, it was too late, there was nobody really left playing the game.

Dark Disciples entered the fray in Warhammer Online. The game held lots of promise with its RvR setting. In the end though, the community started to dwindle. This was mainly due to problems with large scale battles, uninspired keep seiges (ie. break 1st door, break 2nd door, kill boss, rinse & repeat), PvE which was bolted on and was uninspired also. The game became a simple zerg-fest and slowly we came to the conclusion that this was not the right game for our guild.
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