- Publisher: Atari
- Release Date: Sep 12, 2011
Positive: 0 out of
Mixed: 0 out of
Negative: 0 out of
Mar 31, 2012The additions in this patch, plus the ones around it including addition of the artificer class were all good- crafting is pretty unique, and even in a way challenging. Definitely time consuming. The new challenges are indeed what they say there are- time trial runs of special missions, with different objectives to try to get. The class added, artificer, is fantastic- a mix of many things but unlike some hybrids it doesn't end up being poor in all of them- and makes both a great solo class and a useful class for raids.… Expand
Nov 20, 2013I have played this game for over 3 years(among many other games.) I have payed the money price for more quests and classes but never "payed to win"(never bought gear or boosts from store) or anything like that. I was one of very few who liked the game for its role-playing elements and gameplay rather for the regular grinding fest and ever-ending loot hauling. So if you are a like-minded individual such as me you should consider this criticism. As a veteran of the game who managed to get his characters to the highest levels not using any external sources or getting any help by others who knew the "easy way" to get things, playing mostly with my close friends I will just give you a spot-on list for the PROS and CONS combined with examples and opinions.
Quests&Objectives: The whole game is based on finishing quests, and quests are won by finishing objectives. Objectives are much more Role-Playing friendly and fun(imo) than other MMOs where you only progress by killing mobs time after time over and over again. You can(if you wish for it) finish certain quest without killing a single unit if your character is diplomatic and charmful enough. You can skip entire sections by sneaking past them if your character is sneaky, or you could find extra content and treasoures if your character has the eye for it!
Cooperation: Every class feels and plays differently. Different types of characters with different class-type needs to cooperate in a thoughtful, fitting way in order to make the most of a quest. For example In a forest you'd give your group members different roles to fill than for a crawl in a dungeon. There are tons of skill-types and magic-types in the game, each character holds some and with the right cooperation the combination can achieve greatness indeed.
Story: usually MMOs don't develop good stories, this one does! You can either skip it or stick to it. There are many different storys that feel personal and oftenly offers the player choices to make. Each story takes place in a very different scenatio and represents very different challenge. There are many storys and many quests to go through. I would not lie If id say its over 200 hours of storytelling before you finish them all.
The game is static: There is almost no dynamic events happening in quests. When playing a quest again you would notice things you haven't noticed before or make choices different than you have done before but everything is scripted. So the game is basically linear. Its understandable since the game is story based and imaginative storys can't fit random events without falling shallow. But its still making the game less repetetive than I'd like, and after finishing all the quests there is not much else to do other than grinding loot (bagh)
Strangers ruin the game: That is avoidable if you have a group of friends. But if you don't(not all of us have!) believe me, you can just forget about the role-playing aspect. I have stated the game is static and every quest will repeat itself if you engage it again. Therefor everyone who already know the story of the quest and the events to happen tell away what is going to happen, where is the secret door, loot, etc and ruin the fun of wondering. You won't have time to hear the storyline or talk to NPC's while you are in a group of strangers unless you want to break group-structure.
World feels too artificial: The world is made of instaces and has almost no ground connecting between places. You are forced to teleport from an instace to an instace rather than have the abilliy to travel and make a journey that feels natural. There is no actual "wilderness" that means you cant "bump into another player" while you are on the wild, since the wild is an instance you are in and is made specially for you. I feel a sense of a real geographic world would add tons of immersion to the game and let people feel they actually belong to a place.… Expand
Nov 19, 2013Its really too bad that this game went from a subscription-only model to F2P model. The game used to be about getting together with like-minded people trying to achieve a common goal; now it is simply a business. This update, and many more, have been well received and added much needed content and challenges, unfortunately, it was coupled with more cash stopping action that takes away from the game. What's even worse is that even after grinding away for weeks for that hard-to-come-by loot, you are rewarded by the nerfing of your gear by the neverending inconsistencies of the developers. This game can really captivate the new player for week on end, but you will need to develop an aptitude for non-attachement after watching all the rules transform within a single update. Watch out for the inconsistent game-breaking ruleset and pay-to-win for the wanton of your wallet.… Expand