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On August 23 2014 21:47 Miragee wrote:Show nested quote +On August 23 2014 09:30 chasemme wrote:On August 18 2014 18:54 Miragee wrote:On August 18 2014 18:14 Godwrath wrote:On August 18 2014 17:36 Incognoto wrote: How do you win at sandbox anyway?
By doing what's best in life. Is this game really sandbox ? Am i really skeptic towards Korean MMOs. No. It's a sandpark aka a game that mixes sandbox elements with themepark elements. It's not a full sandbox but it has a lot of sandbox elements that fresh things up. Which are where, exactly? I start up, greeted by a familiar yellow exclamation point which seems to be the best way to level up as I'm railroaded from quest to quest with my same action bar tab-target combat system (not that I hate tab-target combat) which led to a really boring first hour. I get that it's not claiming to go full sandbox or anything, but I don't know if I agree that a strict theme park-type progression system with a couple extra side features (which I do hear are fun) qualifies as anything else. Telling me I have late-game options besides the standard raid and PvP activities isn't really sanbox-y, it's just good game design that most theme parks should strive to imitate. Maybe I'm missing something (I admit I didn't play THAT long, though I don't feel I should have to to be convinced of some essence of a sandbox), but I felt no real sense of freedom beyond deliberately going of the defined linear path and I didn't see any way to improve my character without just killing things and doing quests. So to whoever said it reminded them of UO (I figure that was just a first impression of the description), I'm not sure we were playing the same game here... You can level up without doing any quests as far as I'm aware. Killing monsters, harvesting, crafting and soon exploring as well all give XP. I think Fido (an inactive german "let's player") said it very wekk in his first video after AA was released in korea: You can follow the start quest and go a very usual MMO pass or you chose the other route and just go freely from now on and that's the beauty of this game.
You will spend a lot more time than you'd if you just quested though. With quests you can be max in less than 48 hours, without it it takes a lot more time.
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On August 24 2014 00:35 KeksX wrote:Show nested quote +On August 23 2014 21:47 Miragee wrote:On August 23 2014 09:30 chasemme wrote:On August 18 2014 18:54 Miragee wrote:On August 18 2014 18:14 Godwrath wrote:On August 18 2014 17:36 Incognoto wrote: How do you win at sandbox anyway?
By doing what's best in life. Is this game really sandbox ? Am i really skeptic towards Korean MMOs. No. It's a sandpark aka a game that mixes sandbox elements with themepark elements. It's not a full sandbox but it has a lot of sandbox elements that fresh things up. Which are where, exactly? I start up, greeted by a familiar yellow exclamation point which seems to be the best way to level up as I'm railroaded from quest to quest with my same action bar tab-target combat system (not that I hate tab-target combat) which led to a really boring first hour. I get that it's not claiming to go full sandbox or anything, but I don't know if I agree that a strict theme park-type progression system with a couple extra side features (which I do hear are fun) qualifies as anything else. Telling me I have late-game options besides the standard raid and PvP activities isn't really sanbox-y, it's just good game design that most theme parks should strive to imitate. Maybe I'm missing something (I admit I didn't play THAT long, though I don't feel I should have to to be convinced of some essence of a sandbox), but I felt no real sense of freedom beyond deliberately going of the defined linear path and I didn't see any way to improve my character without just killing things and doing quests. So to whoever said it reminded them of UO (I figure that was just a first impression of the description), I'm not sure we were playing the same game here... You can level up without doing any quests as far as I'm aware. Killing monsters, harvesting, crafting and soon exploring as well all give XP. I think Fido (an inactive german "let's player") said it very wekk in his first video after AA was released in korea: You can follow the start quest and go a very usual MMO pass or you chose the other route and just go freely from now on and that's the beauty of this game. You will spend a lot more time than you'd if you just quested though. With quests you can be max in less than 48 hours, without it it takes a lot more time.
I thought the whole point of an RPG was to do whatever you want. Time constraint shouldn't be too big a factor, I guess.
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On August 23 2014 20:27 Incognoto wrote: Do f2p players get ships? Not houses iirc, but ships? i could become a pirate. my goal is to grind up to a high level and then assassinate lower level players in pvp zones.
yes you can get a boat as a F2P account. it's really not a problem, by the time you finished the storyline missions which is around level 28 you'll have enough Gilda Stars from the missions to buy a boat design.
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On August 23 2014 20:18 Skilledblob wrote:
so your whole playing experience with the game has been what? 10 levels maybe and you deliberately only did the quests, so yea it does not surprise me that you think this game is a WoW clone.
the game opens up a lot as soon as you finish the main storyline quests, so around level 30. That's the point where most players will get their ships and houses and there's a whole continent that is fully player driven content. But ofcourse you wont see a lot of that right at the start of the game because it takes time and resources to build ships, castles and all that other good stuff.
I don't doubt that you get to do more things later, but if you're going to attach the name sandbox to a game, it shouldn't take 30 levels for me to gain any options at all. I understand that's the go-to MMO model these days, but why is everyone so content with having to essentially pay their dues every time they start a new game before they can start doing anything interesting (Obviously if you still enjoy the EQ/WoW formula of early game then it won't be so bad)?
I didn't say this game was a WoW-clone, nor would I. It has some of the standard features, sure, and it certainly wasn't what I was ultimately hoping for, but I would say again that this is a well-made game. It has more than the solitary gimmick that a lot of releases try to implement to make them different.
Last point, this whole "you don't HAVE to quest" argument is interesting, you see with a lot of players claiming a new game is different because of this, but people seem to conveniently forget that technically you can level by killing, gathering/crafting, and exploring in other games, too (I'm really sorry to keep going to WoW, but at least the first several hours are closer to it than to other game I've played in the genre). The issue is that if you're going to tell me "oh well the stuff you WANTED to do starts at 30," then saying I'm not appreciating the experience because I feel obligated to use the most efficient way to get there is a little unfair. That's a design problem, not a me problem.
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it is a you problem. I told you how it works out for most people. If you want to do the sandbox stuff right from the beginning nothing stops you from doing it. But just like any sandbox you have to find the stuff and not expect it to come to you. And the Arche Age developers never claimed that it's a full sandbox game. What they said has always been that they tried to combine the best parts of theme park and sandbox games with Arche Age.
And like I said before you played maybe the first couple hours of the game and this is by no means enough time to make an informed opinion about a MMO
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On August 24 2014 01:43 Incognoto wrote:Show nested quote +On August 24 2014 00:35 KeksX wrote:On August 23 2014 21:47 Miragee wrote:On August 23 2014 09:30 chasemme wrote:On August 18 2014 18:54 Miragee wrote:On August 18 2014 18:14 Godwrath wrote:On August 18 2014 17:36 Incognoto wrote: How do you win at sandbox anyway?
By doing what's best in life. Is this game really sandbox ? Am i really skeptic towards Korean MMOs. No. It's a sandpark aka a game that mixes sandbox elements with themepark elements. It's not a full sandbox but it has a lot of sandbox elements that fresh things up. Which are where, exactly? I start up, greeted by a familiar yellow exclamation point which seems to be the best way to level up as I'm railroaded from quest to quest with my same action bar tab-target combat system (not that I hate tab-target combat) which led to a really boring first hour. I get that it's not claiming to go full sandbox or anything, but I don't know if I agree that a strict theme park-type progression system with a couple extra side features (which I do hear are fun) qualifies as anything else. Telling me I have late-game options besides the standard raid and PvP activities isn't really sanbox-y, it's just good game design that most theme parks should strive to imitate. Maybe I'm missing something (I admit I didn't play THAT long, though I don't feel I should have to to be convinced of some essence of a sandbox), but I felt no real sense of freedom beyond deliberately going of the defined linear path and I didn't see any way to improve my character without just killing things and doing quests. So to whoever said it reminded them of UO (I figure that was just a first impression of the description), I'm not sure we were playing the same game here... You can level up without doing any quests as far as I'm aware. Killing monsters, harvesting, crafting and soon exploring as well all give XP. I think Fido (an inactive german "let's player") said it very wekk in his first video after AA was released in korea: You can follow the start quest and go a very usual MMO pass or you chose the other route and just go freely from now on and that's the beauty of this game. You will spend a lot more time than you'd if you just quested though. With quests you can be max in less than 48 hours, without it it takes a lot more time. I thought the whole point of an RPG was to do whatever you want. Time constraint shouldn't be too big a factor, I guess.
Well thats always the controversy of MMO vs RPG, and I think in this case the MMO part definitely wins. You can do whatever you want, out of a predefined set of options and anything else is much less viable. If you want to compete in the big game(that is Auroria), you cannot allow yourself to spend 50 days to get to max level.
If you don't care about that and just want character progression for yourself, it's different, but then ArcheAge has little to offer for you anyway. (Since it's more built around guild-focused play and the "big game").
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On August 24 2014 05:09 KeksX wrote:Show nested quote +On August 24 2014 01:43 Incognoto wrote:On August 24 2014 00:35 KeksX wrote:On August 23 2014 21:47 Miragee wrote:On August 23 2014 09:30 chasemme wrote:On August 18 2014 18:54 Miragee wrote:On August 18 2014 18:14 Godwrath wrote:On August 18 2014 17:36 Incognoto wrote: How do you win at sandbox anyway?
By doing what's best in life. Is this game really sandbox ? Am i really skeptic towards Korean MMOs. No. It's a sandpark aka a game that mixes sandbox elements with themepark elements. It's not a full sandbox but it has a lot of sandbox elements that fresh things up. Which are where, exactly? I start up, greeted by a familiar yellow exclamation point which seems to be the best way to level up as I'm railroaded from quest to quest with my same action bar tab-target combat system (not that I hate tab-target combat) which led to a really boring first hour. I get that it's not claiming to go full sandbox or anything, but I don't know if I agree that a strict theme park-type progression system with a couple extra side features (which I do hear are fun) qualifies as anything else. Telling me I have late-game options besides the standard raid and PvP activities isn't really sanbox-y, it's just good game design that most theme parks should strive to imitate. Maybe I'm missing something (I admit I didn't play THAT long, though I don't feel I should have to to be convinced of some essence of a sandbox), but I felt no real sense of freedom beyond deliberately going of the defined linear path and I didn't see any way to improve my character without just killing things and doing quests. So to whoever said it reminded them of UO (I figure that was just a first impression of the description), I'm not sure we were playing the same game here... You can level up without doing any quests as far as I'm aware. Killing monsters, harvesting, crafting and soon exploring as well all give XP. I think Fido (an inactive german "let's player") said it very wekk in his first video after AA was released in korea: You can follow the start quest and go a very usual MMO pass or you chose the other route and just go freely from now on and that's the beauty of this game. You will spend a lot more time than you'd if you just quested though. With quests you can be max in less than 48 hours, without it it takes a lot more time. I thought the whole point of an RPG was to do whatever you want. Time constraint shouldn't be too big a factor, I guess. Well thats always the controversy of MMO vs RPG, and I think in this case the MMO part definitely wins. You can do whatever you want, out of a predefined set of options and anything else is much less viable. If you want to compete in the big game(that is Auroria), you cannot allow yourself to spend 50 days to get to max level. If you don't care about that and just want character progression for yourself, it's different, but then ArcheAge has little to offer for you anyway. (Since it's more built around guild-focused play and the "big game").
Why not. You just start to compete later. Or do you say everyone that doesn't start on release will never be able to compete on Auroria?
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On August 24 2014 05:25 Miragee wrote:Show nested quote +On August 24 2014 05:09 KeksX wrote:On August 24 2014 01:43 Incognoto wrote:On August 24 2014 00:35 KeksX wrote:On August 23 2014 21:47 Miragee wrote:On August 23 2014 09:30 chasemme wrote:On August 18 2014 18:54 Miragee wrote:On August 18 2014 18:14 Godwrath wrote:On August 18 2014 17:36 Incognoto wrote: How do you win at sandbox anyway?
By doing what's best in life. Is this game really sandbox ? Am i really skeptic towards Korean MMOs. No. It's a sandpark aka a game that mixes sandbox elements with themepark elements. It's not a full sandbox but it has a lot of sandbox elements that fresh things up. Which are where, exactly? I start up, greeted by a familiar yellow exclamation point which seems to be the best way to level up as I'm railroaded from quest to quest with my same action bar tab-target combat system (not that I hate tab-target combat) which led to a really boring first hour. I get that it's not claiming to go full sandbox or anything, but I don't know if I agree that a strict theme park-type progression system with a couple extra side features (which I do hear are fun) qualifies as anything else. Telling me I have late-game options besides the standard raid and PvP activities isn't really sanbox-y, it's just good game design that most theme parks should strive to imitate. Maybe I'm missing something (I admit I didn't play THAT long, though I don't feel I should have to to be convinced of some essence of a sandbox), but I felt no real sense of freedom beyond deliberately going of the defined linear path and I didn't see any way to improve my character without just killing things and doing quests. So to whoever said it reminded them of UO (I figure that was just a first impression of the description), I'm not sure we were playing the same game here... You can level up without doing any quests as far as I'm aware. Killing monsters, harvesting, crafting and soon exploring as well all give XP. I think Fido (an inactive german "let's player") said it very wekk in his first video after AA was released in korea: You can follow the start quest and go a very usual MMO pass or you chose the other route and just go freely from now on and that's the beauty of this game. You will spend a lot more time than you'd if you just quested though. With quests you can be max in less than 48 hours, without it it takes a lot more time. I thought the whole point of an RPG was to do whatever you want. Time constraint shouldn't be too big a factor, I guess. Well thats always the controversy of MMO vs RPG, and I think in this case the MMO part definitely wins. You can do whatever you want, out of a predefined set of options and anything else is much less viable. If you want to compete in the big game(that is Auroria), you cannot allow yourself to spend 50 days to get to max level. If you don't care about that and just want character progression for yourself, it's different, but then ArcheAge has little to offer for you anyway. (Since it's more built around guild-focused play and the "big game"). Why not. You just start to compete later. Or do you say everyone that doesn't start on release will never be able to compete on Auroria?
It will be a lot harder for multiple reasons a) land is very limited and with the headstart mechanic pretty much all active servers will see no open land for a long time b) time you spent leveling, that others spend on being max is time they spend on getting high end gear. And in ArcheAge, gear talks. There are players in Alpha running around with such High Gear that they just have to auto-attack the average Lv50 PvPer and they still win everytime.
Because ArcheAge is no new game and pretty much "figured out" the first few days/weeks will decide the direction of at least the first few months. People know exactly what to do and so the plans are already strict and tight. My guild's plans are laid out for 2 weeks straight already.
It will take a long time to catch up for anyone joining all that in the later stages of the game. Pretty much the only way is to join an already established guild, but building up a new one is gonna be very very hard.
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And the bomb dropped: No Auroria at release. lol
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On August 24 2014 07:22 Miragee wrote: And the bomb dropped: No Auroria at release. lol
No bomb dropped there, everyone expected it as it was like that in every Release so far(KR/JP/RU). The thing is is that the gear I'm talking is not the Auroria gear but the grinded gear from the other continents(Hasla/Karkasse, GHA etc) + crafted one. And the stuff you need for the castle can all be acquired prior to the opening of Auroria as well. In Russia when they announced that Auroria will be activated it was pretty much just the biggest guilds logging out at the specific areas and as soon as servers opened, drop the claimstone and grab the zones.
Landgrabbing(Housing, Scarecrows etc) will be an issue regardles of Auroria being open or not, if anything it makes it worse since with Auroria missing, there's also a lot of additional housing space missing.
No matter how you twist it, you gotta be fast if you want to compete.
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On August 24 2014 06:52 KeksX wrote:Show nested quote +On August 24 2014 05:25 Miragee wrote:On August 24 2014 05:09 KeksX wrote:On August 24 2014 01:43 Incognoto wrote:On August 24 2014 00:35 KeksX wrote:On August 23 2014 21:47 Miragee wrote:On August 23 2014 09:30 chasemme wrote:On August 18 2014 18:54 Miragee wrote:On August 18 2014 18:14 Godwrath wrote:On August 18 2014 17:36 Incognoto wrote: How do you win at sandbox anyway?
By doing what's best in life. Is this game really sandbox ? Am i really skeptic towards Korean MMOs. No. It's a sandpark aka a game that mixes sandbox elements with themepark elements. It's not a full sandbox but it has a lot of sandbox elements that fresh things up. Which are where, exactly? I start up, greeted by a familiar yellow exclamation point which seems to be the best way to level up as I'm railroaded from quest to quest with my same action bar tab-target combat system (not that I hate tab-target combat) which led to a really boring first hour. I get that it's not claiming to go full sandbox or anything, but I don't know if I agree that a strict theme park-type progression system with a couple extra side features (which I do hear are fun) qualifies as anything else. Telling me I have late-game options besides the standard raid and PvP activities isn't really sanbox-y, it's just good game design that most theme parks should strive to imitate. Maybe I'm missing something (I admit I didn't play THAT long, though I don't feel I should have to to be convinced of some essence of a sandbox), but I felt no real sense of freedom beyond deliberately going of the defined linear path and I didn't see any way to improve my character without just killing things and doing quests. So to whoever said it reminded them of UO (I figure that was just a first impression of the description), I'm not sure we were playing the same game here... You can level up without doing any quests as far as I'm aware. Killing monsters, harvesting, crafting and soon exploring as well all give XP. I think Fido (an inactive german "let's player") said it very wekk in his first video after AA was released in korea: You can follow the start quest and go a very usual MMO pass or you chose the other route and just go freely from now on and that's the beauty of this game. You will spend a lot more time than you'd if you just quested though. With quests you can be max in less than 48 hours, without it it takes a lot more time. I thought the whole point of an RPG was to do whatever you want. Time constraint shouldn't be too big a factor, I guess. Well thats always the controversy of MMO vs RPG, and I think in this case the MMO part definitely wins. You can do whatever you want, out of a predefined set of options and anything else is much less viable. If you want to compete in the big game(that is Auroria), you cannot allow yourself to spend 50 days to get to max level. If you don't care about that and just want character progression for yourself, it's different, but then ArcheAge has little to offer for you anyway. (Since it's more built around guild-focused play and the "big game"). Why not. You just start to compete later. Or do you say everyone that doesn't start on release will never be able to compete on Auroria? It will be a lot harder for multiple reasons a) land is very limited and with the headstart mechanic pretty much all active servers will see no open land for a long time b) time you spent leveling, that others spend on being max is time they spend on getting high end gear. And in ArcheAge, gear talks. There are players in Alpha running around with such High Gear that they just have to auto-attack the average Lv50 PvPer and they still win everytime. Because ArcheAge is no new game and pretty much "figured out" the first few days/weeks will decide the direction of at least the first few months. People know exactly what to do and so the plans are already strict and tight. My guild's plans are laid out for 2 weeks straight already. It will take a long time to catch up for anyone joining all that in the later stages of the game. Pretty much the only way is to join an already established guild, but building up a new one is gonna be very very hard. This is actually the biggest secret right now in the alpha servers what you said at the end there. The smart guilds are going to have farm guilds for starters that will grind out the weak and uncommitted so that the cream of the crop will be joining the alpha players.
Its going to be a lot like the early days of EVE when the powerful stuff was held by an elistist cabal and the distribution of the things that give you an advantage are only given out to the rest of the world at insane prices. But this time the elistist people have smartened up and are going to make sure the goon effect won't kill them.
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On August 24 2014 08:26 Sermokala wrote:Show nested quote +On August 24 2014 06:52 KeksX wrote:On August 24 2014 05:25 Miragee wrote:On August 24 2014 05:09 KeksX wrote:On August 24 2014 01:43 Incognoto wrote:On August 24 2014 00:35 KeksX wrote:On August 23 2014 21:47 Miragee wrote:On August 23 2014 09:30 chasemme wrote:On August 18 2014 18:54 Miragee wrote:On August 18 2014 18:14 Godwrath wrote: [quote] By doing what's best in life.
Is this game really sandbox ? Am i really skeptic towards Korean MMOs. No. It's a sandpark aka a game that mixes sandbox elements with themepark elements. It's not a full sandbox but it has a lot of sandbox elements that fresh things up. Which are where, exactly? I start up, greeted by a familiar yellow exclamation point which seems to be the best way to level up as I'm railroaded from quest to quest with my same action bar tab-target combat system (not that I hate tab-target combat) which led to a really boring first hour. I get that it's not claiming to go full sandbox or anything, but I don't know if I agree that a strict theme park-type progression system with a couple extra side features (which I do hear are fun) qualifies as anything else. Telling me I have late-game options besides the standard raid and PvP activities isn't really sanbox-y, it's just good game design that most theme parks should strive to imitate. Maybe I'm missing something (I admit I didn't play THAT long, though I don't feel I should have to to be convinced of some essence of a sandbox), but I felt no real sense of freedom beyond deliberately going of the defined linear path and I didn't see any way to improve my character without just killing things and doing quests. So to whoever said it reminded them of UO (I figure that was just a first impression of the description), I'm not sure we were playing the same game here... You can level up without doing any quests as far as I'm aware. Killing monsters, harvesting, crafting and soon exploring as well all give XP. I think Fido (an inactive german "let's player") said it very wekk in his first video after AA was released in korea: You can follow the start quest and go a very usual MMO pass or you chose the other route and just go freely from now on and that's the beauty of this game. You will spend a lot more time than you'd if you just quested though. With quests you can be max in less than 48 hours, without it it takes a lot more time. I thought the whole point of an RPG was to do whatever you want. Time constraint shouldn't be too big a factor, I guess. Well thats always the controversy of MMO vs RPG, and I think in this case the MMO part definitely wins. You can do whatever you want, out of a predefined set of options and anything else is much less viable. If you want to compete in the big game(that is Auroria), you cannot allow yourself to spend 50 days to get to max level. If you don't care about that and just want character progression for yourself, it's different, but then ArcheAge has little to offer for you anyway. (Since it's more built around guild-focused play and the "big game"). Why not. You just start to compete later. Or do you say everyone that doesn't start on release will never be able to compete on Auroria? It will be a lot harder for multiple reasons a) land is very limited and with the headstart mechanic pretty much all active servers will see no open land for a long time b) time you spent leveling, that others spend on being max is time they spend on getting high end gear. And in ArcheAge, gear talks. There are players in Alpha running around with such High Gear that they just have to auto-attack the average Lv50 PvPer and they still win everytime. Because ArcheAge is no new game and pretty much "figured out" the first few days/weeks will decide the direction of at least the first few months. People know exactly what to do and so the plans are already strict and tight. My guild's plans are laid out for 2 weeks straight already. It will take a long time to catch up for anyone joining all that in the later stages of the game. Pretty much the only way is to join an already established guild, but building up a new one is gonna be very very hard. This is actually the biggest secret right now in the alpha servers what you said at the end there. The smart guilds are going to have farm guilds for starters that will grind out the weak and uncommitted so that the cream of the crop will be joining the alpha players. Its going to be a lot like the early days of EVE when the powerful stuff was held by an elistist cabal and the distribution of the things that give you an advantage are only given out to the rest of the world at insane prices. But this time the elistist people have smartened up and are going to make sure the goon effect won't kill them.
I don't know, OranThul was pretty much trying to form something goon-esque and they didn't do a pretty good job, I don't we will ever see anything like the CFC Block in ArcheAge, it's just too small of a game for that(especially considering that the Castle fights are capped at 100vs100)
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On August 24 2014 05:08 Skilledblob wrote: it is a you problem. I told you how it works out for most people. If you want to do the sandbox stuff right from the beginning nothing stops you from doing it. But just like any sandbox you have to find the stuff and not expect it to come to you. And the Arche Age developers never claimed that it's a full sandbox game. What they said has always been that they tried to combine the best parts of theme park and sandbox games with Arche Age.
And like I said before you played maybe the first couple hours of the game and this is by no means enough time to make an informed opinion about a MMO
So we need to settle on one thing here. Either I should have had enough to experience right when I logged in, or my lower playtime couldn't have let me do enough to make an informed opinion of the game.
I'm fairly comfortable off the beaten path, and I couldn't find a whole lot of options for me to do at level 2 beyond going from quest to quest. Now if the argument is that I need to get PAST that, then there's the problem of me being asked to play for over 15 hours before I even start having fun. If the standard quest and grind is okay with everyone else, then yes, it's a me problem and I apologize.
Continuing on the "me problem" path, I will state that I prefer the journey to the destination in any MMO. So starting off in a new world by being stuck in a tutorial area (for a combat and quest system that is extremely familiar to most people and not that difficult to understand for the new ones) with exactly one direction to walk left a horrible first impression. For a system that's, as your said, claiming to be the best parts of both worlds, I think it's entirely fair to criticize the completely generic early game.
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On August 24 2014 12:54 chasemme wrote: Continuing on the "me problem" path, I will state that I prefer the journey to the destination in any MMO. So starting off in a new world by being stuck in a tutorial area (for a combat and quest system that is extremely familiar to most people and not that difficult to understand for the new ones) with exactly one direction to walk left a horrible first impression. For a system that's, as your said, claiming to be the best parts of both worlds, I think it's entirely fair to criticize the completely generic early game.
Well the thing is as he stated, people think ArcheAge is a sandbox game which is simply not true. It has sandbox elements but the game itself is not a sandbox, thats a huge difference and simply false advertising by the publisher. The questing in this game is absolutely not sandbox and just because you have the option to do something else and level up that way doesn't make it a sandbox. I'm pretty sure in WoW you get XP for crafting as well, yet no one would say "You can just craft to 90! Sandbox!", right?
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On August 24 2014 19:01 KeksX wrote:
Well the thing is as he stated, people think ArcheAge is a sandbox game which is simply not true. It has sandbox elements but the game itself is not a sandbox, thats a huge difference and simply false advertising by the publisher. The questing in this game is absolutely not sandbox and just because you have the option to do something else and level up that way doesn't make it a sandbox. I'm pretty sure in WoW you get XP for crafting as well, yet no one would say "You can just craft to 90! Sandbox!", right?
I'd certainly prefer a system that allows multiple paths to advancement, but I wouldn't say my main complaint on this topic is that I can't gather, explore, or play music in a city all the way to cap. I knew going in that it was going to have some linearity to it, it was just disappointing to see nothing new at all in the way of progression.
I know people seem to focus a lot on the endgame of MMO's, but just like any other form of media, a game should have some kind of hook that makes you want to continue. The only curiosity I have to keep playing would be some of those extra features, but not because the game showed me what I have to look forward to, I just happened to have done my outside research.
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On August 25 2014 06:00 chasemme wrote: I know people seem to focus a lot on the endgame of MMO's, but just like any other form of media, a game should have some kind of hook that makes you want to continue. The only curiosity I have to keep playing would be some of those extra features, but not because the game showed me what I have to look forward to, I just happened to have done my outside research.
They tried to show you that stuff by editing the starting area, but they didn't really do a good job. The current patch in Korea though changed that and there's an awesome tutorial showcasing what you can achieve in the game.
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Just thought I would bump this with the start date of september 16th.
I didn't care to much but looked into it and this game looks like it will be a shit ton of fun. Can't wait to play it in a couple weeks ;D.
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Would anyone be willing to update me on what has changed with the game since when alpha first came out? I got super into it back then hit max level/pvp'd explored everything. Since then I only logged in a couple times and it seems like the game is a lot different. Mostly my class (reaper) seemed to get nerfed pretty hard. Seems like there's no reason to go reaper over daggerspell anymore.
No auroria at launch? I remember when I played that was basically where I got all my gear. Just grinded out the mobs on the continent for those little bag things with the gear. I'm guessing just crafting will be the new way to go? Also this means that you can't farm the treasure chest things I guess, I farmed those a lot for gold.
What will the new farming spots be then? I heard there was some shit you can do in hasla for a weapon but that's about all i really read so far. Just curious what I should be focusing on for gearing up once I hit 50 on release.
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Came back from vacay. Find out Alpha is done. I can't find any info about why anywhere.
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On September 03 2014 06:32 Boggler wrote: Came back from vacay. Find out Alpha is done. I can't find any info about why anywhere.
Because its gonna go into open beta for a few days and then be released.
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