Nowadays, if you’re playing an MMO, chances are, it’s being run by a company based in the US. With the prevalence of high speed broadband, latency is no longer an issue, so why do non US players still get the short end of the stick?
Case in point, SOEs recent unveiling of EverQuest Next. In Europe, the game is run by ProSiebenSat.1, which I really don’t like at all. I decided I was going to sign up through SOEs site, to avoid all that rubbish, but alas, I was met with popups informing me I was in Europe (with an EU flag, which doesn’t apply as I’m currently in Switzerland, not part of the EU, I digress, this isn’t about politics); it asked if I would like to venture to ProSiebenSat.1′s site, or remain on the SOE run, US site. Obviously I picked the SOE site, as thats where I want to keep my game account. Did it work? Nope. I was sent into an endless loop of confirming I wanted to remain on the US site, logging in, applying for beta, then reconfirming my wish to use the US site… I eventually beat the system using a proxy. This simply isn’t good enough, SOE have stated they have no problem with EU players using their services instead of ProSiebenSat.1s, so why the problems getting it to work?
Another example: TERA Online. In the States, it’s run by En Masse, who seem to be doing a sterling job. Content updates, loads of free stuff, an instant level 58 promotion going on at the moment, an actual CS team helping out any players in need. Unfortunately for me, I decided to go with Gameforge’s version, hosted in the EU. What do I get for my trouble? Weekly server maintenance during daylight hours, not primetime, but there is usually a lot of disgruntled players, several versions behind the US version, and owners of the game before it went F2P got a fraction of the stuff their US counterparts got. The short end of the stick it seems.
After being a bit burned by Gameforge in regards to TERA in Europe, I decided to persevere when it came to Dragons Prophet, and insist on a US run SOE account. Oh boy, did I make a mistake… Infernum in the EU are updating the game constantly, free stuff codes being handed out, Raptr Rewards in place, and an actual playerbase. SOE’s servers on the other hand are dead, very little has been done with the game, no attempt to fix the controversy with the housing (founders got a house, which sounds excellent until you see the price of the land you must buy first). SOE have sent the game out to die, and I was going along for the ride. Very disappointed to say the least.
I think these game publishers should put a bit more effort in. There are no “borders” on the internet, language barriers aside, so games should be released without IP blocks and all the other nonsense which makes people feel others are getting a better deal.
I’ve been playing Final Fantasy XIV for a week or so now. It is good. Very good, infact. Unfortunately, some of the players have a less than active imagination when choosing what to call themselves in game…
I’m no roleplayer, but your name should your name. It is kinda immersion breaking to go on a quest to vanquish a great evil, and your party of brave adventurers includes someone called Epic Dave. Above is just a small selection of the odd names people have selected, there are many more… I wish there was an actual person employed to check character names are at least names, and not something worse (which has since been fixed). On my travels I’ve seen a load of truly awful/unoriginal names. I now make a point of asking any Lannister I meet “Are you paying?” to which there is often a puzzled response, to which I reply “I thought a Lannister always pays.” Oh god my sides! There seems to be a lot of Lannisters and Starks, it was the same back in EverQuest 1 after the first Lord of The Rings film came out, every other character you saw was called Legolasss, Legalas, Legoolos etc. (also, I recall a fair amount of people changing their surname to Evanescence, after the pretend emo goth band, there is no accounting for taste it seems.)
Unoriginality seems to be rife, I’ve seen hundreds of Tifaa Lockhhart, Tiffa Lookhearts and other spellings. The Striffe family seems to be huge. Square Enix has actually locked out people being called Cloud Strife, Rinoa Heartilly et al, but they didn’t manage to stop people from deliberately misspelling those names. There is also a trend for vaguely Japanese sounding names, this trend is puzzling. I get that the game is developed in Japan, but Final Fantasy 14 is resoundingly Western in it’s Medieval High Fantasy setting. So far I have met 1 Samurai style NPC, and 100s of heavily armoured Knights. Those Japan-esque names don’t really fit the style of the game.
I leave you with this: Why did you think this was a good name? WHY?
Since SOE Live is now over, and Everquest Next has now shocked the MMO world with it’s new art style, and big golems smashing the place up, I feel like I should share what I want from the new game.
I want the art style to stay exactly how the art people at SOE want it, don’t bow to pressure from the MMO community. The Legend of Zelda: Wind Waker was a radical new art direction for the Zelda games, at first, people hated it, now it is fondly remembered for how awesome it looked. Please don’t compromise on your “Vision.” There is a reason you people are making successful games, and we’re at home playing them.
I want diversity of character builds. Yes, there is multiclassing, but I don’t want there to be only a few viable builds, this is a problem Rift had, some classes were pretty useless, and only a few builds actually worked, yes there was minor tweaks you could make, but it was not very open in what you could do. People who specialise should be better at certain things than people who spread their skills across several classes, the specialists simply can’t do as much as the generalists, there is no need to balance unless there is a definite exploit going on.
I want no Endgame, or if there must be one, can it not be “Endgame = Raiding.” You should be having the same amount of fun, and have the same amount of content available to you at low levels, as you do at high levels. As you level, or in EQN’s case, “Tier up” into new content, leaving old content behind, there should be an equal amount of new content for you, no “funneling” into a certain zone, Paldual Caverns from EQ1 for instance, choice is paramount, it adds replay value for the alt-o-holics and gives others an opportunity to explore. I’m hoping that once you hit the end Tier, you have more to do than raid. Raiding is a barrier. Raiding takes a lot of development time, and only a small fraction of players get to experience it, lets have the devs working on content everyone can experience.
I want epic journeys in the name of epic loots. The game supposedly has a massive area of land to explore. Can we please have quests that make use of it? Think the Fellowship in Lord of the Rings, or one of the Viking Sagas. It should be possible to get a band of likeminded adventurers together, and go on a quest to some far off place, where the journey is the majority of the fun. A “caravan” system like seen in Vanguard: Saga of Heroes, where you sign up to join an adventuring band, and when you have to leave, you can log back in where your party is, and not where you logged out.
I want to have to travel, the hard way. EverQuest 2 had a huge gameworld, especially after the numerous expansion packs, did it feel huge? No, it felt quite small with the myriad of travel options available. My house had access to 9 different zones through teleport items, my guildhall could teleport me everywhere else. I was never further than 3 zones from anywhere else. Bring back ships, maybe add trading caravans you can hitch a ride on, and if you don’t want to pay the full price, you can sign up to be it’s armed escort, a la Age of Conan. In the footage from SOE Live, I saw the Spires making a return, and they looked pretty intact, bring back Luclin while you’re at it.
I want crafting to be challenging, and rewarding. I also want it to take time to learn. I want a player skill based mini game to get through. No click and wait progress bars, a system like Final Fantasy XIV before the cataclysm (read: A Realm Reborn). Crafted items should also be a lot more than just items to wear when you’re leveling up, the very best crafters should be able to make items on par, if not exceeding, with drops from raid bosses.
I want GM’s doing stuff. In D&D, a Game Master is someone who reacts to what the players are doing, someone who creates content. In EQ2, it’s someone you file petitions to, someone who gets you unstuck, and undeletes items you lost accidentally. SOE should employ loads of people, and give them the “Big EverQuest Lore Book” and let them run wild with what’s contained in that Tome. Keep things vaguely RP, but always interesting and fun. A GM should be able to shapechange to a Lich Lord, and raise an army of undead to attack a village, players will then rally to defend the homestead, and will talk about it for weeks afterwards. This is the stuff that keeps people playing, not scripted quest lines.
So, there we have it, just a few ideas on what I want from SOE’s latest. I really hope it turns out to be so good, MMO’s in future are questioned if they’re the “Next EQN Killer.” Thoughts? Any other ideas? By all means, let us know in the comments below.
SOE announced that Dragon’s Prophet would be “launched” in September during the first keynote of their SOE Live convention in Las Vegas. My question is; will anyone actually be playing by then?
A bit of background: I managed to get a Dragon’s Prophet beta key (after signing up for a chance at a key with SOE and Infernum, the European publisher) a few weeks before it went into it’s current phase, open beta, and thought the game showed a lot of promise, a couple of translation issues and it would be there. SOE and Infernum, started offering Founders Packs, so having enjoyed my time in the beta, I decided to drop some coins for the middle tier package, the Dragon Master pack. I’m a sucker for melee pet classes, and all the classes fitted the bill…
Lately, I’ve been looking for my new MMO home, Guild Wars 2 was not it; I felt like I’ve done everything in the game, so not much keeping me there; The Secret World wasn’t it either; feels like they won’t be adding massive new features since it went F2P, TERA is not there either, same F2P nonsense as always. EverQuest is not EverQuest 2 with a seriously clunky interface and the old game I knew and loved simply isn’t there any more, I even tried EQMac, but since everyone is level 65, and fine steel weapons cost several hundred thousand plat, I shall not be attempting that again.
So, the other half saw Vanguard: Saga of Heroes on Steam’s Free to Play section, so we thought we would give it a go. I remembered my old station access details, and we were good to go. I had tried playing it before, but quit due to the bugs and general unpolished quirkiness of it all. I had my old character sitting where our guild house/shed used to be (seems it got removed). Deciding I have no idea what to do, I rerolled.
Starting on the Isle of Dawn, the new tutorial island, was a fun experience, quests showing you the basics of combat, diplomacy and crafting (harvesting being fairly self explanatory) was a completely new experience to what came before, basically being left to your own devices in your races’ home town. The new player experience is really good, as a cleric you start in some weak, but pretty cool looking equipment, which is much better than brown leather crap you started with before. There are still some glitches, but it’s like a released game, rather than a (very) extended beta test.
It was all too good to be true, and then I noticed someone in the regional chat channel wondering why there was only ever 20 people being listed on the /who all command. Obviously this isn’t an accurate measure of the servers population, but it doesn’t bode well. Looking at the games Subreddit on.. err.. Reddit it seems there is very little activity at all, so with 2 servers available, it seems it’s another dead game.
Looks like the hunt for that one “home” game is back on, will it be a triumphant return to form for Final Fantasy XIV, will Dragon’s Prophet be any good? Will I actually find a populated Shadows of Luclin emulated server for EQ1? Who knows? I hope some kind developer makes a good MMO one day…
Lately, I’ve not been playing much in the way of MMOs. Hence the lack of posts by me. There is 3 reasons for this.
1: They’re F2P, which usually means you do have to pay, and pay a lot more, to make the game remotely fun, and not just an epic grind.
2: The developers have actually ruined the game (see EQ2, which has had a spectacular fall from grace; from almost Sandbox open world joy, to quest hub ridden WoW wannabe)
3: It’s a dull themepark which holds my attention for the first month then I give up.
Star Wars: The Old Republic is the latest in a long line of MMOs that have not delivered what they should be able to, in my opinion.
What I wanted was a MMO where I could wander around the Star Wars universe, getting caught up in skirmishes, exploring, trading and other adventure-y things. What I got was small “Planets,” limited exploration and the dreaded “Quest Hubs.” The fact that 99% of my time is spent soloing with my companion is shocking, this is an MMO, Massively Multiplayer Online. It does the Online bit right, Multiplayer every so often when a quest is deemed “Heroic,” Massively; Nope. The game is essentially a Single Player RPG with a chat box, now excuse me, I can do this using steam and any other Single Player RPG, doesn’t have a monthly fee either.
Developers, please listen. Quest Hubs are crap, story arcs are crap, we want to make our own adventures, not your scripted ones, which everyone else will do anyway. We want to explore, not run to the next quest waypoint. If I want an epic story with cutscenes and all that stuff, I’ll play The Witcher or something, I WILL MAKE MY OWN FUN DAMMIT.
Indie MMO’s like First Earth are far more interesting to “Seasoned” MMO players, who are more likely to stick around, rather than quit and go back to whatever MMO they played before (WoW).
If you want to retain subscribers, and not loose thousands before the first month is up, fill it with content that is freeform, not scripted. It’s easier for you to do, and we get more fun from it. Simples.
Journal entry 5
“I’ve decided to abandon my small slab of land, and head towards Kendra where Sres and Yetian has set up camp. It’s pretty far from where I am, but it sounds like they’ve got more resources over there, so I’m taking the chance. I’ll bring whatever important stuff I have, and hope I will be able to locate my body when I die somewhere in the wilderness; because I’m pretty sure I will!
I felt a bit sad, as I had to say goodbye to my homeland *sniff*. I slowly began my journey in the direction I believed to be north-west. My plan was to head back to Green Dog, and from there go south around the mountain and then straight west towards the coast. After that it should be a short and probably safer trip towards Kendra. Before I left, I harvested my field of cotton which yielded me 2 balls of cotton. I decided to use one of them for string, so I could finally finish my fishing pole. The other I will pick for seeds, so I can start a new production when I arrive at Sres and Yetians place. I stocked up on water and fish and headed out.
While I walked down the first hill my shed got smaller and smaller in the distance until all I could see was the smoke coming from my last campfire. I left a bunch of planks and a few fields ripe with rye.
After a long walk I realized that I was on the wrong track. Apparently I was heading straight West, and suddenly I was in a huge forest with loads of wolves. I quickly fled the place and with a pack of wolves on my tail and stamina at about 20%, I entered a settlement where the guards quickly dispatched the wolves. This running towards the guards, was a strategy I first tried in Everquest 1 and it seems to work wonderfully well in Wurm also.
I now found myself at the bank of a huge lake, and something told me I had been here before. At the left and right of the lake there was 2 mountains, so it LOOKED like I was south of Green Dog. I started my way around the lake and right enough, I ended up at the Wurm Online starter area: “Green Dog”.
After getting some more water and fish I headed south towards Mithril Hall, as I was hoping this way would be easier and shorter than going north around the mountain. I suspect this was a wrong assessment…I reached Mithril Hall without any serious problems, but in that town I completely lost my bearings. I asked a friendly citizen, who pointed me in the right direction and he even gave me a compass! Thx a lot, stranger whose name I don’t remember!
Full of positivity I now headed west for the coast, but I soon got a bit worried as it seemed I was going up all the time, and I wasn’t keen on ending up on a mountain top without a chance of getting down again. After dodging a spider in an olive tree forest and exiting the forest on the other side, I was getting increasingly nervous as no sign of civilization was in sight. The tall grass had me walking over the edge of a cliff, and I ended up getting quite crippled from a nasty fall. As bad luck usually comes with an extra dose of bad luck, I was jumped by a mountain lion while recuperating. How I survived this encounter is beyond me, but the lion went down (a feat I have yet to repeat). To my luck I hadn’t sustained any medium wounds, so time would now be the healer.
After such a close-to-death experience people have a tendency to get cocky, and sadly I too was victim of this false sense of immortality. I simply got careless which in WO very quickly can be your downfall, and indeed did I fall…yet again. Word of advice to WO newbies: No. Taking that shortcut down a steep cliffside probably isn’t a good idea. I ended yet again in the grass, slowed down by a legwound, and ofcourse another sneaky feline predator took advantage of my obvious disadvantages. Short story even shorter: A nearby spider joined the action and I died at what I later found out to be about 50 meters from a settlement with guards.
The settlement meant that I was on the right track, and after a horrible coprserun, (running around trying to find your own corpse and dropped items) I finally reached the westcoast.
Following the coast north I ended up finding my needle in the haystack: Sres’ and Yetians few dirttiles.”
I have now been living with Sres and Yetian for a few days. Markbrad and Gotchi have joined us and we are slowly getting a plan done. A plan involving lots of building and crafting to ensure our survival in this slightly more dangerous part of the world. It does feel safer though to be with friends instead of having to watch you own back all the time. The gathering of resources is a lot faster now, and even raising our first shed was fairly quick as we could divide the worktasks between us.
I’m sure my troubles aren’t over yet, but I’m looking forward to see what Wurm Online has to offer when playing in a group. From now on I won’t be writing journals on a day to day basis, but I plan to do some broader updates on our current situation.
To be continued…
PS. I never got to take any screenshots of my encounters with spiders and lions. I was way too busy either running, fighting or crying (mostly crying). Instead I will treat you to a screenie of this deceased scorpion I came by during my travels!
As promised in my recent post, here is a small journal of my travels so far in the land of Wurm Online. As I don’t like stripping my games down to the math behind, my approach was to just jump in and seek info on the wiki when I needed it.
Journal entry 1:
“While the game might look awful at first, it helps the immersion knowing that everywhere around you there are other players trying to carve themselves a small piece of the world. The game feels so much more habitated than any other game I’ve tried.
It takes quite a while getting a grasp of how things work, but after that (and after your skills has raised a bit) it feels a lot more rewarding than when just starting out.
I’m struggeling with getting metal and mining, and I can’t find many creatures to hunt who won’t kill me in 5 seconds. This means that I have to forage for nuts and berries when getting low on food. Once in a while I do kill a deer and get some nice meat, but this is definately one of the things I’m not too great at. Luckily I have quite a few layers of fat to burn, when my stomach reaches empty.
This is a screenie of my small 1×1 shed I have JUST built. Damn it feels good! And it took quite a while, especially as I’ve chosen to leave the starter area and find myself a spot to live. This makes ressources hard to come by, though! But now I can drop my stuff inside my shed, and this way people can’t loot it. If someone breaks in it will be flagged as “stealing”, but I have no idea what that means gameplay-wise.
To make my little shed I’ve been levelling the ground with my shovel and flattening it. Then I’ve been mining iron to make some nails for the shed. After that I’ve been cutting down surrounding trees to make me some planks (a LOT is needed *phew*). And at last I could start building the walls. I finished it all by making a lock to put on the door, so now I’m finally safe……SOMEWHAT safe as I’ve seen a few giant spiders running around my area
Next step is to cultivate the ground around my shed and set up a wooden fence to keep other players AND scary demon-spider-goblin-lions out. After that I need to forage for seeds and then grow some stuff. Hopefully I will stumble upon some cotton, as i need it for my stick and fishhook. After that it will all be a breeze…..I hope.”
Journal entry 2:
“I read somewhere that if you want to find a nice place to setup without everybody around you owning everything, you have to pick a direction and then just walk on. The first two times I did that I walked for 20 mins and then some spider or bear killed me. Third time I went straight for some mountains and after 15 mins I found a nice place close to water, mountainside and trees. It seems like I’m very far from clay, which annoys the hell out of me. I might “leave home” soon and go on a trip to find some clay, make myself some pottery and then head back. I probably won’t make it in a day, though.
I’m not 100% sure where I am, but it must be around south of Middle Of Nowhere on this map: http://noizeviola…m_map2.png (You start out at Green Dog).
Regarding sharing and living with friends, I think at least one has to be a subscriber to set up a village and create a deed for some land, but I have no idea how all that works. If we all set up close to each other we can always share components and other stuff.
You need to set up close to water until you can get some pottery to hold water in. Fairly quickly you can carve yourself a stick and make a wooden fish hook. If you then succeed to botanize some cotton from a grass tile, you can make some string and then finish a fishing pole, which means an end to starving AFAIK. I havent found any cotton yet though.
Each crafting step has a timed component to it which is annoying but quite fair. After all it wouldn’t be fun if it took under a second to mine a wall. The time component scales according to the quality and condition of your tools, your nutrition-, water- and foodlevel, your skilllevel and your current stamina. Some actions require you to keep an eye on a lot of different craftingitems at once. Try juggling a campfire that needs to stay lit by adding wooden scraps and the heatlevel of iron lumps inside the fire while trying to craft nails from glowing iron before it turns cold again.
Right now, Im trying to build a wooden fence around my shed, but I need more iron for nails….and it’s cold outside and there are wolves after me *sniffle*”
Journal entry 3:
“I just ventured out in what I believe to be north west of my position. I tried to find some clay, and although I stumbled upon quite a few villages and lakes, I never found any clay at all :/ I did find someones unfinished clay jars, and as there was no owner I put them in my inventory. I found out that the next step in creating them was using water on them, but as I have no clay bowl, I cant handle water…sigh.
I hear theres plenty of clay near the shoreline, so I might venture south another day to get to the nearest shore. I’m a bit hesitant to do so though, because today it took me quite a while finding my shed again after going on the quest for clay. At some point I thought I was going crazy and should just give up on my small shed and start over again, but then JUST over a hill, there it was!
Damn this game takes a lot of time!”
Journal entry 4:
“I succeded in finishing the clay jars I found, but I can only use them to store food and water, as I need a bowl to be able to make soup and casseroles…I was a bit dissapointed but at least I can now carry water around with me!
Today I finally found a ball of cotton! I didnt use it for string though, as I choose to pick it for seeds instead. This way I can plant cotton and hopefully get more cotton this way. Cant wait till my crops are ready
Still Im struggeling with getting enough food atm, but I hope that my recently sowed rye will help me make some bread…I just need a scythe to harvest it, and I have no idea how to get one atm….sigh. Every time you take a step forward you realize there are two more to be taken to actually get what you want “
This has been a description of my first days in Wurm Online. Some time has past since then, and a lot has happened. I will soon follow up with another journal of how my situation in Wurm Online has changed quite a bit….oh, and I promise you some action and bloodshed too.
In the ever continuation of detachment from the virtual world, that is going on in recent (and future) MMO’s, I have found myself craving a new world to escape to. It seems that every single MMO these days have 90% of its focus set on gameplay and 10% on a players ability to interact with the world without the result being of a competitive nature. Wolfshead over at WolfsheadOnline.com, has discussed this problem over and over again, and his points has IMO become more and more valid as each new MMO releases.
The last couple of weeks I have decided to “tune out”, and like a hermit fed up with the current state of society, I have fled out into the woods to get back to “how it once was”; back to older days, or at least a world that looks like and works like older days.
I’ve searched for a place to bring back that level of escapism, that older MMOs as Everquest 1 and Vanguard has provided me in the past. Yes, I have even re-subbed to some of these old games to see if the magic was still there, and ofcourse I became the victim of glorified memories that couldn’t stand up to the changes that has happened to myself and NOT happened to these games, since I left them many years ago.
As a way to get my feet in the binary soil of a fake reality again, I have shifted my focus from socializing, exploring and fighting, to the art of crafting. Crafting has always been kind of offputting to me, as I found it dull and without any meaning in the virtual worlds I have been habitating. I’ve always felt that crafting took away precious time, where I could be interacting and adventuring with my friends, but now it seems like it might be the only way to interact with a world, that today has been reduced to a stage, a bleak lifeless background-set in a cartoon you’ve seen a billion times.
A few weeks ago I booted up Wurm Online for the first time. My first notion was to delete the game as fast as possible, but as I’ve heard some good things about it in the past, I gave it a chance. It wasn’t easy though, as WO looks like something that is older than old. But after finishing the important tutorial, I set foot out into the real world, and then I saw that the world of Wurm offers something I have been missing for a long time. Horizons, stretches of land, possibilities and magnitude.
In short Wurm Online is a sandbox MMORPG focused on survival and crafting. It’s built up almost entirely in Java, which is probably the reason for the dated graphics. The crafting system is pretty simple, but VERY deep, and this is what makes it interesting. You can manipulate the gameworld and the physical attributes of the land, and you can build almost anything from houses to ships. The game do have a simple combat-system, but this isn’t where the main focus is….at least not on a PvE server. Dangers are everywhere in the form of normal wildlife and more fantasy oriented creatures like goblins, trolls and demons, so some kind of strategy towards protection is a very good idea. And this is something I REALLY like about WO. It’s more about protecting yourself than attacking other. At least for now.
At the moment I am playing on the free PvE server “Deliverance”, and to hopefully get some guildies to try the game out with me, I have been making some posts on our guildforum about my experiences in Wurm Online. I have decided to move this small journal of mine to these pages, to see if anyone else might find this strange little game interesting. What I have written so far, will be accessible here in a new post, and I plan to make other posts in the future about WO if I should choose to subscribe and stick to the game. Mmo-symposium writers Sres and Yetian is trying out the game with me, so they will probably chip in with their own posts in the near future.
Recently I’ve tried a number of newer MMO’s and I have been decidedly disappointed in the journey. I like to play a game that allows me to adventure, where I can decide the outcome of my game.
This is something that I feel Rift by Trion World didn’t truly allow me. For those who have never played Rift, let me elaborate.
The game is linear, oh so linear, in fact until you hit around level 40 there is only one route for each race, then you have a choice of two zones and then for the last 2 or 3 levels before you reach end game you’re back into the last zone.
Well gee… I wouldn’t really call it an adventure, being led by the hand through zone after zone of quite dull quests to reach an end game that requires you to grind rifts that appear randomly doesn’t really appeal to me, I’m not saying first encounter with huge watery tentacles coming out of a funnel are not exciting, it’s just when you’ve done the majority of them they become a little dull.
So what makes a really playable game? For me the world has to be sufficiently big enough so that you can get lost in it, I’m not talking Star Wars Galaxy lost where you can wander for 10 minutes without seeing a soul, let alone something to attack, but somewhere you can adventure and it’s a novelty to see another player go past on their own little adventure.
The game world has to have multiple areas for you to adventure at your current level. I’d prefer 3 or 4 zones that look good than one zone that looks great, dungeons! What is it with outdoor zones? Some of the best zones in games I’ve played have been indoors, I’m taking you right back to the original Everquest now, but some zones that I enjoyed and where indoor, Befallen, Solusek’s Eye. Step forward to Everquest 2, you had Ruins of Varsoon and everyones favourite Stormhold.
Sometimes when you play a game you can be a few weeks in and suddenly you reach the end. It can be quite disappointing, I know I felt disappointed when I reached the end of Rift, because I knew that all I had then was to return to the zones where I missed quests and achievements, end game, grind out equipment (that is pretty disappointing) and those oh so annoying world events. Oh and crafting (easy, even I maxed out crafting…).
Rift’s levelling is far too easy, in the early part of the game you can put on 2 or 3 levels per 4 hours game play and in the later levels 40-50 you should be able to must a level in a 4 hour game session.
Everquest, Everquest 2 and Vanguard where 3 MMO’s that I played/tried that required you to adventure, quest and grind your way through the levels. Vanguard was certainly one of the games that I found tough to level, mainly because it wasn’t quite finished and when reaching the higher levels quests dried up a little, but the game was fun and interesting with multiple routes to the end level, stunning graphics for the time and it was very shiny, this made the game fun and created re-playability.
For me Star Wars The Old Republic looks to have that unique quest element that I will enjoy, the world looks a might disappointing at the moment from gameplay I have seen, I just hope it will have the adventure that I have been looking for.
Star Wars Galaxy was initially fun but they spoiled it and the dynamic quest system annoyed me as well as the ease that could meet characters like Darth Vader, which turned it into quite a dull encounter.
Like I said I have high hopes for SWTOR and with that I hope that Sony Online Entertainment take note for when they put together Everquest Next (Everquest 3), I want to return to Norrath and see what is in store for me, lets hope they don’t dumb it down like many of the MMO developers are doing these days.
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