So far I find Rift an ok game, more fun than I imagined before actually playing it, but there is one thing that puzzles me
Why did TAbula Rasa fail as it was also a "solid game" with everything more/less working even as it was released, and Tabula Rasa had more/less the same idea with Rifts attacking bases etc.
To be honest Tabula RAsa had a better suited combat system for this sort of gameplay, the classic hotbar MMO combat doesnt lend it self well when hordes of enemies flood the wardstones etc..
It's odd, really !!
/junker
TR was fun for awhile but was kinda monotinous. I think what killed it was no staying power. The game just didn't seem to evolve and there wasn't any new content.
Tabula Rasa was a fun game for what it did, i sure miss collecting logos and defend the bases from attacks (and take them back) aswell as the dynamic battlefields.
The biggest reason i quited it fast, was do to the lack of pvp, and i never considered duels as pvp, and never will!
So far I find Rift an ok game, more fun than I imagined before actually playing it, but there is one thing that puzzles me
Why did TAbula Rasa fail as it was also a "solid game" with everything more/less working even as it was released, and Tabula Rasa had more/less the same idea with Rifts attacking bases etc.
To be honest Tabula RAsa had a better suited combat system for this sort of gameplay, the classic hotbar MMO combat doesnt lend it self well when hordes of enemies flood the wardstones etc..
It's odd, really !!
/junker
TR failed for several reasons. One, it was rushed out before it was ready(NCsoft appears to have lost patience), which meant that many major issues didn't get addressed in a timely fashion. Next, it wasn't focused. Due to the almost complete remake, many of the design concepts didn't work well together. Another factor was a almost total lack of end game content. I had a level 50 sniper and spy, and while I very much enjoyed aspects of the game(the base defense against the Bane, or taking bases back), there was damn little at level cap to do. Its too bad, as it could have been a great game with more attention to detail, and more time to attract a dedicated player base.
From what I've seen from the Rift beta, its going to be a LOT of fun.
Tabula Rasa failed for a number of reasons... And one of them was that there were lots of issues that never got addressed. It was like there was no one there to really fix the bugs. Then it seemed that they wanted to force you to group, even when there wasn't much of a player population to group up with... And the fact that they failed to deliver "End Game" content they promised. All combined to cause people to loose interest.
I also tend to think that having NCSoft as the publisher hurt its chances. Those people will keep one of their Korean games, like Lineage II going. Regardless of if its making money or not. Just to have a "presence" in the NA market. But they clearly didn't want to devote the resources to keep TR alive.
I guess my final comment would be that I almost never go back to a game once I've quit playing. So if the Developers and Publishers want my subscription (and I don't do F2P!). Then they better watch who they listen to... All too many times I've seen them cave in to the QQing of players on their forums. When that group only represents a minority of the game's players. So if the steps they take are too drastic then the "quiet Majority" (of players) leaves the game. End of story...
Comments
TR was fun for awhile but was kinda monotinous. I think what killed it was no staying power. The game just didn't seem to evolve and there wasn't any new content.
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Ethion
Tabula Rasa was a fun game for what it did, i sure miss collecting logos and defend the bases from attacks (and take them back) aswell as the dynamic battlefields.
The biggest reason i quited it fast, was do to the lack of pvp, and i never considered duels as pvp, and never will!
TR failed for several reasons. One, it was rushed out before it was ready(NCsoft appears to have lost patience), which meant that many major issues didn't get addressed in a timely fashion. Next, it wasn't focused. Due to the almost complete remake, many of the design concepts didn't work well together. Another factor was a almost total lack of end game content. I had a level 50 sniper and spy, and while I very much enjoyed aspects of the game(the base defense against the Bane, or taking bases back), there was damn little at level cap to do. Its too bad, as it could have been a great game with more attention to detail, and more time to attract a dedicated player base.
From what I've seen from the Rift beta, its going to be a LOT of fun.
Tabula Rasa failed for a number of reasons... And one of them was that there were lots of issues that never got addressed. It was like there was no one there to really fix the bugs. Then it seemed that they wanted to force you to group, even when there wasn't much of a player population to group up with... And the fact that they failed to deliver "End Game" content they promised. All combined to cause people to loose interest.
I also tend to think that having NCSoft as the publisher hurt its chances. Those people will keep one of their Korean games, like Lineage II going. Regardless of if its making money or not. Just to have a "presence" in the NA market. But they clearly didn't want to devote the resources to keep TR alive.
I guess my final comment would be that I almost never go back to a game once I've quit playing. So if the Developers and Publishers want my subscription (and I don't do F2P!). Then they better watch who they listen to... All too many times I've seen them cave in to the QQing of players on their forums. When that group only represents a minority of the game's players. So if the steps they take are too drastic then the "quiet Majority" (of players) leaves the game. End of story...