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  • tank017tank017 Member Posts: 2,192

    Originally posted by Sovrath

    Originally posted by holdenhamlet

    Originally posted by tank017

    Originally posted by nordya

    Just read that someone spotted a level 50 on Sunrest. I can't believe the headstart is not even done, game isn't launched that there is all ready people at 50. That is simply way too fast.

     I wondered in another thread before headstart even started...

    "I wonder how many 50's there will be before headstart is over?"

     

    Im really not surprised,there are what you call 'freaks' out there.

    Yeah, I mean I've been playing at what I think is a "mere mortal" pace, about 4 hours a day, and my guy is level 15.

    I really think you'd have to play nonstop with no sleep for 3 days to get 50. 

    It's possible, but I don't think it's reflective of how easy the game is (although it is pretty easy) or anything like lack of content.  It's more reflective of how some people are crazy with new MMOs.

    I've been playing quite a bit since I was able to get on Friday night and I'm only half way through 19.

    I think one would have had to get in at the start of head start and pretty much not leave their computer.

     Yep,pretty much..

     

    I havent even gotten a character past 10 yet as I am still trying out all the different soul types.Not even sure which will even be my main..

  • fiontarfiontar Member UncommonPosts: 3,682

    There was an exploit/bug that they fixed a day or two ago that was giving people full XP every time they cleared a dungeon. Now, only the first run is full XP and the subsequent runs are reduced. There was also a bug/exploit that was giving people way too much XP for killing mobs more than 5 levels higher than them. Also fixed.

    I know higher level dungeons have timers on them, if leveling continues to be too fast grinding dungeons, they probably should stick a timer on all dungeons, even if it's just two or three hours.

    I've been doing quests, Rifts and occassional grinding. 39 hours /played and I just hit level 26. I also just finished Gloamwood, or close to it. I have only dabbled in crafting and haven't touched Warfronts or Dungeons yet.

    For players not looking for areas of the game to exploit for ultra-rapid XP gain, the leveling rate and amount of content is awesome. Gloamwood is probably one of my favorite MMO zones to quest in, ever. People who are gringing Dungeons to advance as quickly as possible are missing out on 95%+ of the game. Rest assured, for normal players, there looks like there are probably a couple hundred hours of content to make use of on the way to the cap.

    BTW, there was a level 50 on my server at the head of headstart. Don't assume that all 50s are powerlevelers, as it looks like GMs have level 50 toons.

    Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated
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  • guildie of mine on Gnarlwood (US PvE) dinged 50 last night. dude didn't use any exploits, and only did each instance once.

    he is the only level 50 on the server at this points. a few other guildies are getting close(45ish), but still have some time to put in.

    i've played for abour 10 hours a day since release, and am just shy of 35, but did some dicking around. no other guildie was hitting the warfronts hard, so i had to do it to get the shards first of any pvp soul, and archmage soul.

    i play a lot of mmorpgs and would like to add that even though the level cap is still fairly low at this point, the leveling itself is not that easy. very linier and somewhat on rails, but not easy. great game.

  • fyerwallfyerwall Member UncommonPosts: 3,240

    Originally posted by xephonics

    They hit 50 using some quest and mob experience exploits.

    Some of the exploits have been fixed, others are still there.

    I am a huge fan of the game, but the devs need to step up and fix this asap, or the economy will be ruined before the game even officially launches (due to the large money/item drops associated with some monster exploits)

    Aye, there was a couple of bugged quests that could be turned in over and over for the full XP reward (stayed completed in your quest log) so people used that exploit to gain several levels before it was caught. I just wonder if those who used the exploit will get banned or not...

    As for the leveling pace, yes it is easy to gain levels quickly if that is all you are aiming to do. Happens in all MMOs sadly. These are the people who just grind XP via quests/dungeons/mobs without even bothering to experience any of the actual content a game offers. Then they hit level cap and start to whine that there isn't anything to do because either the highend content isn't there or there just isn't enough of them to do the high level content (raids) yet.

    I remember a guildie in WoW hitting level 60 in 2 weeks after launch. All he did was pound out quests and grind mobs. He then got all pissed at the guild because everyone else was taking their time. He left shortly after to join a new guild that was all about raiding. I think they did SM a few times (when it was actually hard) and then they seemed to just vanish all together...

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • HyperwolfHyperwolf Member UncommonPosts: 120

    I've spent about 36 hours or so getting to level 23. I definitely haven't done just quest grinds though. Done a lot of exploration, achievements, artifact hunting, puzzle solving and pvp. Trion put so much into the Silverwood zone (Guardian side) and I really wanted to fully explore. Some of the quests were also some of the best i've done in any MMO. The Scotty quest line was pretty funny imo.

    You will never reach your destination if you stop and throw stones at every dog that barks
    ~ WC

  • SnarkRitterSnarkRitter Member Posts: 316

    Originally posted by WSIMike

    If the "newer way" of soloable, faster and easier progression is better... then why is it that in every such MMO to come out following that model, people are burning out and getting bored within a few months, if that, and ready to move on to something else already? Think about it... how many newer MMOs to come out, following the same model RIFT is, have gone down exactly the same path? How many times have players gone through the same exact cycle as we've seen with Rift. It's like watching the same movie over and over again, except that the characters' names are different.

    Why? Because the MMOs that follow that model is not as time sinking as the older MMORPGs, this is both a plus and a minus, the plus is that it attract more casuals into the game, the minus is that the content get burnt out much earlier(not really faster) than the older MMORPGs so the casuals are going to left earlier and only the people left are hardcores, that is until the next content update. The older MMORPGs  do not have this minus because it never attract casuals in the first place and only hardcores play them, but if we're talking number wise, it's the same. Actually the retention rate of the "older MMORPGs" are actually much lower than the "new MMORPGs", when you also account the trial to subscribing rate.

    Every single MMORPG to come out since WoW that has tried to ride its coat-tails or "one-up" it in some way, has gone through exactly the same cycle. Every single one was declared to be "the first true competition for WoW" up to and just after its launch... with a whole list of reasons why. Every single one lost its "shine" after the first month or two and started to see populations level off, or even decrease. Every single one saw many people who were vehemently defending the game and attempting to dismiss all nay-sayers either just vanish from sight, or openly declare that they too had become tired of the experience and were looking for something different.

    You know, those MMORPGs you've mentioned all had one major problem that Rift doesn't have: not ready for launch. LOTRO, another " WoW clone", didn't go through this cycle because it was ready for launch and the population was actually rising quite nicely until it become F2P.

     

    Yes, I know.. Rifts provide a dynamic element to the game and some of them can grow out of control and so creatures can overrun towns, etc. Yes, even that novelty will wear off before very long.

    Here's something new for ya: the PvE aspects of MMORPGs wear off very quickly. In the older MMORPGs the PvE wear off more slowly  not because the quality is higher, but because it takes much longer to get to them, and due to......ahem......"hardcore"(in the time sinking sense) mechanics it take much longer to do them.

    Yes, I know, there's all these different soul trees you can experiment with. Again, won't make a difference. Before long, cookie-cutter builds of "the best setups" will become the expected norm and players will, by and large, be required to follow those builds, or be told they don't know how to play. Just like it does in every other MMO, regardless of how flexible its development system is.

    Maybe for PvE but not for PvP. There's no such thing as "cookie cutter" builds that will dominate in PvP only builds that suit your playstyle that will dominate in PvP(which is even more true with Rift's character customization). And there's no esport in Rift( praise the Lord, even thought I'm an esport gamer and a hardcore anti-theist ) so you're pretty much not forced to set up your characters with "cookie cutter" builds to participate in PvP.

    BTW want to know which game that will have a major problem with cookie cutter builds so bad that you'll pretty much see only 3 "jobs" at end game? FF XIV, due to the amoury system. With Rift because there're still boundaries and limits within the class system the problem will not be that bad if Trion balance it out well... hopefully.

    Mind you... I'm not ragging on Rift here. I tried a bit of Rift in Beta and, for what it is, it's very well made. However, it is what it is - a MMORPG cut from the same basic cloth as World of Warcraft, Warhammer, Aion, LoTRO.. and so forth. I'm stating the case for virtually every WoW-style theme-park MMO to come out since Blizzard brought MMOs into the mainstream.

    See above.

    There's a reason more and more people are becoming increasingly jaded and fed up with the genre on the whole.... because developers keep pumping out what is basically the same game in a different package, with one or two gimmicks to "make it different". The novelty inevitably wears off, and players are left with what feels like a number of other MMOs they've already played.

    A very small minority that will be balanced out by new players to the genre (unless your MMORPG is Japanese heavy), console FPS games are still selling like hot cakes even thought since every AAA FPS titles have been prettyHalo repackaged with a different setting and one or two different gimmick . Far more people are becoming increasing jaded and fed up with MMORPGs that are broken and not ready for launch.

    So... my point is that while older gen MMOs certainly had their share of issues, this "newer approach to MMOs" that you seem to be applauding isn't all it's cracked up to be, either. And, no, it's not that "people are just tired of MMOs"... it's that they're tired of playing, basically, *the same MMO over and over again*.

    See above.

    The "old-fashioned" MMOs were much deeper. Go into Anarchy Online, Asheron's Call, Ultima Online, DAoC or any of those 1st and 2nd gen MMOs, really dig into them and see all what they really entail. Hell, FFXI has more depth and detail in 1/5 of its content than most post-WoW MMOs have in the entire game. Anarchy Online has more depth in its character development system alone than most post-WoW MMOs have in the entire game. So, when you make canned remarks like the "nostalgia" thing, it demonstrates to me that you've either never fully experienced one of those older-school MMOs at all, or you have and are arguing from ignorance... willful or otherwise.

    *Chuckle*

    I think I should let you in a few more detail about "the guy" you were talking to.

    "The guy" you were talking to is a huge grand strategy, management and old school RPGs games buff that have  more hours clocked in Paradox, Sports Interactive,Stardock games than Sid Meier, Konami, EA, Valve, SE,etc....games on his Steam account with a ratio of 5 :1. He's a.....not very casual gamer who play video games with an average of 9 hours ,every day of the week, for 15 years. He's denied himself chance to a luxurous life, lovers, fuck buddies and become the only black sheep of a huge and respectable family, just to devote his life to gaming, everything he does, is for gaming. He also use to play Lineage 2 , is an active EVE online subscriber, RPG Codexer and an aspiring game designer.

    Call me a loser if you want.

    Sir,  I know what true complex and deep gameplay is, I also know bad, redundant designs when I see them, almost instinctively. Because the older and outdated mechanics are so tedious and force you(or get you the urge, just to make things more bearable) to group up with people. Redundant mechanics create extra and unneccessary steps. Coupled with the clunky and un streamlined UI these things combined give people the illusion of "deep gameplay" experience. But when you look at it from game designing point of view, those mechanics have more cons than pros, cause more trouble than they're worth while do not add much(if any) to the core gameplay compared to the streamlined version.

    From your posts I figure you're the type who would bitch about the streamlining of contract system, the removal of learning skills in EVE, the removal of misses, streamlining of weapon and armour skills in Elder scrolls games.

    But guess what? The streamlninging of the things I've mentioned are actually beneficial to core gameplay and the overall enjoyabily of the games:

    In the old contracts system lowgrade scams were rampant it was quite troublesome to use the contract system, this was detrimental to the game's economy. With the streamlined contract system, lowgrade scams now appear far less often, scammers are now forced to put more effort and creativeness into their scams.

    With the learning skills in game, new characters are forced to train those skills first if they want to train the others skills faster, it become a huge unnecessary time sink and turn alot of people off the game. CCP removed the learning skills system and add 12 points to every attribute. Now new characters are able to get into the core game much faster and the game does not turn off as many people as people.

    In older Elder scrolls games, the  your chance to hit is determined by your stats, it become extremely annoying and doesn't make any sense when you swing your axe visually connected to the target's face but is still counted as misses because the Random Number God hate you. The removal of misses in Oblivion no longer make you want to bang your head against the monitor in combat and now make the core gameplay much more enjoyable.

    The streamlining of weapons skills eleminate alot of the grind and also make more sense. Why do I hit people with this sword just fine but when I switch to the other sword that is only 2 inches shorter than this sword I can't hit anyone anymore?

    Just to list a few examples.....

    Now I'm not saying that streamlining cannot be overdone(the dumbed down and homogenization of classes system in WoW is a major example, also, Oblivion) but so far the extreme vast majority of streamlining in MMORPGs are not overdone and make the core gameplay much more enjoyable while eleminated much of the hassle. You should have open mind and focus at both pros and cons of streamlined features equally instead of just the cons.

     

    To bring it back to my opening points... there's a reason why MMOs like those old "nostalgia" MMOs you so dismissively refer to maintain people for *years* - almost a decade in some cases. Meanwhile, in newer MMOs, people feel they've gotten everything there is to get out of them within a few months and are ready to move on to the next thing.

    See above.

  • xxreaper008xxreaper008 Member Posts: 181

    The leveling is fine. Theres going to be extreamist racing towards max level, and saying it took 3 days, thats good news! In WoW when cata release it took about 4 hours for someone to get 80-85. For me it took about 4 days of intense leveling. In the same time I could get what i beleive is 30-40 levels in RIFT. There competing with WoW and doing it right. It was even double the rate, people will be discouraged to continue to play unaware of what endgame will offer.

  • skeaserskeaser Member RarePosts: 4,222

    I've hit level 31 so far; I could probably be higher but I've played around with PvP warfronts, chased Rifts and explored a bit. It's honestly been pretty quick so far. I think I'm around 30 hours logged.

    Sig so that badges don't eat my posts.


  • RiftsoldierRiftsoldier Member Posts: 112

    Originally posted by nordya

    Just read that someone spotted a level 50 on Sunrest. I can't believe the headstart is not even done, game isn't launched that there is all ready people at 50. That is simply way too fast.

    There are always people that want to do a server first. College kids that take shifts playing and work together to level up thru whatever the fastest means is. Rift when played by most normal to heavy gamers will be a long and fun ride with plenty to do along the way and good PvP and endgame when they get there. My friends and I work and play Rift for several ours after work and on the weekends. And naturally you feel the drive to do more in the beginning of the game. We just got into the low 20's now and the game does slow a bit as you level.

    I am happy that the game offers power levelers something to do. It offers a huge amount of players with all sorts of schedules something fun to do. That is why it's popular.

  • SnailtrailSnailtrail Member Posts: 258

    Pretty sure you could dungeon grind up to 50 fairly fast.  I got to 30 doing this in a few days.  Still they will be nerfed on the gear grind for warfront points or whatever and rift currency, on top of faction reputation.  So they are really just 50, same place as everyone else in gear grind terms.

  • SwaneaSwanea Member UncommonPosts: 2,401

    It's too bad so many games are about being end level, and not about the journey.  RUSH RUSH RUSH!!!

  • XasapisXasapis Member RarePosts: 6,337

    Roughly 80 hours to reach max, while at the same time skipping all sorts of stuff just to reach max level. I'd say double that if you level crafting, raising reputation with various factions, do some PvP in the sidelines and so on. I don't find the amount unreasonable, for a casual gamer.

    80 hours per day divided by 2hrs per day (and that's way too much for a casual player) is still 40 days. 80 if you're doing stuff other than just grind experience.

  • kwaikwai Member UncommonPosts: 825

    Originally posted by Raizeen

    Originally posted by Leucent

    It is too fast. No game,powerleveler or not should have someone reach cap that fast. Always a race to end game for what, to be cool. What happened to the games where people actually needed each other, and had to group. Such a shame that WOW was ever invented, and every game decided to follow it s easy ways.

    On star wars galaxies you could pretty much max out your skillpoints in a day or two so there goes that. Thx for your fail tho.

     

    except swg was a sandbox mmo, so capping out your skillpoints, so what ? , you could be whatever you wanted to be in the game, doctor one day , fine , rifleman/combat medic the other day, fine, brawler a third, fuck yea, master pistoleer / bountyhunter a fourth, rock on son.

     

    swg there was no limits for your character, in rift there is.

  • kwaikwai Member UncommonPosts: 825

    Personally i dont have any clue how many hours ive put in since head start launched, but i didnt start playing before friday since my guild picked whitefall eu pvp which was a load of crap with like 10 hours of queue and what not, after comming forth and back to the computer between 7pm and 2 am i still havent made it through the 4-6000 queue that was on the server that night and on this day still whitefall has queue's in the thousands.

     

    so we moved to bloodiron and the people who put in a allnighter and managed to hit 20+ are allready 40+ on the new server, yes its a group of 5 people who play constantly and they dont do anything but farm dungeons, they go from one dungeon to another dungeon with very little actual quest grinding outside dungeons, farmed iron tombs, deeptrack mines, foul cascade and so forth.

     

    me however im abit more chilled, lvl 28 atm, been up and down the mountains in freemarch / stone something something forgot the zone name, ive been finding plenty of artifacts and hidden "treasures" if you will with items in them, ive been doing plenty of pvp in warfronts, been doing plenty of dungeons , iron tombs and deeptrack mines and ive been doing alot of world questing and exploring the area basicly, and ofc since i have 3 gather professions i have been making sure to keep all of them up to speed with my level.

     

    Rift is fun in its own way and a little addicting for now, personally im more of a sandbox type of guy when it comes to games,  eve online , swg pre cu and so forth, but Rift is giving me my share of fun, maybe because im sharing it with 40-50 other guys from the Ragnarok scandinavian guild.

  • DnomsedDnomsed Member UncommonPosts: 261

    My question is this:  Why does leveling speed matter in class based games?  Other than metering out skills and class abilities in a timeframe that allows players to learn and become familiar with them, who cares how long it takes?  Most themeparks place the majority of content in endgame and also place very few limits on level capped characters going back to experience content they may have missed on the way up.  Too many games place artificial perks at level gain for carrots, for example, learning "ranks" of skills you've already purchased.  Why not just balance the game for a casual user to level cap during the free month and then they can focus on skill/gear advancement (horizontally)  for alternate playstyles (specs).

    Warhammer fanatic since '85.
    image

  • kwaikwai Member UncommonPosts: 825

    Originally posted by Dnomsed

    My question is this:  Why does leveling speed matter in class based games?  Other than metering out skills and class abilities in a timeframe that allows players to learn and become familiar with them, who cares how long it takes?  Most themeparks place the majority of content in endgame and also place very few limits on level capped characters going back to experience content they may have missed on the way up.  Too many games place artificial perks at level gain for carrots, for example, learning "ranks" of skills you've already purchased.  Why not just balance the game for a casual user to level cap during the free month and then they can focus on skill/gear advancement (horizontally)  for alternate playstyles (specs).

    Only reason it would matter is , why go through so many years of making a game, just to see it gone past your eyes in less than a week, all that "content" all that landmass, quests, being able to be skipped just like that, i mean, whats the point then ?, rift world is kinda big.

    i remember when wow came out in feb 2005, it took people 2-3 weeks atleast to hit 60 with their first character.

    now it has been boiled down to 3 days, i mean thats just pathetic, game was opened for headstart at 7pm gmt+1 thursday, im on bloodiron, not sure if it was amoung the first servers opened , but yesterday evening gmt+1 we got a server notice of the first 50 on the server.

    i mean, is this what themeparked mmo's has come to, end game lvl in 3 days ?

  • DnomsedDnomsed Member UncommonPosts: 261

    Originally posted by kwai

    Originally posted by Dnomsed

    My question is this:  Why does leveling speed matter in class based games?  Other than metering out skills and class abilities in a timeframe that allows players to learn and become familiar with them, who cares how long it takes?  Most themeparks place the majority of content in endgame and also place very few limits on level capped characters going back to experience content they may have missed on the way up.  Too many games place artificial perks at level gain for carrots, for example, learning "ranks" of skills you've already purchased.  Why not just balance the game for a casual user to level cap during the free month and then they can focus on skill/gear advancement (horizontally)  for alternate playstyles (specs).

    Only reason it would matter is , why go through so many years of making a game, just to see it gone past your eyes in less than a week, all that "content" all that landmass, quests, being able to be skipped just like that, i mean, whats the point then ?, rift world is kinda big.

    i remember when wow came out in feb 2005, it took people 2-3 weeks atleast to hit 60 with their first character.

    now it has been boiled down to 3 days, i mean thats just pathetic, game was opened for headstart at 7pm gmt+1 thursday, im on bloodiron, not sure if it was amoung the first servers opened , but yesterday evening gmt+1 we got a server notice of the first 50 on the server.

    i mean, is this what themeparked mmo's has come to, end game lvl in 3 days ?

    Ok, now hypothetically speaking, why not scalable quest rewards and interesting exploration unlocks?  Quests would still be a viable vehicle for getting the lore across to the players and scalable rewards could offer a carrot.  Its a "quest green", but its a level cap Q.G. instead of a level 2.  Zones are still explorable at level cap, throw in some neat unlocks like WAR did here and there to incentivize it and the content can still be enjoyable to those so inclined.

    Warhammer fanatic since '85.
    image

  • kwaikwai Member UncommonPosts: 825

    Originally posted by Dnomsed

    Originally posted by kwai


    Originally posted by Dnomsed

    My question is this:  Why does leveling speed matter in class based games?  Other than metering out skills and class abilities in a timeframe that allows players to learn and become familiar with them, who cares how long it takes?  Most themeparks place the majority of content in endgame and also place very few limits on level capped characters going back to experience content they may have missed on the way up.  Too many games place artificial perks at level gain for carrots, for example, learning "ranks" of skills you've already purchased.  Why not just balance the game for a casual user to level cap during the free month and then they can focus on skill/gear advancement (horizontally)  for alternate playstyles (specs).

    Only reason it would matter is , why go through so many years of making a game, just to see it gone past your eyes in less than a week, all that "content" all that landmass, quests, being able to be skipped just like that, i mean, whats the point then ?, rift world is kinda big.

    i remember when wow came out in feb 2005, it took people 2-3 weeks atleast to hit 60 with their first character.

    now it has been boiled down to 3 days, i mean thats just pathetic, game was opened for headstart at 7pm gmt+1 thursday, im on bloodiron, not sure if it was amoung the first servers opened , but yesterday evening gmt+1 we got a server notice of the first 50 on the server.

    i mean, is this what themeparked mmo's has come to, end game lvl in 3 days ?

    Ok, now hypothetically speaking, why not scalable quest rewards and interesting exploration unlocks?  Quests would still be a viable vehicle for getting the lore across to the players and scalable rewards could offer a carrot.  Its a "quest green", but its a level cap Q.G. instead of a level 2.  Zones are still explorable at level cap, throw in some neat unlocks like WAR did here and there to incentivize it and the content can still be enjoyable to those so inclined.

     

    It won't stop thoose dungeon farmers we have in my guild f.x they don't do anything but farm dungeons, very little outdoor questing and very little amount of pvp, interesting idea yea, but there either needs to be a 1 hour cooldown on dungeon's f.x or the xp needs to get nerfed in dungeons, game is over way before it began, and there is little to no challenge to the dungeons even up to around lvl 40.

  • ghaianaghaiana Member UncommonPosts: 106

    There are quite a few accounts suspended due to some exploits, besides that there will be always be some people who feel the need to burn the content as fast as they can or play in shifts to reach 50 as soon as possible. I'm level 18 and I played quite some time since thursday, also because I had a vacation, but I would never be able nor wanting to level to 50 in 50 hours. For me the leveling experience is quite ok.

  • drake_hounddrake_hound Member Posts: 773

    Honestly if somebody wants to be level 50 , so be it .

    Truth is any game out there people will rush nowadays .

    Does that mean the average joe the game is too easy ...

     

    Thats saying Raids in WoW are too easy cause hardcore cleaned it up in 6 weeks .

    So basically saying if you have no life , want to do something in game everything is possible .

    Thats what games were created for anyway .

    There will always be exception , the problem is that OP you are not part of exception .

    So why make a false conclusion about it ?

    If you need to vindicate the game is too easy , lol this game allows you to play anyway you want !!

    You can actively gimp your build to make it HARDCORE on yourself .

    Now honestly post like these are only just fueling the idiocy and envy .

    Maybe people cannot let go of there MMO , or people cannot PAY or people don´t have the TIME .

    But any game can be beaten in a week , no matter the challenges put up .

    These post only screams for a grind extension , if Rift is well made enough , then there should be endgame .

    IF rift fails to deliver a ENDGAME , then its not the tripple A mmo it suppose to be .

     

    Now as a person I have no interest in endgame , but tons of guilds moving over to Rift , means they beter have a endgame ready .

    Truth is my money is Trion having a endgame ready at this stage , They been very adaptable in a lot perspectief .

    Having endgame isn´t nowadays so hard to make , a challenge well balanced one yes .

    But endgame itself nope , its not that hardt to make .

  • The user and all related content has been deleted.
  • drake_hounddrake_hound Member Posts: 773

    ITs there game , they want to get to 50 at any means , so they will keep finding ways to get it .

    Its common among young gamers the end justify all means , including hacks cheats exploits .

    And its always the company fault , if they allow it .

    Its the new age mentality of gamers , they don´t want to really game anymore .

    They just want to vindicate themself at any means possible .

  • SomeOldBlokeSomeOldBloke Member UncommonPosts: 2,167

    I hit level 20 last night and as I am a slow leveler I think the gane does let you level too quick. But at least it's enjoyable leveling unlike STO that leveled quick and was a tediuos boring grind of sameness.

  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690

    Around level 20 so far. There is no rush and never will be for me when playing online games.

    30
  • Ramonski7Ramonski7 Member UncommonPosts: 2,662

    Originally posted by nordya

    Just read that someone spotted a level 50 on Sunrest. I can't believe the headstart is not even done, game isn't launched that there is all ready people at 50. That is simply way too fast.

    It doesn't bother me that someone has gotten to 50 yet, what alarms me is they can do it while only leveling in the zone right after the starting area and never lose stride...talk about shallow content.

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    "Small minds talk about people, average minds talk about events, great minds talk about ideas."

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