Well like so many bad developers ,you shouldn't be getting experience towards skills or levels from doing quests,it doesn't make any sense at all.Now if a quest had you specifically targeting a specific skill and involved ideals around those skills then yes but simple errand quests should not be leveling anything up unless you have some separate questing experience scale.
You might first learn OF a skill via some trainer/quest but then you need to actually use those skills to begin to get better at them.
I find it absolutely retarded that games have you run errands then magically just because you ran some errands for a npc you are fully experienced with an Axe or Sword or casting specific magic spells.
Devs are too busy making LAZY game designs,all they want is the basic ideals of world/mobs/xp and maybe some crafting,they don't put any thought into those ideals.
Never forget 3 mile Island and never trust a government official or company spokesman.
This game is pure awful. Everything from the graphics, combat, skill progression, and economy. I would strongly advise a free trial instead of purchase.
I am really enjoying the game. That being said, if you are lazy, into hand-holding, and WoW was your first MMO, you will not like this game. It is not for everyone.
I played the trial this week. What a complete mess. The crafting system has potential but it’s such a clunky botched job in every other department. I deleted it and bought Project Gorgon instead.
Sounds like some interesting ideas, but it doesn't seem casual friendly at all. From what I've heard, it sounds like just paying taxes on a house would require hours of game play. I wonder how many people today can put in the time an old school MMO like this seems to require?
I would also expect that it won't be long before players start exploiting the skill based leveling system. Just like in the old days, there will be players who spend their first three hours in-game just hitting practice dummies to get their combat skills up. It won't be long before any kind of PvP is impractical if you haven't done the same.
This is only partly possible. In order to advance skills you need
to have experience in your experience pool. There are two experience
pools: adventuring and crafting. In order to get experience you have
to do quests and actively kill mobs/gather resources. Without
experience in your pool to convert into skill points, you can whack a
practice dummy for hours and gain zero skill progression.
In terms of my own personal impressions.
=============================
I
have spent a solid 30 hours in the game so far. It gives you a nice old-school feeling, but we all know this is not enough for a MMO to survive. This could be a solid fundaments, but the developers have to add something new which add to the formula and the gameplay longevity. Mindlessly killing mobs for experience, gathering for sake of crafting is not enough today. What will make players to come back to your game? Community and sandbox feel are not enough.
I for one don't mind the
graphics (there is a distinct style to them) or even the lacking
sound department (some music tracks and ambience is not bad).
Whilst the
exploration, combat, skill progression and crafting look quite solid,
I have concerns about what actually drive people to combat back to
the game. Clearly it is not the visuals (not a problem for me) or
quests. Despite the initial promises I find the story in the game
written like a cheesy 1980-ties fantasy novel. There is not much of
it anyway.
If the game is supposed to be Ultima Online's
ancestor than I fail to see how the present game mechanics will allow
for re-playability. Most players are not interested in pvp, group
conflict doesn't seem to be the driving force behind the need for
crafting. I have not seen any evidence of a territory wars which
would come with rewards worth fighting for. On other side the pve
content whilst fun (I actually enjoy the combat), doesn't seem to
scale well for groups with few exceptions of boss fights (dragons,
trolls?) which some really advanced players can in fact solo anyway.
The game had a nice promise, but with the present low
player base and lack of interesting content, game mechanics it will
not make any waves and will be easily forgettable.
Comments
You might first learn OF a skill via some trainer/quest but then you need to actually use those skills to begin to get better at them.
I find it absolutely retarded that games have you run errands then magically just because you ran some errands for a npc you are fully experienced with an Axe or Sword or casting specific magic spells.
Devs are too busy making LAZY game designs,all they want is the basic ideals of world/mobs/xp and maybe some crafting,they don't put any thought into those ideals.
Never forget 3 mile Island and never trust a government official or company spokesman.
This is only partly possible. In order to advance skills you need to have experience in your experience pool. There are two experience pools: adventuring and crafting. In order to get experience you have to do quests and actively kill mobs/gather resources. Without experience in your pool to convert into skill points, you can whack a practice dummy for hours and gain zero skill progression.
In terms of my own personal impressions.
=============================
I have spent a solid 30 hours in the game so far. It gives you a nice old-school feeling, but we all know this is not enough for a MMO to survive. This could be a solid fundaments, but the developers have to add something new which add to the formula and the gameplay longevity. Mindlessly killing mobs for experience, gathering for sake of crafting is not enough today. What will make players to come back to your game? Community and sandbox feel are not enough.
I for one don't mind the graphics (there is a distinct style to them) or even the lacking sound department (some music tracks and ambience is not bad).Whilst the exploration, combat, skill progression and crafting look quite solid, I have concerns about what actually drive people to combat back to the game. Clearly it is not the visuals (not a problem for me) or quests. Despite the initial promises I find the story in the game written like a cheesy 1980-ties fantasy novel. There is not much of it anyway.
If the game is supposed to be Ultima Online's ancestor than I fail to see how the present game mechanics will allow for re-playability. Most players are not interested in pvp, group conflict doesn't seem to be the driving force behind the need for crafting. I have not seen any evidence of a territory wars which would come with rewards worth fighting for. On other side the pve content whilst fun (I actually enjoy the combat), doesn't seem to scale well for groups with few exceptions of boss fights (dragons, trolls?) which some really advanced players can in fact solo anyway.
The game had a nice promise, but with the present low player base and lack of interesting content, game mechanics it will not make any waves and will be easily forgettable.