Hello all, I've read all the info I could find about this game but still have some lingering questions for those who have been playing.
1) How is the music in the game? It's a big part of MMO's and games in general for me, so I'd like to get opinions on the quality of it. Is it orchestral or electronic, is it dynamic (ie does the music change based on what you do, where you are, etc.), is it linear or layered (some games like AO have music that is composed of numerous layers that play on top of each other depending on where you are/what you're doing making it somewhat non repetative)?
2) How is the immersion of the gameworld? With a game I am likely to play a lot, it's important to be in love with the look and feel of the game and for it to convince me that I'm actually in the world rather than just an avatar on a plane moving around with a mouse and keyboard. Games like FFXI really immersed me and is one of the reasons I played it so long, while I didn't really feel in tune with the world in a game like WoW (it had some great art, but the scaling and non serious nature of the game felt more like a playground than an actual world I'm living in).
3) I know it's been addressed, but can I get more info on how much players will need to rely on each other? Have there been any challenges that people faced that could not be done solo? I know people say grouping is good to level faster, etc...but I'd like to know if it goes beyond that thus far.
4) How many classes other than the basic 5 have been discovered? I've heard you can trade party members to others...how integral to the gameplay is this? Does it happen often? Has it really transformed the economy into a character based one rather than item based?
5) How is the variety with armor and weapons? How often do you find yourself upgrading?
6) Is there any communication between the playerbase and devs? I know with other foreign games, this has been a bit of a problem as there's a reliance on the game's native audience to do all the guiding and feedback for gameplay.
7) Is there any XP penalty for grouping one of your higher level characters with a much lower level one? Or do you always gain the same amount of xp per mob no matter who you're grouped with and what level you are?
8) I've heard that the game is quite linear in where you're able to go for your level. This is probably the main concern I have for the game. Does it open up later on or are you always going to find yourself going to the same dungeons and areas for x level?
9) Is there a size cap on guilds? Any info on territory control? Can you own/build actual structures within the gameworld?
edit:
10) How big is the gameworld so far?
I know I had more questions, but I can't remember them right now...will post if I do. Thanks in advance for any answers
Comments
2) great immersion as far as the world itself goes, although there are a lot of generic NPCs with great names like "Man" or "Weapon Seller".
3) Havnt had to join a group for anything yet (at 42 right now), but it will defiantly be needed for GvG PVP
4)There are the basic 5 mentioned classes, but on top of that you can recruit NPC which become your own chars, and they are somewhat like extra classes.
5)The variety is pretty bad, I upgrade every 4 levels to the same item basicly except it has extra attack or deffence.
6) no idea
7)not sure, but I know that the low lvls still get some exp at least
8) yes, it's fairly linear, 1-2 areas which are ideal for each level range.
9) the cap for lvl 1 guilds is 51 members(families, not actualy chars), not sure if it goes up as guilds level or if there's a way to expand the limit. Not much has been said about territory control when it comes to either of the english versions. I dont think you can build anything.
10) in this version, there are 4 cities, 4 or 5 dungeons, ~30 outdoor zones with mobs.
2) The gameworld isn't bad. Stays true to the classical feel of the game and doesn't have any strange things that make you wonder what they are and why they're here. Detail is really good though, check out my first screenshot and the other examples in the screenshot thread. As mentioned above though, there are too many "Man", "Woman", "Boy", and "Girl"s in the towns. Another thing that bothers me that involves immersion is player names. Like most asian MMOs theres basically no rules on naming your character. So you'll run into people like "--~~-~=-_~BABYangel~_-=~-~~-" or other ridiculous attempts at a name that seem to include anything but letters and no one in their right mind would put on a birth certificate.
3) I haven't seen anything (I'm low 30s atm) that actually requires a group or party as its called. I have been in a party once with another family, doesn't even open up a new party window or anything. All that changes is that you see an icon above the other players' heads that show what class they are and a health bar underneath the character. If you want to manually heal one of them you have to physically click on the moving character. There are however big faction (guild) battles that can take place between lots of parties or just single party on party PvP.
4) There are 5 starting classes you can choose from, but upon helping people out with quests you can receive character cards which let you create that NPC in your barracks. Most of them have special skill sets and stances that normal player classes or most other NPCs can't learn. Haven't seen or heard anything whatsoever about trading characters between families.
5) This part of the game is lacking. There are new sets of gear every 4 levels that every single player will be wearing. Sometimes special versions of these pieces of armor drop in the field and will have an effect like ATK+20%, HP+10%, 5% chance to do something. But basically, every single fighter from 1-16 or so looks exactly the same, 16-32ish looks exactly the same. I forget what levels new armor looks different, but for large chunks of time everyone of the same class looks exactly the same. Only exception may be Elementalists who rotate between a couple different colors every 4 levels. This is quite a let down because the outfits look great and appropriate to the overall theme.
6) I haven't spent a lot of time reading through the official beta boards, but haven't seen or heard from a dev or GM in-game. As the game is already out over in the Korea area, I doubt much we say is going to change anything about the game besides some translation issues.
7) There is a system similar to the consider system in most games, where a mob closer to your level, within 4 levels or so, has a specific color name and nets you 100% of the mob's experience, while it being lower than that has a different colored name and gets you less. Pretty sure everyone gets the same amount in a group, I use my higher level scout (healer) to level up my other 2 lower levels and they move up pretty quick.
8) Yeah it's pretty linear. Only time you have a choice is when you're near the highest level mob's level for the area and you want to decide to keep killing those or try the next area thats a few levels above you.
9) No clue about any of that yet, haven't joined any factions.
10) It's nowhere near the size of some games, but the question about how linear the gameworld is pretty much explains why. Some areas are much bigger than others, but the number given above as to the zones sounds about right.
Granado Espada is a great breath of fresh air for MMOs, but there could have been so much more done to make it a major hit.
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Well I've read they're going to impliment more visual customization for the US release as we tend to be more adamant about that aspect than asian gamers, so maybe that hasn't been implimented yet.
source: http://rpgvault.ign.com/articles/759/759212p1.html
"Each character class is going to have many costumes and outfits available for selection."
I'm surprised that you haven't heard about trading characters at all within the game as from the article I read, it seemed like an important game feature.
source: http://flaregamer.com/b2article.php?p=102&more=1
"Where players have goals of expanding their items and equipment collections in previous MMORPGs, GE focuses on collecting characters. Since characters can be traded like items between players, GE hopes to overcome problems of stolen account details or RMT (Real Money Trading) which are problems currently plaguing the MMORPG market. There is no one solution to those problems, however GE is trying to stop them where they start, through creating gameplay which focuses on what is enjoyable for a player and by limiting what is gained into things which can only be useful through actively playing the game."
sounds like they might be talking about trading NPC cards (which allow you to create chars).