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MU Legend has had a long development path. Originally the game was called MU 2, and its development started way back in 2009. Based on Unreal Engine 3, MU Legend aims to bring one of the most popular global Action MMOs into the current generation of gaming. But can Webzen, who’s had a bit of a rough road replicating the success of MU Online, make lightning strike twice?
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거북이는 목을 내밀 때 안 움직입니다
"And as my review of Devilian will tell you I greatly enjoyed my first several hours with that game… it’s when time wore on that I grew disenfranchised and found the game lacking in lasting appeal."
From my experience, your second quote is the answer to the first. The number one reason I have found - again and again - that an eastern RPG gets set aside is because once the shine wears off, the game turns into one massive grind. And I don't mean the kind of grind that many (if not most) RPGs have. But more like the "Stay in one zone and do the same thing for days on end" kind of grind so that you can meet Arbitrary-Barrier-X's requirement to proceed.
Lineage II (to reference an example you brought up) was my first wake-up call. Absolutely loved everything about that game and then suddenly - BAM! "The grind-wall hits YOU for 51,234,785,675,234 points of damage ..."
I play many games that have a grind. But it is how that grind is disguised or mitigated that gives it lasting appeal.
There weren't many barriers in Ragnarok Online until years later. The only reason people would stay in a zone for so long was because of loot, which was handled best I feel because it wasn't about gearing up so much as finding cards and slotting them into things or selling them. crafting elemental weapons so that even that level 7 elemental sword could be more powerful than something a bit higher and +'d out but had no elemental affinity.
I've played, basically, all ARPG around and I had a surprisingly positive experience with this one.
You start the game, charc creation (bleh) arrive at town (bleh nothing new) and then you to combat and theres where this game shines. Feels good. Theres a ton of content to explore, both on pve dungeons and events style and pvp arenas guilds and more events.
The only downside was when I arrived around 20's and got my mount. The mount animation is so bad ahahahah I mean, the mount floats or slides instead of actually feeling that its touching the ground , it seems that your playing another game when you mount. Yes it's that bad LOL.
Overall, It's a fun game that you can enjoy without bringing anything new to the ARPG world it can definitely make a ARPG player enjoy it. I'm lv24 now and my PoE maps farm has stopped due to this game. Cheers
Beta tester maniac
Low level questing usually always has that early appeal and gives the player an illusion of "loads of content". And just like Devilian, MU Legend feeds stuff that your character needs fairly easily early on with questing gear. But once you have leveled up to the midway point of the games maximum level, that new shiny feeling begins fading. And if you manage to get to end game, these Korean MMOs have that familiar asian grind where what you thought was a lot of content, is not (as you are grinding that content for the materials that improve your gear or some ancillary stats for days, weeks, or even months on end)
I got to mid level 20s on blader, war mage, and whisperer classes before the server latency made things unplayable on the first day. Graphics are much nicer and cleaner than Devilian but the combat in MU feels like crap when it comes to non-melee classes. Yeah, I know people complained about the clunky combat in Devilian because of animation lock but that issue turned out to be a blessing at end game because you can move your character around at will. Strict ARPG style controls is perfect when dungeon boss mechanics are designed where you don't have to be actively moving.
Just like a typical Korean MMO, lot of consumables and currencies (and we don't know which ones will end up directly or indirectly as a cash shop thing like an RNG lock box); teh impression I am getting is there will be a lot of pay 2 convenience. The game just feels rather generic at this point. I will be surprised if this has any lasting appeal beyond the ones who get hardcore into end game because it hasn't felt any special. The only good thing for myself is it being another alternative thing to play in this niche genre of top-down view games.
We shall see how it goes and what you have to buy. The Dungeon bosses are just massive and mean. The rifts are fun but right now getting groups is a pain. Hopefully it will get better but I doubt it.
u can enhance the skills with gems (more dmg , less cds , less cost , buff duration or w/E)
u have 2 gamestyles based on your weapon (or mixing skills mostly ) , some charged skills , the movement is fluid , not as perfect as D3 but almost there...
classes , tank (1h shield or 2h mace) , berserker (2h sword or dual blade) , archer with bow or dual xbow , mage staff or sword , and a new class that is not playable atm but looks like "enchanter" mental , mind controller , kind of class ....
really positive after playing for a while , how long the honeymoon will last? , and how P2w the game becomes after release? are questions that have no answer atm , but the game is fun no doubt! will play on release for sure
Asian fodder game, been there and done that. No thanks!
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Slightly better graphics.
Thankfully less lolli character style.
Better lore that stays in a fantasy setting.
Not as good on the combat side, boring skills selection and less "talent" build freedom.
This close to the Devillian launch which I loved for a week or two and never touched again, I really can't work up any excitement for this MU thing. It just too generic and shows no promise of any depth. Devillian all over, but with less interesting combat.
Maybe when the game is done we will see more potential and depth ?.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
And they need to address the client side hacking that is already going on (GameGuard is a joke); speed hacks for one (you can find some characters teleporting around killing mobs; you can tell because they blink in and out from one location to the next). And this game seems to have a lot of stuff client side as when they were having the server issues on the first day, attacks and skills registered but just no mob spawns (normally when everything is handled server side, only the animation happens).
I dunno. They might be able to attract that part of the D3 player base that only have ever played D3 and not these Korean MMO's where all they see is the top-down view and equate it to being a Diablo clone when most everything about these kind of games favors the MMO side especially at end game. And some of the things the typical D3 player complains about; well they wouldn't last too long at end game in these Korean MMO's.