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The good people over at Vanguard: Saga of Heroes have released a pile of new information on the races in their game. The screenshots, which you will find at the end of each section, appear in the order in which the races are listed.
*Edit: These are only races playable on the continent of Thestra, and are only a sampling of the 19 races that a re planned for the game's launch:
Vulmane They live in the primitive and tribal village of Dahknarg, where they are lead by a clan chief. At the moment, they are entered in a tentative alliance with the other races of Thestra though at times tensions, especially with the elves, still run high. However, despite their beastly appearance and tribal ways the vulmane are a noble race. Honor, respect, strength and loyalty are valued in vulmane society. They are master woodsmen, fearsome warriors and once you have earned their trust and respect valuable allies. The vulmane have been known to be Warriors, Dread Knights, Rogues, Shamans and Druids. Varanjar The validity of that claim has yet to be established and while physically, they may most closely resemble the humans it is the lesser giants, with whom they share a home in the mountain village of Halgarad, that they have found a common interest. They are hard working, sturdy and brave. They live their lives close to the land and live in a predominantly tribal society. The Varanjar have been known to be Warriors, Rogues, Shamans Lesser Giant Thestran Human After the invading armies of undead razed their home city of Targonor, the humans moved north and rebuilt, founding the giant fortress city of New Targonor. This bastion of human achievement protects not only the humans but all the races of Thestra. While New Targonor is the pinnacle of human civilization, most are still born in small outlaying farming villages such as Tursh. A Thestran humans interests vary greatly and due to their versatile nature they often pursue a wider variety of professions than most other races. Thestran humans have been known to be Warriors, Paladins, Dread Knights, Rangers, Rogues, Bards, Clerics, Blood Mages, Sorcerers, Druids and Necromancers. High Elf A typical high elf is of a slender build, they are pale and slightly taller than humans. They prefer to keep to themselves but realize that alone, they cannot hope to defeat the invading armies of undead and thus have made an effort to ally themselves with the rest of the Thestran races, putting aside even their legendary hatred of the wolf-like vulmane. They make their home in the forest city of Leth Nurae. Without walls, it would seem a susceptible target to attacks but few have had the courage to try. High elves have been known to be Paladins, Dread Knights, Rangers, Rogues, Bards, Clerics, Blood Mages, Sorcerers, Druids and Necromancers. Halfling Generally a peaceful race halflings will rarely start any sort of conflict, though when forced they will defend themselves with a surprising ferocity and resourcefulness. Their lifestyle lends itself well to agriculture and most who live in the halfling village of Rindol Field are indeed farmers. While the majority of halflings choose to stay close to their homes, it is not uncommon to see them in adventuring parties across Thestra. Halflings have been known to be Warriors, Rangers, Rogues, Bards, Clerics and Druids. Dwarf Their home, much like themselves is sturdy and built to last. The sounds of dwarves busily forging armor and weapons with a skill and discipline that is unrivaled on Thestra can constantly be heard echoing through the grand halls of their city. While often viewed as grumpy and dour by other races the dwarves actually have a very good sense of humor and once befriended, an unwavering sense of loyalty. They are much stronger than their size would imply and tend to lean towards more physical professions. Dwarves have been known to be Warriors, Paladins, Dread Knights, Rogues, Clerics and Sorcerers. |
Cheers,
Jon Wood
Managing Editor
MMORPG.com
Comments
If only there was a non-raiding server. (or a way to earn everything without raiding)
But raiding ruins everything for a player like me, and for quite many players I am pretty sure.
Oh well, I will just have to wait for better endgame designs, such as HJ, Stargate and BioWare will most certainly bring forth.
- "If I understand you well, you are telling me until next time. " - Ren
All I hear is a carebear whining... Your post had nothing to do with the topic. Why dont you go play toon town online, no PVP in that game. Have fun.
-ps Neither did mine.
Bonez
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Guess that gives us a small outlook on the races/classes.
7 Races and 11 classes
Races: Vulmane, Varanjark, Lesser Giant, Thestran Human, High Elf, Halfling, and Dwarf
Classes: Warriors, Dread Knights, Rogues, Shamans, Druids, Bards, Sorcerers, Blood Mages, Clerics, Necromancers, and Paladins
Very nice. Now lets hope that we can have multiple characters on one account; ie 4 characters per account, so we can have diversity. Wow and already I'd say I'll take a Vulmane Druid and probably a Thestran Human Necromancer; dont know what else.
Very different from what we've normally seen especially from EverQuest, and yes I know that they are two separate games.
I noticed however that there are no classes listed for the race: Lesser Giant
PS: Pics 2 and 3 almost look alike. Varanjark and Lesser Giant almost looks similiar; you can definitely tell the difference from a Thestran Human and the first two however......odd
PPS And thanks for the update; gives us a small piece of pie before we take the big one (or whatever LOL)
I want to comment on the graphic seen in the screenshots
Awsome! Check out the armors ... looking forward to the game !
"Before this battle is over all the world will know that few...stood against many." - King Leonidas
/agree
I look forward to a MMOG we both can enjoy again that doesn't enforce a linear playstyle such as raiding by treating soloers and smaller group oriented players as second class citizens by restricting them from raid drops with artificial no trade, bind on pickup tags.
"We feel gold selling and websites that promote it damage games like Vanguard and will do everything possible to combat it."
Brad McQuaid
Chairman & CEO, Sigil Games Online, Inc.
Executive Producer, Vanguard: Saga of Heroes
www.vanguardsoh
Just because there will be raiding doesn't mean that you are forced to raid in endgame. From my point of view they want to give us some nice diversity, raiding, and regulary dungeons. Also, Vanguard doesn't feature any instanced zones so raiding here would be different from WoW. Also, just ebcause vanguard features raiding doesn't mean its a raiding game, hell do u even know how the raiding will be? Maybe its just a few bosses here and there? Now thats fun imho.
Im looking forward to the game.
Now to be more on-topic:
Armors look great, so does the races. Nice piece of information. I also hope we will be able to have several chars per account/server. I wanna play a Shaman,Necromancer and a Cleric or paladin.
/Whesky
SWG, Eve, Planetside 2, EQN, Star Citizen
I think i have found my combination already
Character models look quite familar and so does the race and class background - they seem to be based on solid foundations.
I am not too sure about Barbarians and Humans to be honest - they seem too closely linked yet again and appear to look similar as well. For my taste too many humanoid races and not enough none-human but oh well
As for the other comment regarding raiding: i have to agree, that was a pure whining post completely off topic.
There is plenty of that in other threads already, please keep the discussions there.
a vanguard topic isn't a vanguard topic without ano trolling it with his non-raiding server argument, nice derail Anofalye!
hey i have an idea! from now on lets just make all topics about vanguard raiding topics! that way Anofalye don't have to waste his time derailing all the other topics.
Next, you are not treated as a second class citizen if you like small groups and soloing as stated by another person. In fact, this game is centered around small core groups.
Little research next time guys. Makes it all easier when people don't have to point out your tremendous fallacies and can focus on truth.
Ok let's talk about crafting. Crafting in Vanguard requires dependency on others because you can't be self sufficient. Not fun and not realistic. Crafters in the real world often toil in solitude to perfect their art.
According to lengthy discussions I have had with the crafting designer on the Vanguard forums, Vanguard will have a crafting system in which a crafter class needs to be present in an adventuring group in order for some crafting materials to drop. How screwed up and unrealistic is that? In Vanguard you can't be both a crafter and adventure at the same time because skills required for fighting are not available in crafter mode. You have to choose your mode before leaving town, you can't just simply switch back and forth, and therefore you are forced to group with others to acquire crafting materials, even though you may be powerful enough as an individual fighter to take down those mobs when you are adventuring in fighter mode.
This is the most antisoloing system ever invented. It's an unrealistic design created specifically to enforce dependency and grouping/raiding. Most of us have had enough with this simpleton outlook in MMOGs.
"We feel gold selling and websites that promote it damage games like Vanguard and will do everything possible to combat it."
Brad McQuaid
Chairman & CEO, Sigil Games Online, Inc.
Executive Producer, Vanguard: Saga of Heroes
www.vanguardsoh
First of all - why on earth is it, that so many MMO players are so opinionated and most of all why do they think that they have the best ideas on how to do an MMO? Leave the development up to the developers. Yes provide opinions and suggestions, but to state things like "THIS IS JUST WRONG!" is wrong if you don't like the way a game is done, don't play it - but please don't demand that a game is tailor made to your likes and dislikes. chances are you are not in the majority.
Now to reply to the quoted text above *phew*:
I really like this bit:
"Crafting in Vaguard required dependency on others because you can't be self sufficient. Not fun and not realistic. Crafters in the real world often toil in solitude to perfect their art."
Name me ONE crafting profression in the real world that is self sufficient.
Does a Carpenter go into the woods to fell his own tree, saw it into chunks and then make furniture with it? Does he make his own glue, does he make his own hinges? How about his tools? Are those hand made?
A gold smith does not mine his own ore, nor refine it down and smelt it to bricks. He does not mine any jewels used to fasten to rings and other jewlery. He might not even cut them to size, unless he is trained in that.
No, i am afraid it is totally realistic to be dependant on others. How that dependancy plays out is a different story: i.e. you don't want to be sitting around being able to do nothing at all, just because u can't get supplies. Thats where NPCs come in, and i am sure people at Sigil have thought about that.
The next one is a gem too:
"Vanguard will have a crafting system in which a crafter class needs to
be present in an adventuring group in order for some crafting materials
to drop. How screwed up and unrealistic is that?"
Actually no - it's not unrealistic at all. Imagine you and I (you the crafter, me the bonny fighter lad in my kilt and with my wee claymore) go off and fight some monsters. Will slay ourselves a few goblins (well i do the slaying bit, and you just look scared and wish you were back at your kiln) and as i go through the pockets of the dead i come across some un-identifyable goo. It's worth nought to me and i am about to throw it away but you jump excitedly and shout "CRAFTING RESOURCE!!" See what i mean? A pure fighter would not KNOW what a crafting resource is when it drops, and that is simulated by not having any drop unless a crafter is present. It totally makes sense and is realistic.
The next bit:
"In Vanguard you can't be both a crafter and adventure at the same time
because skills required for fighting are not available in crafter
mode. You have to choose your mode before leaving town, you can't just
simply switch back and forth, and therefore you are forced to group
with others to aquire crafting materials, even though you may be
powerful enough as an individual fighter to take down those mobs when
you are adventuring in fighter mode."
Now this might need some tweaking, and i'd like to see this in action before i comment on this properly, but in principle this sounds alright to me. You are not forced to do either really. There will always be players who do both things (like myself probably) and players like me will then get some crafing resources from fights and sell them or give them to guildmates as we might not have use for it. So you should always be able to get some resources. As for choice when u leave town - it's realistic. When i leave the house i am not taking all my work gear and all my football gear with me. I either go to work or i go play football. Again, i'd need to see this in action to properly comment on it.
"This is the most antisoloing system ever invented. It's an
unrealistic design created specifically to enforce dependency and
grouping/raiding. Most of us have had enough with this simpleton
outlook in MMOGs."
I am not in the Beta, but i have read a lot of posts and documentation on the game and the general feedback i seem to see is that it's very well balanced between solo, group and raid play. I think i have counteracted your view on whats "unrealistic" above. If you disagree with me, i'd really like to see your arguments (but please do have some proper arguments and not things like "it's just unrealistic"). And i would like to see a signature list for your last sentence. Who is "most of us". Most of the comments i have read are positive towards the way things are done in Vanguard.
Now you can say "I personaly have had enough of this simpleton outlook in MMO's", but as soon as you say "Most of us" i would really like to see who "Most of you" is and how many there are of you. Because you certainly do not speak for me or quite a few other people i'd imagine.
If you truely want to see what "most" people think - start a poll.
ZeGerman1942,
All crafters in the real world can be self sufficient because they can purchase the materials they require even if they are rare, they are always available, just at a higher cost. Rare crafting materials are not available for purchase on NPCs in a MMOG, and guilds, who are usually the groups that raid, will hoarde those ingredients and powerlevel their own crafters, and thus those ingredients are not available to solo or small group oriented crafters to purchase.
This is a fact based from my experience as a master crafter in EQ1, and there is no reason to believe that gamers in Vanguard will behave differently.
Prior to the Planes of Power expansion in EQ1, a raiding addition which included crafting material drops, crafting was a self sufficient option, allowing individuals to both gather/hunt for ingredients as well as craft using them. Anyone who pursued tailoring or tinkering in old school EQ1 knows how difficult it was to master those skills and being able to do so as an individual, solo, did not decrease the challenge. It is not necessary to force dependency on crafting to make it challenging, that simply makes it tedious. Forced dependency is a simpleton outlook from lazy designers.
Per my discussion with the Vanguard crafting designer, some crafting materials will ONLY drop if a crafter is present in the group. That is of course very unrealsitic. It's not as you describe, where an unidentifiable item drops if a crafter is not present. If that were the case, crafters would see all kinds of unidentifiable objects for resell on vendors for low cost, and would be happy.
By all accounts, including Brad Mcquaid and the Sigil staff, Vanguard will be a raid centric game focused heavily on large groups and dependency. I have even seen statements from Sigil stating that if you are a soloer, Vanguard is not recommended for you. Most people do not like raiding and dependency and I will provide you with a poll on the general Pub forum.
http://mmorpg.com/discussion2.cfm/thread/96634
http://mmorpg.com/discussion2.cfm/thread/96632
"We feel gold selling and websites that promote it damage games like Vanguard and will do everything possible to combat it."
Brad McQuaid
Chairman & CEO, Sigil Games Online, Inc.
Executive Producer, Vanguard: Saga of Heroes
www.vanguardsoh
1. Please dont talk about raiding messing up the whole game... First of all, no one cares. Srsly. Second, you havent even played this game yet and already you are all crazed up about how your playing experience is ruined. Third, this is not the topic for that discussion. To to www.gamefaqs.com for that.
2. These are only 1/3 of the races in game. No races from Kojan or Quailia (sp? o.o) are there. Races like Dark Elves, Half Elves, Goblins, Orcs etc...
I dont get why the article doesnt actually SAY that... The editors are REALLY going strong with all Vanguard line up on this site.
I really dont get why MMORPG.com hates Vanguard. Does anyone else know?
"All crafters in the real world can be self sufficient because they can
purchase the materials they require even if they are rare, they are
always available, just at a higher cost. Rare crafting materials are
not available for purchase on NPCs in a MMOG, and guilds, who
are usually the groups that raid, will hoarde those ingredients and
powerlevel their own crafters, and thus those ingredients are not
available to solo or small group oriented crafters to purchase."
Yep crafters in the real world are able to purchase things - but that still means they depend on others. Demand and supply are a thing that are VERY relevant in the real world. You get hoarding and artificially generated shortages just as much as you could possibly get in the game. As i said, i am sure this is something that Sigil is looking into. A way of going around the hoarding thing is to give NPCs a lot of ingredients, but you can't give them everything for sale, or nobody would bother to hunt for items. it's a balance issue, but the idea behind it is sound and realistic.
Please do not compare EQ1 with any advanced MMO. It's a known fact that crafting in EQ1 was heavily flawed - remember spending hours upon hours in Velks to gather all that spider silk? just stupid. Look at a game like Horizon where crafting was well done using mob droped items. not as base ingredients but as ingredients to enhance crated items and/or create rare items. Prior to Planes of Power (in which crafting material drops where included) there was also no real need for crafting. All items fashioned in crafting were outdated and outclassed by mob dropped items. That is why quests such as the ring/shawl quest were introduced in velious - to ensure people pick up crafting and spend money on NPCs and get money value up again - because prior to that people only really picked up crafting when they were bored or for downtime. There was no point to it. Once they introduced mob droped items to be used in crafting, it changed though.
With regards to crafters being present in groups:
As i said, the scenario i stated (with us 2 going hunting) is SIMULATED by the fact that a crafter has to be present. The game code goes: "No crafter present, dumb warrior does not see crafting material drop" - and in the loot window you won't see anything. It's a simulation. but i could agree with you - for balancing issues "unidentified objects" could possibly dropped, that could be identified, for a fee, and re-sold to crafters - thats not a bad idea. But in general - the crafter being present - does make sense does it not ?
"Most people do not like raiding and dependency and I will provide you with a poll on the general Pub forum."
That would be cool. I'd really like to see what most people think - i am glad you saw my point in my argument as well, rather then respond with a flame
I personaly think that a balanced game in which true high end is achieved through raiding, with an alternative means through LONG and HARD quests involving at LEAST group strenght through certain part (similar to the old epic quests in EQ1) providing a different path through people. Crafting should be an overall blanket that can cover both aspects: you need crafting for quests and raids (WoW comes to mind) and raiding and questing provides for crafting.
Have you ever seen a celtic trinity knot? It's kinda like that - all 3 aspects work with each other and are connected with each other, with no visibible beginning and no visibile end
I played Horizons and loved the crafting, but with a tiny playerbase, trading of crafted items is almost non existant, and I see little point in crafting if you can't trade those items and establish a name for yourself. Crafting in Horizons is self sufficent though, which doesn't support the Vanguard philosophy, and most people agree that Horizons harvesting/crafting is one of the best examples of a good crafting system.
I am gonna have to disagree with you about early EQ1 crafting, my profession tailoring, being pointless. Enchanters loved their ice silk robes and caps with some of the highest CHA bonuses available. Cultural armor was in demand for druids. Velious armor was in demand by Shamans and Rogues. The extended quest involving crafting that resulted in 2 primo rings, was a huge boon to crafting especially tailoring, I couldn't keep those robes in stock.
Early EQ1 crafting prior to Planes of Power rocked. It was very difficult to master, because it was time consuming, the high quality ingredients were rare, and to be self sufficient you had to also be an advanced adventurer/fighter to solo some of the mobs, which was challenging because it tested an individuals limits. Forced dependency doesn't make crafting more challenging, it just alienates soloers and small group oriented players.
"We feel gold selling and websites that promote it damage games like Vanguard and will do everything possible to combat it."
Brad McQuaid
Chairman & CEO, Sigil Games Online, Inc.
Executive Producer, Vanguard: Saga of Heroes
www.vanguardsoh
I am sure there was some exceptions to items made by players prior to PoP, but they were rare. It was maybe one item in 30 (if that) - if you wanted the best gear in game, all you had to do was raid a few places or get some rare drops from named camps you could solo or group (lower Guk example hehe).
Crafting really only came into fashion when it was used for quests - such as the shawl and ring quests. then everyone picked it up or everyone wanted to buy the combines. thats what the quests were designed to do. get people to crafting.
The system itself in EQ1 was rubbish tho - pointless drag and click really. and IMO you were not 100% self reliant either - it depended on your class. if you were a class that could solo well, yep sure you could be self suficient. but in the early days, what if you were a cleric? or warrior? you could not really solo mobs that droped some of the higher grade ingredients (such black diamonds etc.) - and thats not really what i call balanced either. It did not matter how good a player you were - soloing high level mobs in fast repoping areas with a cleric for example was just not possible (one of the reasons so many people dual-boxed). Even as a shaman i had to wait till PoP to properly be able to solo (though then i was near unstoppable).
I think dependency is natural, and not forced, you don't want everyone to be able to everything on his/her own - why play an MMO in the first place then? If all i wanted to do was fight monsters alone, or craft things alone or with a small group of my friends, then i could play Diablo II or Neverwinter nights (which i do anyway) quite happily. But one massive reason to play an MMO is to interact with others and raiding, fighting in groups and crafter dependency re-inforces and enables that.
I prefer to solo when it comes to leveling up - because i don't have to rely on anyone else. but once i have done my grinding bit then i WANT to play with others. i want to raid, do groups and craft and not only be dependant on other people but also PROVIDE to other people. It's cool to me if someone comes up and says "He you are a smith eh? Can you make me some of those special metal plates so i can make my enchanted cloak of awesomeness?" - and i can provide! people NEED me and my skills, just as i NEED others and their skills. it's nice to be needed
I agree, and as a soloing adventurer, crafting was my socialization, being able to interact with others by trading and discussiing crafting and mentoring less skilled crafters. PoP destroyed all my hard work and made it worthless since the best items were now off limits to me as a soloer. Forced dependency just made me quit EQ1 and makes me avoid games like Vanguard, which I otherwise would probably enjoy.
Picking a soloing class or group oriented class in EQ1 was a choice. Group oriented classes were designed for grouping and had an advantage for being sought after for that reason. It was a trade off. Changing crafting from being an established self sufficient pursuit of soloing classes, for 3 years, into a group/raid dependent option, was a dirty trick, one that SOE has proven to apply to other games of theirs as well.
Sigil is making no secret of Vanguard's design which I applaud them for. It's a raid centric game, one that requires large group dependency in all aspects including crafting. It's important to reply to false statements regarding Vanguard's design like the ones "jmillerdls" made, so gamers who aren't following the game closely, are not deceived.
"We feel gold selling and websites that promote it damage games like Vanguard and will do everything possible to combat it."
Brad McQuaid
Chairman & CEO, Sigil Games Online, Inc.
Executive Producer, Vanguard: Saga of Heroes
www.vanguardsoh
"Picking a soloing class or group oriented class in EQ1 was a choice.
Group oriented classes were designed for grouping and had an advantage
for being sought after for that reason. It was a trade off."
Being a pure crafter might be a choice in Vanguard (i have to say might be, because after all this is speculation, with neither of us having played the game) - it might just be a hard choice to make. In the end it always comes down to choice really.
And thats what i meant earlier when i said that people should not immidiately press their opinions and their desires on an MMO and brand it as bad, because it does not meat their "choice" of criteria.
I think it's great if you can say "Well if Vanguard is gonna be like this, i am not gonna play it, because it's not for me." - and i do hope you find a game thats balanced right to your liking (i personaly had really hoped Horizon would turn out better, as it was a fantastic MMO in my opinion /sigh). I am still searching for a game i can choose to play
Hi everyone!
I'm the PR and Marketing chicka for Sigil and while I regularly read all of your discussions, I'm not big on posting - I'm a lurker. Today though, I wanted to see what you all thought of our screenshots yesterday and the discussion was filled with so much misinformation and old information that I just had to make my first post
1) These screenshots are only of the races that will be available on the continent of Thestra. Our world is called Telon, the continents are Thestra, Qalia, and the Kojani Archipelago. We will launch with a total of 19 races and 15 classes.
2) No one is forced to raid in order to enjoy Vanguard to its fullest. The game has drastically changed from the way some of you are talking about it, even just in the last year, and you'll be able to solo all the way up. We have stated many times in the past year that we will launch with about 20% solo content, 20% raid content, and 60% group content. We think grouping is fun and that most people play MMOs in order to play with other people - otherwise we'd all be playing single player games. But we also fully understand that not everyone wants to "play" with a group even though they like a lot of the social aspects, so we have definitely made some big changes to incorporate fun solo play.
3) I personally prefer to play MMOs with just 2-3 of my RL friends and I tend to enjoy crafting, which I did a lot of in EQII. In Vanguard, the different "spheres" are distinct but incredibly easy to switch between, at any time. The comments here about having to choose your crafting mode before you leave a city were accurate about a year and a half ago . Now though, you simply open your Equipment window, select the tab on the left (adventuring, crafting, harvesting, diplomacy), then close the window - your character instantly changes into the appropriate gear for that sphere.
4) I fully plan to "solo" as a crafter in Vanguard and the times when I will partner up with people are really exciting to me. No one single crafter will build a ship alone, for example. It just doesn't make sense. If specialize in Outfitting, maybe I'll make the sails. If my friend specializes as a Blacksmith, she'll be able to make all the hinges, nails, and probably some ornamentation. Someone else will handle the carpentry . But in reality, no one single person would typically make an entire boat, or an entire house. (*Some* people can be a jack of all trades, so don't flame me for that. It isn't typical though. You hire a contractor to build your house and that person hires the carpenters, the tile workers, the electrian, etc.) You bring your specialties together for a big project and that's what we do in Vanguard.
Yes, it is my job to promote Vanguard - that is literally what they pay me to do But, I hope you'll all see that some of the "facts" quoted in this thread are simply outdated. Some of these things were true in the past, but are not true now. In my experience, MMOs tend to change a lot during the development cycle and Vanguard is no exception. Thanks for your time!
"We feel gold selling and websites that promote it damage games like Vanguard and will do everything possible to combat it."
Brad McQuaid
Chairman & CEO, Sigil Games Online, Inc.
Executive Producer, Vanguard: Saga of Heroes
www.vanguardsoh
Uh? I can tell you the staff are doing Vanguard a huge coverage, as any SoE-product get. They are not big fans themselves of these games so they just copy/paste and add a little though into it.
The fact they don't love Vanguard don't make them haters, you just have to be carefully checking everything. See, even me, with all my non-raiding server request, I am quite a fan...if they can't reach me with my most basic gaming wishes, their lost honestly. As to speaking LOUD, I could just go and let the game died quietly, but that wouldn't be fair...and I can't let peoples dismiss the raiding as marginal, it isn't marginal, it is the main aspect of the game and where any real-achiever will be bottlenecked.
See, the guy who trash me with PvP, he is more closer to the staff tastes! These guys are into PvP! Yet, they welcome all non-PvP, but you can't expect them to loooove it and developp it as well as PvP-oriented stuff.
Jorev, yup yup, I would be happy to provide you components or to involve in further tradeskilling exchanges! As long as there is a non-raiding server! My prices might be low or hefty, it will all depend on the amount of stuff I can get, the offer and the demand! Of course, other trades can impact our trades relations, to be more "fair" and honest, and maybe I will want something you dooo badly, and you can play this pricing thing on me back!
And to anyone bitching at Jorev or anything, I know you will not mind me, but if I have to say who was the "main tradeskillers" on the Luclin server in EQ, nobody come close to Jorev, despite the fact he was guildless, he was definitely the "main" tradeskiller of our server, at least from my point of view.
About the crafting in Vanguard...in RL most crafting is done by individuals and small companies, the big companies are doing a marginal part of the overall crafting thing...in Vanguard the guilds are the only real source of crafting, which is quite silly (just as if in RL the only real MMO maker could be Microsoft and SoE, no room for Sigil or any smaller dev team, quite silly)...and raiding kills everything! Raiding can exist, it just can't take the whole place, as in this case will do.
20% of the best loot is directly restricted to raiding, some components and so on, the remaining "80%" will all be maximised soon enough for a player like me so I will find myself bottlenecked into a raiding system I want nothing off. Giving a "you win" feeling is a LOT better than enforcing raiding on a player such as me. Oh yes, a lot better...of course, I rather have more, always more...stuff to earn...but a "you win" is fine.
- "If I understand you well, you are telling me until next time. " - Ren
Not a bad read, though most of it the race descriptions don't seem that different from Everquest.
(And the undead invasion reminded me of Warcraft).
A bit surprising to see Dread Knight (formerly known as Shadow Knight?) for dwarves though.
But where are the gnomes?
Let's hear it... We want gnomes! We want gnomes!