The original crafting system was a lot more time consuming to create anything. You started with a lot of ingredients which you combined into various parts which you combined into a finished product. The end result is that there weren't that many c…
My take on Solo vs. Group all comes down to problem that most MMORPGs forget who the player characters are suppose to be. Heroes. I think that bares repeating, Heroes. Heroes are suppose to be able to hack through normal enemies. But I find in m…
My concept of Role Playing is just that "playing a role". Creating a character with a background and then interacting with other players as that character. I don't think that role playing is about being rewarded for doing things other than killing…
I wouldn't go so far as to say I'm proud of the fact that I have never capped a character, but after playing a lot of different MMOGs the grind holds no interest for me. I think I need to define what I call the grind. At low levels you gain a lev…
The basic problem I have with PD is the basic idea that defeate automaticly equates to death. I've played a lot of pen and paper RPGs and in many defeat does equal death. And of corse they do give you an out. The prime example being D&D and r…