I picked up this MMORPG for my PC about a week ago and have done little else since.
I'm not typically attracted to MMORPGs, but this isn't a typical MMORPG. Some plusses:
* NO monthly fee. * Towns are typical hubs of commerce and socializing, crawling with PCs. Once you leave town, however, a separate instance is created for your party with its own monsters, items and NPCs. This completely eliminates the concept of competing for spawns, kill-stealing, loot-stealing and such, as no one can swoop down upon you and kack you in the wild. * Death causes no experience penalty and leaves no lootable corpses or items; you simply teleport back to the nearest shrine if not resurrected by a healer locally, suffering a temporary 15% stats penalty that either active adventuring or teleporting back to town will eliminate. * You can team up with other PCs, pick up NPC henchmen in towns to fill your party's slots, or go it alone as you see fit. * Multiple types of arena-based PvP (some guild vs. guild arenas, others with random party selection on each side). You can dive right into PvP at install time with premade character templates, or build up more skills via questing in PvE and carry those over into the arena. * The skill system is clever. You get a primary and secondary profession out of the six available, making for 30 possible combinations, and each profession has its own skillsets. You can obtain over a hundred skills, but only equip eight at any given time; points are channeled into attributes that govern skills, giving you lots of opportunites to fine-tune character builds towards desired play styles. * You can get a fair amount done even in short game sessions; very little in the way of massive time commitments is necessary. The level cap is low (20), meaning that newcomers can catch up to oldbies pretty quickly. * Designed by a group of ex-Blizzard employees, meaning that if this feels like Diablo III, it ought to.
Four stars. Joe Bob says check it out.
(edited by vsp on 13.5.05 1256) "We've been attacked by the intelligent, educated segment of the culture." -- Ray Mummert, pastor, creationism-in-schools proponent
Seperate instances for all outdoor content seems boring. I've only played one MMO (World of Warcraft) and part of the fun, for me, is running into the same people again and again. You get to like or hate them, as the case may be. Never having played, I would think that all these seperate instances make it feel less like a persistent world.
That gives a lot of credit to people, though. There seems to be a basic rule when it comes to people and online gaming, whether over console or PC. People +Anonymity = Jackasses. I don't think I need to address the various quitters-stoners-teenage "i pwn j00" yokels that populate X-Box Live. The same happens with PC games online, you'll get the rampant cursers, the loot stealers, etc. Seperate instances allow for you and those who ARE sane to go and adventure without having to deal with that. That appeals to me, I love the idea of a MMORPG but in general dislike other online users and am not fond of the monthly fee thing no matter how much financial/logical sense it makes (server upgrades and maintenance).
I may just be getting Guild Wars pretty soon.
We're the middle children of history...no purpose or place. We have no Great War, no Great Depression. Our great war, our defining crucible, is a spiritual war.
Originally posted by PalpatineWSeperate instances for all outdoor content seems boring. I've only played one MMO (World of Warcraft) and part of the fun, for me, is running into the same people again and again. You get to like or hate them, as the case may be. Never having played, I would think that all these seperate instances make it feel less like a persistent world.
Well, Guild Wars isn't _devoid_ of player interaction by a long shot; it just cuts out the more annoying parts (fighting for limited spawns being first and foremost).
From a co-op standpoint, you can add other players to your party in any town, whether they're part of your guild or whoever happens to be around. (Guild membership is completely optional, but recommended -- a game called "Guild Wars" is just a wee bit likely to make guilds worth your while.)
From a competitive standpoint, that's where PvP comes in. Early PvP involves random teams of 4, but when guilds start fighting guilds it won't be hard at all to build lasting rivalries.
The huge skillsets create a sort of rock-scissors-paper gameplay mechanic, which helps prevent any one strategy or guild from becoming dominant. If your rival guild has cleaned you out three times in a row, you can respec your skills and attributes with minimal effort to craft something designed to bring theirs down. Every skill has a counter and every counter has a counter.
It's an MMORPG where you only have to deal with other people when and if you want to do so. Works for me.
"We've been attacked by the intelligent, educated segment of the culture." -- Ray Mummert, pastor, creationism-in-schools proponent