waterwet1
Glowing Redstone
- Joined
- Jan 31, 2017
Greetings, I'm still very new to this whole idea, but I have years of MMO, RPG, and general gaming experience to back up my thoughts on what falls short in these categories. This'll be very in-depth and situational, all of what I've experienced may or may not fit with your experiences, please keep that in mind while responding. If at any point I'm missing some information, correct me.
Part I - [ Fighting ]
While very practical and not unlike other servers with its abilities, it is also very well-balanced to a certain point. At no point during combat with another player have I felt that my death was unfair or unwarranted. No specific moves stand out as overpowered. However, it seems like no matter how it goes against mobs, it always falls flat to kiting or AI-abusing. Monsters are just spell/arrow/sword sponges that don't scale in any way, shape, or form. Some monsters are stronger than others, but all seem to just spawn randomly in the wild. I've been told in the past about things like dungeons and events with bosses, something akin to an old WoW dungeon raid is what I imagined. Yet in all my time of playing and searching around, I've never seen such things.
Whenever I see the name Ro'Gun, I think of some big renowned boss at the end of a dungeon. It's very off-putting to just see him out in the wild and forget that not only is he a huge pain to fight, but not an actual boss, just another mob out in the wild.
PvP, on the other hand, is very mixed. While it's very fun at equal levels, I'd assume. It's never fun being killed by a level 20~ player while trying so desperately to grind at level 5. I have one spell with a cooldown, they have around four. I have around 900 health, they have 1300 and armour. While this isn't an issue of "buh dere stronker den mee ;(((", I believe it more to be an issue of just early progression.
Part II - [ Progression ]
On the topic of mobs, regulars seem to spawn much too infrequently compared to bosses. It makes early progression such a slow, tedious chore. Seeing as all classes start with one base ability, all of which seem to have around a eight~ second cooldown, boss fighting is completely out of question. For regular mobs however, for mages, that's just 8 seconds of downtime spent kiting a zombie just because the normal, non-threatening zombie can eat up to six or seven fireballs. Rinsing and repeating this exchange until around level 10, when spells/abilities actually start to pick up, has taken me, regardless of class, about four to five hours.
Around levels eight and nine is really when it starts to slow to an agonizing crawl. Not only am I farming monsters that hardly spawn naturally in the wild, but they're tedious to fight, and only grant about 9% of my total EXP to next level up. If that's how bad it is grinding pre-level 10-ish, I can't imagine the torture it must be from levels 30 to 60.
I think these issues would be very simple to fix: Move bosses to designated spawn points, dungeons or something with large amounts of space and a designated line to reach, to be dealt with as a team. Make normal mob spawns more frequently in the world, or acting as spawning barricades leading down the treacherous boss dungeons. I was also told before that quests were thought of in the past, but never implemented. I'd wish highly for quests to be a substitute to the chore of grinding. Hell, I'd even write their stories for free if that's what it took.
This is a bit of an unorganised/ill-formatted mess, and while mostly a vent, is very sincere.
Part I - [ Fighting ]
While very practical and not unlike other servers with its abilities, it is also very well-balanced to a certain point. At no point during combat with another player have I felt that my death was unfair or unwarranted. No specific moves stand out as overpowered. However, it seems like no matter how it goes against mobs, it always falls flat to kiting or AI-abusing. Monsters are just spell/arrow/sword sponges that don't scale in any way, shape, or form. Some monsters are stronger than others, but all seem to just spawn randomly in the wild. I've been told in the past about things like dungeons and events with bosses, something akin to an old WoW dungeon raid is what I imagined. Yet in all my time of playing and searching around, I've never seen such things.
Whenever I see the name Ro'Gun, I think of some big renowned boss at the end of a dungeon. It's very off-putting to just see him out in the wild and forget that not only is he a huge pain to fight, but not an actual boss, just another mob out in the wild.
PvP, on the other hand, is very mixed. While it's very fun at equal levels, I'd assume. It's never fun being killed by a level 20~ player while trying so desperately to grind at level 5. I have one spell with a cooldown, they have around four. I have around 900 health, they have 1300 and armour. While this isn't an issue of "buh dere stronker den mee ;(((", I believe it more to be an issue of just early progression.
Part II - [ Progression ]
On the topic of mobs, regulars seem to spawn much too infrequently compared to bosses. It makes early progression such a slow, tedious chore. Seeing as all classes start with one base ability, all of which seem to have around a eight~ second cooldown, boss fighting is completely out of question. For regular mobs however, for mages, that's just 8 seconds of downtime spent kiting a zombie just because the normal, non-threatening zombie can eat up to six or seven fireballs. Rinsing and repeating this exchange until around level 10, when spells/abilities actually start to pick up, has taken me, regardless of class, about four to five hours.
Around levels eight and nine is really when it starts to slow to an agonizing crawl. Not only am I farming monsters that hardly spawn naturally in the wild, but they're tedious to fight, and only grant about 9% of my total EXP to next level up. If that's how bad it is grinding pre-level 10-ish, I can't imagine the torture it must be from levels 30 to 60.
I think these issues would be very simple to fix: Move bosses to designated spawn points, dungeons or something with large amounts of space and a designated line to reach, to be dealt with as a team. Make normal mob spawns more frequently in the world, or acting as spawning barricades leading down the treacherous boss dungeons. I was also told before that quests were thought of in the past, but never implemented. I'd wish highly for quests to be a substitute to the chore of grinding. Hell, I'd even write their stories for free if that's what it took.
This is a bit of an unorganised/ill-formatted mess, and while mostly a vent, is very sincere.
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