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Old Jul 27, 2006, 04:40 AM // 04:40   #1
Pre-Searing Cadet
 
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Unhappy Great design and concept now please fix the following basic gameplay issues.

Stolen from http://cometogaze.blogspot.com/2005/...s-verdict.html. This blog was written over a year ago but the limitations to the play engine still apply. The pathing and getting stuck in the environment is so 1999 EQ. The developers need take a continuing ed class or something

* The loot is boring. It gets better after the first few levels, but it still hurts the game
* Skill acquisition isn't balanced. Ideally, you'd get skills in all categories at about the same pace. That way, you'd be able to play a different style all the way through the game. However, it seems that every class (not just 1 or 2) is given a bunch of useful skills in one category (e.g., fire magic for elementalists, healing for monks, blood magic for necros, etc.) and not many useful skills in other categories. As a result, everyone plays a fire elementalist for at least the first 10-15 levels (out of 20). Eventually, you round out your skill collection, but by then, you're so used to that one set of skills that there's no reason to change.
* Early-level PvP is dominated by "twinks". It is possible to use max damage weapons (the most powerful in the game) in the earliest arena (level 1-10). High level players simply find a weapon with low requirements and pass it on to their new low level character. New players are thus not only overmatched in playing skill, they are totally outclassed in equipment, too. There should have been a PvP arena at the beginning where new players aren't at such a disadvantage. There should be something that guides new players into PvP; as it is, they have to seek it out or stumble on it themselves. And it should not be so easy to equip the most powerful equipment in the game.
* The skill distribution problem mentioned earlier also hurts pre-20 PvP, because everyone uses the same builds.
* The warrior/wizard/healer/archer gameplay is tired. PvP consists of seeing whose healer dies the fastest. And good luck when you go up against a team of 8 healers.
* Calling targets for your teammates to attack is unnecessarily difficult, especially in PvP. In general, communication without a headset is primative compared to modern team-based games.
* Pathing sucks. Sometimes you'll try to use a "touch" skill that requires you to get next to someone. You'll start running automatically towards the person, but you'll often end up blocked by an obstacle that you should be able to run around easily, and the skill use will be halted with no visual feedback that you were interrupted.
* There's no collection of stats for PvP, beyond guild ranking stuff for end-game guild-only PvP. I'm sure plenty of people who play casually and do random PvP would love to have some sort of stats and recognition.
* The storyline is mediocre at best. There are plenty of cutscenes and such to advance it, but it is meandering and nonsensical at times.
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Old Jul 27, 2006, 12:51 PM // 12:51   #2
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This is the Sardelac Sanitarium, not a place where you outline all of the problems that you have 'stolen' onto the forum without offering a suggestion as to how to fix them. If there are no suggestions as to how to fix them, then it is no better off to have been posted in the Riverside Inn instead.

nothing to sign, nothing is suggested...
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Old Jul 27, 2006, 01:10 PM // 13:10   #3
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Quote:
Originally Posted by fixGWsoon
Stolen from http://cometogaze.blogspot.com/2005/...s-verdict.html. * The warrior/wizard/healer/archer gameplay is tired. PvP consists of seeing whose healer dies the fastest. And good luck when you go up against a team of 8 healers.
* Calling targets for your teammates to attack is unnecessarily difficult, especially in PvP. In general, communication without a headset is primative compared to modern team-based games.
* There's no collection of stats for PvP, beyond guild ranking stuff for end-game guild-only PvP. I'm sure plenty of people who play casually and do random PvP would love to have some sort of stats and recognition.
* The storyline is mediocre at best. There are plenty of cutscenes and such to advance it, but it is meandering and nonsensical at times.
the quoted complaints are completely wrong in my opinion.
the PvP situation of warrior/wizard/healer/archer could not be any more wrong. in 8v8 PvP, healers are rarely targeted first, and only get shutdown. as for 8 healers... a build like that would get decimated by most teams, since it has no damage output (and nobody uses 8 healers... no idea where you got that from).
as for target calling, if you're spiking, you need TS. if you're using a pressure build or a degen build, the current targeting system is more than enough to carry you through.
as for stats for casual players who play PvP, you have fame/rank for HoH and gladiator title for RA/TA. for AB, you have the friend of the kurzick/luxon. that's a way to show your skill in every form of PvP except GvG, which is presented through your guild's performance.
as for the storyline... that's your opinion...

Last edited by mortalis doleo; Jul 27, 2006 at 01:13 PM // 13:13..
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